Post by calithena on Aug 17, 2018 19:41:19 GMT -6
I played this yesterday with Siccus from the old Necromancer Games boards and George H. from the old Tekumel Yahoogroup, if anyone around here remembers them. It was pretty fun - Siccus was ahead on victory points and so "won" when we ended early. As is my wont I wrote up house rules to clarify how I'd want to play afterwards - the treasure rules are modified from Dragon Magazine #46 since those were fun when I played with Del back in the day.
Random Events
Spending treasure for mercenaries and playing any and all special mercenary leader cards desired happens in this phase.
Roll on table with intermediate rules, except a roll of 10 gives you treasure into your royal castle (d6: one treasure 1-3, two treasures 4-5, 3 treasures 6) instead of the magic randomizer.
Epidemics use the intermediate rules, not advanced.
Ambassador Variant
- Each player receives two ambassadors
- Regardless of kingdom of origin, all ambassadors have a movement of 8, with mountain, forest, and swamp terrain advantages in all locales
- When it is first deployed, each ambassador may be placed anywhere on the board. From there on out it moves and acts normally during the diplomacy phase. As before these ambassadors are not heroes and may move through enemy counters, etc. as they wish. Only one ambassador may conduct diplomacy each turn even if two are in position to do so. If neither is in position to do so than no diplomacy can be conducted that turn.
- After attempts to activate, deactivate, or assassinate, the ambassador involved in this action must move out of the kingdom they were acting in without returning on the following turn. In effect this means a given ambassador can only operate on a given kingdom every other turn. However if a player really wants to work on a specific kingdom they can keep both ambassadors nearby. Two exceptions:
o An attempt to assassinate can follow an attempt to activate or deactivate on the following turn. In this case the ambassador stays where it is.
o If another player’s ambassador is within the kingdom and your ambassador can move to it, the ambassador can stay within the kingdom for purposes of moving to that ambassador and dueling with it. The following turn leaving, assassinating, and dueling remain the only options as before.
- There is no limit on dueling ambassadors under these rules, except that your ambassador must be within eight spaces of the ambassador you wish to duel on your turn, and you must move your ambassador to him and duel him. Ambassadors can duel anywhere, including allied or unallied royal castles.
- Barbarians and Ogres may be recruited on any open space within two hexes of the respective edge of the map under these rules.
- For the second ambassador use an Envoy or Queen marker (if the latter is not in use as your Monarch) as you wish.
Movement Clarification: Mountain movement advantage means 1 point for hill hexes and 3 points for mountain hexes, with no pause necessary upon entering a mountain range.
Treasure Rules
Receiving Treasure:
1. At the beginning of the game each player king receives treasure into his Royal Castle: 1-3 1 treasure, 4-5 2 treasures, 6 3 treasures. If the Dwarf King is one of the player kings he may not start with less treasure than any other king.
2. On a roll of 10 in the Random Events phase the player receives one treasure with any of his units or heroes. If the Dwarves are in his alliance and have any units or heroes left on the board an additional treasure is given to one of them.
3. When a castle is plundered, treasure equal to the intrinsic strength of the castle, plus any treasure deposited there already, becomes available.
4. If the player has the Spinning Wheel and there is one or more hero or unit unencumbered with treasure in the space with the Spinning Wheel, he may take one treasure instead of a mercenary unit if he wishes.
5. If a player keeps a fleet within two hexes of Colist, Zefnar, Parros, or Castle Lapspell and does not fight, he may roll a d6 to blockade the port and seize merchant ships. On a 6 he gains one treasure if he has one ship with room for treasure, two treasures if he has two or more ships with room for treasure.
6. Heroes can gain treasure by exploring numerous scenic hexes.
Administration of Treasure:
Castles can hold indefinite amounts of treasure.
Each hero and each combat unit can carry one treasure.
Treasure carried can be used for barter and dealing with situations that arise as per the rules.
Treasure may be carried back to Freeport, Bartertown, or any friendly unbesieged and unplundered Castle and exchanged for one common mercenary unit in that town/castle only at the next Random Events phase if it is still in the unit’s possession.
Treasure left on Freeport, Bartertown, Hubbleglum, or similar vanishes at the end of the turn; treasure left in castles generally stays with that castle until spent; treasure left on other spaces waits there for someone to pick it up.
Treasure left in any friendly Castle remains there. As long as the castle remains unbesieged and unplundered this treasure is considered to be in the Royal Treasury and is available for such uses.
Spending Treasure in the Royal Treasury:
For 1 treasure a mercenary unit can be purchased into the castle where the treasure is.
For 2 treasure a mercenary fleet can be purchased into the port castle where the treasure is.
In all the following cases Treasure should be taken from the nearest castles where it is found, in order if the first castle does not have enough:
For 2 treasure a regular army can be replaced in its home area.
For 3 treasure a regular fleet can be replaced in its home area.
For 2 treasure a diplomacy roll without a card can be augmented by +1.
For 3 treasure a diplomacy roll with a card can be augmented by +1.
For 4 treasure a diplomacy roll without a card can be augmented by +2.
For 3 treasure an attempt to deactivate one of your allies receives a -1.
For 6 treasure an attempt to deactivate one of your allies receives a -2.
For 1 treasure an attempt at Free Passage can include units with a hero, though they can only cross through the kingdom without incurring the diplomatic penalty, never stay in it.
For 2 treasure spent before the die roll, the barbarians will not slay your ambassador on a 1.
For 3 treasure spent before the die roll, an ambassador gets +1 to assassinate.
For 3 treasure a special mercenary (draw randomly) can be purchased. Where the treasure will be taken from depends on where the mercenary comes into play.
For 1 treasure a captured mercenary leader can be bribed into defection: 4-6 he defects and becomes the property of the bribing player. Each player can only try to bribe each mercenary leader in this way once.
Up to 6 treasure can be spent to help an imprisoned monarch escape. Roll d6 equal to or under the amount spent; if successful, make a hero fate die roll. On a 6 he is recaptured, on a 1 he is slain; otherwise he escapes.
Treasure payments to ransom captured leaders of any kind may be paid to other players based on what is negotiated. This treasure is deposited in the city where the captured leader is held.
Treasure may be paid from one player to another based on any agreement (buying magic items, protection money against attack, whatever people want to try). This treasure goes into the nearest city that makes sense given what was agreed on. In these last two cases the treasure is transferred rather than being used up and taken off the board.
Special Locations
Altars of Greystaff
Heroes and units can move through Greystaff and units can move onto Greystaff to be sacrificed, but no unit can end their move on Greystaff without being sacrificed. When a unit goes to Greystaff to be sacrificed, there must be at least one friendly hero and one friendly unit next to Greystaff to do the sacrificing.
- If a unit from the player country is sacrificed, the next time a 4 or 5 is rolled on Random Events it has a different effect. A 4 (Mutiny) causes 1 unit from the player kingdom to leave as well as 1 unit from any force in the player’s control. A 5 (Bad Omens) effects the player kingdom in addition to one friendly kingdom. Until a 2, 4 ,or 5 is rolled no more units from the player country can be sacrificed at Greystaff.
- If a unit from an allied country is sacrificed, roll a d6. If the number is equal to or less than the number of units sacrificed from that country so far, the monarch is assassinated by his own guards and the kingdom falls into confusion. There is a +1 to Deactivation rolls against any monarch who has sacrificed troops at Greystaff for an ally.
- If a common mercenary unit or Scum are sacrificed, all other common mercenaries, Scum, and fleets that are not retained with one treasure each will desert the player’s force. This happens each time such a sacrifice is made. In addition, the price of hire for mercenaries goes up each time such a sacrifice is made (so after the first sacrifice they cost 2 treasure, after the second 3, and so on; the previous price can be paid for retention but not for subsequent hires).
- If a special mercenary unit is sacrificed, any leaders, treasures, etc. associated with that unit immediately desert the player’s force. (E.g. the Black Knight will leave if the Stubstaff Guard are sacrificed.) Two additional armies must be sent to perform the sacrifice of a special mercenary unit, and the hero sent may not be one associated with the unit to be sacrificed, if any.
- If a barbarian unit is sacrificed, all barbarians of that type desert and may never be raised again. If an ogre unit is sacrificed, that player may never recruit ogres again of any tribe. An ogre unit also requires two units to sacrifice.
Boons may be chosen or random. Roll 1d6 for a random boon; random boons get a +2 on the initial success/failure roll. Boons of Greystaff do cause hero fate die rolls when warranted except against player monarchs. The Earthquake may not be directed at any player Royal Castle. Victory point awards for castles plundered or monarchs slain through boons of Greystaff are halved (round down).
Buried Caravan, City of Khos, Mystic Lake, and Ruins of Letho
These are dungeons full of monsters and treasure.
1 - Hero battles deadly foes. Each side rolls a d6, with the hero receiving +1s as relevant for combat bonuses, magic items, etc. If the hero wins he receives a treasure. On a tie nothing happens. If the hero loses he is wounded.
2 - Hero battles deadly foes. Each side rolls a d6, with the hero receiving +1s as relevant for combat bonuses, magic items, etc. If the hero wins he receives a random magic item. On a tie nothing happens. If the hero loses he is wounded.
3 - Hero battles deadly foes. Each side rolls a d6, with the hero receiving +1s as relevant for combat bonuses, magic items, etc. If the hero wins he receives a random special mercenary companion. On a tie nothing happens. If the hero loses he is wounded.
4 Nothing happens
5-6 Hero receives one treasure.
Eerie Oasis
The Jinn here sometimes grant wishes.
1 Hero annoys Jinn. Roll d6: on a 6 the hero dies. On a 1-5 the hero is taken out of play for that number of turns and then reappears at: 1 – The Sacred Stones, 2 – The Mounds, 3 – Witches’ Kitchen, 4 – Lookout Point, 5 – The Eerie Oasis, 6 – Wyrm’s Lair
2-3 Hero makes foolish wish, wastes turn.
4-5 Hero receives random wish from wish table.
6 Hero may choose wish from wish table.
Wish Table: 1 – Wealth, gain a treasure; 2 – Friendship, place a hero from the randomizer with the hero rather than on their normal starting space; 3- Magic, gain an item from the Magic Randomizer; 4 – Escape, teleport hero and any desired units with him to any space on the map; 5 – Power, deploy a common mercenary unit with the hero; 6 – Healing, restore any one wounded (or supernaturally tormented) hero to play or recover one combat unit to its home city.
Ghost Wood, The Mounds, and The Tomb of Olde
A hero entering can roll 1d6:
1-2 Hero overcome by the haunts. Roll d6: on a 6 the hero dies. On a 1-5 the hero is taken out of play for that number of turns and then reappears at: 1 – The Sacred Stones, 2 – The Mounds, 3 – Witches’ Kitchen, 4 – Lookout Point, 5 – The Eerie Oasis, 6 – Wyrm’s Lair.
3-4 Hero gains 1 treasure
5-6 Hero draws from Magic Randomizer
Isle of Fright
Castaways and those allowed here by the Selkies can search for treasure. Roll d6, adding 1 if the player is friends with the Selkies. 1-4 nothing; 5-6 treasure; 7 draw from the magic randomizer, or treasure if the hero searching already has 1 or more magic items. Heroes who have already gotten a treasure or magic device from the Isle cannot search a second time.
Meteoric Iron
The Crater in Rombune exerts a giant anti-magic field. At any time each turn a player may request to check its current range. (Actions may be interrupted to do this but not retroactively cancelled; if someone is about to sacrifice at Greystaff you can demand the check for protection, but not after he calls down the Firestorm on a nearby stack of units, e.g.). If no-one does it then the field is considered non-operative at that time. The range is 1-6 hexes with the first hex always the crater hex itself. Within this range:
- No magical device operates, including those of the Eaters of Wisdom.
- The Sorcerer’s Ship instantly disappears.
- No boon of Greystaff may strike.
- The Black Hand’s teleportation, the Souls of the d**ned, and the Wings of Darkness will not function. The Walking Dead, the Undead, the Ghost Fleet, and the Colossus are instantly eliminated.
- Schardenzar loses his combat add; if the Black Knight dies in this radius he does not reincarnate; Nonnus cannot heal.
- The Ghost Riders are eliminated and the Wandering People troop cannot make music.
- In general, no spell or magic item type effects work.
The Obelisk
This space can be crossed without incurring a diplomatic penalty with Shucassam. Non-friendly units camping there do incur the diplomatic penalty unless a non-generic hero or great captain is recieving a prophecy. In this case however the prophecy may not be rejected, as it can once Shucassam is activated.
Trading Post
If a hero with a treasure ends his move here, he may trade the treasure for a draw from the magic randomizer on a 3-6. On a 1 or 2 he is swindled and loses the treasure, receiving nothing in return.
Witches Kitchen
If a stack containing one or more heroes and fewer magic items than heroes ends its move here, 1d6 may be rolled. On a 5-6 a magic item is received from the magic randomizer.
Other
Rogues get a +1 to normal Theft attempts and can steal Royal Treasure as per the advanced rules.
Out of Play: Envoy personality cards, Black Plague, The Rebel, Warlocks and Witches, Beast, Vampire, Werewolf, Dancing Girls, Militia, Cursed Items, Dummy Items, Witching Stick, Runesword, All the Storm Riders
Intermediate Rules Mods
On a 6, wounded = dead. (Don’t engage the secondary result.)
Irrelevant Intermediate Rules
Hiding/Seeking, Oath of Friendship, Honor of Monarchs, Leadership Modification
Relevant Advanced Rules
Forced March, Storming Castles, Forts, Al-Debar finds Trouble, Secret Turn Order (if desired), Heir of a Player Monarch (if 3+ are playing and averse to having someone sit around when eliminated), Winter Rules (only if for some reason players need to break a tie after turn 20 and want to keep playing)
Random Events
Spending treasure for mercenaries and playing any and all special mercenary leader cards desired happens in this phase.
Roll on table with intermediate rules, except a roll of 10 gives you treasure into your royal castle (d6: one treasure 1-3, two treasures 4-5, 3 treasures 6) instead of the magic randomizer.
Epidemics use the intermediate rules, not advanced.
Ambassador Variant
- Each player receives two ambassadors
- Regardless of kingdom of origin, all ambassadors have a movement of 8, with mountain, forest, and swamp terrain advantages in all locales
- When it is first deployed, each ambassador may be placed anywhere on the board. From there on out it moves and acts normally during the diplomacy phase. As before these ambassadors are not heroes and may move through enemy counters, etc. as they wish. Only one ambassador may conduct diplomacy each turn even if two are in position to do so. If neither is in position to do so than no diplomacy can be conducted that turn.
- After attempts to activate, deactivate, or assassinate, the ambassador involved in this action must move out of the kingdom they were acting in without returning on the following turn. In effect this means a given ambassador can only operate on a given kingdom every other turn. However if a player really wants to work on a specific kingdom they can keep both ambassadors nearby. Two exceptions:
o An attempt to assassinate can follow an attempt to activate or deactivate on the following turn. In this case the ambassador stays where it is.
o If another player’s ambassador is within the kingdom and your ambassador can move to it, the ambassador can stay within the kingdom for purposes of moving to that ambassador and dueling with it. The following turn leaving, assassinating, and dueling remain the only options as before.
- There is no limit on dueling ambassadors under these rules, except that your ambassador must be within eight spaces of the ambassador you wish to duel on your turn, and you must move your ambassador to him and duel him. Ambassadors can duel anywhere, including allied or unallied royal castles.
- Barbarians and Ogres may be recruited on any open space within two hexes of the respective edge of the map under these rules.
- For the second ambassador use an Envoy or Queen marker (if the latter is not in use as your Monarch) as you wish.
Movement Clarification: Mountain movement advantage means 1 point for hill hexes and 3 points for mountain hexes, with no pause necessary upon entering a mountain range.
Treasure Rules
Receiving Treasure:
1. At the beginning of the game each player king receives treasure into his Royal Castle: 1-3 1 treasure, 4-5 2 treasures, 6 3 treasures. If the Dwarf King is one of the player kings he may not start with less treasure than any other king.
2. On a roll of 10 in the Random Events phase the player receives one treasure with any of his units or heroes. If the Dwarves are in his alliance and have any units or heroes left on the board an additional treasure is given to one of them.
3. When a castle is plundered, treasure equal to the intrinsic strength of the castle, plus any treasure deposited there already, becomes available.
4. If the player has the Spinning Wheel and there is one or more hero or unit unencumbered with treasure in the space with the Spinning Wheel, he may take one treasure instead of a mercenary unit if he wishes.
5. If a player keeps a fleet within two hexes of Colist, Zefnar, Parros, or Castle Lapspell and does not fight, he may roll a d6 to blockade the port and seize merchant ships. On a 6 he gains one treasure if he has one ship with room for treasure, two treasures if he has two or more ships with room for treasure.
6. Heroes can gain treasure by exploring numerous scenic hexes.
Administration of Treasure:
Castles can hold indefinite amounts of treasure.
Each hero and each combat unit can carry one treasure.
Treasure carried can be used for barter and dealing with situations that arise as per the rules.
Treasure may be carried back to Freeport, Bartertown, or any friendly unbesieged and unplundered Castle and exchanged for one common mercenary unit in that town/castle only at the next Random Events phase if it is still in the unit’s possession.
Treasure left on Freeport, Bartertown, Hubbleglum, or similar vanishes at the end of the turn; treasure left in castles generally stays with that castle until spent; treasure left on other spaces waits there for someone to pick it up.
Treasure left in any friendly Castle remains there. As long as the castle remains unbesieged and unplundered this treasure is considered to be in the Royal Treasury and is available for such uses.
Spending Treasure in the Royal Treasury:
For 1 treasure a mercenary unit can be purchased into the castle where the treasure is.
For 2 treasure a mercenary fleet can be purchased into the port castle where the treasure is.
In all the following cases Treasure should be taken from the nearest castles where it is found, in order if the first castle does not have enough:
For 2 treasure a regular army can be replaced in its home area.
For 3 treasure a regular fleet can be replaced in its home area.
For 2 treasure a diplomacy roll without a card can be augmented by +1.
For 3 treasure a diplomacy roll with a card can be augmented by +1.
For 4 treasure a diplomacy roll without a card can be augmented by +2.
For 3 treasure an attempt to deactivate one of your allies receives a -1.
For 6 treasure an attempt to deactivate one of your allies receives a -2.
For 1 treasure an attempt at Free Passage can include units with a hero, though they can only cross through the kingdom without incurring the diplomatic penalty, never stay in it.
For 2 treasure spent before the die roll, the barbarians will not slay your ambassador on a 1.
For 3 treasure spent before the die roll, an ambassador gets +1 to assassinate.
For 3 treasure a special mercenary (draw randomly) can be purchased. Where the treasure will be taken from depends on where the mercenary comes into play.
For 1 treasure a captured mercenary leader can be bribed into defection: 4-6 he defects and becomes the property of the bribing player. Each player can only try to bribe each mercenary leader in this way once.
Up to 6 treasure can be spent to help an imprisoned monarch escape. Roll d6 equal to or under the amount spent; if successful, make a hero fate die roll. On a 6 he is recaptured, on a 1 he is slain; otherwise he escapes.
Treasure payments to ransom captured leaders of any kind may be paid to other players based on what is negotiated. This treasure is deposited in the city where the captured leader is held.
Treasure may be paid from one player to another based on any agreement (buying magic items, protection money against attack, whatever people want to try). This treasure goes into the nearest city that makes sense given what was agreed on. In these last two cases the treasure is transferred rather than being used up and taken off the board.
Special Locations
Altars of Greystaff
Heroes and units can move through Greystaff and units can move onto Greystaff to be sacrificed, but no unit can end their move on Greystaff without being sacrificed. When a unit goes to Greystaff to be sacrificed, there must be at least one friendly hero and one friendly unit next to Greystaff to do the sacrificing.
- If a unit from the player country is sacrificed, the next time a 4 or 5 is rolled on Random Events it has a different effect. A 4 (Mutiny) causes 1 unit from the player kingdom to leave as well as 1 unit from any force in the player’s control. A 5 (Bad Omens) effects the player kingdom in addition to one friendly kingdom. Until a 2, 4 ,or 5 is rolled no more units from the player country can be sacrificed at Greystaff.
- If a unit from an allied country is sacrificed, roll a d6. If the number is equal to or less than the number of units sacrificed from that country so far, the monarch is assassinated by his own guards and the kingdom falls into confusion. There is a +1 to Deactivation rolls against any monarch who has sacrificed troops at Greystaff for an ally.
- If a common mercenary unit or Scum are sacrificed, all other common mercenaries, Scum, and fleets that are not retained with one treasure each will desert the player’s force. This happens each time such a sacrifice is made. In addition, the price of hire for mercenaries goes up each time such a sacrifice is made (so after the first sacrifice they cost 2 treasure, after the second 3, and so on; the previous price can be paid for retention but not for subsequent hires).
- If a special mercenary unit is sacrificed, any leaders, treasures, etc. associated with that unit immediately desert the player’s force. (E.g. the Black Knight will leave if the Stubstaff Guard are sacrificed.) Two additional armies must be sent to perform the sacrifice of a special mercenary unit, and the hero sent may not be one associated with the unit to be sacrificed, if any.
- If a barbarian unit is sacrificed, all barbarians of that type desert and may never be raised again. If an ogre unit is sacrificed, that player may never recruit ogres again of any tribe. An ogre unit also requires two units to sacrifice.
Boons may be chosen or random. Roll 1d6 for a random boon; random boons get a +2 on the initial success/failure roll. Boons of Greystaff do cause hero fate die rolls when warranted except against player monarchs. The Earthquake may not be directed at any player Royal Castle. Victory point awards for castles plundered or monarchs slain through boons of Greystaff are halved (round down).
Buried Caravan, City of Khos, Mystic Lake, and Ruins of Letho
These are dungeons full of monsters and treasure.
1 - Hero battles deadly foes. Each side rolls a d6, with the hero receiving +1s as relevant for combat bonuses, magic items, etc. If the hero wins he receives a treasure. On a tie nothing happens. If the hero loses he is wounded.
2 - Hero battles deadly foes. Each side rolls a d6, with the hero receiving +1s as relevant for combat bonuses, magic items, etc. If the hero wins he receives a random magic item. On a tie nothing happens. If the hero loses he is wounded.
3 - Hero battles deadly foes. Each side rolls a d6, with the hero receiving +1s as relevant for combat bonuses, magic items, etc. If the hero wins he receives a random special mercenary companion. On a tie nothing happens. If the hero loses he is wounded.
4 Nothing happens
5-6 Hero receives one treasure.
Eerie Oasis
The Jinn here sometimes grant wishes.
1 Hero annoys Jinn. Roll d6: on a 6 the hero dies. On a 1-5 the hero is taken out of play for that number of turns and then reappears at: 1 – The Sacred Stones, 2 – The Mounds, 3 – Witches’ Kitchen, 4 – Lookout Point, 5 – The Eerie Oasis, 6 – Wyrm’s Lair
2-3 Hero makes foolish wish, wastes turn.
4-5 Hero receives random wish from wish table.
6 Hero may choose wish from wish table.
Wish Table: 1 – Wealth, gain a treasure; 2 – Friendship, place a hero from the randomizer with the hero rather than on their normal starting space; 3- Magic, gain an item from the Magic Randomizer; 4 – Escape, teleport hero and any desired units with him to any space on the map; 5 – Power, deploy a common mercenary unit with the hero; 6 – Healing, restore any one wounded (or supernaturally tormented) hero to play or recover one combat unit to its home city.
Ghost Wood, The Mounds, and The Tomb of Olde
A hero entering can roll 1d6:
1-2 Hero overcome by the haunts. Roll d6: on a 6 the hero dies. On a 1-5 the hero is taken out of play for that number of turns and then reappears at: 1 – The Sacred Stones, 2 – The Mounds, 3 – Witches’ Kitchen, 4 – Lookout Point, 5 – The Eerie Oasis, 6 – Wyrm’s Lair.
3-4 Hero gains 1 treasure
5-6 Hero draws from Magic Randomizer
Isle of Fright
Castaways and those allowed here by the Selkies can search for treasure. Roll d6, adding 1 if the player is friends with the Selkies. 1-4 nothing; 5-6 treasure; 7 draw from the magic randomizer, or treasure if the hero searching already has 1 or more magic items. Heroes who have already gotten a treasure or magic device from the Isle cannot search a second time.
Meteoric Iron
The Crater in Rombune exerts a giant anti-magic field. At any time each turn a player may request to check its current range. (Actions may be interrupted to do this but not retroactively cancelled; if someone is about to sacrifice at Greystaff you can demand the check for protection, but not after he calls down the Firestorm on a nearby stack of units, e.g.). If no-one does it then the field is considered non-operative at that time. The range is 1-6 hexes with the first hex always the crater hex itself. Within this range:
- No magical device operates, including those of the Eaters of Wisdom.
- The Sorcerer’s Ship instantly disappears.
- No boon of Greystaff may strike.
- The Black Hand’s teleportation, the Souls of the d**ned, and the Wings of Darkness will not function. The Walking Dead, the Undead, the Ghost Fleet, and the Colossus are instantly eliminated.
- Schardenzar loses his combat add; if the Black Knight dies in this radius he does not reincarnate; Nonnus cannot heal.
- The Ghost Riders are eliminated and the Wandering People troop cannot make music.
- In general, no spell or magic item type effects work.
The Obelisk
This space can be crossed without incurring a diplomatic penalty with Shucassam. Non-friendly units camping there do incur the diplomatic penalty unless a non-generic hero or great captain is recieving a prophecy. In this case however the prophecy may not be rejected, as it can once Shucassam is activated.
Trading Post
If a hero with a treasure ends his move here, he may trade the treasure for a draw from the magic randomizer on a 3-6. On a 1 or 2 he is swindled and loses the treasure, receiving nothing in return.
Witches Kitchen
If a stack containing one or more heroes and fewer magic items than heroes ends its move here, 1d6 may be rolled. On a 5-6 a magic item is received from the magic randomizer.
Other
Rogues get a +1 to normal Theft attempts and can steal Royal Treasure as per the advanced rules.
Out of Play: Envoy personality cards, Black Plague, The Rebel, Warlocks and Witches, Beast, Vampire, Werewolf, Dancing Girls, Militia, Cursed Items, Dummy Items, Witching Stick, Runesword, All the Storm Riders
Intermediate Rules Mods
On a 6, wounded = dead. (Don’t engage the secondary result.)
Irrelevant Intermediate Rules
Hiding/Seeking, Oath of Friendship, Honor of Monarchs, Leadership Modification
Relevant Advanced Rules
Forced March, Storming Castles, Forts, Al-Debar finds Trouble, Secret Turn Order (if desired), Heir of a Player Monarch (if 3+ are playing and averse to having someone sit around when eliminated), Winter Rules (only if for some reason players need to break a tie after turn 20 and want to keep playing)