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ARCHMAGI








INTRODUCTION
Mages (Archmagi) use spells, heros, monsters, armies, and 
artifacts to destroy each other and conquer the world

MAP DESIGN
Use a Hex map or hand draw Territories 
Draw one large continentof 20-40+ territories. Differentiate between Sea & Land spaces.
Predetermine the terrain type in each Hex by choice or by using the D20 & consulting the Terrain chart.
If a map is missing certain terrains, units from those terrains can be deployed in only special circumstances.
Play may proceede on a map of unknown territories using the Exploration Phase and rules.
One or more Sea hexes should be designated as the Reef or Abyss terrain types.
An alternative to the D20 method is to make Terrain chits for each of the Terrain types.
Map designers may want to specify terrains that cannot be used for deployment.

SETUP- RESOURCES
Each player randomly selects:
1 Archmagi chit
3 Unit chits in Reserve
5 Spell chits
Players must also select the color of their banner chits.
Players place their Archmagi on Land hexes on opposite ends of the map.

SETUP- DETERMINE TURN ORDER 
Players roll high. Reroll ties. High roll goes first.
Play proceedes in a clockwise direction.
A player whose turn it is, is called the Active Player. 

VICTORY CONDITIONS
Destroy all opposing Archmagi units.

CHITS
Units are represented by counters or chits. 
The chit has the name of the unit(or spell, etc.) on it.
Make seperate Recruitment piles for: Archmagi chits, Spell chits, Banner chits, Artifact chits, Unit chits.
Players will often have to refer to the lists in the rules to find out what certain chits do.
All players should have their own copy of the rules.

TERRAIN CHART
D20     TYPE            NOTES
1       Plains          Steppes, Plateau, Grasslands    
2       City            Civilized, Towns
3       Forest          Woods
4       Castle          Feudal
5       Heath           Farmlands
6       Hills           Chaparral
7       Swamp           Bog, Marsh      
8       Caves           Caverns
9       Mountain        Crags, Peaks
10      Desert          Dunes
11      Jungle          Rain Forest
12      Tundra          Permafrost, Arctic
13      Taiga           Boreal Forest, Pine Forest
14      Ruins           Cursed Lands
15      Tors            Cold Mountains, Glaciers                
16      Waste           Bad Lands, Broken Lands, Barrens
17      Sylvan          Faerie Woods
18      Volcano         Hot Springs, Lava Pits
19      Water           River, Lakes            
20      Workshop        Factories
*       Sea             Deep Sea
*       Abyss           Murky Depths
*       Reef            Shallows
*       Coastal         Any Hex adjacent to a Sea Hex is also a Coastal Hex

NOTES ON TERRAIN
All units get Tactics+1 in their home terrain
Coastal Hexes are considered to be both Land & Water

TURN SEQUENCE
1-Recruit Units
2-Recruit Spells
3-Scout
4-Movement
5-Exploration
6-Battle
A 'Round' is when all players have taken a turn. 
Then starts a new Round.

1- RECRUIT UNITS PHASE
Acting Player draws 2 Unit chits from the Unit Recruit Pile
Each unit, represented by the chit, is recruited in only one type of territory.
Deploy the unit into its territory only if that territory is occupied by units you control.
A player may hold up to 5 Unit chits in a pile called the Reserve.
Excess Units in the reserve are discarded back to the Unit Recruit Pile.
Once per turn in his recruit phase, A player may discard two reserve chits to draw an artifact.
Artifacts are also represented by chits and are drawn from a seperate artifact pile.
Deploy artifact to any unit capable of using it.
Artifacts can also be stored in the Reserve.

2- RECRUIT SPELLS PHASE
All players, not just the acting player, draw 3 spells from the Spell Pile.
A player can have a maximum of 7 spells in their Spell Reserve. Discard extras.
These spells can be cast by any mage or spellcasting unit the player controls.

3- SCOUT PHASE
Active players units only.
Each Scout or Rogue unit belonging to the active player may reveal all units in an enemy stack adjacent to it.
Units with the Steal ability may try to steal a target artifact in the same, or an adjacent hex. 
Units with Guard ability will catch and kill the thieves on a roll of 1-2 on D6, preventing the theft.
The theft succeeds on a roll of 1-2 on D6; One attempt per Scout phase.
The stolen artifact stays in posession of the thief until it is 
given to another hero in the same hex in move or scout phase
The target player must reveal if artifacts are present in the stack before a steal attempt is made.

STACKING & BANNERS
Any number of units may be stacked together.
Each stack has on top a colored banner chit indicating the owner of the stack.
Banners should also be marked with an identification number
The banner chit also hides the identity of the units & artifacts in the stack.
Each player has as many banners as they need.
Instead of putting the stack under the banner, the stack may be kept 
off of the map in an area marked with the same ID # as the banner.

4- MOVEMENT PHASE
Acting Player Moves his units.
By Default, units move 1 Hex.
Swift units may move 2 Hexes into identified hexes.
Very Swift units may move 3 Hexes into identified hexes.
Flying units may move over hexes occupied by enemy stacks.
Units in the same space may trade artifacts

5- EXPLORATION
This Phase occurs only in games where the identity of the terrains in the Hexes was not predetermined.
Randomly determine, using the D20, the identity of unknown Hexes adjacent to your stacks.

6- BATTLE PHASE
Occurs when two opposing stacks occupy the same space.
The active player is always the attacker.
Remove the stacks from the board, for the duration of the battle, but leave the banner chits as markers.
The Battle Phase is divided into 4 segments:

I- REVEAL COMBATANTS SEGMENT
Each player simultaneously reveals one of their units from their stack. 
These are the combatants. 
During Sea battles, transported units may be combatants.

II- TACTICAL OPTIONS SEGMENT
Players simultaneously reveal any other units that modify the combatants. 
This includes: Mages casting Spells, Generals, Sites, Artifacts, etc.
A mage or spellcaster may cast any number of spells per battle.
Units with skirmish or vanish may return that unit to their stack and replace it with 
another, once per battle.
Units with guard may replace another unit once per battle.

III- BATTLE ROLL SEGMENT
Both units roll 1D6 and add Modifiers. This is the Battle roll
The Modifiers include the bonuses listed in the description of each combatant.
The higher rolling unit destroys its opponent. 
Ties result in both units surviving.
Stacks with mages may cast spells before or after the rolls depending on the nature of the spell.
Normally effects that are battle roll modifiers are revealed before the roll is made.

IV- RESPITE SEGMENT
Certain effects occur.

VICTORY?
The Battle Phase is repeated until one side is destroyed or the attacker calls off the attack.
The battle may end with both stacks still occupying the same territory.

RETREAT
The defender may, during a battle, sacrifice a unit in Tactical options Segment
to move the stack to an adjacent empty or friendly Hex. 

UNIT DESCRIPTIONS & DEFINITIONS
Air             Battle Roll Modifier; Also: Wind
Ambush          Battle Roll Modifier when Defending only
Animal          Unit Type
Archer          Battle Roll Modifier; Also Crossbow, +1 vs Slow units
Armor           Battle Roll Modifier
Artifacts       Seperate chits that Improve the unit that owns it, Stacked with unit
Berserker       Battle Roll Modifier; Also Fanaticism
Bite            Battle Roll Modifier; Also: Beak, Fangs
Brave           Battle Roll Modifier
Breath Weapon   Battle Roll Modifier
Cannibal        Sacrifice a friendly unit in same stack in Scout phase to gain the bonus for rest of turn
Carry=X         X  Heros in same stack get any flying, armor, and swift Modifiers this unit has
Cavalry         Battle Roll Modifier
Chaos           Alignment
Claws           Battle Roll Modifier; Also: Horns, Talons
Cold            Battle Roll Modifier; Also: Ice, Frezee
Construct       Nonliving; Also: Machine
Demihuman       All are Good unless otherwise specified: Elves, Dwarves, Halflings, Gnomes
Demon           All Demons are Evil
Dragon          Type
Drain           Battle Roll Modifier
Earth           Battle Roll Modifier: Also Stone
Elemental       Anything with the descriptors: Air, Fire, Earth, Water, Cold
Essence         Nonliving
Evil            Alignment
Fast            Battle Roll Modifier    
Fey             Also: Sylvan, Fairy
Fire            Battle Roll Modifier; Also: Flame
Fortification   Battle Roll Modifier; Also Walls, Garrison, Battlements
Flying          Unit may Travel in any hex
Gaze Attack     Battle Roll Modifier
General         All units get Tactics+1 if this unit is revealed during Tactical options Segment
Giant           Battle Roll Modifier
Good            Alignment       
Guard           Defending side: Replace your current combatant with this unit before the Battle roll 
Hero            Human Male unless otherwise specified
Hex             Map Space; Also Territory
Humanoid        All are Chaos units: Kobolds, Orcs, Goblins, Hobgoblins, Gnolls
Invisible       Battle Roll Modifier &/or Vanish        
Invulnerable    Battle Roll Modifier            
Lawful          Alignment; Opposite of Chaos
Living          All units are living unless otherwise specified
Mages           May use Spells; Also Spellcaster        
Martyr          This unit may be destroyed instead of target or combatant unit in the same stack 
Monsters        Type includes Giants & Dragons & Demons & Undead        
Missle          Battle Roll Modifier
Nonliving       Units such as Undead, Constructs, Elementals, immune to certain attacks
Paralyzation    Target enemy combatant must be replaced by another unit this phase, or target is destroyed
Petrification   Target paralyzed for duration of battle
Plant           Type
Poison          Battle Roll Modifier vs nonswarm Living units  
Priest          All priests are spellcasters
Regenerates     Unit must be defeated twice during the battle to be killed
Scout           Look at opponents stack before battle in Scout Phase
Siege Engine    Living crew
Sea             Travels in water hexes only
Ship            All ships unless otherwise specified are: Sea, Construct, Wood.
		If a ship sinks, all transported units are destroyed
Site            Units that do not move. Always revealed
Skill           Battle Roll Modifier
Skirmish        Replace this unit with another unit in stack once per battle during Tactical options Seg 
Slay            Bonus vs specified unit type
Spirit          Battle Roll Modifier
Steal           See Scout Phase
Stealth         Battle Roll Modifier
Strong          Battle Roll Modifier
Suprise         Battle Roll Modifier when Attacking only
Summoning       Unit appears during battle and is discarded at end of battle
Swarm           Battle Roll Modifier; Indicates many individuals
Swimmer         May travel in water hexes               
Swift           Move=2
Very swift	Move=3
Tactics         Battle Roll Modifier; Also Formation
Terrain         Identity of Map Hex; For Example: Jungle, Forest
Transport=X     X Nonmonster Units (& any # of Heros) benefit as Carry=X
Tricks          Battle Roll Modifier
Undead          Battle Roll Modifier; All Undead are nonliving and evil
Vanish          Unit may exit battle & moves to adjacent empty or friendly hex. Once per turn
Warrior         Type of Hero that can use most Weapon & Armor artifacts
Water           Battle Roll Modifier; Water Units are swimmers
Weapons         Battle Roll Modifier; Example: Swords&Spears
Wood            Type    


MOUNTAIN UNITS
Dwarves         Hammers & Axes+1, Armor+2, Martyr, Strong+1, Guard, Brave+2, Crossbows+1
DwarfLord       Dwarf, Hero, Warrior, Brave+3, Slay Giants+4, Strong+2, General, Battle Axe+1
Goblins         Swords & Spears+1, Archers+1, Poisons+1, Tactics+1, Swarm+1, Cavalry(Wolfriders)+1
Storm Giants    Giant+8, Missle(Lightning Bolts)+3
Stone Giants    Giant+3, Armor(Stone Skin)+2, Earth Magic+1, Stone Club+1
Griffons        Monsters, Flying, Very Swift, Fast+2, Beak+1, Claws+2
Dwarf Hall      Site, Fortification+4, Underground+3, Garrison+2, Guard

FOREST UNITS
Elves           Swords+1, Spellcasters, Archers+5, Skill+1, Stealth+2
Elf Lord        Hero, Mage, Warrior, General, Skill+1
Ranger          Hero, Warrior, Brave+1, Scout, Stealth+1, Archer+2, Slay Humanoids+2, Skirmish,
		Cavalry+1
Centaurs        Archers+2, Swift, Strong+1, Oaken Clubs+1, Skirmish
Ents            Fey, Armor (Bark)+3, Strong+5, Suprise+2, Wood, Plant , Monster   

SWAMP UNITS
Trolls          Regenerate, Strong+3, Claws+1, Armor(Rubbery Skin)+1, Ambush+1, Evil, Cannibal(+4)
Hydra           Regenerate, Swarm(of Heads)+7, Bite+2, Monster
Witches         Spellcasters, Evil, Slay Fey+3, Curses+2, Poisons+1, Tricks+2, Female
Lizard Men      Strong+2, Armor(Scales)+2, Spears&Clubs+1
Jabberwocky     Dragon, Poison Breath+2, Fly, Armor (Scales)+1, Claws+2, Bite+1, Evil

SYLVAN WOOD UNITS
Nymphs                Fey, Female, Slay Human Male Heros +8, Vanish, Female
Sprites               Fey, Flying, Steal, Scout, Tricks+3, Vanish             
Pixies                Fey, Flying, Archer+1, Vanish, Skirmish, Spellcasters           
Dryads                Fey, Suprise+3, Armor(Bark)+2, Vanish, Female, Wood, Plant
Gremlins              Fey, Vanish, Steal, Slay Machines+10, Tricks+2 , Monsters 
Unicorn               Fey, Swift, Scout, Fast+2, Skill+2, Skirmish, Cavalry+3, Vanish
Fairy Circle Ring     Site, Fairy Magic+2

DESERT UNITS
Nomads          Archers+2, Cavalry+2, Skill+1, Swift, Skirmish  
Djinn           Flying, Very Swift, Mage, Wishes+4, Fast+2, Strong+3, Monster    
Dervishes       Wardance+1, Skill+1, Good, Tulwars+1, Guard
Assassin        Hero, Rogue, Poisons+2, Stealth+2, Tricks+1, Slay Heros+4, Scout
Sphinx          Monster, Claws+4, Fast+2, Riddle+1D6
Pyramids        Site, Ancient traps & curses +4

JUNGLE UNITS
Beast Master    Hero, Warrior, Animal Friends+4, Scout, Skirmish, Strong+1, Skill+1
Amazons         Archers+2, Strong+1, Skill+1, Slay Human Males+3, Female
War Elephants   Animals, Trample+1, Strong+1, Cavalry+2, Transport=1
Vipers          Animals, Swarm+2, Poison+2, Fast+2, Suprise+1
Simmians        Animals, Strong+2, Berserk+1, Guard
Insect Swarm    Animals, Swarm+2, Poison+2, Flying, Swift, Regenerate

HILL UNITS
Orcs            Spears & Scimitars+1, Armor+2, Strong+2, Cavalry(Warpigs)+1, Archers(Crossbows)+1
Hill Giants     Giant+4, Missle(Spears)+2, Mauls+1
Shaman          Hero, Mage, Fetishes+2, Poisons+1
War Chief       Hero, Warrior, Humanoid, General, Strong+1, War Club+1
Ogres           Strong+3, Chaos, Armor(Tough Hide)+1, Clubs+1, Cannibal(+6), Giant
Gnomes          Tricks+2, Spiked Armor+1, Archers(Blunderbussars)+1, Ambush+1
Hill Fort	Site, Lookout: Skirmish, Earthworks+1, Regenerates, General

CAVE UNITS
Drow            Spell casters, Evil demihumans, Skill+1, Archers+1, Stealth+1, Swords+1
Kobolds         Swarm+2, Ambush+2, Chaos, Scout, Nets&Knives+1, Skirmish
Troglodytes     Armor(Rubbery Skin)+1, Swimmer, Strong+2, Suprise+2, StoneAxes+1
Black Wyrm      Dragon, Acid Breath+3, Fly, Armor+2, Claws+2, Bite+2, Evil, Very Swift
Green Slime     Acid+3, Regenerates, Invulnerable+4, Ambush+1, Monster
Mind Flayer     Hero, Mage, Evil, Arcane Magic+5, Hypnotism+4, Humanoid, Cannibal(+5)
Caves           Site, Maze: Paralyze on roll of 1-3 on D6, Hiding places+2, Darkness+1, Cave Denziens+2

CASTLE UNITS
Knights         Lawful, Cavalry+2, Armor+2, Charge+1, Brave+1, Swift
Yeomen          Archers(Longbows)+3
Pikemen         Pikes+4, Formation+2, Slay Cavalry+2
Swordsmen       Armor+2, Swords+1, Guard
Chavalier       Hero, Warrior, Armor+2, Cavalry+2, Lance+1, Brave+1, Slay Monster+3, General
Castle          Site, Battlements+3, Moat+1, Garrison+2, Guard

RUINS UNITS
Skeletons       Undead+2, Swords&Spears+1, Guard
Zombies         Undead+2, Regenerate, Strong+1
Ghouls          Undead+2, Paralyze+2, Strong+1, Cannibal(+4)
Wraith          Undead+2, Spirit+2, Drain+2, Invulnerable+4
Vampyre         Undead+2, Flying, Swift, Vanish, Regenerate, Strong+2, Fast+2
Lich            Undead+2, Mage, Death Magic+5
Crypt           Site, Evil Presence+3, Darkness+1

TEMPLE UNITS
Cleric          Hero, Priest, Mace+1, Armor+1, Slay Undead+6, Lawful, Good
Paladin         Hero, Warrior, Armor+2, Brave+2, Slay Evil+2, Lawful, Good, Sword+1
Deva            Flying, Strong+3, Holy Aura+4, Slay Evil+3, Lawful, Good, Sword+1, Very Swift
Witch Hunter    Hero, Warrior, Scout, Slay Mage+5, Sword+2, Immune to spells, Lawful
Zealots         Daggers+1, Fanatacism+3, Martyr, Lawful
Temple          Site, Blessings+2, Temple Guards+2, Guard

WASTELAND UNITS
Gargoyles       Monsters, Flying, Armor+4, Claws+2, Fast+1, Very Swift, Guard
Cyclops         Giant+6, Missle(Boulders)+2, Evil
Medusa          Monster, Petrification+5, Gaze Attack+2 , Evil, Female
Minotaur        Strong+3, Fast+1, Immune to Illusions, GreatAxe+1, Horns+1, Humanoid , Evil
Manticore       Monster, Bite+1, Missle(Tail Spikes)+1, Flying, Flame Breath+1, Strong+1, Swift , Evil
Doppleganger    Claws+2, Strong+2, Suprise+4, Monster

TORS UNITS
Frost Giant     Giant+7, Cold +2, WarPick+1, Evil
Blue Dragon     Lightning Breath+3, Fly, Armor+3, Claws+2, Bite+2, Very Swift
Sylphs          Fey, Flying, Scout, Air, Vanish, Skirmish, Female, Essence      
White Wyvern    Dragon, Cold Breath+2, Fly, Armor+1, Poison Sting+2, Fast+2, Very Swift
Cloud Giant     Giant+6, Flying(Cloud Walking), Swift

TAIGA UNITS
Barbarian         Hero, Warrior, Strong+3, Brave+1, Greatsword+1
Barbarian Horde   Swarm +2, Strong+2, Berserker+2, Swords&Axes+2, Chaos, Slay site +4
Dire Wolves       Animals, Bite+2, Fast+1, Strong+2, Cunning+1, Evil, Swift
Gnolls            Humanoid, Strong+3, Hunters+1, Scout, Spears&Axes+1

PLAINS UNITS
Hobgoblins      Cavalry+2, Skillful+1, Archers+1, Tactics+1, Armor+1, Polearms+1, Evil
Bounty Hunter   Hero, Warrior, Scout, Skirmish, Strong+1, Archer+2, Fast+1, Slay Heros+3, Blades+1
Harpies         Monsters, Flying, Song+5, Claws+1, Swift, Evil, Female
Pegasus         Animal, Flying, Very Swift, Carry=1, Fast+2
Chaos Lord      Hero, Warrior, General, Armor+2, Chaos, Brave+2, MorningStar+1, Tactics+1, Strong+1

VOLCANO UNITS
Red Drake       Dragon, Fire Breath+3, Fly, Armor+3, Claws+2, Bite+2, Strong+1,Chaos, Swift
Fire Giant      Giant+5, Archer+2, Fire+2, Sword+1, Chaos, Evil
Hell Hounds     Animals, Demons+2, Fast+1, Swift, Bite+2, Guard, Monster
Demon Horde     Swarm+4, Demons+2, Strong+2, Claws+2, Fire+2
Balrog          Demon+2, Flail(Cat-o-Nine-tails)+2, Sword+1, Fire+2, Strong+3
Succubus        Hero, Warrior, Demon+2, Whips&Chains+2, Flying, Fast+1, Female, Very Swift
Pheonix         Animal, Flying, Very Swift, Fire+4, Talons+2, Beak+2, Regenerate, 
		Spirit, Essence, Monster

CITY UNITS
Master Thief    Hero, Rogue, Dagger+1, Stealth+2, Steal, Skirmish, Ambush+1
Warrior         Hero, Warrior, Strong+2, Fast+1, Skillful+1, Armor+1, Sword+2, Brave+1, Guard
Rat Swarm       Animals, Swarm+2, Regenerates, Bites+1, Disease+1
City Walls      Site, Walls+2, Garrison+2, Guard
Magician        Hero, Mage, Cantrips+1

HEATH UNITS     
Bandits           Swords+1, Ambush+1, Steal, Rogues, Crossbows+1, Chaos  
Werewolves        Undead+2, Animal, Fast+1, Swift, Claws+1, Strong+2, Invulnerable+3, Monster
Halfling          Hero, Rogue, Stealth+2, Steal, Skirmish, Tricks+1, Archer(Sling)+1
Bard              Hero, Rogue, Songs(all Friendly Units get Brave+1 during battle)
Peasant Rabble    Polearms+1, Torches+1

WORKSHOP UNITS
Juggernaught       Construct, Ram+2, Armor+4, Trample+4, Huge+4, Wood, Machine
Crystal Ship       Construct, Ship, Flying, Very Swift, Transport=1, Armor(Crystal Hull)+4
Clay Golem         Construct, Earth, Strong+3, Regenerate, Martyr, Guard, Essence
Colossus           Construct, Giant+8, Armor(Metal)+6, Machine
Myrmidon           Hero, Warrior, Construct, Armor(Metal)+4, Strong+2, Guard, Machine
Giant Catapult     Siege Engine, Missle+1D6 

REEF UNITS
Merfolk         Sea, Nets&Tridents+1, Skill+1, Suprise+2, Fast+1, Scout, Demi-humans, Good 
Hippocampus     Sea, Animal, Carry=1, Swift, Monster
Brain Coral     Site, Spellcaster, Telepathy+4, Spell Reserve+1
Crabmen         Sea, Pincers+2, Armor(Carapace)+3

ABYSS UNITS
Sea Serpent       Sea, Dragon, Huge+3, Bite+3, Swift
Kraken            Sea, Monster, Huge+5, Tentacles+4
Giant Sea Turtle  Sea, Animal, Transport=1, Armor(Shell)+4, Huge+4, Monster
Titan             Swimmer, Giant+8, Storms+2, Spellcaster

COASTAL UNITS
Pirate Fleet    Ships, Transport=1, Pirate Crew+3
War Galley      Ships, Transport=1, Ram(+4vs Ships & Sea Monsters), Catapults+2
Longboats       Ships, Transport=1, Swift, Viking Crew +4 
War Barge       Ships, Transport=3, Armor(Thick Hull)+2 
Biremes         Ships, Transport=2 
Dromond         Ships, Transport=1, Greek Fire+5


ARCHMAGI        NOTES
Wizard          Hero, ArchMagus, Hermetic Magic+5, Staff+1, Law
                Knowledge- Draw 4 Spells/Turn, Spell Reserve=9

Enchantress     Hero, ArchMagus, Fey, Fairy Magic+4, Magic Wand+1, Female
                Charm- Control Male Human Warriors met in Battle
                Call Fey- Recruit Fey Units into same Hex in Recruit Phase
                Vanish- Once per turn

Necromancer     Hero, ArchMagus, Undead, Evil, Death Magic+6
                Control Undead- Control Undead Unit met in Battle
                Animate Dead- Recruit Undead Units into same Hex in Recruit Phase

Sorcerer        Hero, ArchMagus, Chaos, Sorcery+6 
                Transformation- Discard Unit from Reserve to Draw another in Recruit Phase

Warlock         Hero, ArchMagus, Curses+3, Witchcraft+3, Flying, Very Swift 

Priestess       Hero, ArchMagus, Slay Undead+4, Good, Miracles+6, Female, Priest
                Ressurrection- Regenerate a creature once per turn 

Artificer       Hero, ArchMagus, Gadgets+3, Guardians+3
                Forge- In Recruit Phase discard one Unit for one Artifact
                Construction- Recruit Construct Units into same Hex in Recruit Phase

Druid           Hero, ArchMagus, Life Magic+8, Priest
                Call Animals- Recruit Animal Units into same Hex in Recruit Phase
                Control Animals- Control Animal Unit met in Battle

Mentalist       Hero, ArchMagus, Mind Magic+6, General
                Command- Unit Reserve=8
                Mind Control- Discard all spells to control any living unit met in battle

Illusionist     Hero, ArchMagus, Illusions+4, Tricks+2
                Illusionary Forces- Add Unit from reserve to any stack, Discard at end of battle

Seer            Hero, ArchMagus, Know Fate+6, Scout
                Visions- Look at any one stack or recruit pile in Scout Phase
                Fortune- Draw an extra spell or unit and 
                discard a spell or unit in Spell Recruit Phase

NOTES ON ARCHMAGI
Archmagi are immune to Control & Paralyzation spells & effects


ARTIFACTS                  NOTES
Vorpal Blade               Warrior: Sword+4, Slay Monsters+2
Eldritch Sword             Warrior: Sword+2, Mage
Rune Blade                 Warrior: Sword+3, Drain+2
Dragon Lance               Cavalry or Mounted Warrior: Lance+3, Slay Dragons+6
Thunder Hammer             Warrior: Hammer+2, Thunder+2, Slay Giants+3, If used by dwarf +4
Orc Bane                   Warrior: Sword+2, Slay Humanoids+5
Gauntlets of Might         Hero: Strong+4
Mithril Armor              Warrior: Armor+4, Demihumans in Stack: Brave+1
Chaos Armor                Warrior: Armor+3, Chaos units in Stack: Berserk+1
Figurines of Wonder        Hero: Scout
Spell Shield               Warrior: Armor +2, Immune to enemy spell on roll of 1-2 on D6
Treasure		   Discard to draw 3 cards from the unit recruit pile
Flaming Sword	           Warrior: Sword +2, Slay cold, swarm, plant +3
Frost Brand	           Warrior: Sword +2, Slay Fire, Flame +5
Missle Shield	           Warrior: Armor +2, Negate Missle &  Archer bonuses
Displacement Cloak	   Hero Rogue: Stealth +6
Bearskin                   Hero Scout: Spirit Protection +2, Priest
Amulet of Spellturning     Hero: Immune to enemy spell on roll of 1-3 on D6
Boots of Speed             Hero: Fast+2 & Swift
Coral Helm                 Hero: Swim & Armor+2
Crown of Command           Hero: Unit Reserve+1
Arrows of Slaying          Archer unit+7, One use
Entwood Bow                Hero Warrior/Archer/Rogue: Archer+4
Ring of Invisibility       Hero: Suprise+5 & Vanish(Once per turn)
Flying Carpet              Hero: Flying, Very Swift, Carry=2, Fast+2
Ring of Regeneration       Hero: Regenerate
Staff of Power             Hero Mage: Missle(Elemental Blasts)+5
Potion of Giant Strength   Hero: Strong+7 this battle, One Use
Potions of War             Humanoid units in Stack: Brave+4 this battle, One Use
Ebon Skull                 Hero: Undead units in stack: Negative Energy+1
Dragon Harness             Dragon: Carry=1
Obsidian Club              Giant: Club+4
Horn of Blasting           Hero: WindBlast+4
Bag of Holding             Hero: Cool stuff+2
Orb of Farseeing           Hero Mage: Scout any hex
Holy Mace                  Warrior or Priest: Smite+2, Slay Evil+3, Slay Undead+6
Blessed Ankh               Hero: Blessing+2, Slay Evil+2
Holy Water                 Hero: Slay Undead+5, Slay Demon+5, One use
Potion of Healing          Hero: Regenerate, One use
Pixie Dust                 Hero: Suprise+5 or Vanish, One use 
Grimore of Forbidden Lore  Hero Mage: Draw +1 Spell/Turn
Amulet of Planeswalking    Hero: Move = 4, Move through enemy banners
Tome of Knowledge          Hero Mage: Spell Reserve+1
Mirror of Life Trapping    Hero Mage: Gaze Attack+6 vs Living units
Wand of Illusions          Hero Mage: Add Monster from reserve to stack, Discard at end of battle
Staff of Healing           Hero Mage: Target Unit gets Regenerate. Use once per battle
Ancient Scrolls            Contain 3 spells. Discard spells when cast by mage holding the scrolls. 
                           The spells do not count against the players spell reserve
Banner of Valor            Hero: All units in Stack: Brave+1
Old Mariners Sextant       Ship: Move +1
Sandmans Pouch             Hero: Target unit Paralyzed for one Battle Roll, One use
Brooch of Fire Resistance  Hero: Fire Attacks & Bonuses=0 against this Hero
Luck Talisman              Hero: Sacrifice to cause any one dieroll to be rerolled

NOTES ON ARTIFACTS
Heros can only use one weapon or staff, one shield, and one armor per battle.
Heros in the same hex may exchange artifacts in Scout or Move Phase.
Artifacts belonging to killed heros are lost on a roll of 1-3 on D6 as soon as the hero is killed.
If not lost a friendly human, hero, demihero, or humanoid unit may take posession of it.
If no friendly units are left, an enemy unit of these types may claim it.
If none of these types remain the Artifacts are lost


CLICK HERE TO VIEW SPELL LIST


DESIGNERS NOTES
This is perhaps the twentieth version of Wizards & Warlords, 
also in this collection, which is the tenth version of a 
similar concept. The others did not cut the mustard. 
Design goals for Archmagi were lots of detail, easy play 
mechanics, as little record keeping as possible, 
and good house rules potential. I feel really good about this 
version, but my mind is already working on the next incarnation. 
I like this version better than W&WL because each chit has its 
own personality, and the units don't have to be balanced like 
the Battle Tables in W&WL because all players have equal 
access to every chit. Expect Archmagi to be occasionaly 
updated with more details, chits, options, and 
rules clarifications. 






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