Introduction to Warpspawn Games



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ARCHMAGI



CREDITS


By Lloyd Krassner

Edited & Updated by Jason Newell


INTRODUCTION


Mages (Archmagi) use spells, heros, monsters, armies, and

artifacts to destroy each other and conquer the world.


MAP DESIGN


Click here for Archmagi Map Generator by Peter Cobcroft.

Use a Hex map or hand draw Territories.

Draw one large continentof 20-40+ territories. Differentiate between Sea & Land spaces.

Predetermine the terrain type in each Hex by choice or by using the D20 & consulting the Terrain chart.

If a map is missing certain terrains, units from those terrains can be deployed in only special circumstances.

Play may proceede on a map of unknown territories using the Exploration Phase and rules.

One or more Sea hexes should be designated as the Reef or Abyss terrain types.

An alternative to the D20 method is to make Terrain chits for each of the Terrain types.

Map designers may want to specify terrains that cannot be used for deployment.

SETUP- RESOURCES


Each player randomly selects:

1 Archmagi chit

3 Unit chits in Reserve

5 Spell chits

Players must also select the color of their banner chits.

Players place their Archmagi on Land hexes on opposite ends of the map.


SETUP- DETERMINE TURN ORDER


Players roll high. Reroll ties. High roll goes first.

Play proceedes in a clockwise direction.

A player whose turn it is, is called the Active Player.

VICTORY CONDITIONS


Destroy all opposing Archmagi units.

CHITS


Units are represented by counters or chits.

The chit has the name of the unit(or spell, etc.) on it.

Make seperate Recruitment piles for: Archmagi chits, Spell chits, Banner chits, Artifact chits, Unit chits.

Players will often have to refer to the lists in the rules to find out what certain chits do.

All players should have their own copy of the rules.

TERRAIN CHART

D20 TYPE NOTES


1 Plains Steppes, Plateau, Grasslands

2 City Civilized, Towns

3 Forest Woods

4 Castle Feudal

5 Heath Farmlands

6 Hills Chaparral

7 Swamp Bog, Marsh

8 Caves Caverns

9 Mountain Crags, Peaks

10 Desert Dunes

11 Jungle Rain Forest

12 Tundra Permafrost, Arctic

13 Taiga Boreal Forest, Pine Forest

14 Ruins Cursed Lands

15 Tors Cold Mountains, Glaciers

16 Waste Bad Lands, Broken Lands, Barrens

17 Sylvan Faerie Woods

18 Volcano Hot Springs, Lava Pits

19 Water River, Lakes

20 Workshop Factories

* Sea Deep Sea

* Abyss Murky Depths

* Reef Shallows

* Coastal Any Hex adjacent to a Sea Hex is also a Coastal Hex


NOTES ON TERRAIN


All units get Tactics+1 in their home terrain

Coastal Hexes are considered to be both Land & Water


TURN SEQUENCE


1-Recruit Units

2-Recruit Spells

3-Scout

4-Movement



5-Exploration

6-Battle


A 'Round' is when all players have taken a turn.

Then starts a new Round.


1- RECRUIT UNITS PHASE


Acting Player draws 2 Unit chits from the Unit Recruit Pile

Each unit, represented by the chit, is recruited in only one type of territory.

Deploy the unit into its territory only if that territory is occupied by units you control.

A player may hold up to 5 Unit chits in a pile called the Reserve.

Excess Units in the reserve are discarded back to the Unit Recruit Pile.

Once per turn in his recruit phase, A player may discard two reserve chits to draw an artifact.

Artifacts are also represented by chits and are drawn from a seperate artifact pile.

Deploy artifact to any unit capable of using it.

Artifacts can also be stored in the Reserve.

2- RECRUIT SPELLS PHASE


All players, not just the acting player, draw 3 spells from the Spell Pile.

A player can have a maximum of 7 spells in their Spell Reserve. Discard extras.

These spells can be cast by any mage or spellcasting unit the player controls.

3- SCOUT PHASE


Active players units only.

Each Scout or Rogue unit belonging to the active player may reveal all units in an enemy stack adjacent to it.

Units with the Steal ability may try to steal a target artifact in the same, or an adjacent hex.

Units with Guard ability will catch and kill the thieves on a roll of 1-2 on D6, preventing the theft.

The theft succeeds on a roll of 1-2 on D6; One attempt per Scout phase.

The stolen artifact stays in posession of the thief until it is

given to another hero in the same hex in move or scout phase

The target player must reveal if artifacts are present in the stack before a steal attempt is made.


STACKING & BANNERS


Any number of units may be stacked together.

Each stack has on top a colored banner chit indicating the owner of the stack.

Banners should also be marked with an identification number

The banner chit also hides the identity of the units & artifacts in the stack.

Each player has as many banners as they need.

Instead of putting the stack under the banner, the stack may be kept

off of the map in an area marked with the same ID # as the banner.

4- MOVEMENT PHASE


Acting Player Moves his units.

By Default, units move 1 Hex.

Swift units may move 2 Hexes into identified hexes.

Very Swift units may move 3 Hexes into identified hexes.

Flying units may move over hexes occupied by enemy stacks.

Units in the same space may trade artifacts


5- EXPLORATION


This Phase occurs only in games where the identity of the terrains in the Hexes was not predetermined.

Randomly determine, using the D20, the identity of unknown Hexes adjacent to your stacks.




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