Uploaded by LPT1.1.2001

Dragon Pass

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Dragon Pass
MgF or CF Total
Combat Resolution Table for Magic & Melee
Attack Table
Roll
1
2
3
4
5
6
1
0
0
0
0
0
1
2
0
0
0
1
1
2
3
0
0
1
1
2
3
4
0
1
1
2
3
4
5
0
1
1
2
3
5
6
1
1
2
3
4
6
7
1
1
2
3
5
7
8
1
2
2
4
6
8
9
1
2
3
4
6
9
10
1
2
3
5
7
10
11
1
2
3
5
8
11
12
2
3
4
6
9
12
13
2
3
4
6
9
13
14
2
3
4
7
10
14
15
2
3
5
7
11
15
16
2
4
5
8
12
16
17
2
4
5
8
12
17
18
3
4
6
9
13
18
19
3
4
6
9
14
19
20
3
5
6
10
15
20
Roll
1
2
3
4
5
6
Roll
1
2
3
4
5
6
21
3
5
7
10
15
21
22
3
5
7
11
16
22
23
3
5
7
11
17
23
24
4
6
8
12
18
24
25
4
6
8
12
18
25
26
4
6
8
13
19
26
27
4
6
9
13
20
27
28
4
7
9
14
21
28
29
4
7
9
14
21
29
30
5
7
10
15
22
30
31
5
7
10
15
23
31
32
5
8
10
16
24
32
33
5
8
11
16
24
33
34
5
8
11
17
25
34
35
5
8
11
17
26
35
36
6
9
12
18
27
36
37
6
9
12
18
27
37
38
6
9
12
19
28
38
39
6
9
13
19
29
39
40
6
10
13
20
30
40
Roll
1
2
3
4
5
6
Roll
1
2
3
4
5
6
41
6
10
13
20
30
41
42
7
10
14
21
31
42
43
7
10
14
21
32
43
44
7
11
14
22
33
44
45
7
11
15
22
33
45
46
7
11
15
23
34
46
47
7
11
15
23
35
47
48
8
12
16
24
36
48
49
8
12
16
24
36
49
50
8
12
16
25
37
50
51
8
12
17
25
38
51
52
8
13
17
26
39
52
53
8
13
17
26
39
53
54
9
13
18
27
40
54
55
9
13
18
27
41
55
56
9
14
18
28
42
56
57
9
14
19
28
42
57
58
9
14
19
29
43
58
59
9
14
19
29
44
59
60
10
15
20
30
45
60
Roll
1
2
3
4
5
6
Total all MgF or CF, then drop any fractions
A die roll less than 1 is 1, and a die roll more than 6 is 6
If MgF or CF is greater than above table, use the following:
Roll 1, Factor is 1/6 of Total Roll 4 , Factor is 1/2 of Total
Chaotic Magic: casualties both sides and simultaneous
Active selects both defender and attacker casualties(!)
Roll 2, Factor is 1/4 of Total
Roll 3, Factor is 1/3 of Total
Drop all fractions
Spirit Magic: casualties both sides and simultaneous
Active selects defender casualties (anywhere in stack)
Inactive selects attacker casualties (anywhere in stack)
Missile Fire Unit Modifier (cumulative, add all to Terrain mods!)
-3 Target stack: contains a Dragon
-1 Target stack: consists solely of Duck, Bison clan, Minor units
Missile: casualties both sides, inactive always fires first!
Inactive fires then Active player selects own casualties
Active fires then Inactive player selects own casualties
Roll 5, Factor is 3/4 of Total
Roll 6, Factor equal to Total
Physical Magic: Only inactive casualties happen
Active selects defender casualties (anywhere in stack)
+1 Target stack: any Giant, High Llama, Herds clan, Ancestor units
Melee: Attacker selects casualties from melee
Active selects casualties from tops of affected stacks only
Missile Fire Terrain Modifiers (not cumulative, only worst applies)
-4 Target stack in a Fortress Hex
-2 Target stack in a Forest, Mountain, Altar, Dragonewt City, Ruin, Stockade, Temple or Town Hex
-1 Target stack in Hill or Marsh Hex
Divide Missile Fire Factors Total by 2 if firing up a ridge!
Missile Fire Table: Missile Factor Totals
A Missile Fire result less than 0 is treated as 0
Roll 0
1
2
3-4
5-6
7-9 10-12 13-16 17-20 Roll
A Missile Fire result greater than 7 is treated as 7
0
1DD 1DD
0
1
1DD 1DD 2DD
1
1DD 1 Defender Distrupted
2
1DD 1DD 2DD 1DE
2
2DD 2 Defenders Distrupted or 1 Defender Eliminated
3
1DD 1DD 2DD 1DE 2DE
3
2DE 2 Defenders Eliminated
4
1DD 1DD 2DD 1DE 2DE 3DE
4
3DE 3 Defenders Eliminated
5
1DD 1DD 2DD 1DE 2DE 3DE 3DE
5
4DE 4 Defenders Eliminated
6
1DD 1DD 2DD 1DE 2DE 3DE 3DE 4DE
6
5DE 5 Defenders Eliminated
7
1DD 2DD 1DE 2DE 3DE 3DE 4DE 5DE
7
Diplmacy Points (DP): Dragonewts 45 , Ethilirst 25 , Cragspider 25 , Exiles 20 , Ironhoof 15 , Grazelanders 15 , Androgeus 10
Emissary Roll: 1-2 Denied, Emissary and stack eliminated, 3 Denied, not eliminated, 4-6 Granted, setup units specified
Dwarf Luck Roll: 1 Emissary slain, 2-3 1x Stone Man, 4 Cannon Cult, 5 Alchemical Transformer, 6 The Dwarf allies
Assassin Scouting Roll: 1 Captured -4 DP, 2 Killed -2 DP, 3-6 Success, examine stack and roll again to attempt assassination
Assassination Attempt Roll: 0-3 Fail, no effect, 4-6 Success, eliminate a unit and +3 DP next turn
Assassin Getaway Roll: 0-1 Captured, lose 5 DP, 2-3 Killed, lose 3 DP, 4-6 Getaway, no effect
Please send corrections to roysubs@hotmail.com
Dragon Pass, Complete Rules
Rulebook [1.], [3.], [4.]
(March 2013)
Getting Started
Version 1.1 (2013-03) Please send updates / corrections to roysubs@hotmail.com
This Condensed Rules document is intended to include all rules from the rulebook in a more compact reference. Detailed history and backgrounds for the
Gloranthan peoples and their motivations have been left out. The basic mechanics for introductory scenarios involve movement followed by missile and then
melee combat which takes 13 pages in the rulebook. Including extensive cross-referencing for exceptions and special rules, this is now covered in the 4
pages Terrain & Unit Modifiers, Movement & Stacking, Combat 1 (Magic), and Combat 2 (Melee/Missile). Later scenarios involve all of the Independents
units for which there are many exceptions to the core rules, and this whole section has also been reduced from 10 pages to 3 pages for all of the special units
(including all unit factors to allow quick assessment of the relative strengths and weaknesses of each Independents force before trying to Ally them).
Unit movement is summarised on the Terrain & Units Modifiers page. Basically, on your turn, your units are all ‘active’ and your opponents units are all
‘inactive’. Your units move but must stop if they enter a ZOC (Zone Of Control) which is the 6 hexes around an inactive stack. After the movement phase is
complete, your units must then enter combat with adjacent inactive enemy units.
Scenarios 1, 2, and 3 only use missile and melee combat, so ignore the magic rules for these scenarios (except for the Declaration section on Combat 1 as it
is common to all combat!). Magic is in use from scenario 4 onwards. Magic is resolved first, so Combat 1 details magic, and Combat 2 details combat
(missile/melee). Play becomes more complex with magic as spirits can be dropped at long range onto inactive stacks, possibly even eliminating whole stacks
before missile and melee combat are ever resolved! Note that if a Spirit Magicians’ spirit is placed on another stack to protect that stack with DSM
(Defensive Spirit Magic), then the Spirit Magician cannot use DSM to protect himself or the stack that he is in. i.e. either a magician defends his own stack
with DSM or he gives up that option and projects his spirit at range to defend an allied stack, but, a magician whose spirit has been eliminated may still use
DSM to defend his own stack! (errata). These points require careful planning to use effectively.
Rounding: Keep all fractions until combat is resolved, so for example some units have ½ moon-cyclic CFs which are 3 ½ during a Full Moon. At combat
resolution, drop all fractions, but for calculations before resolution, retain all fractions until die rolls and casualty selection occurs!
Unit Identification Colour Codes
Lunar Empire
Sartar
Barbarian Horde
Wintertop
Grazelanders
red
orange
dark green (Sartar)
lime green
yellow
Cragspider
Sun Dome Templars
Black Horse County
Dinosaurs
yellow on black
yellow on grey
grey
purple on brown
Dragonewts
Beasts’ Valley
Dwarf
Chaos
purple
light blue
magenta
white on black
Note: Although the Barbarian Horde units are a different colour from the Sartar units, the Barbarian Horde is in fact part of the Sartar Battalia (errata).
Unit Types
Major Units have non-blank, non-parenthesized CFs. All other units are Minor Units (this is important for stacking rules).
Minor Units: All Spirits, Agents, and Spirit of Movement / Twin Stars (special units, being disembodied spirits that move and attack normally).
The only physical minor units in Dragon Pass are: all heroes and superheroes, plus The Crimson Bat (Lunar), Stone Men (Dwarf), and Wasps (Sartar).
Heroes and Superheroes have underlined (heroic movement) MFs, and have parenthesised CFs (meaning the unit is a single person). They also have
exclamation marks inside the parenthesis (indicating the Leadership Factor of the hero or superhero). e.g. Argrath has a CF of (4!!) and an MF of 6.
Spirit Magicians have a non-parenthesised RF of 1 or more.
Spirit Magicians’ Spirits have a blank MF.
Physical Magicians have an underlined and non-parenthesised RF of 1 or more.
Physical Magicians’ Agents have a blank MF & a blank MgF.
Disembodied Spirits have a blank MF and a blank CF.
Chaotic Units have a negative MgF. There are only 2 in the Dragon Pass game. The Hydra has an MgF of –N and The Crimson Bat has MgF of -1*.
Herds have h in their CF. The only herds in Dragon Pass are the Grazelander Horse Herds (+2 MF)
Treasures have T in their CF (Note: there are no treasures in the Dragon Pass game, these only appear in the Nomad Gods game).
Territories
Old Sartar is the dark orange area in the southeast corner of the map and Sartar includes all of Old Sartar plus the light orange areas (Duck Point, Alda-Chur, and Alone).
Lunar territory or within the Glowline is the area known as Tarsh, the crimson region in the northwest corner of the map.
Note: The lighter portion of the Glowline is not initially held by the Lunar forces in some of the scenarios, but is still within the Glowline.
Note: The Glowline ceases to exist for the remainder of the game, at any time during the game, the Temple of the Reaching Moon is occupied (desecrated) by enemy forces.
The Grazelander’s territory is yellow in the South West of the map.
Wintertop (the Exiles’ nation) is lime green near the centre of the map (the Capital is also called Wintertop).
Sir Ethilrist’s Black Horse Country is grey in the South West of the map.
Cragspider’s territory is also grey, located in the North East corner of the map. Note: the Black Dragon’s Dragonrest is a part of Cragspider’s territory (errata).
Ironhoof and the Beast Men are in Beast Valley, which is the light blue areas in the South of the map bordering Sartar.
The Dragonewt’s national territory consists of the eight dragonewt cities (each of which is printed on a purple background).
The Minor Independents’ starting hexes are specially marked hexes that can be in neutral ground (brown areas of map) or sometimes inside other nations.
Dragonrests, dinosaur symbols and the giant symbol do not mark independent territories and can be freely entered. The related units are setup on these locations during play.
Terrain Clarifications
Temples - Reaching Moon (1108), Travelling Stone (1902), Shaker’s Temple (1918), Wild Temple (1927), Stone Cross (1934),
Sun Dome Temple (2630), Ivory Plinth (2802), Wasp’s Nest (3531), Old Wind Temple (3832).
Towns - Queen’s Post (0823), North Post (0918), Rich Post (1229), Cliffhome (1904), Too Far (2308). Nomad Gods: Barbarian Town, Corflu.
Apple Lane (3124) and Dwarf Mine (2612) are always considered Open Ground, they are not Towns.
Too Far (2308), is always considered a Town, not a stockade.
Altars - Jaldon’s Rest (4520), Pimper’s Block (4529). Nomad Gods: Horn Gate, Jaldon’s Point, Malia’s Stool, Tourney Stone.
Ridges - Cliffhome (3904) is completely surrounded by ridge hexsides and Cliffhome is on the upslope side of the entire ridgeline (errata).
Partial ridge hexsides, such as between hex 2511 and 2610 are treated as normal ridge hexsides (errata).
Rivers - Hex 0707 is not a ford hex. The road does not cross the river (errata). Jaldon’s Wrong River does not enter hex 0806 (errata).
Roads - The secondary road in hex 1813 does not cross into hex 1914. It merges with the primary road in hex 1813 (errata).
Oases - Nomad Gods: Agape, Biggle Stone, Cam’s Well, Day’s Rest, Moonbroth, Pairing Stone, The Paps.
Note: the Black Dragon’s Dragonrest is part of Cragspider’s territory (errata). Cragspider’s territory is 13 hexes (12 grey mountain hexes plus the dragonrest) (errata).
Note: “each hex is between three and five miles in diameter”
Dragon Pass
Getting Started
Rulebook [2.], [18.]
Please send any updates / corrections to roysubs@hotmail.com
Follow the Game Turn Sequence. Note that in the scenario, some Game-Turn Segments and Combat Phases may not be relevant i.e. if no chaotic magic
units are in the scenario, then skip that phase. The Random Events Segment can optionally be used in all scenarios except for the 3 player game.
The Game-Turn Segments
1. The Diplomacy Segment
The Combat Phase
(only in Full & Marathon Games)
2. The Random Events Segment
(optional and 2-player scenarios only)
A.
Attacker assigns bound spirits and physical agents.
B.
Attacker decides which battles are to be fought and specifies
which stacks are in battles together.
3. The Player-Turn Segment
1.
2.
3.
4.
5.
6.
7.
A) The Random Movement Phase
B) The Alliance Phase
C) The Movement Phase
D) The Exotic Magic Phase
E) The Combat Phase (Magic, Missile, Melee)  
F) The Rally Phase
4. The Book-Keeping Phase
C.
Declaration
Chaotic Magic
Physical Magic
Spirit Magic
Missile Fire
Melee
Advance After Combat
Attacker assigns some, none or all of his magicians’ spirits to
provide magical support for his units.
The Scenarios
The rulebook Scenario’s should be read as they contain historical outcomes to compare to your games. The following are quick summaries of each scenario.
18.1 Stemming the Tide
5 game-turns (Melee only)
Lunar player deploys first, placing the following anywhere outside old Sartar.
The entire Native Furthest Corps (NF).
The Cavalry Corps (CC) minus the two 2*-2-6s and the two 2*-1-6s.
Sartar player deploys second, to anywhere within old Sartar.
The Sartar City Militia (CM) minus all Duck units.
(3) 4-5-5s of the Sartar Free Army (FA).
(4) 4-3-5s of the Barbarian Horde (green units).
Lunar win if he controls at least 4 Sartar fortresses at the end of play.
Sartar win if he controls at least 5 Sartar fortresses at the end of play.
Draw if neither player satisfies the above conditions.
At the start of play, the Lunar player controls the 3 Sartar fortresses outside of old Sartar, and
the Sartar player controls the 4 Sartar fortresses within old Sartar.
18.2 High Tide
6 game-turns (Missile & Melee only)
Lunar player deploys first, placing the following anywhere outside old Sartar.
The entire Native Furthest Corps (NF).
The entire Cavalry Corps (CC).
Sartar player deploys second, to anywhere within old Sartar.
The entire Sartar City Militia (CM).
(3) 4-5-5s of the Sartar Free Army (FA).
(4) 4-3-5s of the Barbarian Horde (green units).
Lunar win if he controls Boldhome at the end of the game, or if he controls at least 5 Sartar
fortresses.
Sartar win if he controls Boldhome and at least 3 other fortresses.
Draw if neither player satisfies the above conditions.
At the start of play, the Lunar player controls the 3 Sartar fortresses outside of old Sartar, and
the Sartar player controls the 4 Sartar fortresses within old Sartar.
18.3 Argrath’s Return
5 game-turns (Missile, Melee, Heroes, Superheroes)
Sartar player deploys first, placing the following anywhere within old Sartar.
Prince Argrath, Harrek, Gunda, The Dragontooth Runners.
The entire Sartar City Militia (CM).
The Sartar Free Army (FA), minus the Wolfrunners (↕-3-3).
Lunar player deploys second, anywhere outside of old Sartar.
The entire Heartland Corps (HC)
The entire Cavalry Corps (CC).
The entire Native Furthest Corps (NF).
Lunar win if Prince Argrath is eliminated (and fails to make a heroic escape), or if at least one
fortress is occupied by Lunar units at the end of the game.
Sartar win if the Lunar player does not satisfy the victory conditions.
18.4 Counterstroke
7 game-turns (All Combat)
Lunar player deploys first, placing the following anywhere within the Glowline.
The Red Emperor.
The entire Lunar College of Magic (CM).
Sartar player deploys second, placing the following anywhere within old Sartar.
Prince Argrath, The Dragontooth Runners.
The Sartar Magical Union, minus the Stormwalkers & Children of the Wind.
(3) 5-4-5-4s of the Barbarian Horde (green units).
The Lunar player must select the phase of the moon before any units are deployed. An Exotic
Magic Phase is required for Lunar player only due to having to feed the Crimson Bat and
being able to summon the Full Moon Corps on the Full Moon.
Lunar win if a Lunar unit occupies Boldhome at the end of the game.
Sartar win if Boldhome is still controlled by the Sartar player at the end of the game.
18.5 Hearts and Minds
7 game-turns (All Combat)
Lunar player deploys first, placing the entire Lunar Battalia (but not the Twin Stars unit
which is not part of the Battalia) west of row 26xx and north of row xx19.
Sartar player deploys second, placing the entire Sartar Battalia within Sartar.
The Lunar player must select the phase of the moon before any units are deployed.
Units cannot retreat or move through any Independents territory.
Assassins can be used without the usual DP penalty.
Lunar or Sartar win for the player that controls the most fortresses.
Draw if players both control an equal number of fortresses.
18.6 Dousing the Flames
10 game-turns (All Combat), Lunars vs Independents
Lunar player deploys first, within the dark part of the Glowline. No units can be placed
within Bagnot or Dunstop.
Jar-eel, Aelwrin
The entire Lunar College of Magic (CM).
The entire Heartland Corps (HC)
The entire Native Furthest Corps (NF).
Independent player deploys second, outside of Sartar & the dark part of the Glowline.
At least one Independent unit must be inside each of Bagnot and Dunstop.
Androgeus
The Exiles (minus the Assassin)
The Grazeland Pony Breeders
The Half-Beasts
The Lunar player must select the phase of the moon before any units are deployed.
Units cannot retreat or move into or through any part of Sartar.
The Twins are Androgeus’ Best Friend.
Lunar win if controls Bagnot, Dunstop, Rich Post, Wintertop, Wild Temple.
Independent win if a Lunar victory is prevented.
18.7 The Full Game
14 game-turns (All Combat & Diplomacy Rules)
Roll die; if odd, then Lunar deploys first, if even, then Sartar deploys first.
Lunar player deploys entire Lunar Battalia (but not the Twin Stars unit) within the Glowline.
Sartar player deploys entire Sartar Battalia within Sartar. He may choose to pick up to 10
units to form the South Soldier Reserve. The Reserve can force march onto the board on
game-turn 1 on any south edge hex east of Stone Cross (inclusive).
All of the Independents are available in this scenario.
On first game-turn, each player receives 50 DP, and 25 DP on every other turn.
Sartar replacements appear in Boldhome, Lunar replacements in Furthest.
Keep infantry and cavalry dead piles for each player. For every 2 dead infantry, get 1 infantry
replacement. For every 3 dead cavalry, get 1 cavalry replacement.
At the end of play, the player who controls the greater number of his opponent’s fortresses
wins. If tied, the player who was not chosen to be the first player to deploy is the winner.
18.8 The Rising of Tarsh
14 game-turns (All Combat), 3-Player Scenario
The Tarsh player deploys first within Beast’s Valley, Grazelands and Wintertop.
Androgeus, The Dwarf and all his gifts, The Exiles, The Grazelanders,
Ironhoof and the Half-Beasts, The Dragonewts (Dragonewts on their home cities).
Lunar player deploys second, with the entire Lunar Battalia (but not the Twin Star unit)
within the Glowline.
Sartar player deploys last, placing the entire Sartar Battalia within Sartar.
The Tarsh player selects the phase of the moon before any units are deployed.
The Twins are Androgeus’ best friend.
The Assassins can be used without the usual DP penalties.
If a player controls his own capital and at least one other capital at the end of the game, he is
the winner. If none of the players win, the game is a draw.
18.9 The Marathon Game
28 game-turns (All Combat & Diplomacy Rules)
Roll die; if odd, then Lunar deploys first, if even, then Sartar deploys first.
Lunar player deploys the entire Lunar Battalia within the Glowline.
Sartar player deploys the entire Sartar Battalia within Sartar. He may choose to select up to
10 units to form the South Soldier Reserve. The Reserve are initially kept off-board.
After deployment, roll the die again to decide who plays first, odd = Lunar, even = Sartar
The player who deploys first selects the phase of the moon before any units are deployed.
The first moving player can only move units at half-normal movement in the first game-turn.
All of the Independents are available in this scenario.
On first game-turn, each player receives 40 DP, 20 DP on turns 2-7, 15 DP on turns 8-14, 10
DP on turns 15-28.
The South Soldier Reserve enter on any south edge hex as replacements on game-turn 1.
Receive replacements as per 18.7. In addition, can purchase replacements with DPs during
diplomacy segment. Only Sartar and Lunar infantry (at cost of 1DP per CF) and cavalry (at
cost of 2DP per CF) can be replaced.
Purchased replacements can come from the dead piles or stack of units removed from play.
Sartar replacements enter play from south edge east of Stone Cross (inclusive)
A player wins by controlling both Boldhome and Furthest at the end of the game. If neither
player wins, the game is a draw.
Dragon Pass
Terrain & Unit Modifiers
Rulebook [4.], [5.], [6.]
Please send any updates / corrections to roysubs@hotmail.com
Modifications for selecting casualties of Melee, Missile, and Physical Magic Attacks.
NG refers to differences between the Dragon Pass and Nomad Gods games.
Note: Missile modifiers are not cumulative. Only the worst effect is taken into effect for a particular Missile combat die roll !
Terrain Type
Open Ground
Hill
Hill / Forest
Forest
Mountain
Marsh
Oases (NG only)
Movement
1 MP
1 MP
2 MP
2 MP
3 MP (1 MP if
2 MP (1 MP if
1 MP
Dragonrest / Dinosaur / Giant Symbol
Structures
Fortress (fortification)
Stockade (fortification)
Marsh / Ruin
Hill / Ruin
Phys Magic
Melee
Missile
no effect
no effect
no effect
no effect
CF ×1½
CF ×2
CF ×1½
CF ×2
CF ×1½
Die roll -1
Die roll -2
Die roll -2
Die roll -2
Die roll -1
Die roll -2
CF ×2
CF ×2
)
no effect
)
CF ×2
(NG -1)
(NG -2)
no effect
no effect
No effect on movement or combat, but units here can be destroyed if the special units for those locations enter play.
Defensive bonuses for structures only apply to the bottom 3 units in a stack, all other units are considered to be outside.
1 MP
1 MP
2 MP (1 MP if
1 MP
Dragonewt City, Ruin, Temple, Town, Altar 1 MP
)
CF ×2
CF ×1½
CF ×2
CF ×1½
CF ×1½
CF ×2
CF ×1½
CF ×2 inside, CF ×1½ outside
CF ×2 inside, CF ×1½ outside
CF ×1½
Die roll -4
Die roll -2
Die roll -2
Die roll -2
Die roll -2
Note: Active units inside fortifications are not required to attack adjacent inactive units, unless 1 unit is outside of the fortification. Then the stack as a whole must attack.
Roads
Units only benefit from the following roads if moving along a road, if moving into a road hex or out of a road hex, there is no bonus.
Primary Road
Costs ½ MP to move along primary road hexes.
Secondary Road
Costs 1 MP along the road, but for each 2 hexes moved along a secondary road, the third hex along the road is free.
Dragonewt Road or Junction
no effect (only has effect for dragonewts, who can travel on them for 1 MP to move city to city, unless stopped by ZOC).
Rivers, Water, Ridges
River
Ford or Headwaters
Lake / Sea
Rain
Ridge (from low to high)
Ridge (from high to low)
Movement
+1 MP to leave (+0 MP if
Phys Magic
) no effect
Melee
CF ×½ (attacker)
Missile
no effect
Ignore the River hex restrictions (no extra cost to leave hex, and no CF reduction).
Can only be entered by spirits or units with
Water or
Air Rune but no unit can ever end a turn in a Lake / Sea hexes.
+1 MP for all terrain except Roads and Dragonewt Roads. Attacker penalty for Missile in Rain: Die roll -1
+1 MP (+0 MP if )
no effect
CF ×½ (attacker)
CF ×½ (attacker)
+0 MP
no effect
no effect
no effect
Note: River, Ridge, Rain are cumulative effects, so moving up a ridge from a river in rain would cost +3 MP. Note: Cliffhome (3904) is on the upslope of an entire ridgeline.
Units
Target includes a Dragon
Target consists of Ducks, Bison and Minor units
Target includes a Giant, Llama, Herd or Ancestor units
For each non-leader or non-treasure with CF > 0
For each magical non-leader with MgF > 0 (but not ∞) (NG only)
Spirit Magic
Melee
no effect
no effect
no effect
no effect
no effect
no effect
Missile
Die roll -3
Die roll -1
Die roll +1
no effect
+ LF
no effect
+ MgLF
no effect
no effect
LF is Leadership Factor (the number of marks in the CF of the leader in the stack), MgLF is Magical Leadership Factor (the number of ! in the MgF of leaders in the stack)
CF (Combat Factor)
Blank
This unit is a disembodied spirit; it has no physical form.
_ Underline Underline shows that the unit needs no support in chaparral.
* or **
Missile Factors. Each asterisk is one Missile Factor point.
( )
Denotes a single person or entity (often a hero/superhero).
! or ‼
A Leader: each ! mark adds to the CF of stacked units.
= (Dragons) This units CF is equal to the CF total of all units stacked with it.
↕
Lunar cyclic value. CF depends upon phase of Red Moon:
Black (3), Cres-Come (4), Empty 1/2 (5), Full (7), Full 1/2 (6), Cres-Go (5), Dying (3)
↕ is always 7 inside the Glowline or Glowspot (2 hexes from the Crimson Bat)
h
T
This unit is a herd.
Treasure
(NG only)
MF (Movement Factor )
Blank This is a magician’s spirit or agent and cannot move on its own
Move to holding box if on board at the start of a movement phase.
_ Underline
Heroic movement. Pay only 1 MF to move (including in
rain) but if possible to pay less (e.g. road) pay the lower amount.
*
There is an unusual ability or restriction associated with
the unit’s movement.
+
×2
This unit can add to other units’ MF’s.
Water
Air
Stone
This unit doubles other units’ MF’s.
See MF Chart. Can enter but cannot end turn on sea or lake.
See MF Chart. Can enter but cannot end turn on sea or lake.
Pay 1 MF to enter Mountain hexes, and can go up a ridge
slope without paying the +1 MF penalty.
MgF (Magic Factor)
Blank
This unit is the physical agent of a physical magician
_ Underline This unit needs no support in chaparral (NG only)
∞
*
! or ‼
N
↕
Invulnerable to spirit magic attacks (Dragons/Superheroes).
This Unit has an exotic ability.
A Leader: each ! mark adds to the MgF of stacked units (NG only)
The unit’s MgF is determined by a die roll.
Lunar cyclic value. MgF depends upon phase of Red Moon:
Black (3), Cres-Come (4), Empty 1/2 (5), Full (7), Full 1/2 (6), Cres-Go (5), Dying (3)
↕ is always 7 inside the Glowline or Glowspot (2 hexes from the Crimson Bat)
×2
Unit is Chaotic; negative MgF denotes chaotic magic.
Unit’s own MgF is zero, but it can double another unit’s MgF
RF (Range Factor)
Blank
Cannot use any form of physical or spirit magic.
_ Underline This unit is a physical magician or a physical magician’s agent.
0
Can use DSM (Defensive Spirit Magic) on its stack.
( )
This unit’s RF has a special meaning.
×2
This unit can double another unit’s RF’s.
2(Black, ↕ 3) 1(Crescent-Come, ↕ 4) 5(Empty ½, ↕ 5)
6(Full, ↕ 7) 7(Full ½, ↕ 6) 4(Crescent-Go, ↕ 5) 2(Dying, ↕ 3)
Phases of the Red Moon:
Notes: Mentions of Oases, Sea, MgLF, llama, ancestors, and chaparral are for
Nomad Gods only. These do not exist in the Dragon Pass game!
There are only 2 Chaotic units in the Dragon Pass game, Hydra & Crimson Bat
(and although Hungry Jack is Chaotic, he does not use Chaotic magic !)
Dragon Pass
Movement & Stacking
Rulebook [5.], [6.]
Please send any updates / corrections to roysubs@hotmail.com
Battalia Clarifications
(from issaries.com site)
1. The Barbarian Horde is part of the Sartar Battalia.
2. The Sylphs are the Wind Children's physical agent.
3. The asterisk in the Red Emperor's MgF (in 1st Edition pieces only) is a misprint and should be ignored.
4. The Twin Stars are ancient Lunar heroes who were instrumental in defending Glamour (the Lunar capital) and the Crater
from powerful enemies early in the Empire's history. The Twin Stars are not part of the Lunar setup at the beginning of
the game! They only appear if the Random Events option is being used and then only if Event 42 occurs. When on the
board they are a Lunar unit. If Event 42 is rolled while the Twin Stars are already on the board nothing happens. If Random
Event 42 is rolled after the Twin Stars have been eliminated they can reappear only if the Temple of the Reaching Moon is
Lunar controlled. They can move and attack like normal units but they have a blank CF so can neither make nor be harmed
by physical attacks. This form of movement/attack also applies to The Spirit of Movement unit.
Stacking Restrictions
All units in a hex must be placed on top of each other forming a stack. There is no limit to the size of a stack. All units in a hex must belong to the same player (faction/allied, or
in Nomad Gods, the same tribe or nation) except during the combat phase the active player can place his magicians’ spirits/agents atop the inactive stacks that they are to attack.
Stacking order can be important. Stacks can be rearranged during an Active players movement phase, or when both players involved in combat can rearrange each stack
involved in a combat, or during the rally phase in a which a hero, superhero (after a heroic escape), or a dragonewt (after a resurrect) reappears in the hex that stack occupies.
Screening (Optional): If in effect, players cannot examine opponent stacks, except stacks in combat which can be examined by any player. If not in effect, any player can
examine any stack at any time. If any player says they do not want the screening option before play, then it is not used.
Movement Notes
General Movement A unit expends MPs (movement points) to move from one hex to another (see Terrain table) up to its MF. It must stop and end its
movement when entering an inactive/enemy ZOC. When moving along a road, ignore terrain on the hex being moved to; it costs ½ MP to move along a
Primary Road, and costs 1 MP to move along a Secondary Road, but for each 2 hexes moved along a secondary road, the third hex along the road is free.
Neutral units, and dragons, giants, herds (and units stacked above them) are always considered to be outside structures (so cannot benefit from structure
bonuses). If active units inside structures choose to attack inactive units outside of structures, then the attacking units are considered to be outside of the
structure, so cannot benefit from defensive bonuses of the structure (except for units held in reserve which can). Disrupted units must be moved to a hex that
is not adjacent to an inactive unit if possible (i.e. they attempt to stay out of combat if possible).
ZOCs: Most inactive stacks exert zones of control (ZOCs) that restricts the movement of inactive units. If the topmost unit of a stack has a parenthesized CF,
or is a disembodied spirit with a blank or parenthesized RF, then the stack exerts no ZOC. An active unit must stop upon entering a ZOC. If beginning
movement in a ZOC, a unit can leave, but cannot move directly into another ZOC hex.
Zero MF units cannot move themselves. They can be carried by any unit with an MF of 1 or higher, and dropped off at any hex. Exceptions: disembodied
spirits cannot move on the map, and Hungry Jack can only be carried by a dragon.
Blank CF spirits are disembodied spirit. They pay 1 MP for each hex, and pay no MP cost to leave hexes or cross hexsides. Neither weather nor terrain has
any effect on a disembodied spirit, except that they cannot stop in sea or lake hexes, and must stop on entering a dead place hex.
Weather is always clear unless the rules indicate rain. If raining, it costs +1 MP for all terrain except Roads and Dragonewt Roads. Reduce all attacking die
rolls made in rain by 1.
Moving Along a River (including moving from a river hex to a hex in the Upland Marsh). When moving along a river pay normal MP cost, but leaving a
river costs +1 MP (except for units with
, or when leaving at a ford or headwaters hex).
Moving Up/Down a Ridgeline: There is no effect if moving from high to low, but climbing up a ridgeline is +1 MP (except for units with
).
Structures: Neutral units are always outside a structure. Dragons, giants, herds and units stacked above them are outside. Attacking units are outside.
Reinforcements and replacements entering a hex from the board edge expend the usual MP cost to enter that hex. If inactive units block all possible entry
points, then arrival is delayed until at least one hex is clear. A player can always choose to delay any of his reinforcements and replacements as long as
wanted and can choose to force march onto the board meaning that the first 3 MPs expended by the unit are not counted against its movement factor. Herds,
treasures, and units with zero MFs cannot be force marched. Androgeus can also force march when entering play.
Independents’ Units Unique Movement
Herds give extra MF to up to 2 units stacked with them, but units must spend an entire movement phase with the herd to receive the benefit. Grazelander
+2MF horse herds are the only herds in Dragon Pass. A horse herds MF will be 2 greater than that of the slower of the two affected units. They can hasten
any infantry or cavalry units of the Grazelands, Sir Ethilrist’s Black Horse Troop, the Exiles, the Lunar Empire, or Sartar (so Tuskers, Zombies, Giants, etc
cannot benefit). Exception: herds cannot hasten magicians, parenthesized CF units, flying units, herds, disembodied spirits, or units with 0 MF.
Stampede If forced to stampede, a herd owner rolls the die and moves the herd its full normal movement allowance in the direction indicated by the map
compass. If the herd moves off the board or into sea, lake, or dead place it is eliminated. It can move into and through hexes containing other units. After the
stampede, it is considered neutral. If it ends in a players stack, it remains neutral until the end of the phase. After a stampede, a herd is always disrupted.
Dragonewt Roads: No effect except for dragonewts. Dragonewts can travel from city to city (including Shaker’s Temple) for 1MP per journey (+1MP for
each turn at a Dragonewt junction). Exception: if a dragonewt road is blocked by a ZOC, then the dragonewt must stop 1 hex before the ZOC. From there it
can move normally using its remaining MPs. Note: Dragonewts can move through Exiles’ territory using a dragonewt road with no DP penalty.
Tusk Riders: pay 1 MP for each of Hill, Forest, Hill/Ruin, Hill/Forest (but 2 MP in rain). Tusk riders do not receive any road benefits, but do benefit from
fords. There are 5 Tusk Riders, each with an MF of 5.
Zombies: Zombies must form a chain, and consecutively numbered zombies must be adjacent. There are 12 zombies, each with an MF of 2. Zombies pay 1
MP to move regardless of terrain or weather, but cannot enter lake, sea, or river hexes, but can enter ford or headwater hexes. The first zombie to be moved
must either be the first or last zombie in the chain, and all zombies follow along the same path.
Giants: Move during Random Movement; the active player decides movement and they must stop and fight when moved beside inactive or active(!) units.
The Spirit of Movement (×2 MF): doubles any and all units stacked with it, and unlike herds, this includes magicians, flying units, etc. Its MF is then equal
to the highest of the affected units. Units must spend an entire movement phase with The Spirit of Movement to receive the benefit.
Dragon Pass
Rulebook [7.] : [7.1] to [7.8]
Combat 1: Chaotic, Physical, Spirit Magic
Please send any updates / corrections to roysubs@hotmail.com
Combat Phases
A. Attacker assigns bound spirits and physical agents.
Magicians are any units with an RF of 1 or greater. The Attacker decides each magician’s spirit or physical agent that will attack, and commits to
the attack by placing the spirit or agent atop any inactive stack within the magician’s RF that is to be attacked. Once committed, the spirit or agent
must take part in the attack. A magician’s spirit can be committed to attack even if the spirit is disrupted. Physical agents never become disrupted.
If a magician is eliminated, its spirit or agent cannot be taken from its holding box unless and until the magician is replaced, but if a magician is
eliminated before its spirit or agent has carried out an attack it was committed to take, the spirit or agent must still carry out the attack before
returning to its holding box. If the screening option is being used, a magician’s location need not be revealed when its spirit or agent is committed.
B. Attacker decides which battles are to be fought and specifies which stacks are in battles together.
1.
2.
3.
4.
5.
6.
7.
Declaration
Chaotic Magic
Physical Magic
Spirit Magic
Missile Fire
Melee
Advance After Combat
C. Attacker assigns some, none or all of his magicians’ spirits to provide magical support for his units.
The attacker can allocate his magicians’ spirits to provide magical support his units by placing spirits atop the stack it is supporting. All spirits can
be allocated whether they were involved in combat or not. Physical magicians’ agents cannot support. Supporting spirits attacked are treated as
normal disembodied spirits, except they cannot be retreated. A supporting spirit remains in the hex in which it was placed even if all of the units it
was supporting have retreated or have been eliminated. Return spirit units to their holding boxes at the start of the player’s next movement phase.
Note: a magician cannot use Defensive Spirit Magic (DSM) while its spirit is providing magical support.
1. Declaration Any active stack that ends movement adjacent to an inactive stack must have a battle involving at least 1 active unit (each stack is treated
as a whole, so the rest of the units in an attacking stack could be held in reserve, but they are technically still involved in the battle). When attacking an
inactive stack, the stack can only be attacked as a whole, targeting an individual unit in that stack is not possible. Magicians’ spirits and agents can take part
in the battle, but they cannot be the only attacking units. Exception: Units inside fortifications (stockades or fortresses) are not required to attack adjacent
inactive units, if there are no more than 3 major units (units with non-blank, non-parenthesized CFs are major units, all other units are minor units). If there
are more than 3 major units on a fortification, at least 1 must be outside, and so, in that case, the whole stack is required to attack adjacent inactive units.
Note that unlimited minor units can be inside a fortification along with the 3 major units. 1 stack can only be involved in 1 battle. Units inside 1 stack
cannot be split to different battles.
2. Chaotic Magic Chaotic units have negative MgFs indicating the number of units that they can eliminate by chaotic magic. e.g. an MgF of -2 can
eliminate up to 2 units in each chaotic magic phase.
Attacker decides which attacking units will be eliminated by defending chaotic units and which defending units will be eliminated by attacking chaotic units.
Chaotic units in opposing stacks can be eliminated, but chaotic magic is simultaneous, so if an opposing chaotic unit is eliminated it still attacks first.
Chaotic magic cannot eliminate herds, treasures, agents of physical magicians, or units with ∞ (infinite) MgFs.
Disembodied spirits (spirits with blank CFs) can only be eliminated by chaotic units whose RF is not blank.
A defending chaotic unit can eliminate magicians’ spirits even if they are not adjacent, but the spirits must be among the attacking units in the current battle.
Note: There are only 2 chaotic units in the Dragon Pass game: The Hydra has an MgF of -N and The Crimson Bat has an MgF of -1*.
3. Physical Magic A unit whose RF is underlined is a physical magician. A physical agent counter is associated with each physical magician.
Attacker resolves physical magic attacks one stack at a time by determining the total CF total of the physical agents on the defending stack then rolling a die
on the Attack Table to determine the CF loss inflicted by those physical agents. The attacker chooses the casualties from among any units in the stack, taking
into account the terrain modifiers that the defending units may have.
Disembodied spirits (spirits with blank CF) and treasures cannot be picked to be casualties of a physical magic attack.
Units chosen to be casualties are eliminated, except for herds, which stampede.
After a physical magic phase, all physical agents are returned to their holding boxes whether involved in an attack or not.
4. Spirit Magic
Attacking with Spirit Magic: Only units with non-parenthesised RFs of 1 or more, and MgFs of 1 or more, can make spirit attacks. Magicians’ spirits that
were committed to attack a defending stack must make a spirit magic attack, unless they were eliminated before this combat phase.
Defensive Spirit Magic (DSM): Can only be used if the stack using DSM was attacked using Spirit Magic in this turn! Defending units whose MgFs are
not negative and whose RFs are neither blank not parenthesized are the only units that can use DSM. Note that a magician cannot use DSM if his spirit is
providing magical support to another stack.
Step A. Determine MgF losses on both sides:
1. Attacker calculates the MgF total of the spirits on the defending stacks and rolls the die against the Attack Table to find the defending units MgF loss.
2. Defender calculates the MgF total of the units using DSM and rolls the die against the Attack Table to find the attacking units MgF loss.
Step B. Apply MgF losses on both sides:
3. Attacker selects defending unit’s casualties, up to the MgF loss rolled from units from any defending stacks involved in the combat.
4. Defender selects attacking units casualties, up to the MgF loss rolled. Only spirits that made attacks can be picked to be casualties by DSM.
Defending units with zero or negative MgF cannot be casualties unless the MgF loss exceeds the MgF total of all non-negative defending units.
Defending units with ∞ (infinite) MgFs cannot be picked to be casualties of spirit combat. If there is a single unit with ∞ (infinite) MgF on a side, that sides
units’ with MgFs of zero or negative are protected and so cannot be picked to be casualties. Units that are picked as casualties are eliminated, except
treasures, which become disrupted, and herds, which stampede. After a spirit magic phase, all spirits that survived are returned to their holding boxes.
Dragon Pass
Rulebook [7.] : [7.9] to [7.17]
Combat 2: Missile Fire & Melee
Please send any updates / corrections to roysubs@hotmail.com
5. Missile Fire
Resolving Missile Fire: All of the defending units’ missile fire is resolved before any of the attacking units’ missile fire is resolved.
1. Defender announces which stacks each unit will fire upon. For each stack targeted calculate the missile fire total, divide by 2 if firing up ridge then roll
die. Apply only the worst terrain modifier then add any unit modifiers cumulatively, then attacker selects casualties from anywhere in his stack.
2. Attacker announces which stacks each unit will fire upon. For each stack targeted calculate the missile fire total, divide by 2 if firing up ridge, then roll
die. Apply only the worst terrain modifier then add any unit modifiers cumulatively, then defender selects casualties from anywhere in the stack.
Casualties of Missile Fire can only be major (non-blank, non-parenthesized CF) units. If there are not enough major units in the stack to satisfy the result,
all of the major units in the stack are eliminated. If a herd suffers an eliminated result, it stampede’s instead.
6. Melee
Rearrange stacks: If opponents care about the order, the defender chooses the order. Any attacking or defending units, other than herds or disembodied
spirits can fight in a melee. At most, only the top 3 major units (units with non-blank, non-parenthesized CFs, all other units are minor units) in a stack can
fight in a melee. Unlimited minor units can fight along with the 3 major units but the 4th major unit and units under it are not allowed to fight. By default
they should be considered in reserve. Attacking units are assumed to have charged and so cannot gain benefit from defensive terrain during the defenders
counter-attack, except for units in reserve that do not add their CF to the CF total, but during the counter-attack, they gain all benefits from defensive terrain.
Retreats: The defending players now have the option to retreat some or all of their units.
1. If defending players care about the order of retreating, the defender chooses the order. Retreating units move 1 hex, stacks can be split, and retreated
units are no longer considered part of the battle.
2. Heroes cannot be retreated, though other units stacked with the hero may retreat. Superheroes and all units stacked with them cannot retreat.
3. Retreating units must be adjacent to active units, but cannot retreat off the board, or into lake or sea hexes. Herds cannot be retreated into dead place
hexes (these are only found in the Nomad Gods game). Retreats cannot be to hexes that are adjacent to another player’s units (so one player can
effectively surround a stack and prevent it from retreating).
4. Covering retreats: At least one unit must be left behind from each retreated stack. A herd or treasure cannot be used to cover a retreat. The total
physical force left behind must have 1/6 the CF of the attacking units that are fighting in the melee (that are not being blocked by disembodied spirits).
The spirit force covering a retreat can block any group of attacking units whose MgF total is less than or equal to the spirits’ MgF total.
Exception: Defending units that are faster than all of the attacking units, and any zero MF units that they want to carry, can always retreat regardless of
whether an adequate covering force is left behind.
Resolving Melee: All of the attacking units’ melee attacks are resolved and then any remaining defending units’ melee counter-attack is resolved.
Attack All active units adjacent to inactive units must attack unless the active units are in a fortification; magicians' spirits and agents can take part in the
attack but they cannot be the only attacking units. Any stacks that magicians' spirits and/or agents were committed to attack must be attacked by them. The
active player announces battles one at a time by selecting a group of attacking stacks and stating that they will attack a defending stack or group of defending
stacks (in a single battle, all of the attacking stacks other than magicians' spirits and/or agents, must be adjacent to all of the defending stack). For each
attacking stack calculate the CF total. If on a River or attacking up a Ridge, half CFs. Lastly, if a leader is in the stack, add its leadership factor to the CF’s of
each unit in the stack but only if the leader will also fight. Retain any fractions until the CF total of the fighting units has been computed then drop fractions.
Total the CFs for all attacking stacks involved in the melee then roll the die on the Attack Table to find the CF loss inflicted (if it is raining, reduce the roll
by 1). The Attacker chooses casualties (but only from the tops of defending stacks).
Counter-Attack The Defender now doubles the CFs of all surviving defending units (this is called defensive doubling) and may rearrange his stacks. If on a
River or attacking up a Ridge, halve all units CFs. Lastly, if a leader is in the stack, add its leadership factor to the CFs of each unit in the stack (but only if
the leader will also fight). Retain fractions until the CF total has been computed then drop fractions. Total the CFs for all defending units involved in the
counter-attack then roll the die on the Attack Table. If it is raining, reduce the roll by 1). The Defender chooses casualties (from top of stacks only).
Casualties of Melee can only be taken from stacks that were involved in the melee from the top down. Disembodied spirits must be bypassed. Herds and
units with zero MF can be bypassed, but they can optionally also be selected to be casualties. If a unit is a casualty, it is eliminated. If herds or treasures are
casualties, they are captured (move the herd or treasure to one of the stacks of the attacking units that fought in the melee).
Elimination Eliminated units are removed from the board to a dead pile. Herds and treasures can only be disrupted or captured, they cannot be eliminated
(except by Cragspiders Pillar of Fire or a Dragonfight which eliminates even herds and treasures).
Disruption A disrupted unit is turned back side up and uses those reduced factors. If a disrupted unit suffers another disruption result, it is eliminated. A
disrupted treasure is unaffected by further disruption. A disrupted herd that is disrupted again will stampede. A disrupted unit becomes undisrupted in the
rally phase of the owners next player turn unless that unit is adjacent to enemy units in which case it remains disrupted. If a disrupted unit can be moved to a
hex that is not adjacent to an inactive unit, it must end its movement in such a hex. Superheroes cannot be disrupted.
Capture Neutral herds or treasures are captured if a unit is stacked with it at the end of a phase. If, at the end of a phase, a captured unit is left in a hex that
does not contain a player unit, then it becomes neutral. If a unit is recaptured by its original owner, it is no longer considered a captured unit (so, if left alone,
it will not become neutral). Units that were originally neutral have no original owner.
Stampedes The herd owner rolls the die and moves the herds full normal movement allowance in the direction indicated by the map board compass. If the
herd moves off the board or into sea, lake, dead place it is eliminated. It can move into and through hexes containing other units. After the stampede, it is
considered neutral. If it ends its stampede in a players stack, it remains neutral until the end of the phase. After a stampede, a herd is always disrupted.
Reorganising Stacks At the end of the each battle, each player can rearrange the units within each of his stacks affected by the battle.
7. Advance After Combat: At the end of battle, the attacker can choose to advance any non-disrupted units in his attacking stacks into vacated hexes
(that is, empty hexes that contained at least one defending unit at the start of the melee). The first hex must be a vacated hex, and if that hex is adjacent to an
enemy stack then the advance stops. If not, units with an MF of 5 or greater can make an extended advance into a 2nd adjacent hex, except for forest,
marsh, sea, lake, mountain, or dead place hexes. An extended advance cannot enter a hex containing the players own active stacks that will attack later in
the same combat phase. If an advance ends on herds or treasures, it captures those units. If an advance ends on neutral dinosaurs, it allies those dinosaurs.
Magical Support After all combat and advances after combat, the attacker can now reallocate his magicians’ spirits to provide magical support for his
units by placing spirits atop the stacks to be supported. Physical magicians’ agents never provide support. Supporting spirits involved in a battle are treated
as normal disembodied spirits, except that they cannot be retreated. A supporting spirit remains in the hex in which it was placed even if all of the units it
was supporting have retreated or have been eliminated. All spirits allocated for magical support are returned to their holding boxes at the start of the owning
players next movement phase. Note: A magician cannot use Defensive Spirit Magic (DSM) if his spirit is providing magical support to another stack.
Dragon Pass
Rulebook [8.], [9.], [10.], [11.]
Heroes, Superheroes, Phases of the Moon
Please send any updates / corrections to roysubs@hotmail.com
Superheroes
Jar-eel the Razoress
Harrek the Berserk
Androgeus
Standard
(20!!) – ∞ – 6 – X
(20!!) – ∞ – 6 – X
(20!!) – ∞ – 6 – X
/
/
/
/
Berserker Rage
(20) – 20 – 12 – 1
(20) – 20 – 12 – 1
(20) – 20 – 12 – 1
Best Friend
Faction Leaders (Heroes)
The Red Emperor
Prince Argrath
Standard
(4!) – 10 – 6 – 10
(4!) – 10 – 6 – 0
/
/
/
Disrupted factors
(2!) – 5 – 6 – 10
(2!) – 5 – 6 – 0
Title
Other Heroes
Inhuman King
Sir Ethilrist
Ironhoof
Feathered Horse Queen
Jaldon Toothmaker
Cragspider
Dwarf
Twins
Twin Stars
Standard
(8!) – 8 – 8 – 8
(4!!) – 10* – 7 – X
(4!) – 10* – 7 – X
(4!) – 10 – 7 – X
(4!) – 10 – 6 – X
(4!) – 7* – 5 – 7
(3!) – 7 – 4 – X
(2!) – 5 – 5 – X
X –↕ –7 –1
/
/
/
/
/
/
/
/
/
/
Disrupted factors
(4) – 4 – 8 – 0
(2) – 5* – 7 – X
(2) – 5* – 7 – X
(2) – 5 – 7 – X
(2) – 5 – 6 – X
(2) – 4 – 5 – 0
(2) – 4 – 4 – X
(1) – 3 – 5 – X
– ½↕– 4 – 0
Special Abilities
Beat-pot Aelwrin (4!) – 10 – 6 – X / (2) – 5 – 6 – X
Gunda the Guilty (4!) – 10 – 6 – X / (2) – 5 – 6 – X
Androgeus has no best friend unless assigned one by a scenario.
Emperor of The Lunar Empire (Spirit is X-10-X-10 / X-5-X-5)
Prince of Sartar (Glowline resistance, Dragontooth Runners, and Giantmaster).
Can automatically Resurrect if eliminated. Has a Spirit ( X-8-X-8 / X-4-X-4 ).
Can use the Cloak of Darkness once per game.
Can freeze all cavalry on the board in place for one turn once per game.
Can cast the Pillar of Fire once, but this destroys her Spirit ( X-7-X-7 / X-4-X-4 ).
In the Dousing the Flames scenario only, they are Best Friend of Androgeus..
Never starts game on the board; only appears from Random Event 42.
Note: Twin Stars have a blank CF so cannot attack or be attacked by missile/melee, but unlike disembodied spirits instead moves like a normal unit.
Abilities Common to Heroes and Superheroes
Ridges & Rivers: Heroes & superheroes take no melee penalty from ridges or rivers.
Heroic escapes: When a hero or superhero is eliminated, note the hex it was in when eliminated. In the rally phase of the same player turn, roll a die.
A hero escapes on 4,5,6, and a superhero escapes on 3,4,5,6, otherwise, the unit is eliminated permanently. If the hero or superhero escapes, place it one of
his stacks as close as possible to where eliminated.
Heroic retreats (a potential downside to having heroes and superheroes in stacks): Heroes cannot be retreated, though other units stacked with a hero can be
retreated. Superheroes and all units stacked with them cannot be retreated.
Abilities Unique to Superheroes
Defending against a Superhero: If there is a superhero in an attacking stack and the opposing stack does not have a superhero, the defending stack receives
no defensive CF terrain bonuses.
Superhero Magic Invulnerability: Superheroes cannot be picked as casualties of chaotic or spirit magic, and do not suffer adverse effects of exotic magic.
Superheroes extend their magic invulnerability to up to 3 units with him (any type of unit). The best friend must be one of these if he/she is in the stack.
Each superhero can protect up to 3 units. Thus, 2 superheroes in the same stack could protect up to 6 units in that stack. Exception: Superheroes are
vulnerable to physical magic.
Superheroes and their Best Friends: Normally, if 2 heroes are in the same stack, only one can provide its Leadership Factor to the units in the stack.
Superheroes and their best friends are unusually compatible and if both are in the same stack, their Leadership Factors combine.
So, for example, if Harrek is stacked with Gunda, that stack would get a leadership factor of 3 (i.e. +3 CF to all units fighting with them)
The Berserker Option: If a superhero’s best friend is eliminated, the superhero will go into a berserker rage until his/her best friend’s death is avenged.
The most likely unit responsible for eliminating the best friend must be designated the scapegoat. Herds and treasures cannot be scapegoats. If a magicians’
spirit or agent killed the best friend, the magician becomes the scapegoat, otherwise the most likely unit responsible for the best friend death is the scapegoat.
Select the scapegoat at the end of combat. If none of the units that could be scapegoats survive, there is no scapegoat, and the superhero does not go berserk.
The unit selected as scapegoat remains a scapegoat until it or the superhero is eliminated. Put the scapegoat marker on the stack with the scapegoat.
Berserker Rage: While in berserker rage, a superhero is turned back side up and transcends mortality, able to attack in both spirit combat and melee in every
battle. Exception: The superhero cannot attack in spirit combat if any unit in the opposing force has an infinite MgF. During movement, the controlling
player must move the superhero as close as possible to the scapegoat. In his combat phase, the superhero must attack the stack containing the scapegoat if
possible. If it is at all possible to pick the scapegoat as a casualty, it must be picked. The scapegoat cannot retreat when it is attacked by the superhero. A
scapegoat that is a hero or superhero cannot make a heroic escape if eliminated by the berserk superhero. If killed by anyone else, a hero scapegoat can make
a heroic escape, but if so, it remains the scapegoat and the berserk superhero remains berserk. If the berserk superhero is eliminated and makes a heroic
escape, he or she also remains berserk.
Notes: The superheroes berserker rage passes if the best friend makes a heroic escape and the scapegoat token is removed. If a superheroes best friend is
slain while acting as an emissary, there is no scapegoat, and the superhero does not go into a berserker rage. However, the controlling player of the dead best
friend cannot send another emissary to that independent. If a best friend is killed by an independent that automatically kills emissaries (such as Delecti), the
alliance is granted, but the superhero refuses to fight for the controlling player (the superhero is effectively eliminated from play if this happens).
[11.] Phases of the Moon, Cyclical Factors, and the Glowline/Glowspot
Cyclical factors in units are indicated by ↕ or ½↕. The strength of the phase of the moon varies from a low value of 3 to a high of 7. Units with ↕ take the
value of the phase, and units with ½↕ take a value of ½ the moon phase. The phase of the moon inside the Glowline (the red and pink area around Tarsh) is
always 7 unless an enemy unit occupies the Temple of the Reaching Moon after which the Glowline ceases to exist for the remainder of the game.
2(Black, ↕ 3) 1(Crescent-Come, ↕ 4) 5(Empty ½, ↕ 5) 6(Full, ↕ 7) 7(Full ½, ↕ 6) 4(Crescent-Go, ↕ 5) 2(Dying, ↕ 3)
The Crimson Bat and the Glowspot: Any hex within 2 hexes of the Crimson Bat is a Glowspot hex; cyclical factors of units within the Glowspot always act
as if the phase of the moon is full. If the screening option is being used, the Glowspot does not exist unless the Lunar player has revealed the location of the
Crimson Bat, but the location can be revealed at any time the Lunar player wants.
Argrath’s Resistance to the Red Moon: The Glowline and Glowspot have no effect within 1 hex of Argrath. If the screening option is being used, the effect
does not exist unless the Sartar player has revealed the location of the Argrath, but the location can be revealed at any time the Sartar player wants.
Dragon’s Resistance to the Red Moon: For each dragon, the controlling player can choose to negate the Glowline and Glowspot within 1 hex of the dragon.
If the screening option is being used, the effect does not exist unless the controlling player has revealed the location of the dragon, but the location can be
revealed at any time the controlling player wants. This effect is optional, and only operates if the controlling player of the dragon wants it to.
Dragon Pass
Exotic Magic Phase
Rulebook [12.], [13.], [16.]
Please send any updates / corrections to roysubs@hotmail.com
Exotic Magic happens before the Combat Phase but these are more complex powers not used in early scenarios; the following are all possible Exotic Magic of all Lunar, Sartar and Independents.
Abbreviations used on this page: D&S: ¨Dragons and Superheroes are unaffected and save up to 3 units stacked with them¨. DS&T: ¨Disembodied Spirits and Treasures are unaffected¨.
Exotic Magic Immunity: Dragons can save up to three units stacked with them from any effects of exotic magic. The player who controls the dragon
decides which units are to be saved. Superheroes cannot be picked as casualties of chaotic or spirit magic, and do not suffer adverse effects of exotic magic.
Superheroes extend their magic invulnerability to up to 3 units with him (any type of unit). The best friend must be one of these if he/she is in the stack.
[12.] Sartar Exotic Magic Abilities
Prince Argrath’s Resistance to the Red Moon: The Glowline and Glowspot have no effect within 1 hex of Argrath. If the Screening Option is being used,
this effect does not work unless Sartar player reveals the location of Argrath (but this can be revealed at any time). The Dragontooth Runners (3)-5*-6-0 /
(2)-3-3-X. Argrath can summon these 2 units to within 1 hex of himself at any time, independently if wanted, but cannot move on the turn that they were
summoned. Giantmaster: Argrath must stop if he chooses to enter a hex containing a giant ( 15-10-7-X / 8-5-4-X ) and gains control of the giant. Argrath
and a giant cannot be stacked with any other unit, and while stacked, neither can retreat from any combat. Argrath cannot control more than 1 giant at a time.
If 2 giants are in a hex, Argrath cannot enter. A controlled giant reverts to normal if Argrath moves away.
The Stormwalkers: 7-5*-20 -12 / 4-3*-10 -0. Can create a Type 1 or Type 2 storm in the exotic magic phase, but the Stormwalkers’ spirit is
eliminated by using this power. If the Stormwalkers’ spirit was already destroyed, they cannot create a storm. Type 1: eliminates every unit in a single hex
within the Stormwalkers RF, and every non-Sartar unit adjacent to the hex becomes disrupted. Treasures are disrupted. D&S. Type 2: affects the whole
board, day 1 is rain, day 2 is rain, and day 3 is flood. Flood disrupts all units in river hexes, including fords. D&S. Units that enter a flooded hex become
disrupted. Flying units can move through without disruption, but if they stop in a flooded hex they become disrupted.
The Wasps: (2)-4*-10 -X / (1)-2*-5 -X. Can sting (in the exotic magic phase), disrupting every non-Sartar unit within 1 hex of the Wasps. The
Wasps are eliminated if they sting. DS&T. (Note: D&S is not listed in this case; is this an exception to the dragons/superheroes protect 3 units rule??)
[13.] Lunar Exotic Magic Abilities 2(Black, ↕ 3) 1(Crescent-Come, ↕ 4) 5(Empty ½, ↕ 5) 6(Full, ↕ 7) 7(Full ½, ↕ 6) 4(Crescent-Go, ↕ 5) 2(Dying, ↕ 3)
The Crimson Bat: (4)-1*-9 -0 / (2)-0-5 -X. Any hex within 2 hexes of the Crimson bat is a Glowspot hex meaning that all units with cyclical factors
are at full strength (↕ is at 7 and ½↕ will be 3½). If the Screening Option is being used, the Glowspot does not exist unless the Lunar player reveals the
location of the Bat. Feeding: the bat must devour a unit on each Black and each Dying day in the Lunar exotic magic phase that is within 1 hex of it; this can
be a Lunar unit (normal or hero or superhero and no heroic escape is allowed) or an enemy unit during combat (normal or enemy hero or superhero during
combat (but if they make a heroic escape they do not count towards feeding). If the Bat is not fed on a Black or Dying day, it must devour additional Lunar
units on later days as listed in the Bat Hunger Table. If not fully sated on a day, units fed count towards satisfying it, but the number of units needed still
grows on the next day. If the Bat is not fed by the end of the Lunar exotic magic phase of the following Full Half day, then it is eliminated. If the Bat is
eliminated before its hunger is sated, one of the opposing players eliminates Lunar units to satisfy the hunger of the Bat’s spirit. Roll a die if there are
multiple opposing players (player that rolls highest then gets the right to choose the Lunar units eliminated). If the Screening Option is being used, Lunar
units can be eliminated that are not at the top of a stack, but the stack cannot be examined (i.e. the opposing player can say ¨eliminate the 3rd unit from the
top of the stack¨, but skip treasures and herds). (In the worst case, this can mean the enemy eliminating up to 24 Lunar units ! i.e. Game-Over !!)
Bat Hunger Table
Crescent-Come
Empty Half
Full
Full Half
1 Day Missed
2
4
8
16
2 Or More Days Missed
3
6
12
24
Number of Lunar units needed to sate
the Bat’s Hunger if listed days missed
The Crater Makers: 6-↕*-4 -12 / 3-½↕-2-0 (and Agent ↕-X-X-12 ). In the Lunar exotic magic phase other than a Black or Dying day, The Crater
Makers can call a Meteor Storm to strike a single hex within the Crater Makers RF of 12. Every unit in that hex is eliminated except herds, which stampede.
DS&T. D&S. The Crater Makers agent is not eliminated by this, but the agent cannot attack in that turn.
The Full Moon Corps: ↕-10*-6-0 / ½↕-5*-3-X. In the Lunar exotic magic phase of a Full Moon day only, the Lunar player can summon the Full Moon
Corps to a hex containing any Lunar magician. If eliminated, they can be summoned again on the following Full Moon day. They cannot be used as
replacements. In scenarios where available, they can be brought on at start of game or brought into play on a Full Moon day.
[16.] Independents Exotic Magic Abilities
Sir Ethilrist: Can activate his Cloak of Darkness and Hound of Doom Run during his exotic magic phases (complex, see full Ethilrist description)
Cragspider: Once per game, Cragspider can unleash the Pillar of Fire (assume this is done during exotic magic phase?). The pillar covers a triangular 3 hex
area such that all 3 hexes are adjacent to the other 2. All 3 hexes must be within Cragspider’s RF of 7. The pillar destroys all units in the 3 hexes including
herds and treasures. D&S. Cragspider’s spirit is eliminated when the Pillar is used. If her spirit was already eliminated, then the Pillar cannot be used.
The Earth-Shaker’s Cult can unleash one earthquake per game during its Exotic Magic phase. The Earth-Shaker’s Cult Spirit is eliminated by this effect. If
the cult spirit is eliminated, this power is unavailable. An earthquake can be Type 1 or Type 2, and all fracture hexes must be within the cults RF of 10. Type
1: A single fracture 8 hexes in length. Type 2: 2 fracture lines, each of 5 hexes in length, and no 2 hexes of each line can be adjacent. Most types of units on a
fracture line are disrupted. Herds stampede. D&S. Fractures need not be straight, and can go anywhere. A type 1 can create a closed area of 2 hexes in size.
A type 2 quake cannot enclose an area. Most units in enclosed hexes are eliminated. D&S. DS&T. Fortresses on a fracture line are badly damaged, and have
no effect for the rest of the game; the hex it occupies is treated as clear terrain. A fortress damaged by a quake still counts as a fortress for victory conditions.
Ironhoof: Can freeze all cavalry at start of his player-turn segment. No cavalry units can move, retreat, or advance after combat for the duration of that
game-turn. Cavalry units that are to arrive as reinforcements or replacements must be delayed until the next game-turn.
Puppeteer Troop: can create or remove multiple Illusory Armies in his exotic magic phase anywhere within the Puppeteers RF of 8 (so up to 8 hexes).
Dragonfights take place during the exotic magic phase. If an active dragon remains adjacent to any inactive units (after other combat) at the start of an
exotic magic phase, it must dragonfight. Normally, every enemy unit adjacent to a dragon and the dragon itself are eliminated during an exotic magic phase
dragonfight. If a dragon is in the enemy units, then both dragons are eliminated, but none of the other units are eliminated. If a superhero is in a stack
adjacent to a dragon, the active player must decide between eliminating one of the superheroes or to eliminate all non-superhero unit in that stack (other
stacks adjacent to the dragons are not protected by the superhero in this way). Heroes or superheroes eliminated in dragonfights can attempt heroic escapes.
Assassins are allocated during the exotic magic phase. Can be used to scout stacks and can assassinate if the scouting is successful.
Dragon Pass
Rulebook [16.]
Major Independents
Please send any updates / corrections to roysubs@hotmail.com
Abbreviations used on this page: D&S: ¨Dragons and superheroes are unaffected and save up to 3 units stacked with them¨. DS&T: ¨Disembodied spirits and treasures are unaffected¨.
Major Independents: Ally by assigning Diplomacy Points (DPs) (Full & Marathon Games only)
Dragonewts 45 DP Capital is Dragonewt city 1 (hex.). Territory is the Dragonewt cities 1-8 (purple): The dragonewt units are numbered to indicate their
home Dragonewt City. Place them on their home cities when allied. Any inactive units that were in the Dragonewt City hexes are eliminated. Any herds and
treasures are captured. Dragonewts can move in the turn they are allied (this is an exception to normal alliance rules!).
Resurrection: An eliminated dragonewt reappear in its home city during the rally phase of the same turn. This ability is cancelled if that dragonewts home
city has been occupied by enemy units at any time since the dragonewts entered play.
The Dragonewt Roads: Only dragonewts can use these. Travel from city to city (including Shaker’s Temple) costs 1MP (+1MP for each crossroads that the
dragonewt turned on). Exception: if road is blocked by a ZOC, then dragonewt stops 1 hex before the ZOC from where it can use MPs normally.
Note: dragonewts can move through Exiles’ territory using a dragonewt road with no DP penalty.
1x Inhuman King (8!)-8-8-8 , 1x Inhuman King’s Spirit X-8-X-8 , 3x Priests 6-5-8 -8 , 3x Priests’ Spirits X-5-X-8
5x Beaked Dragonewts 5-5-5-X , 3x Mounted Crested Dragonewts 2**-4-4-X , 5x Crested Dragonewts 2*-2-4-X
Sir Ethilrist And His Black Horse Troop 25 DP Capital is Muse Roost (Hex 0325). Territory is Black Horse Country (grey): When setup, the Hound must
be stacked with Ethilrist. The Cloak of Darkness is kept off board until used.
The Cloak Of Darkness: Keep off board until used. Can only be used if Ethilrist has not been eliminated. Place the Cloak in the hex occupied by Ethilrist
during his exotic magic phase. The Cloak may not be moved and affects all hexes within 10 hexes of the cloak for the next 2 game-turns. All units in the
cloud cannot move while the cloud is there, and units that enter a hex of the cloud must stop, except for Ethilrist, the Hound, the Black Horse units, physical
spirits, disembodied spirits, dragons, superheroes who are unaffected. Remove any Illusory Armies that are within the cloud (though they can be recreated).
When the cloud expires, it is replaced by a unit of goblins. If a unit from a player that does not control Ethilrist is in that hex (noting that only dragons and
superheroes of other players are unaffected by the cloud), the goblins will ally with that player, otherwise they will ally with Ethilrist.
The Hound: The Hound must be ridden by Ethilrist. Ethilrist has an MF of 10 on the Hound but cannot use heroic movement while riding the Hound. The
Hound can be unleashed on a Doom Run in the player’s exotic magic phase and then moves in a straight line at its normal movement rate to the edge of the
board in a single direction that the player chooses. The Hound eliminates every unit in its path unless it enters a hex that contains a dragon or a superhero in
which case the Hound is eliminated. A dragon will survive this, but a superhero will be eliminated (but with a chance for a heroic escape). If Ethilrist is
eliminated in combat or exotic magic, the Hound will start a Doom Run in a random direction determined by rolling the die against the map compass.
Keener Than: When a player allies Ethilrist, the opposing player takes control of the Keener Than unit, and places him in any of his stacks. If the Hound, on
a Doom Run, passes within 3 hexes of Keener Than, it is immediately moved to the hex that Keener Than is in and the player who controls Keener Than
takes control of the Hound. In the exotic magic phase of his next player-turn, Keener Than must release the Hound on another Doom Run. For that turn,
Keener Than must ride the Hound.
1x Sir Ethilrist (4!!)-10*-7-X , 1x Hell Hound 10-10*-10*-X , 7x Black Horse Troops 5-5-7-X , 2x Black Horse Auxiliaries 3-3-4-X
1x Cloak of Darkness X-*-0-(10) , 1x Goblins 6-2-15-X (only appears 2 game-turns after Cloak is used) , 1x Keener Than (1)-4-10-0 ( given to the player opposing Sir Ethilrist!)
Cragspider & Her Allies 25 DP Capital is Cliffhome (hex 3904). Territory is Cragspider’s Mountain (grey) (yellow/black units): Once per game,
Cragspider can unleash the Pillar of Fire. The pillar covers a triangular 3 hex area such that all 3 hexes are adjacent to the other 2. All 3 hexes must be
within Cragspider’s RF of 7. The pillar destroys all units in the 3 hexes including herds and treasures. D&S. Cragspider’s spirit is eliminated when the Pillar
is used. If her spirit was already eliminated, then the Pillar cannot be used.
The Dark Trolls: 3 Troll and 2 Trollkin units. If Cragspider is killed, the units remain in play, thirsting for revenge.
The Black Dragon: Place on the Dragonrest near Cliffhome when Cragspider is allied. If Cragspider is killed, the Black Dragon is also eliminated.
The black dragon may move in the turn Cragspider is allied, but it cannot leave Cragspider’s territory on that turn (but can leave on the next turn).
1x Cragspider (4!)-7*-5-7 , 1x Cragspider’s Spirit X-7-X-7 , 1x Cragspider’s Black Dragon =-∞*-20 -0 , 3x Dark Trolls 6-6-6-X , 2x Trollkin 3-2-3-X
The Exiles 20 DP Capital is Wintertop (hex 1921). Territory is Wintertop Mountain (lime green): The Earth-Shaker’s Cult can unleash one earthquake
per game during its Exotic Magic phase. The Earth-Shaker’s Cult Spirit is eliminated by this effect. If the cult spirit is eliminated, this power is unavailable.
An earthquake can be Type 1 or Type 2, and all fracture hexes must be within the cults RF of 10. Type 1: A single fracture 8 hexes in length. Type 2: 2
fracture lines, each of 5 hexes in length, and no 2 hexes of each line can be adjacent. Most types of units on a fracture line are disrupted. Herds stampede.
D&S. Fractures need not be straight, and can go anywhere. A type 1 can create a closed area of 2 hexes in size. A type 2 quake cannot enclose an area. Most
units in enclosed hexes are eliminated. D&S. DS&T. Fortresses on a fracture line are badly damaged, and have no effect for the rest of the game; the hex it
occupies is treated as clear terrain. A fortress damaged by a quake still counts as a fortress for victory conditions.
1x Twins (2!)-5-5-X , 1x Assassin X-*-*-X , 1x Earth Shaker’s Cult 2-4*-3 -10 , 1x Earth Shaker’s Cult Spirit X-4-X-10
1x Moon Hater’s 3-6-5-5 , 1x Moon Hater’s Spirit X-6-X-5 , 1x Baron’s Friends 3-6-3 -5 , 1x Baron’s Friends Spirit X-6-X-5
1x Old School 2-5-3 -5 , 1x Old School’s Spirit X-5-X-5
1x Cavalry 4-4-5-X , 2x Light Cavalry 3-3-5-X , 3x Infantry 3-3-3-X , 2x Archers 2*-2-4-X
Ironhoof and the Half-Beasts 15 DP Capital is Wild Temple (hex 1927). Territory is Beast’s Valley (light blue): Once per game, Ironhoof can freeze all
cavalry units into place for 1 game-turn. The player that controls Ironhoof must announce this at the start of his player-turn segment. No cavalry unit can
move, retreat or advance after combat for that game-turn. Cavalry reinforcement or replacement units must be delayed until the next game-turn. The
following are the only cavalry units in the game (no other units in the game are cavalry except the following): All mounted Lunar and Sartar units other than
heroes, superheroes, and the Pavis Royal Guard are cavalry units. All units of the Pony Breeders, other than the Feathered Horse Queen, are cavalry units.
The Exiles’ cavalry and the Moon Haters are cavalry units. Sir Ethilrist’s Black Horse Troops are cavalry units. Clarification: Feathered Horse Queen /
Red Emperor / Pavis R.G. are on horseback but are not frozen by Ironhoof ! Also “all units of the Pony Breeders” includes all herd units being frozen.
1x Ironhoof (4!)-10*-7-X , 2x Satyrs 1**-3-5-X , 3x Minotaurs 5-5-5-X , 1x Manticore 6-3-5-X , 4x Centaurs 3*-3-6-X
The Grazeland Pony Breeders 15 DP Capital is Rich Post (hex 1229). Territory is The Grazeland (yellow): Each horse herd can affect up to 2 units. The
horse herds’ MF will be 2 greater than that of the slower of the two affected units. They can hasten any infantry or cavalry units of the Grazeland Pony
Breeders, Sur Ethilrist’s Black Horse Troop, the Exiles, the Lunar Empire, or Sartar, except for magicians, personalities (parenthesized CFs), flying units,
herds, disembodied spirits, or units with zero MFs. A unit must spend an entire movement phase with the horse herd to receive this benefit.
Feathered Horse Queen (4!)-10-7-X , Golden Bow Warriors 1**-7-7-0
2x Clans 6-4-5-X , 2x Clans 3-7-2-X , 4x Clans 2*-4-7-X , 4x Horse Herds 1h-2-+2-X
Androgeus 10 DP No Capital. No Territory: Can force march into play when allied. If allied by Sartar appears at south edge of board anywhere in Sartar, if
allied by Lunars, appears at any edge of the Imperial borders. Androgeus (20!!)–∞–6–X. Androgeus has no best friend unless assigned one by a scenario.
Dragon Pass
Rulebook [16.], [17.]
Minor Independents 1
Please send any updates / corrections to roysubs@hotmail.com
Emissary: Minor independents are allied by emissaries (any Lunar or Sartar unit, but not allied units, can be an emissary). During the alliance phase, the
active player can use his emissaries to attempt to gain new alliances. An emissary must be in the hex which a minor independent normally resides. Roll a die,
and determine the result of an alliance by using the Emissary Table. Minor independent’s units can be moved normally in the following movement phase.
Emissary Table
1, 2
3
4, 5, 6
Result of Alliance with Minor Independent
Alliance denied. The Emissary and any units stacked with him are eliminated.
Alliance denied. The Emissary is not eliminated.
Alliance granted. Set up independents units within their territory or as per rules.
Minor Independents (Allied by sending Emissaries, only available in theFull & Marathon Games):
Delecti Delecti’s Ruin (Hex 2423): Normal emissary rules do not apply. Instead, the first emissary sent to Delecti automatically gains an alliance with him,
automatically eliminating the emissary and replacing the unit with zombie unit 1. A hero or superhero used to ally Delecti cannot attempt a heroic escape.
Zombies: All other zombies after ‘1’ are created as a result of combat. For each major unit, other than a dragon, giant or zombie that is eliminated while
adjacent to Delecti or a zombie, one new zombie is created. The new zombie must be numbered one higher than the last zombie in the chain, and must be
placed adjacent to the last zombie in the chain. If all zombies are destroyed, the new zombie must be numbered ‘1’ and must be stacked with Delecti. New
zombies cannot be placed in hexes adjacent to enemy units unless that hex contains units of the side allied with Delecti. If there are no hexes in which a new
zombie can be placed, no new zombies can be created. A maximum of 12 zombie units can be on the board at any time.
Zombie movement: Zombies must form a chain, and consecutively numbered zombies must be adjacent. Zombies pay 1 MP to move regardless of
terrain or weather, but cannot enter lake, sea, or river hexes, but can enter ford or headwater hexes. The first zombie to be moved must either be the first or
last zombie in the chain, and all zombies follow along the same path.
Zombie elimination: If any zombie is unable to follow the path of the zombies, those zombies and all zombies that follow in the chain are eliminated
immediately. If a zombie suffers disruption it and all zombies that follow in the chain are eliminated. If Delecti is not stacked with at least 1 of his zombies
at the end of any phase, then all zombies are eliminated. If Delecti is eliminated, then all zombies on the board are also eliminated at the end of the phase.
Zombies and Spirit Magic: When zombies defend against spirit magic, they use Delecti’s MgF for defence. If the MgF loss is equal or greater than
Delecti’s MgF, all zombies involved in the combat are can be eliminated and Delecti’s MgF is counted towards the defending sides MgF loss even if Delecti
was not involved in the battle.
Zombies and Combat, Physical Magic: When selecting casualties of a melee or a physical magic attack, each zombie has a CF of 2. When any zombie
fights in a melee, the CF total of all zombies on the board is added to the CF total of the side that controls the zombies. Zombie CFs are not affected by
terrain. Defending zombies cannot attack or retreat.
1x Delecti (5)-10*-3-0 , 12x Zombies 2-*-2*-X
Dinosaurs Dinosaur symbols around board: If dinosaurs are to be used, set them up before any other units. Randomly place the dinosaurs on each hex
containing a dinosaur symbol. A dinosaur unit does not use normal emissary rules, and will ally with any unit that ends a phase stacked with it. A dinosaur
that is left alone at any time except during the movement phase reverts to neutrality.
3x Brontosauri 2h-10-3-X , 3x Pteradons 4-2-10 -X , 3x Trachodons 1-4-3-10 , 3x Trachodons’ Spirits X-4-X-10 , 3x Tricerotops Spirits 10-2-4-X
Dragons Start in dragonrests (Green SW, Red W-centre, Brown SE, Black NE): When a dragon is allied, it appears at its dragonrest. A dragon can move and
attack in the same turn that it is allied. Use normal emissary rules except for the black dragon which only comes into play when Cragspider is allied. The
black dragon may move in the turn Cragspider is allied, but it cannot leave Cragspider’s territory on that turn.
1x Red Dragon, 1x Green Dragon, 1x Brown Dragon, and 1x Black Dragon (Cragspiders). All are = - ∞* - 20
- 0 / = - ∞* - 20 - 0
Dragonfights: Dragonfights take place during the exotic magic phase. If an active dragon remains adjacent to any inactive units (after other combat) at the
start of an exotic magic phase, it must dragonfight. Normally, every enemy unit adjacent to a dragon and the dragon itself are eliminated during an exotic
magic phase dragonfight. If another dragon is in the enemy units, then both dragons are eliminated, but none of the other units are eliminated. If a
superhero is in a stack adjacent to a dragon, the active player must decide between eliminating one of the superheroes or all non-superhero unit in that stack
(other stacks adjacent to the dragons are not protected by the superhero). Heroes or superheroes eliminated in dragonfights can attempt heroic escapes.
Dragons and Physical Combat (Missile/Melee): Dragons do not attack except by dragonfights. A dragons CF is only meaningful for defence. Dragons are
not affected by terrain, either adversely or beneficially. Dragons CFs are not subject to leadership modifiers. The CF of a disrupted dragon is halved. A
dragon has a CF of 0 on its own or if stacked with units that have non-numeric CFs. Otherwise, it has a CF is equal to all the units stacked with it. If 2 or
more dragons are in a stack, add all the units and CFs and divide between the dragons in the stack e.g. if a stack had a CF total of 13 and it contained 2
dragons in the stack, each dragons defensive CF would then be 6½.
Dragon Magic Immunity: Dragons are immune to all forms of magic, including exotic magic. If a stack contains a dragon, that stack suffers no losses due to
chaotic magic, physical magic, or spirit magic. Any spirit using chaotic magic or spirit magic in a battle is eliminated if the opposing stacks contain at least 1
dragon, without having any effects upon the units stacked with the dragon.
Dragon Negation of Glowline and Glowspot: For each dragon, the controlling player can choose to negate the Glowline and Glowspot within 1 hex of the
dragon. If the screening option is being used, the effect does not exist unless the controlling player has revealed the location of the dragon, but the location
can be revealed at any time the controlling player wants. This effect is optional, and only operates if the controlling player of the dragon wants it to.
The Dwarf and his Gifts Dwarf Mine (Hex 2612): Use the below table instead of the Emissary table when an emissary visits Dwarf Mine. If all of the gifts
of the indicated type already have been given away, the emissary receives nothing. If the emissary is slain, only the unit visiting the Dwarf is slain, the rest of
the stack is unaffected. A hero or superhero that is eliminated by the Dwarf can attempt a heroic escape. Once the dwarf has been allied, any gifts he has not
given away are lost. It is strange that the Dwarf would not bring his remaining units into battle with him (various Variant Rules also point this out)
The Alchemical Transformer: This doubles the MgF or RF of any one unit stacked with it. If a spirit magician’s MgF is doubled, the CF of its spirit is
also doubled. If a physical magician’s MgF is doubled, the CF of it’s physical agent is also doubled. If a chaotic unit’s MgF is doubled, it can devour twice
as many units as normal. The RF of the chaotic unit cannot be doubled. Can player change MgF to RF doubling each turn or is it fixed once chosen?
Dwarf Luck Table
1
2, 3
4
5
6
Gift
Emissary slain.
Stone Man unit gained.
(8)-2-3 -X
Cannon Cult unit gained. 8-7-3-3 & Agent 7-X-X-3
Alchemical Transformer unit gained. 2-×2-3-×2
The Dwarf allies.
(3!) -7-4-X
Dragon Pass
Minor Independents 2 & Special Units
Rulebook [16.], [17.]
Please send any updates / corrections to roysubs@hotmail.com
Emissary: Minor independents are allied by emissaries (any Lunar or Sartar unit, but not allied units, can be an emissary). During the alliance phase, the
active player can use his emissaries to attempt to gain new alliances. An emissary must be in the hex which a minor independent normally resides. Roll a die,
and determine the result of an alliance by using the Emissary Table. Minor independent’s units can be moved normally in the following movement phase.
Emissary Table
1, 2
3
4, 5, 6
Result of Alliance with Minor Independent
Alliance denied. The Emissary and any units stacked with him are eliminated.
Alliance denied. The Emissary is not eliminated.
Alliance granted. Set up independents units within their territory or as per rules.
Minor Independents (Allied by sending Emissaries, only available in the Full & Marathon Games):
Hungry Jack No starting hex: To ally requires that any dragon be sent to fetch him. The dragon must leave the West map edge for 2 game-turns. When he
returns, he is carrying Hungry Jack. Hungry Jack cannot move by himself and can only be carried by a dragon. Hungry Jack attracts units. At the start of an
enemy movement phase (before any units have moved and the enemy must give reasonable time for Hungry Jack to choose victims), the player who controls
Hungry Jack can announce active units to be drawn to it (on his own, Hungry Jack can draw a single unit, but up to 2 extra units if he has up to 2 supporting
magicians with him). The active player must move the summoned units towards Hungry Jack; each hex the unit enters must be closer to Jack than the last.
The unit must move until stopped by normal movement rules (such as running out of MPs or entering a ZOC). Up to 2 magicians stacked with Hungry Jack
can summon extra units, and they cannot provide magical support or make a magical attack of any form in the game-turn that they aid the Jack. With 2
magicians aiding the Jack, up to 3 units can be drawn in each game-turn. If a unit (any units or only units that Jack has drawn??) becomes adjacent to the
Jack during movement, roll a die. On a 1-3, the unit is eliminated. On a 4-6, the unit may move away (immediately if it has MF left). Dragons, superheroes,
and all units stacked with them are immune to the Jack’s summons. However, a superhero moved adjacent to Hungry Jack must still roll for elimination (but
the superhero can attempt a heroic escape if eliminated). Heroes can be drawn to Hungry Jack, and must roll for elimination (but the hero can attempt a
heroic escape if eliminated). Only dragons are completely unaffected by Hungry Jack. Hungry Jack 2-0*-0-X
Hydra Hydra Hill (0314): Once allied, roll a die to determine Hydra’s chaotic MgF. Hydra cannot be moved until it is fed a number of units equal to its
MgF. Any allied units within 1 hex of Hydra can be fed to it at any time in the game. Heroes and superheroes fed to Hydra cannot attempt heroic escapes.
Hydra 5 - –N - 4 - X
The Puppeteers Place the 5 Illusory Army pieces at Grazelands (hex 1325), Bush Range (hex 2315), ruin near Dragons Eye (hex 3216), Too Far (hex 2308),
and clearing in Stinking Forest (hex 3202). The real Puppeteers are in one of these 5 locations. Place the real Puppeteers unit and 4 blank counters in a cup.
When an emissary is in one of the 5 Puppeteer locations, draw a counter from the cup. If it is blank, remove the Illusory Army from the board. If the
Puppeteers is drawn from the cup, they are in the hex; remove all Illusory Armies from the board. The emissary then immediately rolls on the Emissary
Table to try and ally them. If they fail, all further Puppeteer alliance attempts must be made from the hex where they were found.
The controlling player can create or remove multiple Illusory Armies in his exotic magic phase. 5 Illusory Army units are available for this, and they can
be placed anywhere within the Puppeteers RF (so up to 8 hexes). Illusory Army units cannot move, only be created, or removed, or switch places with the
Puppeteer Troop. The Puppeteers can switch places with any Illusory Army in the movement phase and then move normally within their MF. The Illusory
Army switched with cannot be removed from the board in the same movement phase. Are they eliminated if the Troop is eliminated, as per Delecti/zombies?
Any disrupted Illusory Armies are removed from the board, but can be recreated. If eliminated however, they are removed from the board and cannot be
recreated. Defending Illusory Armies cannot retreat. If the Puppeteer Troop unit is involved in battle, it can choose to switch with an Illusory Army (that is
not involved in the same battle) to avoid combat. If the Puppeteers switch to a location that is also going to be involved in a battle, they must take part in that
battle (i.e. they cannot switch places multiple times to avoid battle in a game-turn). If an Illusory Army is ever adjacent to an enemy dragon or superhero at
any time, the Illusory Army is immediately destroyed. If the Screening Option is used, the location of the dragon or superhero must be revealed in order for
this to happen, and also the Illusory Army must be revealed (for it to be eliminated). Puppeteer Troop 2-4*-4-(8) , 5x Illusionary Armies 5-2*-*-X
The Spirit Of Movement Travelling Stone (Hex 1902 North centre of map): By itself, it has an MF of 2. When stacked with units for an entire movement
phase, all stacked units MFs are doubled and the Spirit of Movement’s MF is equal to the highest of those MFs. The movement doubling also applies for
retreats. By eliminating the Spirit of Movement at the start of a movement phase, the owner can choose to double the movement of all of his units for that
phase only. The Spirit of Movement X-5-×2-1
The Sun Dome Templars Sun Dome Temple (Hex 2631 near Southern centre of map): The Sun Dome Templars double their CFs when defending in melee
for selecting casualties from Sun Dome Templar units, but they do not receive any terrain benefits. e.g. a Sun Dome Templar inside a stockade counts as 10
CF when selecting casualties. 3x Sun Dome Templars 5-5*-3-X
The Tusk Riders Ivory Plinth (Hex 2802 inside Stinking Forest): Allied by blood sacrifice during alliance phase. Any magician must be present with any
other unit (other than disembodied spirits and treasures but including heroes and superheroes who cannot attempt heroic escapes if sacrificed) at the Plinth.
The magician sacrifices the unit, then rolls a die. On a 1, the alliance is rejected and both the magician and sacrificed are eliminated (if the magician was a
hero, he can attempt a heroic escape). On a 2-6, alliance is granted and the Tusk Riders appear in the hex. Tusk Riders pay 1 MP for Hill, Forest, Hill/Ruin,
Hill/Forest (but still pay +1 MP in rain for those hexes). Tusk riders do not receive road benefits, but do benefit from fords. 5x Tusk Riders 5-4-5*-X
17. Special Units
Giants Giants Walk (Hex 4505 NE edge of Map): Giants only appear at Giants Walk when called for by the Random Events table. In every players Random
Movement phase (is this the only thing that ever happens during the Random Movement phase?), the active player can move every giant like normal units,
but all players’ units are considered inactive to the Giant. Any giants that end their movement adjacent to any players’ units will attack all of those units
according to normal combat rules. Giants will even attack the active player if they are moved into a ZOC of the active player. 3x Giants 15-10-7-X
Assassins Can be used to scout stacks and can assassinate if the scouting is successful. Drop the assassin onto an enemy stack in the exotic magic phase, then
roll the die to see the result of scouting. If successful, the player can examine the units in the hex. If scouting is successful, the player can take the assassin
back and use again another turn, or attempt assassination by announcing the unit to be assassinated (dragons and superheroes cannot be targeted for
assassination), then roll a die to see the result of assassination. If the target is a hero, reduce the die roll by 1. A successfully assassinated hero can attempt a
heroic escape. After an assassination attempt, the assassin must attempt a getaway by rolling a die and checking the Getaway Table. Assassins X-*-*-X
Result of Scouting
1
2
3-6
Assassin captured.
Lose 4 Diplomacy Points next turn.
Assassin killed.
Lose 2 Diplomacy Points next turn.
Assassin succeeds. The Controlling Player
may examine the units in the hex scouted.
He may attempt to kill one of those units.
Result of Assassination
Result of Getaway
0-1
0-3
The attempt fails. No effect.
2-3
4-6
The attempt succeeds, the unit is
Eliminated and the Controlling
Player gains 3 DPs in his next turn.
4-6
Assassin captured.
Lose 5 Diplomacy points next turn.
Assassin is killed. Lose 3 DPs
next turn.
Assassin gets away. No effect.
Dragon Pass
Rulebook [15.]
The Random Events Option
Please send any updates / corrections to roysubs@hotmail.com
Random Events (Optional): If any of the players object to using the Random Events Option before the start of play, it is not used; otherwise, it is assumed to
be in effect. Note: The Random Events Option can only be used in two player games between Sartar and the Lunar Empire. If the Random Events Option
is being used, then during the random events segment of each game-turn, one of the players must roll the die twice. The first die roll is used as the first digit
of a two digit number, and the second die roll is used as the second digit. The random event for the current game-turn is found by looking up the two digit
number in the Random Events Table. The instructions for the event are then carried out. If used, during the Random Events segment, roll the die once to get
the first digit, and a second time to get the second digit, then refer to the following:
Roll
Dragon Pass Random Event
11 The initiative shifts, reverse the order in which Player turns are taken.
12 The Dragonewts offer to ally. Both players secretly write down the number of
Diplomacy Points they are willing to give to ally the Dragonewts. Neither may offer
more than they are scheduled to receive before the end of the game. The player that
offers the most gains the alliance. If both offer the same amount, neither is allied. The
player that gains the alliance must give every Diplomacy Point received until the bid
is paid in full. Points previously assigned to the Dragonewts do not count towards the
debt owed.
13 Androgeus allies to the side that has offered her the most Diplomacy Points so far.
Both sides announce how many points they have assigned to him. If it is a tie, no
alliance is gained.
14 Rain. The rain falls for the rest of the game turn.
15 Rain. The rain falls for the rest of the game turn.
16 Rain. The rain falls for the rest of the game turn.
21 A Giant is placed in hex 4505.
22 A Giant is placed in hex 4505.
23 A Giant is placed in hex 4505.
24 A Giant is placed in hex 4505.
25 A Giant is placed in hex 4505.
26 A Giant is placed in hex 4505.
31 One of the Temples of the Reaching Moon that connects with the Temple in
Dragon Pass fails. The Glowline will not exist for the remainder of the game-turn.
32 Revolt in the Redlands. The Lunar Player must remove three units. The units must
have a clear path to the North or West edge of the board. If no three units meet this
condition, none are taken.
33 Unrest in the Provinces. The Lunar Player must remove two units. The units must
have a clear path to the North or East edge of the board. If no two units meet this
condition, none are taken.
34 The South Soldiers arrive. The Sartar Player can replace any two Infantry or
Cavalry units that he has lost so far. Replacements enter the map on the South map
edge, east of Stone Cross inclusive.
35 Plague. For each Lunar fortress roll one die. If a 1 is rolled, the fortress is hit by
plague. Roll for each unit except treasures, Superheroes, Dragons and Disembodied
Spirits. 1-2=Unit Eliminated, 3-4=Unit Disrupted, 5-6=No effect.
36 Imperial attention diverted. Remove the Red Emperor and roll one die. The number
rolled is the number of turns he will be away. When this duration ends, he re-enters in
any map-edge hex within the Glowline. If he is not present in the scenario, he appears
for the number of turns indicated.
Game Scale
41 The members of the Barbarian Horde decide that they deserve a larger share of
the booty. The Sartar Player may not move any Barbarian Horde units during his
Movement Phase. If they are attacked, they are considered disrupted.
42 The Twin Stars appear. Place their unit on the Temple of the Reaching Moon if it
is not occupied by enemy units. If they are already in play, they are removed
immediately. If they have been eliminated previously, they are placed in the
Temple at full strength. The Twin Stars are always treated as a Lunar Unit in play.
43 Problems in Prax. The Sartar Player must withdraw two units from the board.
Units withdrawn must have a clear path to the Eastern edge of the map, if no two
units have such a path, none are withdrawn.
44 Provincial reserves arrive. The Lunar Player may replace two infantry or cavalry
units that have been lost; these arrive on any North hex within the Lunar Empire.
45 Plague. For each Sartar fortress roll one die. If a 1 is rolled, the fortress is hit by
plague. Roll for each unit except treasures, Superheroes, Dragons and Disembodied
Spirits. 1-2=Unit Eliminated, 3-4=Unit Disrupted, 5-6=No effect.
46 Plague. For each Sartar fortress roll one die. If a 1 is rolled, the fortress is hit by
plague. Roll for each unit except treasures, Superheroes, Dragons and Disembodied
Spirits. 1-2=Unit Eliminated, 3-4=Unit Disrupted, 5-6=No effect.
51 Sartar sends gifts to the Feathered Horse Queen. Sartar receives 5 Diplomacy
Points assigned to the Grazeland Pony Breeders.
52 Sartar sends stores to Beasts Valley. Sartar receives 10 Diplomacy Points
assigned to Ironhoof.
53 Lunar officials snub Sir Ethilrist. The Sartar Player receives 10 Diplomacy Points
assigned to Sir Ethilrist and his troops.
54 Lunar Spies are caught in Wintertop. The Sartar Player received 10 Diplomacy
Points assigned to the Tarsh Exiles.
55 Sartar offers slaves to the Inhuman King. The Sartar Player receives 10
Diplomacy Points assigned to the Dragonewts.
56 Sartar offers Cragspider a blank Truestone. The Sartar Player receives 15
Diplomacy Points assigned to Cragspider.
61 Race War flares between the Ducks and the Half-Beasts. The Lunar Player
receives 5 Diplomacy Points assigned to Ironhoof.
62 Sartar horse thieves are caught in the Grazelands. The Lunar Player receives 10
Diplomacy Points assigned to the Grazelanders.
63 Lunars offer Cragspider Spell Lore. The Lunar Player receives 10 Diplomacy
Points assigned to Cragspider.
64 Lunars send Sir Ethilrist Steel weapons. The Lunar Player receives 15 Diplomacy
Points assigned to his forces.
65 Lunar spies succeed in Wintertop. The Lunar Player receives 15 Diplomacy
Points assigned to The Exiles.
66 Lunars offer slaves to the Inhuman King. The Lunar Player receives 10
Diplomacy Points assigned to the Dragonewts.
by Greg Stafford, originally published in "Wanderlore" in Wyrms Footnotes #2
"What is the scale of the map?
The scale is based upon ancient records still extant today, and the game is designed to coordinate written records without geographical knowledge of Dragon
Pass. There are, however, more than the usual number of problems in translating the terms of measurement from those documents. Several efforts have been
made to decipher the measurements we have. Yet, despite our current knowledge and experience in dealing with the abstract and obtuse mathematical
concepts present in a place like Dragon Pass, it is impossible for us to completely reconcile some of the measurements in the game into terms we recognize
today.
In modern numbers, each hex is between three and five miles in diameter. The reasons why units would stop at such a distance and engage in combat vary.
Some recent scholars have attempted to settle the question of combat and distance in Dragon Pass; below are some summaries from the most profound:
1. From Aerope Brindle, untitled, Jonstown Compendium, Volume VIII, pp. 128-135
He believes that the crux lies in the marching distances. He states that the measurement of time was a day, but not a solar day. Rather, Dragon Pass used the
imperial Lunar day, which was much shorter. Thus they did not fight at a great distance, but merely walked a shorter distance.
2. From Nuko Proudchin, abridged from her "Life and Death in Heroic Times," Cambridge Press, 1967
She believes that the warriors of that time fought, not to the death, but rather in stylized and highly elaborate forms of Ritual Combat. An interesting note
from Ms. Proudchin is an explanation of the "bloody" CRT, for she explains that warriors were not slain, but honorably accepted the outcome of their rituals
and went home. This also explains Argrath's incredible ability to raise an army.
3. From Ruce Roce, "Laughing at Scholars," Just Jest magazine, undated
He claims that we are all fools for trying, since everyone knows that the geography has changed since then. A good argument.
Dragon Pass
Rulebook [14.]
Alliances (Diplomacy, Embassies, and Emissaries)
Please send any updates / corrections to roysubs@hotmail.com
Embassies and Emissaries: Diplomacy Rules only operate in 2 player games. Sartar and the Lunar Empire maintain embassies within all Major
Independents of the Pass, but not with the Minor Independents. To ally Major Independents, Diplomacy Points are used, but to ally Minor Independents, an
Emissary must be sent when they wish the independents' aid. The life of an emissary can be short, as they are often killed for daring to attempt an alliance.
At the start of each game-turn, players each receive Diplomacy Points (DPs). Players secretly allocate DPs simultaneously in the Diplomacy Segment.
During each players Alliance phase, the active player announces any major independents that he wishes to ally by calling out the name of and the number of
DPs he has assigned to that independent. The inactive player checks the number of DPs he has assigned to the same independent. If the active player has
assigned more DPs, the inactive player must say that the active player has secured the alliance. If not, he announces that the alliance has been denied and if
the inactive player has more DPs assigned he gains 5 DP with that independent. He does not need to say how many DPs he has assigned to the independent.
Purchasing Replacement Units with Diplomacy Points: In addition to receiving replacements at the rate of 1 infantry per 2 dead infantry, and 1 cavalry per
3 dead cavalry, players can purchase replacements with diplomacy points during the diplomacy segment of each turn. An infantry unit's replacement cost (in
DPs) is equal to its CF. A cavalry unit's replacement cost is double its CF. Only Sartar and Lunar cavalry and infantry units can be replaced. Sartar
replacements purchased with diplomacy points enter the map on the south edge east of the Stone Cross (inclusive). Lunar replacements purchased with
diplomacy points enter the map on any edge hex within the darker portion of the Glowline. Replacements purchased with diplomacy points can come from
the dead piles or the stack of units removed from play.
Seeking Major Independents Alliances: During his alliance phase, the active player calls out an independent's name and the number of DPs he has assigned
to that independent. If the inactive player has assigned less DPs, then he tells the active player that the alliance has been granted; otherwise, he announces
that the alliance has been denied. He does not have to tell the active player how many DPs he has allocated. If the inactive player has allocated more DPs to
the independent than the active player, the inactive player receives a 5 DP bonus assigned to that independent. Open to cheating ... require each player to
one stub per turn the allocations made (i.e. Turn 2: 15 DP Ethilrist, rip that off and stick it in an envelope and can be checked at game end).
Results of a Major Independents Alliance: When a player gains an alliance with a major independent, he can setup the independent's units anywhere within
their territory, but these cannot be stacked with inactive units. If some of the inactive player’s units occupy a major independent's capital at the time that the
independent is allied, any herds and treasures among them are captured by the independent. The rest are eliminated (heroes and superheroes can attempt
heroic escapes). A major independent's units cannot be moved outside their territory in the first movement phase after they are allied. Exceptions:
Androgeus is set up and moved according to the special rules for him/her. Also, unlike all other Independents, the Dragonewts can move outside their cities
on the turn they are allied. Also, the Black Dragon can move on the turn that Cragspider is allied but may not leave Cragspiders territory.
Control of Lunar/Sartar Capitals 0 DP per turn: If Boldhome (the Sartar Capital) or Furthest (the Lunar Capital) are occupied by the enemy at the start of
a game-turn, the occupied player does not receive any DPs that turn.
Control of Allied Capitals, -1 DP per turn: For each one of a player's allied capitals that are occupied by enemy units at the start of a game-turn, that
player's DP allocation for the turn is reduced by 1. A player's DP allocation can never be reduced below zero.
Trespassing Penalty, +1 DP to inactive player: For each active unit that moves through or ends its movement in a neutral major independent’s territory, the
inactive player receives 1 DP. There is no DP penalty for active units that begin their movement in an independent’s territory but move out of that territory.
Seeking Minor Independents Alliances: Minor independents are allied by an emissary (any Lunar or Sartar unit, but not allied units) which must be in the
hex which the minor independent normally resides. During the alliance phase, the active player can use his emissaries to attempt to gain new alliances. Roll a
die, and determine the result of an alliance by using the Emissary Table. Minor independent’s units can be moved normally in the following movement
phase.
Emissary Table
1, 2
3
4, 5, 6
Result of Alliance with Minor Independent
Alliance denied. The Emissary and any units stacked with him are eliminated.
Alliance denied. The Emissary is not eliminated.
Alliance granted. Set up independents units within their territory or as per rules.
The reign of Argrath Dragontooth was a time of constant war between the people of Sartar and the Lunar Empire. Commercial jealousy, religious rivalry,
political distrust, and ancient hatreds erupted into a fury involving even the gods.
We are fortunate that several contemporary accounts of those wars survive today. Among them are the Lunar epic poems, especially THE FOURTH
INSPIRATION OF MOONSON. Today's HARREKSAGA contains several first-hand accounts of the war by various survivors. Sir Ethilrist composed a
massive and pompous HISTORY OF MY BLACK HORSE TROOP, where military jargon and soldier slang combine to reveal a shrewd and cynical view of
the world. A mountain, now lost in the wastes, contains the life story of Cragspider etched in foot-deep pictoglyphs across twelve miles of stone. One day I
helped a dragon who whispered hot words of gold and legend to me. I have gathered all of these things, more precious than a wizard's bible, to cast into this
booklet for you.
DRAGON PASS is a piece of fantasy dealing with the most mundane aspect of magic: the art of killing your fellow man. War and death are the foundations
of much fantasy, both modern and traditional. I cite the wars of THE ILIAD, BEOWULF, or the BHAGAVAD GITA, and more recently CONAN THE
BARBARIAN, THE WORM OUROBOROS, STORMBRINGER, or THE LORD OF THE RINGS. This is an omnipresent aspect of ourselves, and to ignore it
in fantasy would be naive and distracting.
Fantasy is not so much a suspension of disbelief as it is an acceptance of our own unconscious. Fantasy is as old as man, beginning back in our animal
history when someone had the first abstract thought. In our Western society, empirical data and rational thought have become the touchstones of experience.
This is worse than cutting off half your body. The fantastic is easily half of the universe, whether you count galaxies and nucleotides or court a demon in a
pentacle.
Dragon Pass and the Red Moon have moved far from us now. The ancient chroniclers left biased accounts of those times. Generations of historical
philosophers and allegorical poets clouded the issue with new truths. The outcome differs with each telling. What really happened? —the only way to
discover that is to experience it yourself.
A gathering of Heroes, as in these battles of Dragon Pass, brings back forgotten places and events. Muster your unconscious: see the glitter of spearpoints,
hear the clash and cries of battle, and know the threat and excitement of facing a deadly foe. The importance is in the doing. Play it now, not then; here, not
there: enjoy. -G.S.
Dragon Pass Q&A
(all of these Q&A are implemented in the above rules)
Please send any updates / corrections to roysubs@hotmail.com
Dragon Pass Q&A (from Heroes Magazine)
Q. Must flying units stop when entering an inactive unit’s Zone of Control?
A. Yes
Q. Is the Dwarf Mine (2612) the same as an open ground hex with a secondary road?
A. Yes
Q. Do Magicians’ spirits and agents ignore ZOCs, and may be placed on any stack within the magician’s RF as in 7.3.3?
A. Yes. Magicians’ spirits and agents are simply placed on the stack they are to attack. They do not move from the hex occupied by the magician to the hex
containing the enemy stack.
Q. According to rule 7.8.2, “a magician cannot use DSM while its spirit is providing magical support (see 7.13)”. Can a magician whose spirit has been
eliminated use DSM?
A. Yes
Q. What happens to a magician whose spirit is eliminated?
A. Nothing
Q. Rule 8.7.3 states “A hero designated to be a scapegoat does not attempt a heroic escape if it is eliminated in a battle involving the avenging superhero.”
Does a superhero scapegoat get to attempt a heroic escape in the above instance?
A. No
Q. In rules 4.5.1 and 4.5.2, it states that an underlined combat and magic factor does need support in chaparral and the latter can give support to other units in
chaparral. What sort of support, and what is chaparral?
A. Chaparral only appears on the Nomad Gods mapboard. It is the second game of the Dragon Pass series, and is not available from The Avalon Hill Game
Company. Support is akin to supply in other wargames. The chaparral is a grassy region. The only sources of food in the chaparral are the herbivorous
herds. Chaparral is the dominant terrain type in the Plains of Prax. There are no chaparral hexes on the Dragon Pass map.
Q. Can a unit advance from one ZOC to another, even though this is not possible under the regular movement rules?
A. Yes. An advance is not considered regular movement.
Q. Does the Superhero and Dragon protect three major units, or just any units?
A. Any three units. How else could a superhero protect his/her/its best friend?
Q. The neutral border hexes between Blackhorse Country, Grazelands, the Exiles territory, Beast Valley, and the southern edge of the board are usually
traversed by units of both Sartar and the Empire while the independent are still neutral. Is this realistic, or should it violate both neutrals territory?
A. Minor countries have historically avoided reacting to provocation by their larger neighbours unless it was a clear threat, or they thought their
neighbours would not actually harm them.
Q. What about magicians that have a positive RF, but no physical agent or spirit, such as the movement sylph or the twin stars unit? Can they still launch
magical attacks?
A. The spirit of movement and the twin stars are not magicians (see 4.2). They are independent spirits and can attack normally.
Q. Why can’t units involved in magical battles decide which of them will face the enemy unit first. I don’t understand why the attacker doesn’t decide which
attacking units are eliminated, and the defender doing the same.
A. Unlike combat on the physical plane, there is no way one unit can shield another on the spirit plane. Dragons and superheroes are special. Therefore,
spirits always inflict the most advantageous casualties possible.
Q. I also deduct 1 DP for each originally friendly fortress held by the enemy. This reflects the fortunes of war more closely, but is it correct?
A. No, the rule is correct as written.
Q. Should players be allowed to roll for Dwarf Luck more than once?
A. Yes
Q. Is it permissible to move from one ZOC to another if the second ZOC is exerted by another unit?
A. No
Q. In lieu of the rigid ZOC rules, is it realistic for a single infantry or cavalry unit to be able to stop a large stack of units, including possibly a superhero?
A. Yes. No leader would consider passing an enemy unit without first stopping and determining what type of unit it is, and whether or not there are more like
it nearby.
Q. Do ZOCs affect flying units, and if so, why?
A. Yes. Flying units are not aircraft. They are mostly low-flying creatures that are especially vulnerable to certain magics while flying. Also, they must land
often and rest.
Q. Can a missile-using unit fire during the Missile Fire Step, then retreat before melee?
A. Yes
Q. When selecting casualties of chaotic or exotic magic, can the attacker select any units in a stack for elimination?
A. Yes. Chaotic magic is nasty.
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Dragon Pass: The Return of Prince Argrath and the Lunar Empire Wars
CONTENTS:
• ONE 32-PAGE BOOK OF RULES, HISTORIES, & MAPS
• ONE 22 x 34 FULL-COLOR PLAYING SURFACE SHOWING THE AREA OF DRAGON PASS
• 300 MULTI-COLORED DIE-CUT PLAYING PIECES
"The Free Armies of Sartar and the legions of the Lunar Empire lock in mortal combat in this new version of the most
widely-praised fantasy boardgame ever made. The forces manoeuvre for knock-out blows in Dragon Pass, key to a
continent, and strive for aid from the embers of older races and empires.
Dragon Pass is home to many creatures, not only humans but also Delecti the Zombie Master, Crag-spider, the Feathered
Horse Queen, Sir Ethilrist and his Black Horse Troop, Ironhoof & the Half-Beasts, the Tusk Riders, Hungry Jack, Giants,
Dragonewts, Dinosaurs, Dragons, and the Wintertop Exiles; many other Powers, warlocks, tribes and heroes live there.
As White Bear & Red Moon, it was twice voted one of the 20 best games of all time in Games & Puzzles magazine, and
after 5 years is still near the top in all fantasy game polls. It is now renamed, revised, boxed, and released with improved
full-color components. Nine scenarios for 1-3 players allow both simple and complex games. A must for fantasy lovers!"
1980 ... Robert Corbett & Greg Stafford ... Chaosium 1001-X
Dragon Pass: Game of Gloranthan Warfare [BOX SET]
CONTENTS:
• rules booklet (36 pages)
• mounted, folding game map
• player aid card
• 2 sheets of counters (338 including blanks)
"Driven shamefully from his home, and his rightful throne, the valiant Prince Argrath lived long among the Nomad Tribes.
After years of lonely exile, fate has called him forth to reclaim the lands of Sartar and wreak terrible vengeance on the
people of the Red Moon.
In the Temples of the Reaching Moon, focus of the might of this Scarlet Imperium, the forces of empire stand ready to
withstand any aggressor. For the glory of the Living Goddess, you are dedicated to withstand all aggression and expand
the holdings of the Red Emperor, the Immortal Son of the Goddess and ruler of her holy empire.
In the deadly hills and quiet valleys of the pass, a plethora of diverse peoples care for their own affairs. Here they
stand, they will not be moved. Their forces stand ever-ready to secure their realms from the threat that most
endangers their existence. They are independents, powerful and deadly.
Dragon Pass is the most highly acclaimed Fantasy board game ever to be produced. Through its magic, the Players are
transported into the Wars of Argrath's Return on the majestic world of Glorantha.
Valiant players are challenged to take up the sword of Sartar and reclaim its lands, to don the helm of the Red Empire
and destroy the upstart who demeans the Red Moon or to wield the forces of the independents in a desperate struggle
for survival.
In a multitude of exciting scenarios, these challenges, and more, are put to you. This outstanding game includes a
beautifully written rule book, a detailed map and three hundred counters that depict the forces of these realms.
It presents novel, innovative rules in an easily understandable and enjoyable format. In all of its precisely detailed and
challenging scenarios, Dragon Pass demands that you face and master challenges in mortal and arcane combat beyond any
that can be experienced elsewhere. Dragon Pass is truly a triumph in Fantasy Gaming that must be revelled in to be
believed.
Dragon Pass was first produced as White Bear/ Red Moon, an Introduction to the world of Glorantha. The Avalon Hill
Game Company is proud to present this revised version of a truly Fantastic Masterpiece."
1984 ... Robert Corbett & Greg Stafford ... AH 849 ... ISBN 0911605185
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