Introduction to Warpspawn Games



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MAJOR FOE CARD LIST


Card Name: Notes:

Snow Apes Simmians of the Hyrkanian Steppes

Yanidar the Ghoul King

Akivasha the Vampire Mind Control

Baboon Demon of Set Ape/Hound. Flawless Tracker

Beast of the Pictlands Large Saber Toothed Tiger

Black Men Magical Talon Clawed Giants

Brylukas Albino Bat demons. Live in Hives

Chaken Ape-like tracker-assassin

Children of Jhil Great bat-like buzzard steeds

Children of Set Knowledgeable Snake Men

The Crawler Ferocious Giant Lizard-Snake

Land Dragon Scaled, Stupid Lizard-Stegosaurus

Ghost Snake Giant Venomous Constrictor

Ghouls Nocturnal Humanoid Demons

Golden Serpents Glowing Hypnotic Eyes

Gray Ape Giant Voiceless Man-Eating Ape

Mastodon Wholly Mammoth

Ollam-Onga Demonic Shape-shifter

Black Scorpion Large and Deadly

Servants of Bit-Yakin Ancient evil humanoids

Giant Slug Can spit Acid

Giant Spider Poisonous. Sticky Web

Strangling Demon Summoned to Guard or Hunt

Swamp Beast Hideous, Glowing, and Scaled

Thog Huge, Slimy, and Tentacled

Yakhmar Remora, White furred Ice Worm

Yothga Demon Plant from the Planet Yag

Jelal Khan Depraved Turanian Noble

Thoth-Amon Most Powerful Sorcerer of Hyboria

Yara the Priest Feared Sorcerer of Shadizar

Black Ring Cult of horrible Wizards

Black Seers Cult of Necromancers

Globe of Yezud Turns into a Giant Spider

Stygian Wizard

Jihiji Witchman


SPECIAL CARD LIST


Card Name: Notes

Brythunian Slave Woman

Free Companies Mercenaries

Nestor Gunderman Mercenary

Taurus of Nemdia The Prince of Thieves

Valeria of the Red Brotherhood Female Pirate Captain

Blinding Dust From Stygian Tombs

Dance of the Changing Serpent Spell: Trade bodies with a Snake

Books of Skelos Ancient Source of Mystical Lore

Epemitreus the Sage Gives advice from the Grave

Fire Dust

Zenobia Aquilonian Queen of Conan

Conn Son of Conan

Teeth of Gwahlur Fabulous Jewels

Golden Elixir Restores Strength & Vitality

Hand of Nergal Gemstone of Great Power

Heart of Ahriman Piece of a Fallen Star

Heart of Tammuz Bauble with the Power of Light

Mirror of Thought Can produce magical images

Pipes of Madness Hypnotic psychosis

Serpent Ring of Set Serpent magic

Star of Korala Power of Seduction

Tulwar of Amir Khurum Weapon of great power

Well of Skelos Dimensional gate

Black Lotus Hallucinatory Drug

Iron Tower

Temple of Mitra

Temple of Dagon

Ancient Pyramid Tomb

Tower of the Elephant

Crom God of the Cimmerians

Dwarf Fool Speaks the truth

Jeweled Throne Kingship

Zarkheba Poisonous River of Death

Hermits of Jelai Oracles

DISCLAIMER


Conan is a copyrighted, trademarked property.

This is just a fan site.


POMERIUM


A SOLO GAME OF WARFARE AND INTRIGUE IN THE ROMAN EMPIRE,

INSPIRED BY LLOYD KRASSNER'S MARCH ON ROME

by Steven Cranmer ( scranmer@cfa.harvard.edu)

This game is Copyright Steven Cranmer, 2001. The author [me] grants the right to copy and distribute this file, provided it remains unmodified, original authorship is retained, and it not be republished for any commercial purpose.



PREMISE

The time frame is somewhere between 50 and 150 AD. An emperor of long standing has just died. You happen to know with certainty that you are his intended successor, but he died before announcing this to the Senate. Your job: defeat the other powerful contenders to the throne and claim your rightful place as Imperator!

This paper-and-pencil game is a one-player variant on Lloyd Krassner's March on Rome. There are some aspects of the game that were inspired by several other of Krassner's WarpGames as well. The scope of the player's choices in the game is somewhat limited, possibly making this more of a simulation than a strategy game. However, it was my intent to construct something that can be played as a simple pastime rather than with a great deal of advanced forethought. Some suggestions for extensions are listed at the end of this document, and the reader is encouraged to make whatever changes seem appropriate.

MAP

There are 8 ``core'' provinces (gray) and 10 ``frontier'' provinces (white). At the start of the game, the Roman Empire consists only of the core provinces, and all others are considered ``lost.'' Imperial provinces are either controlled by generals or by procurators. A province is considered adjacent to another only if they touch on all or part of a side, or are connected by a sea route (dotted lines on map). Provinces touching corners only are not adjacent.



1

Spain (core)

11

Noricum

2

Gaul (core)

12

Dacia

3

Italy (core)

13

Thrace

4

Illyrica (core)

14

Armenia

5

Achaia (core)

15

Parthia

6

Asia (core)

16

Judaea

7

Syria (core)

17

Egypt

8

Africa (core)

18

Mauretania

9

Britannia

19

(roll again)

10

Germania

20

(roll again)

SET-UP

The player is denoted as a 'PC' (Player Character), and the main opponents are denoted as 'NPC' (Non-Player Charater) generals. The PC starts in a random core province (roll 1d8) with 2 + 1d6 legions.

There are 1 to 4 opposing NPC generals, all starting in other core provinces, determined randomly. The number of NPC generals and their legions are determined by rolling 1d12. Once the number of generals is determined, roll individually for each to obtain their legions and their starting core province. (If an occupied province is selected, roll again.)

1d12

no. of NPCs

legions per general

1-3

1

3 + 2d6

4-8

2

2 + 1d8

9-11

3

1 + 1d6

12

4

1 + 1d4

The legions belonging to PC and NPC generals do not go on the map; only markers of ownership go on the map. Legions are considered ``instantly movable,'' because 1 turn equals 1 year, so they are accounted for as numbers, off the map.

All unoccupied core provinces are considered to be ``senatorial provinces,'' and are governed by unambitious procurators. For each of these provinces, roll 1d6 to see if they have a legion garrisoned there or not:



1d6

no. of legions

1-4

0

5-6

1

Put white markers on senatorial provinces, and put markers for their legions on the map (to avoid off-board record-keeping for the procurators).

At the start of the game, all frontier provinces are not part of the Empire, and their military strengths are unknown.



TURN SEQUENCE

I.

PC ACTIVITY

II.

NPC ACTIVITY

III.

RECRUITMENT PHASE

IV.

EVENT PHASE

I. PC ACTIVITY

The PC can choose one of three options:



  1. Do nothing and wait,

  2. Attack a province adjacent to any province controlled by the PC (whether it is part of the Empire or not), or

  3. Approach a province adjacent to any province controlled by the PC with an offer of alliance. If alliance negotiations break down, a battle occurs.

II. NPC ACTIVITY

NPC generals have the same options as players, but their actions are determined randomly. The NPCs act in random order, re-determined every turn, by having each roll 1d20 and acting in ascending order of their rolls. Their actions are determined by rolling 1d6:



1d6

action

1

nothing

2-3

try for an alliance

4-6

attack

If an NPC is supposed to try for an alliance or attack a neighbor, first choose a random ``home base'' for the NPC out of that general's provinces (use whatever die spans the appropriate number). Then choose a random neighbor by rolling 1d6 and counting neighbors clockwise from due north.

Examples: Starting in Africa, a 3 is rolled. The chosen neighbor is Mauretania. Starting in Gaul, a 2 is rolled. The chosen neighbor is Germania.

BATTLES

When a battle occurs, each side must first roll 1d6 for initiative. (The higher roll has the initiative, rolling again at ties.) The side without initiative first determines how many legions to devote to the battle (see below). The side with initiative then gets to decide how many legions to devote. For PCs, it is obvious that having the initiative allows a more intelligent choice. For NPCs and barbarians, having the initiative means that one adds 2 legions to the randomly determined value, if they are available.

If one side in the battle is a barbarian nation, their total number of armies (equivalent to Roman legions) available this turn, all of which will be devoted to the battle, is 2 + 1d6. If left unconquered at the end of the turn, the remaining barbarian armies will disperse and they will raise 2 + 1d6 fresh armies next turn, if attacked again. If a barbarian nation is involved with more than one battle in a turn, they only roll 2 + 1d6 one time per turn.

The PC decides freely how many legions, out of the total number owned, to devote to any one battle. NPC generals decide by rolling 1d6 on the following table. Every party's total legion ownership is ``public knowledge,'' so the NPC's decision depends on whether his or her opponent is stronger, weaker, or equal in total legions:



1d6

opponent stronger

opponent equal

opponent weaker

1

40%

30%

20%

2

50%

40%

30%

3-4

70%

50%

40%

5

85%

75%

70%

6

100%

100%

90%

The NPC thus devotes this percentage of the total number of legions owned to the battle, rounding up.

The battle is resolved by fighting 1d6 ``segments,'' similar to Culture and Conquest. In each segment, each side rolls 3d6 (the side with initiative goes first). Each time a 1 comes up, the opponent loses X legions, where X is determined by the total number of legions on boths sides of the battle:



total

X

2-13

1

14-26

2

27-39

3

40-52

4

and so on. If a battle ends in an equal number of legions on both sides, keep adding segments until the tie is broken. The winner is the side with more legions at the end, and the winner takes the province at stake. If a general has lost his or her last province, the remaining legions disappear.

ALLIANCES

Alliances are effectively ``mergers'' between the two sides. Once an offer is made, two things must be determined: (1) the response to the offer, and (2) which side will be dominant when the merger is completed. (The side not dominant effectively disappears from the game.)

Dominance is decided between PC generals and NPC generals by which side has more total legions. This same criterion applies when two NPC generals decide to ally. However, when any general allies with either a procurator or a barbarian nation, the general will always be dominant.

PCs can of course turn down any offer where they will not end up dominant. NPC general responses are determined by rolling 1d6 on the following table:



1d6

NPC will be dominant

NPC won't be dominant

1-2

YES

YES

3-6

YES

NO

Procurator and barbarian responses are determined by rolling 1d6 on the following table:

1d6

Procurator

Barbarian

1

YES

YES

2-5

YES

NO

6

NO

NO

Any response of ``NO'' leads to a battle between the two sides. A response of ``YES'' leads to the dominant party obtaining all legions owned by the other party. (A barbarian nation has 2 + 1d6 legions to provide in an alliance.)

III. RECRUITMENT PHASE

Each PC and NPC general gains 1 legion per province controlled.



IV. EVENT PHASE

1d6 events occur throughout the known world each turn. For each event, roll 1d20 on the following table. Events are resolved immediately.



1d20

Event

1

Assassination

2-3

New general arises

4-7

Epidemic

8-12

Prosperity

13-16

Local rebellion

17-20

Barbarian invasion

Assassination: A random general is killed. Both the PC and NPCs are liable (not procurators). If the PC general is chosen, the game is over.

New general arises: This only occurs if the total number of generals (PC + NPC) is 2 or less, and there exists at least 1 lost or senatorial province. If a new general can indeed arise, set up the new NPC like at the start of the game, with 2 + 1d6 legions. First roll 1d8 if there are core provinces open (keep rolling if provinces occupied by generals are chosen). If the new NPC arises in a senatorial province, and that procurator has a legion, then it can be added to the new general's total. If all core provinces are occupied by generals, roll 1d20 for all provinces.

Epidemic: Roll 1d20 for a random province. The general or procurator in control loses 1 legion, but does not lose control of the province if the total number of legions goes to zero. Lost provinces are not affected.

Prosperity: Same as epidemic, but it is a gain of 1 legion for the general or procurator in control.

Local rebellion: Same as epidemic (with a loss of 1 legion), but if the owner's total goes to zero, consider the province lost and no longer part of the Empire.

Barbarian invasion: Roll 1d8 on the table below to determine which invader invades. Follow the ``invasion route'' in the table. The first province that is a part of the Empire is the one that is hit by 2 + 1d6 legions of barbarians. If the barbarians win, the province is lost and all remaining Roman legions (that were devoted to the battle) are killed. If the barbarians lose, all remaining barbarian legions are killed.

1d8

Invader

Route

1

Picts

Brit - Gaul

2

Celts

Germ - Gaul - Italy

3

Huns

Dacia - Noric - Gaul - Italy - Illy - Achaia - Thrace

4

Vandals

Dacia - Noric - Gaul - Spain - Mauret

5

Ostrogoths

Dacia - Achaia - Asia

6

Visigoths

Thrace - Achaia - Illy - Italy - Gaul - Spain

7

Armenians

Armen - Asia - Thrace - Achaia

8

Parthians

Parthia - Syria - Asia - Thrace

VICTORY CONDITIONS

At the end of any turn, if the PC general controls at least 3 provinces and there are no other surviving NPC generals, the PC wins. If the PC (or any NPC) loses all owned provinces or is assassinated, he or she is out of the game.



POSSIBLE EXTENSIONS

  • In battles, include the possibility for either side to surrender, or to have the attacker give up for any other reason.

  • Include character traits and abilities, such as military skill, charisma, political ambition, and superstition. These can add flavor and affect the outcomes of battles and alliance negotiations, and possibly give generals the chance to avoid assassination.

  • Create random tables for generals' ages, ancestries (patrician, plebs, freed slave, etc.) and names (praenomina, nomina, cognomina).

  • Allow generals to devote resources to non-military areas, but without introducing the added complexity of money (or ``tribute''), which would probably be too time-consuming to keep track of for the NPCs. Generals could curry favor with the populace or make improvements in cities (like the Wonders of Culture and Conquest?).

  • Add more political backstabbing (see March on Rome).

WIZARDS & WARLORDS

INTRODUCTION


Requires D6, D10, a map, and tokens of different colors to

represent the troops of different players.

The objective is to destroy your opponents Warlord token and

capture all of your opponents strongholds.


THE MAP


The map is divided into spaces, or territories.

Designate which spaces are land and which are water.

Designate some land territories to be barren.

Designate some spaces to contain strongholds.

Choose the identity of each stronghold. (Orc, Elf, Ice, etc.)

TOKENS


Tokens represent an abstract combination of military, tactical, and magical

strength at your disposal.

The identity of a stronghold determines what type of token it produces.

For example, a Dwarf stronghold produces dwarf tokens.

In battle a dwarf token allows one roll on the dwarf warlord table.

SETUP


Players each pick one of the warlords they want to play.

Players pick one space on the map that they want to be their

Homeland stronghold.

Players start with 25 tokens of that warlord.

All 25 tokens of that player start the game placed on the homeland space.

Roll high on 1D10 to determine player turn order


STACKING


A territory cannot at the end of a turn have more than 10 tokens in it.

The exception to this is the Homeland spaces which can hold up

to 25 tokens. A stack is also called an army. An army may consist of

tokens from any number of Warlord tables.


WARLORD BATTLE TABLES


The Battle Tables are used during battle phase.

To get a result on a Battle Table roll a D10.

Some numbers are repeated more than once.

In this case, the player can pick which result he wants.


STATS


Rolls on battle tables will contribute to the totals of seven stats:

Numbers, Movement, Melee, Ranged, Armor, Tactics, and Morale.


TURN SEQUENCE


Players take turns. Each turn has 3 phases:

1. Production Phase

2. Movement Phase

3. Battle Phase


PRODUCTION PHASE


A players starting homeland stronghold generates 2 tokens per turn.

These are called homeland tokens.

Other strongholds controlled by the player generate 1 token.

The other stonghold's tokens will use other battle tables.

A player can only recruit from a hold that has the same, or a neutral

alignment battle table.

A player must have a homeland token on a hold to recruit from it.

Example- The Dwarf Warlord has a dwarf token on an Elf hold and so

may recruit 1 Elf token per turn as long as the Dwarf token remains on the

elf stronghold.


MOVEMENT PHASE


A token can move one space per turn.

Tokens cannot move into water territories.


BATTLE PHASE


A stack may either move one space or attack an adjacent enemy stack.

Stacks may combine their attacks.

A stack may only attack once per turn.

A stack may be attacked more than once per turn.

During battle each side rolls a number of Battle rolls equal to the number

of tokens they have in the battle up to 5 tokens.

For example: Player A has 2 Dwarf tokens and 2 Elf tokens.

He rolls twice on the Dwarf Warlord Table and Twice on the Elf Warlord Table.

Players take turns making battle rolls, one at a time, the Attacker

starting first.

Add up the stat totals for each side. The winner for each stat inflicts one

casualty. Tied stats result in no casualties.

Example- Greyden wins in 5 stats and so his opponent loses 5 tokens.

His opponent won in two stats so Greyden loses 2 tokens.

Repeat this procedure until one side is destroyed or the attacker decides

to stop attacking.

Each repetition is called a round.

EXTRA BATTLE ROLLS


If both sides have more than 5 tokens, the side with more tokens gets an

extra battle roll.

Defenders of a Homeland stronghold get an extra battle roll.

STRONGHOLDS


Defenders in a stronghold automatically get a stat bonus of

Armor = 5 & Range = 1 every round unless the stronghold was breached.


LAST MAN STANDING RULE


There will always be at least one surviving token at the end of a

round. If the casualties result in both sides being wiped out, then

the side that won more stats will keep 1 survivor. If the stats are

tied than roll high to determine the winner.




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