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WAR FOR ATLANTIS





INTRODUCTION
One player takes the side of the Atlanteans
The other player takes command of the combined Armies of the Five Foes of Atlantis

MAP & CHITS
Use a large hex grid
The center area is the continent of Atlantis surrounded by water
The main city of Atlantis is walled and occupies many hexes
A thin border of land on the outer edges of the map is the homelands of the enemies
The Barbarians are to the north & northwest
The Greeks are to the northeast & east
The Egyptians are southeast
The Africans are south & southwest
The Lemurians are west
Chits will have to be made for all the units & all the spells

VICTORY
The Atlanteans are victorious if they destroy their enemies completely or confine them to their homelands
The Five Foes win if they destroy all the Atlanteans or a have a spellcaster cast the cataclysm spell in the Temple of Posideon
The Atlanteans win a minor victory if there is no winner after 20 turns

SETUP
Around 10 Six sided (10D6) dice are needed
Set aside a pile of spell chits
All Five Foes start with all their units in their respective Homelands
The Atlantean units are clustered near the main city
Major sites within Atlantis include the Ports, the Temple of Posideon, the Dragon Roosts, the College of Wizards, the Palace,
the Workshops, the Mazes, the Barracks, and the Bazaar, among others

UNIT DESCRIPTIONS
# = Number of such units in the game
POW = Power points
MOV = Movement points
C = Carry 1 unit
C2= Carry 2 Units
R = Ranged Attack up to two hexes away
R3 = Ranged Attack up to three hexes away
3/2R = 3 Power points in Melee or when defending, 2 Power points when making a ranged attack
W = Water units. These units must remain in water hexes
(W) = Swimmers. These units may move in water or on land
F = These units can fly. They may end their move over water
M = Mage.  Can cast Mage spells and General spells
P = Priest.    Can cast Priest spells and General spells
Breach = Unit automatically moves through walls destroying them

ATLANTEAN FORCES
UNIT			#	POW	MOV	NOTES
City Elders		1	1M	1				
Crystal Ships		4	3	3WC2			
Battle Mages		4	2M	1					
Bright Warriors		4	4	2		
Priests of Light	4	1P	1			
Home Guard		6	2	1	Militia			
Archers			6	2R	1					
Guardian Statues	4	4	1	Must remain within 3 hexes of the city			
Dragon Riders		4	5	4F				
Lord of Atlantis	1	4MP	4F	Also known as King Minos; A powerful Demigod			
Flying Machines		3	3	4FC				
Lens Towers		8	3R3	0	Located on edges of city; Create deadly beams of Light & Heat
Colossus		1	6	2	Breach				
Merfolk			4	2	2W	Minor Allies				
Minotaurs		2	3	1	Minor Allies				
				
LEMURIAN FORCES
UNIT			#	POW	MOV	NOTES
Sorcerers		1	1M	1	They created the Cataclysm spell & organized the attack on Atlantis
Demon Horde		1	5	1	
War Galleys		2	3	2WC2	
Chaos Warriors		1	3	1	
Devil Worshippers	1	2	1		
Horse Archers		1	2R	3	
Great Catapult		1	XR3	1	Power Points = 1D6-1; Reroll for each attack; Cannot move & attack
Stygian Rafts		3	1	1W3					
Beast Men		1	2	2					
Evil High Priests	1	1P	1				
Winged Demons		1	3	4F			
Black Tentacles		1	6	1W				
Juggernaught		1	5	2C	Breach	
						
EGYPTIAN FORCES							
UNIT			#	POW	MOV	NOTES
Priests of Osiris	1	1M	1				
Legions of the Dead	1	4	1						
Djinn			1	4M	5F					
Barge of Ptah		1	2	4FC2	+2 Power points to Defense Rolls				
Minions of Set		1	3	2					
Mummies		        1	4	1						
War Barges		3	3	2WC3					
Priests of Ra		1	1P	1					
Spearmen		1	2/1R	1						
Slave Masters		1	1	1	
Chariots		1	3	3				
Cultists		1	2	1	Followers of Horus the Avenger			
Assassins		1	2	1	+2 Power Points if they attack alone			
Scorpion Men		1	3	1					
War Cats of Bast	1	3	2	
Sphinx			1	3	4F								

GREEK FORCES
UNIT			#	POW	MOV	NOTES
Spartan Hoplites	1	3	1						
Athenian Archers	1	2R	1				
Ionian Javalineers	1	1R	2					
Macedonian Phlanx	1	3	1				
Pagan Priests		1	1P	1					
Oracle			1	1M	1			
Biremes			3	2	3WC2			
Triremes		2	3	2WC3				
Greek Fire Thrower	1	3R	1							
Pegasai			1	2	4FC					
Cyclops			1	3	2	Breach		
Medusa			1	5	1			
Centaurs		1	2R	3C				
Trojan Horse		1	1	2C2	Cannot Attack		
The Horse cannot be attacked until it enters the city or any units it is carrying attack	
				
BARBARIAN FORCES
UNIT			#	POW	MOV	NOTES
Naked Warriors		1	2	2			
Berserkers		1	2	1	+2 Power Points when Attacking		
Raiders			1	2R	2				
Longboats		3	2	3WC2				
Drakkars		2	3	2WC2				
Great Battering Ram	1	3	1	Can only attack walls, gates, & towers which it automatically destroys
Druids			1	2P	2			
Warlock			1	2M	2				
The Wild Hunt		1	4	4				
Lycanthropes		1	4	2				
Giants			1	4/3R	2	Breach, Throw Boulders		
Valkyries		1	2	4F			
								
AFRICAN FORCES
UNIT			#	POW	MOV	NOTES
Shaman			1	1M	1		
Witch Doctors		1	1P	1			
Naga Snake Men		1	4	1(W)			
Winged Apes		1	2	3F			
Savages			1	3	2			
Amazons		        1	3/2R	2				
Cannibals		1	2	1				
Head Hunters		1	2	1				
Pygmies			1	2/1R	1	Blowguns	
Numidean Horsemen	1	2	3				
War Elephants		1	2	2C	+1 Power Points when Attacking				
Giant Snake		1	4	1(W)		
Giant Sea Turtles	2	3	2WC4	+3 Power Points when Defending	
	



TURN SEQUENCE
Draw Phase
Movement Phase
Attack Phase

DRAW PHASE
Each player draws to replenish a max hand of 7 spell chits
Unflip and unrotate unit chits

MOVEMENT PHASE
Players take turns moving units until all units have moved once
Rotate chits to indicate that they have moved
The Foes of Atlantis move first
Units may move up to a number of hexes equal to their movement rate
W = Water units. These units must remain in water hexes
(W) = Swimmers. These units may move in water or on land
F = These units can fly. They may end their move over water
All other units are automatically considered to be land units

STACKING & CARRYING
Only one unit per space unless it is carrying other units
Carried units attack at -1 Power to a minimum of 1
Carried units cannot be attacked
If a unit is destroyed all units it is carrying are also destroyed
Units carrying other units cannot be carried

ATTACK PHASE
Players take turns attacking target units until all units have attacked
The Atlantean player attacks first
Units may combine their attacks against a single target
Units can attack targets in an adjacent hex
Units with ranged attacks can target defenders within two hexes
The attacker rolls 1D6 for every point of power used in the attack. This is the attack roll
The defending unit rolls 1D6 for each of its power points. This is the defense roll
If the attackers total is higher the target is destroyed, otherwise the defender survives
Spells may contribute power points to the attackers or the defenders
Flip chits to indicate that they have attacked or cast spells

TERRAIN
Even with penalties the minimum movement rate = 1hex per turn
Water = Costs 1 Move point to enter
Treacherous Water = Shallows, Reefs, Rocks, Whirlpools. Costs 2 Move points to enter 
Clear = Costs 1 Move point to enter
City spaces = Costs 2 Move points to enter.  +1 Power to defense rolls for Atlantean units
Forest = Costs 2 Move points to enter. +1 Power to defense rolls
Mountains = Costs 3 Move points to enter. +1 Power to defense rolls
Rivers = Seperate Adjacent hexes.  Costs 2 Move points to cross. Units being attacked from across a river get +2 Power to defense rolls
Walls = Seperate Adjacent hexes.  Costs 3 Move points to cross 
Atlantean units being attacked from across a wall get +2 Power to defense rolls
Flyers do not recieve move penalties

SPELLS
The spell pile mix should be 1 chit for each of the spells listed below
There are 3 types of spells: Mage, Priest, & General
Mage units can cast Mage or General spells
Priest units can cast Priest or General spells
A unit can cast one spell per turn
Each player has a hand of 7 spell chits they replenish in Draw Phase
A player casts a spell from his hand through a spellcasting unit he controls
Once spells are cast they are discarded unless they are to be used as markers
Use the spell chit to represent a unit created by the spell
Unless otherwise noted spell have a range of 2 hexes

SPELLS			NOTES
Shield			Unit gets +3 Power Points on Defense roll. Cast at beginning of Battle phase
Haste			Unit gets +2 Move Points. Cast at beginning of move phase
Fly			Unit Flies at Move Points = 4 this turn. Cast at beginning of move phase
Hold			Unit cannot move this turn. Cast at beginning of move phase
Aid			Unit gets +2 Power Points. Cast at beginning of Battle phase
Inspire			All adjacent friendly units get +1 Power points this turn. Cast at beginning of Battle phase
Rage			Unit gets +3 Power Points on Attack roll. Cast at beginning of Battle phase
Fireball		A Range = 2 attack for 4 Power Points
Lightning Bolt		A Range = 3 attack for 3 Power Points
Distract		Unit cannot attack. Range = 3. Cast at beginning of Battle phase
Invulnerability		Unit cannot be Destroyed. Cast at beginning of Battle phase
Negate			Negate the effect of spell just cast within 3 hexes
Mesmerize		All adjacent enemy units cannot attack. Cast at beginning of Battle phase
Death Spell		Caster gets +5 Power points to Attack roll
Winds			Negate all nonmagical ranged attacks against target. Cast before Defense roll made
Whirlpool		A Range = 3 attack for 4 Power Points vs a water unit
Wall of Fire		No unit may enter 1-3 adjacent target hexes targeted by caster within 3 hexes of caster. Cast at beginning of move phase		
Raise Dead		Unit just killed becomes undead under your control; Power Points -1.  Cast after Defense roll made
Earthquake		3 Adjacent hexes within 3 hexes of caster. Ground units in these hexes attacked for 2 Power Points
Tidal Wave		Water unit or unit in coastal hex attacked for 4 Power Points
Flood			3 Adjacent hexes within 3 hexes of caster. Ground units in these hexes may not move. Cast at beginning of move phase
Poison Gases		Unit -2 Power Points. Cast at beginning of Battle phase
Summon		        Move any Friendly unit from anywhere adjacent to caster
Teleport		Caster or Friendly unit adjacent to caster can move to any empty hex
Control			Take control of unit this turn. Cast at beginning of Battle phase
Luck			Cause Attack or Defense roll just made to be rerolled
Antimagic		Both players must discard their spells. Cast any time
Fear			Move enemy unit. Unit cannot end move adjacent to one of yor units. Cast in move phase before unit moves

MAGE SPELLS
Fire Elemental		Creates a Unit adjacent to caster: Power Points = 4, Move =2, Lasts 3 turns, Cannot be transported
Earth Elemental		Creates a Unit adjacent to caster: Power Points = 4, Move =1, Lasts 3 turns
Water Elemental		Creates a Unit adjacent to caster: Power Points = 3, Move =3W, Lasts 3 turns
Air Elemental		Creates a Unit adjacent to caster: Power Points = 3, Move =5F, Lasts 3 turns
Illusion		Creates a Unit adjacent to caster: Power Points = 3, Move =5F, Lasts 2 turns, Destroyed if Attacked

PRIEST SPELLS
Ressurrection		Unit not destroyed.  Cast after Defense roll made
Reincarnate		Put unit from discard pile into play adjacent to caster
Golem			Creates a Unit adjacent to caster: Power Points = 3, Move =1
Sanctuary		Unit cannot attack or be attacked. Cast at beginning of Battle phase
Commune		        Discard spells and draw seven new spells


GAME DESIGNERS NOTES
The Atlanteans have the advantage of being centralized and on the defense
The Foes have more units but they are spread out and have to cross the water barrier








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