S = Sorcerer
V = Villain
I = Item
SI = Special Item
A = Army
M = Monster
G = God
T = Transport
B = Boon
E = Event
CHAOS DECK CARD LIST
Card Name: Type Force Notes:
Jagreen Lern, Theocrat of Pan Tang S 9
Prince Yrkoon S 8
Mournblade SI 8
Theleb Kaarna S 8
Arioch of the Seven Darks G 10
Doctor Jest V 5
Melniboneans A 8
Earl Saxif D’Aan S 9
Champion of Chaos B 5 Must play with Sorcerer or Villain
Demon Steed M/T 4
Prince Gaynor the Damned V/S 9
Mordaga, the Sad Giant M 6
Demon Armor I 4
Urish the seven Fingered, Beggar King V 7
Dead God’s Book SI 9 +2 if played with a God
Grimoire I 5 Sorcerer gets +4
Mirror of Memory SI 9 Destroy 1 opposing army
Demon Sword I 5
Ghouls of Limbo A/M 6
Demon Shield I 5
Beggar Horde A 5 +2 if played with Urish
Sorcerers Ring I 3 Sorcerer gets +3
Mages Amulet I 4 Sorcerer gets +2
Crimson Gate T 5
Shade Gate T 5
Lord Gho’s Elixir I 5
Clakars, Winged Apes M/A 6
Giant Owls M/A 6 +2 vs Winged Men of Myyrhn
Agak & Gagak S 9
Mist Giant M 7
Kyrenee, Greater Demon M 9 Destroy 1 opposing Army
Doomed Companion E 3 Destroy 1 Hero if SB played
The Bane of the Black Sword E 3 Destroy 1 Hero if SB played
Prince of Chaos G 9
Immortal B 7 Villain or Sorcerer must be played
Host of Chaos A 8
Imrryr, The Dreaming City P 9
Teran Gashtek, Flame Bringer V 9
Weeping Wastes P 6
Pan Tang Isles P 6 +2 with Theleb or Jagreen
Nadoskor, City of Beggars P 5 +2 with Urish
Barbarian Horde A 6 +2 with Flame Bringer
Shapeshifters M 6
Demon Guardians M 6
Burning God G 8
Sighing Desert P 5
Tigermen M 4
The Vanishing Tower P/T 9
Dwarven Sorcerer S 6
Beings of Troos M 5
Dukes of Hell G 9
Chaos Armada A 9
Warping Power E 2 Destroy one opposing Lady
Boiling Sea P 8
Kelmain Host A 6
Balo the Jester S/G 8
Chaos Butterfly M 4
Hunting Dogs of Dharzi M 4
ELRIC LINKS
The Sailor on the Sea of Fate
Eternal Champion Role Playing
DISCLAIMER
Elric is a copyrighted/licensed property.
This is merely a fan site.
MEN OF SUMER INTRODUCTION
Players a rival kings in the land of Sumeria.
VICTORY
The first player to control six of the ten city-states is the winner.
THE MAP
Use a hex map to depict:
The Fertile Crescent (The lands around and between the Tigris and Euphrates rivers).
There are 10 City states:
Kish, Larak, Nippur, Umma, Lagash, Uruk, Ur, Eshnunna, Khafaje, and Eridu.
There are 5 Terrain types:
1. Mud (Farmland & Villages)
2. River Valleys
3. Desert
4. Sea
5. City-States
COUNTERS
Each player gets a set of counters of a unique color.
A counter set contains counters of the following types:
Type: Number Notes
Armies 30 Each Army represents about 1,000 men.
Leader 1 Kingly personification of each player
Control Markers 70
WAR DECK
The War Deck has 6 types of cards:
Phalanx, Javelins, Chariots, Morale, Strategy, Terrain.
For each type of card there are 10 such cards in the deck numbered 1 through 10.
The Harvest Deck is a seperate deck.
SETUP
Shuffle the deck.
Each player gets a counter set.
Roll high on 1D6 to determine placement order.
Each player places his Leader counter on one of the City-states.
Place a control marker on your city-state and all of the surrounding adjacent spaces.
Neutral City states contain 3 Armies which must be defeated to gain control of the city.
Neutral city-states will retake adjacent unoccupied spaces in Planting Phase.
STACKING
Any number of armies may stack in one space.
MAIN TURN SEQUENCE
Each turn consists of 3 phases:
1. Harvest Phase
2. War Phase
3. Planting Phase
HARVEST PHASE
Players roll high on 1D6 to determine turn order. Reroll ties.
Each player…
Gains 5 armies for each City-state they control.
Gains 1 army for each ‘Mud’ terrain they control.
Gains 1 army for each ½ of a river valley they control.
Each Player is dealt 4 cards face up from the Harvest Deck and plays them.
Players place these armies in their City-states in turn order.
If a player lost a Leader last turn, he gains a new one.
He places the new leader in one of his City-States.
Discard all harvest cards.
WAR PHASE
This phase is divided into 10 segments.
Each player gets one segment turn during each segment.
Players take their segment turns in the order determined during Harvest Phase.
Each segment turn is divided into 3 sub-segments:
1. Movement Sub-segment
2. Fighting Sub-segment
3. Conquest Sub-segment
MOVEMENT SUB-SEGMENT
A player may move each of his armies 2 spaces.
A Leader may move 4 spaces.
In river spaces denote which side of the river the stack is on.
It costs 1 space to cross a river.
Armies & Leaders may not enter Sea spaces.
An army must stop upon entering a City-state, or a space occupied by enemy armies.
FIGHTING SUB-SEGMENT
If two stacks of opposing armies occupy the same space there will be a battle.
Exception: The armies are on either side of the river and the moving player
does not want to attack.
Each player is dealt 7 cards from the War deck.
If the deck runs out shuffle the discard and draw from it.
Players may then discard up to 6 cards and draw replacements.
Each player may play up to one card of each of the six types of cards.
(For Example: a player could not play 2 chariot cards.)
Each player calculates his battle total:
Add the numeric value of all cards played + 1D6 per Army present and +2D6 if
your Leader is Present.
If the defending stack was in a City-state, the defender adds 2D6.
If the attacking stack just crossed a river the defender may add 1D6.
The player with the higher Battle Total wins.
Roll high on 1D6 to break ties.
The losing stack is destroyed utterly. The winner takes no casualties.
If your leader is destroyed, all of your armies on the board disband.
Discard all war cards.
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