Mages (Archmagi) use spells, heros, monsters, armies, and
artifacts to destroy each other and conquer the world
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.
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.
Destroy all opposing Archmagi units.
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.
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
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
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.
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.
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
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
Drain Battle Roll Modifier
Earth Battle Roll Modifier: Also Stone
Elemental Anything with the descriptors: Air, Fire, Earth, Water, Cold
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
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
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
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
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
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,
Centaurs Archers+2, Swift, Strong+1, Oaken Clubs+1, Skirmish
Ents Fey, Armor (Bark)+3, Strong+5, Suprise+2, Wood, Plant , Monster
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
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
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
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
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
Knights Lawful, Cavalry+2, Armor+2, Charge+1, Brave+1, Swift
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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