1D100 Spell
01-03 Research- Roll 1D5 +5 once on treasure table. Cast in Collect Phase.
04-06 Teleport- Move wizard to another hero without a wizard. Cast in Move Phase.
07-09 Dimension Door- Move Hero to any territory you control. Cast in Move Phase.
10-12 Fly- Hero gets Move Points +5. Cast in Move Phase.
13-15 Blizzard- Target adjacent army cannot move or attack. Cast in beginning of Move Phase
16-18 Firestorm- Target adjacent settlement razed. Disaster Magic.
19-21 Animate Dead- Gain 1D10 Warriors. Cast in Explore Phase
22-24 Stone Rain- Target adjacent settlement razed. Disaster Magic.
25-27 Earthquake- Target adjacent settlement razed. Disaster Magic.
28-30 Flood- Target adjacent settlement decimated. Disaster Magic.
31-33 Death Spell- Target adjacent army loses 2D10 troops. Disaster Magic.
34-36 Pestilence- Target adjacent settlement decimated. Disaster Magic.
37-39 Plague- Target adjacent settlement decimated. Disaster Magic.
40-42 Adept- One of your Heros gains a wandering wizard immediately. Not a spell.
43-45 Summon Avatar- Gain 1 Hero. Cast in Recruit Phase.
46-48 Banish- Destroy adjacent Encounter. Disaster Magic. Treasure destroyed too.
49-54 Prosperity- Gain 1D10 Gold. Cast in Collect Phase.
55-57 Sanctuary- Target hex cannot be attacked this turn. Cast in Explore Phase.
58-60 Stone Walls- Target Wizards hex gets Walls +3 for the rest of the turn. Disaster Magic.
61-63 Curse- Opponent make 1D10 less gold this turn. Cast in Collect Phase.
64-66 Heal- Recover 1D10 troops killed in Battle this turn. Cast in Recovery Phase.
67-69 Cure Wounds- Recover 1D10 troops killed in Battle this turn. Cast in Recovery Phase.
70-72 Fortell- Negate espionage result. Cast in espionage phase.
73-75 View- Explore any 4 adjacent hexes anywhere on the map. Cast in Explore Phase.
76-78 Scry- Look at all Hero index cards. Cast in Explore Phase.
79-81 Energize- All of your wizards get +1 Battle Spell this turn. Cast in Realm Spell Phase.
82-00 Reroll
NOTES:
A settlement that is razed or decimated produces no income.
A settlement remains razed for 1D10 turns.
A razed settlement gets no benefit from its walls.
An army hit by a razing or decimating disaster will lose 1D10 troop units.
A wizard can only cast one realm spell per turn.
TERRAIN VARIANTS
These are variations of standard terrain that allow recruitment of Special units.
FOREST VARIANT TYPES 1D10 TERRAIN
1 Elf settlement
2 Lumbermill: Gain 1 Gold per turn
3 Woodsmen settlement
4 Fey settlement
5-10 None
MARSH VARIANT TYPES 1D10 TERRAIN
1 Undead settlement
2-10 None
DESERT VARIANT TYPES 1D10 TERRAIN
1 Bandit settlement
2 Djinn settlement
3-4 Temple: Gain 1 extra Realm spell per turn
5-10 None
HILL VARIANT TYPES 1D10 TERRAIN
1 Gnome settlement
2 Kobold settlement
3 Orc settlement
4-10 None
MOUNTAIN VARIANT TYPES 1D10 TERRAIN
1 Dwarf settlement
2 Goblin settlement
3 Gold Mine: Gain 2 Gold per turn
4-10 None
CASTLE VARIANT TYPES 1D10 TYPE
1-3 Recruit Knights
4-10 Recruit Cavalry
CLEAR VARIANT TYPES 1D10 TERRAIN
1 Hobgoblin settlement
2 Trading Post- Gain 1 Gold per turn
3-10 None
SPECIAL UNIT TYPES UNIT TYPE COST INIT KILL LOCATION NOTES
Woodsmen 1 2 4 Forests Hero gets Scout ability
Elves 2 3 5 Forests Hero gets Wizardry ability
Fey 1 1 3 Forests Hero gets Wizardry and Scout ability
Goblins 1 2 3 Mountains Hero gets Tactics ability
Dwarves 1 1 5 Mountains Hero gets Defense ability
Orcs 1 1 5 Hills Hero gets Logistics ability
Kobolds ½ 1 3 Hills Cheap
Gnomes 1 1 4 Hills Hero gets Siegecraft ability
Djinn 3 2 8 Desert Hero gets Wizardry ability
Bandits 1 2 4 Deserts Hero gets Intrigue ability
Knights 2 2 7 Castles Hero gets Defense ability
Undead 2 1 5 Marsh Regenerate 1D10 undead in Recovery Phase
Hobgoblins 2 2 6 Clear Hero gets Strategy ability
NOTES:
Some troop types cause the hero to gain an ability if there is one or more of that troop type present.
A Hero can have up to 5 different types of troops in his army.
Heroes with the command ability can have one extra type per level of command ability.
GAME DESIGNERS NOTES
Warbah? I just liked the sound of it.
Instead of rolling 1 attack die for every unit in a group, use this equation:
((1D10)/5)(# of Troops)(Kill Rank/10) = # of enemy troops killed
Round to the nearest whole number.
WARGAMMON INTRODUCTION
Two player abstract strategy board game. Variant of Backgammon
EQUIPMENT
Checker Board (64 spaces)
16 red checkers
16 black checkers
2 six sided dice
SETUP
Each player gets one set of 16 checkers.
Each player has his own 'side of the board'
On the back row of a players side, the player places a stack of 8 checkers in each of the two corner spaces
Red moves first
OBJECT
Be the first to move all of your checkers off the board past your opponents back row
TURN SEQUENCE
Players take turns
On your turn roll the two six sided dice
You may move one checker twice or two checkers once a number of spaces equal to the dice rolls
Checkers may be moved forward, to the left sideways, and to the right sideways
Checkers may not be moved diagonally or backwards
If one of your checkers lands on top of a single opponent's checker the opponent's checker is captured
A stack of two or more checkers may not be captured
A checker may not capture another checker on its second move
A captured checker is immediately placed on top of one of its owners corner stacks by its owner
A checker may not jump over any other checker or stack of checkers
A checker moved off the board past the opponents back row is out of the game
Rolling doubles allows the player to make 4 moves, just as in regular backgammon
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