In Draw Phase only:
Draw 2 cards, or
Draw 1 card, or
Fill hand to 5 cards, or
Draw cards = 1 + The number of Castles you control
KINGS OF HYBORIA
INTRODUCTION
Live and fight as a King of Hyboria!
THE MAP
Many Conan Novels have a Complete Map of Hyboria after the Table of contents.
In this game each country is also referred to as a territory or region.
You may want to divide large territories into two or more smaller regions.
Individual cities may also be counted as being their own region.
Areas of Water may also be divided into lesser regions.
Map of Hyboria
PIECES
Use cardboard counters for pieces or as tokens.
Each player needs a set of counters of a unique color.
Each counter set must include the following 8 Unit Types:
Army, Elite, Hero, Wizard, Monster, Ships, King, Fortification
Generic (non-player specific) Counters are also needed to represent:
Gold, Divinations, Storms, Curses, and Relics.
A set of Neutral Armies are needed.
DICE
Dice of several sizes are required.
UNIT TYPES
There are only several unit types:
Unit Name Move Init. Attack Chits Notes
Army 1 1 8 30
Elite 1 2 6 20
Hero 2 5 4 10
Wizard 2 4 4 10
Monster 2 3 5 5 Attack twice per Battle Phase
Ships 2 3 6 10
King 2 5 4 1
Fortifications 0 0 0 15
Move = Maximum number of regions unit can move in Move Phase
Initiative = Determines order of attack
Attack = Minimum number that must be rolled to destroy a unit in Battle
Chits = Number of counters in a set. A player can recruit no more.
SET UP
Thumb wrestle to determine turn order.
Each player stars with 1 King and 1 Army in any region on the Map.
Place 1 neutral army on every unoccupied territory.
Neutral armies do not move.
A Neutral army must be destroyed to gain control of a territory.
TURN SEQUENCE
Players take turns.
Each turn has 7 Phases:
Fate Phase
Hero Phase
Wizard Phase
Recruit Phase
Move Phase
Battle Phase
Plunder Phase
FATE PHASE
If a territory has Storm tokens on it, discard one.
If a territory has Curse tokens on it, discard one.
HERO PHASE
Each Hero rolls once on the Heroic Actions Table
Max three rolls per region.
WIZARD PHASE
Each Wizard rolls once on the Wizard Magic Table.
Max three rolls per region.
RECRUIT PHASE
You control any region one of your units occupies and no enemy unit occupies.
For each country you completely control, roll once on the corresponding Recruit Table.
A Gold Token may be discarded to get an extra roll in a territory you control.
3 rolls max per region per turn.
Regions with storm or curse tokens may not recruit.
MOVE PHASE
There are no stacking limits.
Your units may move into but not through spaces occupied by opponents.
Units may not move into, out of or through a space with a storm token.
Only Ships may move in Water.
Each Ship may carry one Army, Elite, Hero, or Wizard.
BATTLE PHASE
If opposing units occupy the same region they will fight.
A battle is divided into rounds.
Rounds are further divided into Segments:
Hero Battle Action Segment
Wizard Battle Spell Segment
Attack Segment
HERO BATTLE ACTION SEGMENT
Each hero present may roll once on the Battle Action Table.
The King for all purposes is considered a Hero.
Each Wizard present may roll once on the Battle Spell Table.
ATTACK SEGMENT
Units from all sides may attack.
The unit with the highest Initiative Rating may attack first and so on.
Attacks by units with the same Initiative rating are simultaneous.
For each attack roll 1D10.
If the roll is equal to or higher than the Attack Rating of the unit
attacking, one casualty is inflicted.
The defender chooses which of his units are destroyed.
Fortifications are lost first.
After all surviving units have attacked, the round ends.
One of the sides may chose to retreat to an adjacent territory they
control or a new round starts.
Rounds continue until only one side occupies the region.
PLUNDER PHASE
If the Defender is driven out or destroyed, the attacker gains 1 Gold.
If your King is killed, one of your other Heroes becomes the new king.
Except for the new King and the units stacked with it, all your other
units are discarded, or if they are Armies, they become neutral.
HEROIC ACTIONS TABLE
1D20 Effect Notes:
1 Training Turn up to 2 fellow armies into elite units
2 Assassination Kill Hero or Wizard in adjacent Territory
3 Forced March Stack gains Move Rating +1
4 Recruit Make an extra recruit roll in this Territory
5 Adventure Kill Monster in adjacent Territory or Gain 1 Gold
6 Long Journey Hero gets Move Rating +2
7 Foment Rebellion Put Army in adjacent Territory
8 Convert Gain control of adjacent unit
9 Raiding Adjacent Territory may not recruit this turn
10 Fortify Place Fortification Token in this space
11 Piracy/Banditry Gain 1 Gold or steal one of opponents Gold Tokens
12 Battle Plan Hero may make 1 extra roll on the Battle Action Table
13 Untimely End Hero Killed
14-20 Carousing Nothing
1D20 Effect Notes:
1 Consumed by Demons The Wizard is destroyed by his own Demons
2 Hunter Killer Demon Kill Hero or Wizard in adjacent Territory
3 Forge/Discover Artifact Wizard gets Relic Token
4 Great Curse Put 1D6 Curse Tokens on adjacent Territory
5 Bind Monster Recruit 1 Monster Unit
6 Summon Greater Demon Recruit 1 Hero Unit
7 Demon Horde Recruit 1 Elite Unit
8 Plague Destroy adjacent Army or Elite unit
9 Transmutation Convert fellow unit into a Monster
10 Demonic Steeds Stack gains Move Rating +2
11 Prophecy Gain 1D3 Divination Tokens
12 Necromancy Recruit 1 Army Unit
13 Mind Control Gain control of adjacent unit
14 Magical Riches Gain 1 Gold
15 Storms Put Storm Token on adjacent Territory
16 Earthquake Destroy adjacent Army or Fortifications
17 Sacrifice Roll again and destroy a fellow unit
18 Insanity The Wizard is destroyed
19 Frivolous Pursuits Nothing
20 Ancient Lore Pick one
Notes:
Insanity and Consumed by Demons cannot be negated by Divination Tokens.
Discard a Divination Token to cause any Dieroll to be rerolled.
A Wizard with a Relic Token may roll an extra time on this table.
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