Anime pandataco prototype_0515-2

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Doomsday Wars Guide Book Created by Anime Panda Taco William Amadio Peter Blankenship Aaron Christian Carter Malave Miguel Reyes Kory Scholle Introduction Welcome to Doomsday Wars. This guide is intended to instruct new players on the various rules and mechanics of the game. In this guide you will find a complete list of components that you will need to play, you will also find instructions for setting up the game board and sorting the other components to prepare to play. Major mechanics such as movement, combat, Treasure, and the interplay between these mechanics will all be described in their respective sections. We hope you find this guide useful and we also hope that you enjoy the game.

Transcript of Anime pandataco prototype_0515-2

Doomsday  Wars  Guide  Book

Created  by  Anime  Panda  Taco

William  Amadio Peter  Blankenship Aaron  Christian Carter  Malave Miguel  Reyes Kory  Scholle

 

Introduction  Welcome  to  Doomsday  Wars.  This  guide  is  intended  to  instruct  new  players  on  the  various  rules  and  mechanics  of  the  game.  In  this  guide  you  will  find  a  complete  list  of  components  that  you  will  need  to  play,  you  will  also  find  instructions  for  setting  up  the  game  board  and  sorting  the  other  components  to  prepare  to  play.  Major  mechanics  such  as  movement,  combat,  Treasure,  and  the  interplay  between  these  mechanics  will  all  be  described  in  their  respective  sections.  We  hope  you  find  this  guide  useful  and  we  also  hope  that  you  enjoy  the  game.  

Table  of  Contents  Introduction  ......................................................................................................................................................  1  Table  of  Contents  ............................................................................................................................................  2  Where  does  the  game  take  place?  .............................................................................................................  3  What  is  the  story?  ............................................................................................................................................  3  Warlords  ..............................................................................................................................................................................  3  

Game  Components  ..........................................................................................................................................  4  Setting  up  the  Board  .....................................................................................................................................  13  Playing  the  Game  ...........................................................................................................................................  14  Combat  ..............................................................................................................................................................  16  Treasure  Finding  ...........................................................................................................................................  19  Treasure  Cards:  .............................................................................................................................................  20  Plundering  .......................................................................................................................................................  20  Zone  Capture  ...................................................................................................................................................  21  Alliance/Broken  Alliance  ...........................................................................................................................  22  How  to  Win  ......................................................................................................................................................  22  

 

 

 

 

 

 

 

 

 

 

Where  does  the  game  take  place?  In  the  year  2032,  the  planet  Earth  is  not  what  it  once  was.  An  earthquake  has  shattered  all  

standing  human  structures  and  humanity  itself  is  in  shambles,  yet  nature  still  lives  on  strong.  Vast  forests,  barren  deserts,  great  plains,  and  beautiful  archipelagos  are  just  some  of  the  terrains  that  remain  intact.  Each  terrain  remains  unique,  and  each  one  offers  many  opportunities  for  humanity’s  comeback.  Our  story  begins  in  an  unrecognizable  part  of  the  world.

What  is  the  story?  

In  the  year  2032,  a  catastrophic  earthquake  wrecks  the  entire  world.  With  infrastructures  and  cities  in  ruins,  the  governments  of  the  world  lose  the  ability  to  maintain  order,  and  civilization  fails.  First,  there  is  rioting  and  looting,  but  that  is  just  the  beginning.  What  comes  next  can  be  described  as  nothing  less  than  total  anarchy.  Nomadic  bands  of  bandits  pillage  what  few  attempts  of  peaceful  communities  pop  up.  People  are  reminded  of  the  sick  incivility  that  comes  from  humanity  when  true  desperation  takes  its  grip.  Just  before  all  civilization  is  lost,  and  humanity  consumes  itself  in  mad  carnage,  warlords  begin  arising  to  establish  control.  Each  warlord  wants  control  for  different  reasons.  Some  want  control  for  stability,  some  to  rebuild  civilization,  and  many  more  just  want  control  for  power.  Regardless  of  their  motives,  each  warlord  will  stop  at  nothing  until  they  control  everything.  

Warlords Shinkai  has  been  a  loner  for  the  most  of  his  life.  When  he  was  only  8  years  old  he  was  

abandoned  by  his  parents.  After  that  he  took  care  of  himself.  He  came  across  a  gentleman  who  offered  to  bring  him  into  his  home.  Some  time  later,  his  new  caretaker  fell  ill,  died,  and  left  all  of  his  wealth  to  Shinkai.  This  is  how  he  became  head  of  the  Alti  Corp  which  he  changed  to  the  Shinkai  Corporation.  The  company  grew  into  an  arms  dealer  involved  in  producing  weapons  and  vehicles  for  military  warfare  for  The  United  States.  From  this  foundation,  Shinkai  established  his  place  in  the  world  after  the  earthquake  that  destroyed  almost  everything.  It’s  been  roughly  6  years  since  the  fall  and  he  has  managed  to  conquer  a  sizable  territory  with  an  army  that  he  created  and  the  weapons  his  business  manufactured.  

Tranois  was  one  of  the  few  pirates  who  still  existed  in  the  modern  world.  Tranois  was  a  king  of  his  own  pirate  fleet.  He  became  known  as  the  modern  world's  first  real  pirate  by  using  Guerilla  Warfare  to  take  on  the  navies  of  multiple  world  nations.  Tranois  is  one  of  the  most  significant  instigators  of  the  conflict  that  followed  the  massive  earthquake.  Tranois  is  a  great  tactician  and  he  is  able  to  command  effectively  without  direct  contact.

Sinclaire  came  over  to  North  America  from  Britain  in  the  years  before  world  fell.  He  was  a  political  leader.  He  managed  to  run  a  multi-­‐billion  dollar  corporation  and  even  had  the  Mayor  of  Miami  in  his  pocket.  Many  people  followed  Sinclaire  before  and  after  the  earthquake  happened.  During  the  years  following  the  earthquake,  he  managed  to  slaughter  hundreds  of  people,  many  of  which  were  his  followers.  Sinclaire  not  only  leads  his  city  with  an  iron  fist,  he  has  turned  that  very  fist  into  a  bloodied  mallet.  

Kry  was  born  as  a  native  to  North  America.  His  ancestors  were  of  an  unknown  tribe  that  roamed  the  land  before  the  Europeans  had  come  over  and  colonized  the  Americas.  Kry  became  a  hunter  like  his  father  before  him.  Kry  was  always  fighting  for  his  people.  Before  long  he  grew  to  be  a  hero  of  many  oppressed  ethnicities.  This  reputation  helped  him  create  his  army  in  the  new  world.  Dedicated  to  restoring  his  land  to  their  rightful  caretakers,  he  leads  an  army  of  those  who  are  willing  to  take  back  the  world  from  the  devastation  of  the  viscous  bands  of  survivors.  

Princess  Bloody-­‐Face,  also  known  as  Christina,  is  the  youngest  warlord  in  control.  She  was  captured  by  a  pirate’s  crew  for  ransom.  She  was  beaten,  drugged,  and  violated.  During  those  weeks  

her  spirit  was  broken.  When  her  parents  finally  got  the  chance  to  gather  the  money  they  met  up  with  the  pirate  king  Tranois,  but  instead  of  just  taking  the  money,  he  dismembered  her  mother  and  father  over  the  spread  of  a  few  days.  The  days  that  followed  were  crippling  to  Christina,  and  the  woman  she  once  was,  was  no  more.  She  grew  fierce  and  violent  as  she  matured.  She  plundered  the  eastern  deserts,  spilling  the  blood  of  her  victims  as  she  screamed  and  laughed  but  all  she  could  think  of  was  the  pirate  king  who  murdered  her  parents.  

Game  Components  o Game  board  for  players  to  play  the  game  on.  The  game  board  has  five  zones  and  four  

interconnecting  travel  locations.  Each  zone  has  three  capture  spaces.  

Players  will  use  tokens  to  represent  their  forces.  In  each  set  of  20  tokens,  one  token  will  have  a  “W”  on  it  to  signify  that  it  is  a  warlord  piece.  (this  can  be  taped  on  with  a  slit  of  paper)  

● 20  white  tokens    ● 20  blue  tokens    ● 20  green  tokens    ● 20  root  beer  tokens  

Warlord  Deck

● Five  Warlords  Cards:  o The  Warlord  Deck  is  a  set  of  cards  that  the  players  will  draw  from  at  the  start  of  the  

game.  Each  card  will  determine  what  zone  on  the  game  board  each  player  will  start  in.  Each  card  will  represent  a  unique  character  whose  identity  the  player  will  assume.  

Front         Rear         Rear  

      Rear         Rear         Rear

     

                                     

● Warlord's’  Army  Cards  o Each  Warlord  has  its  own  Warlord  Army  Deck:  

▪ Shinkai  3  Cards  ▪ Tranois  3  Cards  ▪ Sinclaire  3  Cards  ▪ Kry  3  Cards  ▪ Princess  Bloody  Face  3  Cards  

Front         Rear         Rear    

Rear         Front         Rear

   

Rear         Rear         Front

    Rear         Rear         Rear

    Front         Rear         Rear

     

Rear         Front         Rear

    Rear         Rear

● 25  Treasure  Cards  o Each  Treasure  will  represent  a  special  ability  or  benefit.  Treasure  Cards  will  be  

stacked  into  a  Treasure  Deck.  Players  will  draw  from  the  deck  if  they  successfully  complete  a  roll  on  a  Treasure  space  on  the  game  board.  Front           Rear         Rear  x3  

             

 Rear  x2         Rear  x2         Rear  x3      

       

Rear         Rear         Rear

       

Rear  x2         Rear         Rear

                 

   Rear  x2         Rear         Rear

        Rear  x2

● One  eight  sided  die  o The  eight  sided  die  will  be  used  when  players  combat  each  other.  

● One  twelve  sided  die  o The  twelve  sided  die  is  used  to  determine  how  many  spaces  the  player  will  move  in  

each  turn.  ● One  ten  sided  die  

o This  ten  sided  die  will  be  used  for  defender’s  rolls  in  a  combat  situation.  o The  zero  on  the  D10  is  zero  not  ten.  (so  the  die  is  0-­‐9)  

● One  20  sided  die  o The  20  sided  die  will  be  used  in  rolls  that  determine  whether  or  not  players  receive  

a  Treasure  Card  when  they  land  on  a  treasure  space  or  when  they  attempt  to  Plunder  each  other.  

● Four  Alliance  Cards  o Alliance  cards  allow  players  to  combine  forces  for  five  turns,  allowing  players  to  

move  pieces  within  the  same  areas.  ● Four  Broken  Alliance  Cards  

o Broken  Alliance  cards  allow  players  to  end  alliances  between  players.  Also  they  give  the  opportunity  for  players  to  plunder  the  other  player  that  they  were  in  the  alliance  with.  

● 30  War  Tactics  Cards  Cards  o These  cards  add  a  bonus  to  the  a  player’s  attack  during  a  battle  or  a  bonus  to  a  

player's  defense  during  a  battle.  Players  will  be  receive  a  card  every  two  turns.  

● Attack  Cards   Front           Rear  x2         Rear  x2

    Rear  x2         Rear  x2         Rear  x2  

                 

       Rear  x2         Rear           Rear  x2  

    ● Defense  Cards  

Rear  x2         Rear  x2         Rear  x2

                         

 Rear  x2         Rear  x2         Rear  x2

       Rear  x2         Rear

 

● 10  dry  erase  cards  and  4  dry  erase  marks  ○ OR  a  piece  of  paper  and  pen  for  each  player  

Setting  up  the  Board  The  game  board  needs  to  be  laid  out  on  a  flat  surface  with  all  pieces  and  cards  taken  out  of  the  box  and  separated.  The  decks  must  be  separated  by  each  category  designated  on  the  front  of  the  card.  

Example:  If  the  front  of  the  card  says  “Warlord”  then  it  will  go  in  the  warlord  deck. Each  deck  will  be  shuffled  individually  and  will  be  placed  face  down  so  players  cannot  see.  There  are  a  total  of  25  Treasure  cards,  5  Warlord  cards,  30  attack  and  defense  cards,  4  Alliance  cards,  4  Broken-­‐Alliance  cards,  and  10  dry  erase  cards.  The  other  pieces  are  a  total  of  20  green  pieces,  20  blue  pieces,  20  clear  pieces,  20  root  beer  pieces,  and  4  dry  erase  markers.  These  pieces  should  be  

put  in  their  individual  grouping  and  will  be  chosen  by  the  player  at  a  later  time.  There  is  also  four  different  dice:  a  20-­‐sided  die  (D20),  a  12-­‐sided  die  (D12),  an  8-­‐sided  die  (D8),  and  a  10  sided  die  (D10).  These  dice  should  be  placed  to  the  side  for  now  until  the  players  are  ready  to  use  each  die  for  their  respective  uses.  Once  all  of  this  is  completed  each  player  will  roll  a  D20  dice.    After  all  the  players  have  rolled  their  primary  roll,  the  lowest  roll  will  go  first.  Starting  with  the  player  with  the  lowest  roll,  the  game  will  rotate  counter-­‐clockwise  to  the  next  player.  The  players  will  also  start  with  a  mix  of  5  attack  and  defense  cards.  The  players  will  be  receive  either  an  attack  card  or  a  defense  card  every  two  turns. There  are  five  different  Warlord  cards  in  the  warlord  Deck.  The  highest  roll  will  take  the  warlord  cards  and  lay  them  out  faced  down  to  be  chosen  by  the  other  players.  The  lowest  roll  will  then  choose  their  Warlord.  Each  player  will  only  take  one  card.  The  player  will  assume  the  identity  of  their  selected  Warlord  Card.  If  a  card  is  accidentally  dropped/revealed  then  it  will  be  shuffled  into  the  deck  and  the  Highest  roller  will  reshuffle  and  re-­‐lay  the  cards  back  out  again.  After  the  Warlords  are  chosen,  the  players  pick  up  the  Army  Cards.  These  cards  are  labeled  with  the  warlords  name  on  the  cover.  Players  do  not  have  to  hide  these  cards,  which  can  be  laid  out  to  be  seen.  These  cards  will  be  used  for  combat  purposes.   Following  Warlord  Card  distribution,  players  will  choose  their  pieces.  Each  piece  represents  one  legion.  Piece  color  selection  is  going  to  be  determined  based  on  the  primary  roll.  The  lowest  roll  will  choose  their  tokens  first,  followed  by  the  other  player  based  on  seat  placement  in  counterclockwise  order.  At  this  time  Players  will  also  pick  up  one  Alliance  card  and  one  Broken-­‐Alliance  card  to  be  used  at  their  convenience.  They  will  also  pick  up  a  dry  erase  card  used  to  track  combat  wins  and  and  turns.    After  receiving  their  tokens,  players  will  have  an  opportunity  to  draw  out  their  forces.  There  are  a  few  dry-­‐erase  markers  in  the  box  and  players  will  draw  on  their  Legion  tokens  with  the  design  specified  on  the  Army  Cards.  Each  Piece  has  a  line  of  sight,  the  lines  drawn  on  the  piece  represent  site  for  that  piece.  Soldier  for  example  has  a  single  line  going  half  way  up  the  piece.  The  line  of  sight  is  the  direction  that  the  line  that  comes  from  the  middle  of  the  piece  points  to  (like  the  radius  of  a  circle).    The  Warlord  cards  will  determine  how  many  of  each  unit  type  the  player  will  draw  on  their  tokens.   Ex.  Tranois  has  4  soldiers,  8  range,  and  7  rogue.  Players  will  draw  only  the  amount  given  for  their  army,  with  the  army  card  requirements.   Players  will  now  place  their  pieces  on  the  board.  Players  are  only  allowed  to  set  the  legion  tokens  in  the  designated  area  specified  on  the  Warlord  Card.  Players  must  place  at  least  one  legion  token  in  the  Capture  Zone  Area.  Players  may  not  place  their  pieces  in  travel  zones,  Treasure  locations,  or  blackout  areas.    After  all  players  have  placed  their  legionnaires  in  a  location  they  will  now  be  able  to  begin  the  game.  

Playing  the  Game  ● Players  use  a  12  sided  die  to  move. ● When  the  player  is  in  a  space,  that  space  is  controlled  by  the  player. ● When  the  player  moves  into  a  zone  that  an  enemy  player  occupies,  the  combat  sequence  

begins. ● The  player  can  move  to  cover.  Cover  only  covers  one  side  of  the  space. ● When  the  player  needs  to  look  or  change  his/her  line  of  the  sight.  It  would  be  considered  a  

move. ● When  a  player  enters  a  treasure  space,  the  treasure  sequence  starts.

The  player  uses  a  D12  to  determine  the  amount  of  moves  the  player  can  make  throughout  the  board.  Players  at  this  time  are  allowed  to  use  their  Treasure  Cards  to  gain  more  movement  to  advance  to  another  area.  However  once  the  player  has  used  their  treasure  card  they  must  discard  that  treasure  card  back  into  the  treasure  deck.    Any  zones  that  the  player  moves  over  without  conflict  will  be  under  the  player's  control.  If  the  player  moves  into  a  zone  occupied  by  an  enemy  player,  then  both  players  must  enter  the  combat  sequence.  If  the  player  moves  into  a  treasure  zone  (Red  Square)  then  the  player  must  enter  the  treasure  sequence.  If  the  player  moves  to  a  zone  that  has  cover,  then  the  token  that  is  placed  there  will  gain  a  defensive  bonus.  If  the  player  wants  to  change  the  direction  that  a  token  is  facing,  then  it  will  the  number  of  move  the  player  has  will  be  reduced  by  the  amount  of  changes  the  player  makes  to  the  direction  of  the  token.  Before  a  movement  roll,  the  player  may  choose  to  play  an  Alliance  type  card  or  a  Treasure  card.  This  is  not  mandatory,  however  cards  must  be  played  before  the  player  rolls.  The  player  will  then  roll  a  D12  die  and  move  their  pieces  within  the  confinements  of  the  roll.  The  player  may  move  a  single  piece  or  multiple  pieces  within  the  confinement  of  your  roll.  

Example:  If  you  roll  a  five  you  may  choose  to  move  one  piece  five  spaces  or  choose  to  

separate  and  move  five  pieces  one  space.   Moving  a  piece  can  be  done  in  any  direction.  It  is  the  player's  choice  to  move  where  they  want  and  how  they  want.  Once  all  movement  is  completed,  the  player  will  then  go  through  combat  if  they  came  in  contact  with  other  players.  They  will  continue  to  fight  for  that  spot  until  one  player  defeats  and  removes  the  other  player’s  forces  from  the  area.  

Example:  Player  X  moves  a  piece  into  Players  Y  occupied  area.  Players  X  and  Y  will  go  

through  a  combat  sequence  until  there  is  no  more  player  Y  or  no  more  player  X.   Players  may  also  find  themselves  in  a  zone  capture  situation.  Zones  are  captured  by  taking  out  the  other  player  that  occupied  the  zone(Blue  Zones).  This  is  where  players  will  fight  for  specific  spots  in  the  map.  The  zone  capture  areas  are  used  to  reinforce  a  warlord’s  forces,  and  is  usually  where  players  keep  their  warlords.    

Example:  Player  Y  has  two  locations  and  chooses  to  use  a  Treasure  card  that  reinforces  his  

units.  Player  Y  may  choose  which  of  his  two  locations  to  deploy  his  troops. If  players  occupy  a  Treasure  area,  then  they  will  have  a  chance  to  win  Treasure.  Players  will  roll  for  their  treasure  and  will  follow  the  rules  in  Treasure  Roll.  After  all  combat  and  treasure  rolls  have  taken  place,  players  will  then  check  their  final  states.  Players  may  choose  to  use  the  Warlord  piece  like  any  other  piece.  However  if  the  warlord  is  defeated  but  not  eliminated,  the  Warlord  will  go  back  to  its  closest  captured  zone.  The  only  way  for  a  warlord  to  be  eliminated  is  by  taking  over  all  of  the  warlords  zones  and  then  by  defeating  the  warlord  in  combat. For  players  to  move  between  zones  they  will  need  to  use  the  Green  Boxes.  These  Green  Boxes  allow  the  players  to  move  from  one  zone  to  the  next.  Players  may  only  move  over  the  black  lined  areas  if  they  are  connected  with  a  green  line  to  a  green  box.  

 

Combat  ● Attacking  players  will  roll  a  D8  to  determine  if  the  player  wins  of  the  fight.  ● If  one  player  rolls  higher  than  the  other  then  the  player  with  the  highest  roll  wins.  ● Defending  players  will  roll  a  D10  to  defend  him/herself.  The  zero  on  the  die  is  a  zero  not  a  

ten.  ● The  player  with  the  lowest  roll  will  lose  the  fight.  ● Warlords  have  abilities  and  benefits  that  the  player  can  use.  ● Players  can  use  warlord  abilities  after  5  victories.  ● If  the  player  uses  the  warlord's  ability,  then  it  resets  to  zero  and  the  player  would  need  to  

get  5  more  victories  if  player  wants  to  use  the  warlord's  ability  again.  ● Players  will  track  their  own  victories.  ● If  a  player  uses  an  Attack  Card  during  the  fight,  then  the  roll  would  be  increased  depending  

on  the  card  used.  ● If  a  player  is  attacked,  then  they  can  use  a  Defense  Card  that  will  increase  the  roll  depending  

on  the  card  used.  ● When  a  player  is  flanking  another  player’s  piece  (attacking  from  a  position  that  is  

perpendicular  to  the  direction  the  opponent's  token  is  facing)  the  attacking  player  gets  +1.  ● If  a  player  is  in  cover,  they  will  receive  a  defense  bonus  of  +2  if  they  are  attacked  from  the  

side  on  which  they  have  cover.  ● If  a  player  is  attacking  from  cover,  they  will  receive  a  +1  bonus  to  attack.  ● Line  of  sight  is  determined  by  which  direction  the  token  is  facing.  

● If  the  attacking  player  loses  to  the  defending  player,  then  the  attacking  stays  in  the  space  they  attacked  from.  That  piece  just  can’t  attack  that  same  space  (when  attacking  from  the  space  they  lost  in)  ever  again.  

● If  the  defending  player  has  two  tokens  on  one  space  and  the  attacking  player  fails  to  defeat  one  of  the  two  tokens,  then  the  defending  player  can  attack  the  attacking  player  immediately  with  the  other  token.  

● If  a  player  is  in  an  attack-­‐attack  sequence.  Who  ever  loses  the  player's  token  is  eliminated.  ● If  a  player  is  using  an  archer  to  attack.  The  archer  can  shoot  over  the  spaces  that  cannot  be  

traveled  over.   When  a  player  moves  into  a  zone  where  the  enemy  is  currently  occupying,  that  player  must  attack  an  enemy  token.  The  attacking  players  will  use  a  D8  to  determine  the  attack.  The  defending  player  will  use  a  D10  to  see  if  the  defending  player  successfully  defends  the  zone.  The  player  with  the  highest  roll  wins  that  fight.  This  will  continue  until  one  of  three  things  happens:  the  enemy  tokens  are  eliminated  from  the  zone,  the  player  decides  to  retreat,  or  the  player's  token  are  eliminated  from  that  zone.  If  there  are  more  than  one  token  then  the  roll  process  will  repeat  itself  until  either  the  attacking  player  or  the  defending  player  is  defeated.  In  case  of  a  draw,  players  must  re-­‐roll.  When  a  player  is  attacking,  the  player  will  be  able  to  use  Attack  cards  that  can  only  be  used  if  the  player  is  attacking.  When  a  player  is  being  attacked,  then  the  player  can  use  Defense  cards  which  help  the  defending  player  increase  their  roll.  If  the  player  is  attacking  the  front,  then  they  will  use  the  Front  attack  stats  of  the  Army  card  that  they  are  attacking  with.  The  player  that  is  defending  will  use  the  front  defense  stats  of  their  Army  Card  at  this  time.  Players  can  flank  the  enemy  by  moving  around  the  enemy  token  and  attacking  them  from  behind.  Flanking  makes  the  player  to  use  the  rear  attack  stats  of  their  Army  Card  to  affect  their  roll  and  forces  the  defender  to  use  the  rear  defense  stats  of  their  Army  Card  to  affect  their  roll.  If  the  player  is  attacking  from  the  side,  then  the  attacking  player  will  use  the  side  attack  stats    of  their  Army  Card  to  affect  their  attack  roll  and  the  defending  player  will  use  the  side  defense  stats  of  their  Army  Card  to  affect  their  defense  roll.  In  order  to  do  these  kinds  of  attacks  the  player  must  attack  from  a  position  that  is  perpendicular  to  the  defending  player’s  token’s  line  of  sight,  and  the  attacking  player’s  token(s)  must  be  looking  at  the  enemy  token.  If  the  attacking  player  is  attacking  from  cover,  then  the  attacking  player  gets  a  +1  to  the  attack.  If  the  defending  player  is  defending  from  cover,  then  they  will  gain  +2  to  defense.  The  use  of  cover  is  determined  by  which  player  is  adjacent  to  it  first.  For  example,  if  the  a  defending  player  has  moved  their  piece  next  to  cover  and  then  the  attacking  player  moves  to  the  other  side  of  the  cover  and  attacks,  then  the  attacking  player  will  not  receive  the  bonus,  the  defending  player  will.  Conversely,  if  a  player  has  a  piece  next  to  cover  and  an  opponent  moves  their  forces  onto  the  other  side  of  the  cover  but  does  not  attack,  then  the  player  may  attack  that  opponent  for  a  bonus.  If  a  player  is  in  an  Attack-­‐Attack  sequence  then  whoever  loses  the  battle,  that  player’  token  is  eliminated.

Example:  Player  A  chooses  to  move  toward  an  enemy  occupied  zone  that  is  controlled  by  

Player  C.  Players  A  is  attacking  Player  C  in  the  front,  both  players  will  use  front  attack  or  front  defense.  Players  A  will  use  a  D8  and  C  will  use  a  D10.  Player  A  rolls  a  six  and  adds  his  front  attack  

stats  to  his  roll.    Player  C  rolls  a  three  and  adds  his  front  defense  stats  to  his  roll.  Player  A  has  a  higher  number  due  to  his  attack  stats  and  roll  making  him  the  winner  of  that  combat.  

There  are  times  when  players  will  go  into  a  Attack  vs  Attack  combat.  This  only  happens  when  a  player  has  two  pieces  in  an  area  and  is  being  attacked.  If  the  player  that  is  being  attacked  does  not  win  the  defense  combat  his  other  piece  in  the  area  will  proceed  to  attack  the  attacker.  At  this  point  both  players  are  forced  to  use  the  front  attack  stats  of  their  respective  Army  Cards  and  both  must  roll  the  D8.  Another  time  this  type  of  attack  is  used  is  in  a  Broken  Alliance.  When  there  are  former  alliance  pieces  in  the  same  area,  players  will  go  through  the  Attack  vs.  Attack  combat.    

Example:  Player  A  is  attacking  Player  B  who  has  two  pieces  in  one  space.  Player  A  defeats  Player’s  B  defense  roll.  Now  Player  B  will  follow  Attack  vs  Attack  combat  rules  and  attack  Player  A.  Players  A  and  B  both  use  the  front  attack  stats  of  their  respective  Army  Cards  and  roll  the  D8.  Player  B  has  the  higher  roll  and  high  front  attack  stats,  which  results  in  Player  A  removing  his  piece  from  the  board.  

Players  are  allowed  to  use  their  Warlord  pieces  as  any  other  piece.  Warlords  are  given  unique  attack  and  defense  stats.  If  a  Warlord  is  defeated  in  combat  and  has  a  captured  zone,  that  Warlord  will  be  sent  back  to  a  captured  Zone  Capture  Area  of  their  choice.The  only  way  to  fully  defeat  a  Warlord  is  by  capturing  all  of  that  warlords  zones  and  then  defeating  the  warlord  in  combat.  

Treasure  Finding  ● If  the  player  rolls  a  <12,  then  that  results  in  receiving  no  treasure  cards  and  the  zone  will  be  

unable  to  be  used  until  after  five  turns  of  the  play  landing  on  the  spot.  This  will  be  tracked  by  the  players.  

● If  the  player  rolls  a  >11,  then  that  results  in  receiving  one  treasure  card  but  the  zone  will  be  unable  to  be  used  for  five  turns  

● If  the  player  rolls  a  =  20,  then  that  results  in  receiving  two  treasure  cards  but  the  zone  will  be  unable  to  used  for  five  turns.  

If  a  player  moves  to  a  treasure  area  (Red  Square  with  T),  then  the  player  must  roll  a  D20  to  determine  the  amount  of  treasure  that  the  player  with  receive  from  the  zone.  If  the  player  rolls  a  one  through  eleven  then  the  player  will  not  receive  a  treasure  card  and  the  zone  will  be  unable  to  be  used  for  five  turns.  If  the  player  rolls  a  20  then  the  player  will  receive  two  treasure  cards  and  the  zone  being  unable  to  be  used  for  5  turns.  If  the  player  rolls  a  twelve  through  nineteen,  then  the  player  will  receive  one  treasure  card  and  the  zone  will  unable  to  be  used  for  five  turns.  There  are  multiple  kinds  of  treasure  cards,  but  a  few  will  have  the  same  abilities  like  gaining  reinforcements.  Even  within  a  similar  ability,  there  will  be  cards  with  different  effects,  like  gaining  different  amounts  of  reinforcements.  The  player  must  follow  the  ability  of  the  treasure  card  when  using  the  card.  There  are  combat  treasure  cards  that  can  only  be  used  in  combat.  These  combat  cards  allow  for  a  better  chance  of  winning  the  fight.  There  are  also  movement  bonus  cards  which  only  apply  to  when  the  player  is  moving.  This  allows  the  player  to  add  more  movement  to  their  movement  roll.  There  are  alliance/  broken  alliance  regeneration  cards  which  allow  the  player  to  regain  an  alliance  card  or  a  broken  alliance  card.  All  cards  that  are  used  have  to  be  placed  back  into  the  treasure  deck  except  the  alliance/broken  alliance  which  are  discarded.

Example:  It’s  Player  A  turn  and  Player  A  moves  to  a  treasure  zone.  Player  A  rolls  a  nine  on  

the  20  sided  die.  Player  A  will  not  receive  a  treasure  card.  For  using  the  treasure  zone,  that  specific  zone  will  be  unable  to  be  used  for  five  turns.

Example:  During  Player  D’s  turn,  he/she  moves  to  a  treasure  zone  and  rolls  a  20  on  the  D20.  

Then  Player  D  would  get  two  treasure  cards  from  the  Treasure  deck,  but  the  Treasure  zone  will  be  unable  to  be  used  for  five  of  turns.

Treasure  Cards:  ● There  are  25  treasure  cards  in  the  deck  that  the  player  can  draw  from  (when  applicable).  ● Treasure  cards  can  be  received  if  the  player  is  on  a  treasure  zone  and  rolls  the  correct  

number  range  on  the  20  sided  die.  ● If  the  player  uses  a  Treasure  Card,  then  the  player  will  be  able  to  gain  movement  or  gain  

more  units  or  regain  alliance  cards.  ● Each  card  is  different  in  the  amount  that  the  player  regain  and  what  can  be  regained  (only  

troops,  movement,  and  alliance  cards).   When  the  player  enters  a  treasure  zone,  they  will  roll  for  a  treasure  card.  If  the  player  rolls  the  proper  number  range,  then  they  will  receive  a  treasure  card.  If  the  player  uses  a  treasure  card,  then  the  player  can  gain  more  movement  for  their  forces,  regain  lost  troops,  or  regain  alliance  cards.

Example:  Player  A  moves  to  a  treasure  zone  and  rolls  within  the  range  that  lets  the  player  recieve  a  treasure  card.  It  is  Player  A’s  next  turn  and  he/she  decides  to  use  the  treasure  that  he/she  received.  That  card's  ability  is  to  have  +10  moves  for  the  player's  troops.  Then  the  player  will  move  his/her  troop  accordingly.

Plundering  ● If  a  player  chooses  to  break  an  alliance,  which  happens  when  one  of  the  allied  players  

breaks  the  alliance  using  their  broken  alliance  card,  then  the  tokens  that  both  players  have  on  each  space  that  both  players  are  on  must  fight  in  those  zones.  

● If  a  player  is  eliminated  from  the  game,  then  the  victor  will  have  to  roll  a  15-­‐19.  The  victor  will  be  able  to  take  a  treasure  card  from  the  eliminated  player.  

● If  the  victor  rolls  a  20  then  the  victor  will  be  allowed  to  take  two  treasure  cards  from  the  eliminated  player.  

● The  rest  of  the  eliminated  player’s  treasure  cards  will  be  placed  back  into  the  treasure  deck.  ● Both  players  are  attacking  so  their  defense  stats  are  not  in  use.  So  both  players  have  to  use  a  

D8  to  attack  and  use  their  army  attack  stats.   In  order  for  a  player  to  use  a  plunder  roll,  the  defeated  player  must  be  completely  removed  from  the  game,  which  means  that  the  player’s  Warlord  must  be  eliminated.  When  a  player  is  eliminated,  the  victor  will  be  allowed  a  plunder  roll.  The  plunder  roll  allows  the  victor  to  claim  one  treasure  card  from  the  eliminated  player  that  the  player  defeated  with  a  15-­‐20  roll  on  the  20  sided  die.  If  the  player  rolls  a  20  then  the  player  can  receive  two  treasure  cards  from  the  defeated  player  as  

opposed  to  just  one  from  a  15-­‐19  roll.  If  a  player  chooses  to  break  an  alliance,  which  happens  when  one  of  the  allied  players  breaks  the  alliance  using  their  broken  alliance  card,  then  the  tokens  that  both  players  have  on  each  space  that  both  players  are  on  must  fight  in  those  zones.  Both  player  are  attacking  using  their  attack  stat.  No  one  is  using  their  defense  stats.  They  would  be  using  D8  to  attack  each  other.

Example:  Player  A  eliminates  Player  B’s  Warlord.  Player  A  will  be  able  to  roll  a  plunder  roll.  Player  A  rolls  a  10  on  the  20  sided  die.  Player  A  will  not  get  any  treasure  cards  from  defeating  Player  B.

Example:  If  Player  C  eliminates  Player  A,  and  Player  C  rolls  an  18  on  the  20  sided  die,  then  

Player  C  would  receive  a  treasure  card  from  Player  A.

Zone  Capture  ● If  a  player  enters  an  empty  zone,  then  that  zone  becomes  that  player’s  zone.  ● If  a  player  attacks  a  zone  that  has  an  enemy  token  in  it  and  defeats  that  enemy  player,  then  

the  player  would  have  captured  that  zone.  ● If  a  player  breaks  an  alliance,  then  they  must  fight  for  control  of  the  zones  that  both  players  

are  on.  ● If  a  player  has  taken  out  a  warlord,  then  the  zones  that  were  under  that  warlord’s  control  

become  the  player’s  that  defeated  that  warlord.   Zones  are  identified  on  the  game  board  by  their  title.  A  zone  is  what  a  player  is  trying  to  capture  throughout  the  game  to  become  ruler  of  all  the  zones.  There  are  three  spaces  in  each  zone  that  need  to  be  captured  before  a  player  can  take  over  a  zone.  These  three  locations  are  called  the  Capture  Zone  Areas  and  are  identified  on  the  map  by  a  blue  square.  A  player  must  have  at  least  one  token  on  one  of  their  Captured  Zone  Areas  to  signify  their  zone  control.  However  invading  players  can  capture  the  zone  by  defeating  defending  tokens  on  the  Zone  Capture  Areas  and  simultaneously  controlling  all  three  areas.

Example:  Player  A  moves  to  an  empty  zone.  The  zone  now  has  become  Player  A’s  zone.

Example:  Player  C  enters  the  Player  A’s  newly  captured  zone.  Both  players  have  one  token  each  on  the  zone.  Both  Players  A  and  Player  C  have  to  fight  for  this  zone.  Player  A  rolls  a  five  on  the  eight  sided  die  and  Player  C  rolls  a  seven  on  the  eight  sided  die.  Player  A  loses  the  zone  that  he/she  had  captured.

If  a  player  has  taken  control  of  a  zone,  then  other  player’s  Warlords  cannot  respawn  in  the  Zone  Capture  Areas  of  that  zone.  If  any  player  does  not  have  any  zones  under  their  control  and  their  Warlord  is  defeated,  then  they  are  eliminated.

Alliance/Broken  Alliance  ● The  player  may  make  or  break  an  alliance  at  the  beginning  of  his/her  turn.  ● Allies  can  occupy  the  same  zone.  ● The  allied  players  can  cooperatively  attack  other  players  during  the  duration  of  the  alliance.  ● The  allied  players  cannot  attack  each  other.  ● If  the  player  is  breaking  an  alliance,  then  both  players  must  fight  if  both  players  have  tokens  

in  the  same  zone.  Both  players  will  be  using  D8  to  attack  each  other.   Each  player  gets  one  alliance  card  and  one  broken  alliance  card  at  the  start  of  the  game.  When  a  player  choses  to  use  their  alliance  card,  they  get  to  choose  another  player  to  be  in  an  alliance  with.  This  allies  players  together,  which  allows  them  to  move  through  each  others  spaces.  This  also  allows  the  allied  players  to  work  together.  The  allied  players  cannot  attack  each  other  while  they  are  allies.  If  a  player  is  in  an  alliance  decides  to  leave  that  alliance,  then  they  must  play  his/her  broken  alliance  card  in  order  to  break  the  alliance.  When  the  alliance  is  broken  then  the  players  that  share  the  same  spaces  will  start  an  Attack  vs  Attack  combat  sequence.  This  means  each  player  will  use  the  front  attack  stats  of  their  respective  Army  Cards  and  roll  a  D8  to  attack  each  other  because  they  are  no  longer  allies.  

Example:  Player  A  decides  to  break  his/her  alliance  with  Player  D.  The  players  must  fight  for  the  zones  that  both  players  are  in,  Player  D  wins  one  zone  that  was  originally  Player  A’s;  then  Player  D  would  roll  to  see  if  they  get  treasure  cards  from  Player  A,  Player  D  rolls  a  14,  He/she  would  not  get  a  treasure  card.  This  process  is  repeated  until  one  of  the  two  players  is  no  longer  in  the  zone.

How  to  Win  There  are  multiple  ways  you  can  win  the  game.  The  first  is  by  capturing  all  of  the  zones  on  the  board,  the  second  is  by  eliminating  all  of  the  enemy  forces,  the  third  is  by  collecting  up  to  15  different  treasure  pieces  (each  treasure  must  be  different,  no  double  set  of  cards).  To  lose,  the  player  must  either  be  eliminated  from  the  game  by  losing  their  warlord,    or  not  have  enough  cards  to  win.