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DEITY



	

INTRODUCTION
Players assume the roles of certain lesser Demigods.
Each demigod begins with a small band of worshipers.
Gain power by building temples and helping your population grow.
Crush your enemies populations with acts of god and the armies of the faithful.
The last remaining immortal is the one true Deity.

OBJECTIVE
Destroy all of your opponent armies, populations, and temples.

WORLD BUILDING PREGAME SETUP PHASE
Use a 10 x 10 or 12 x 12 blank hex map.
Each player takes a turn drawing and then placing a Terain counter on the map.
Counters are drawn at random from the terrain pile.
The first player places his counter anywhere on the map.
Counters must be placed adjacent to a counter already placed.
A player may discard his counter and draw a new one twice during setup.
Spaces without terrain counters are considered to be oceans or inland seas.

SETUP
Each player rolls 4D6 to determine their starting population.
If the Gods favor you, your rolls will be high.
These may be placed in any one plains hex, not within 6 spaces of 
opposing units.
Players start with no cards, armies, or temples.

TURN SEQUENCE
Draw
Build Temple
Raise Armies
Population Growth
Miracle
Battle
Movement

DRAW PHASE
Each player draws one card plus a number of cards equal to the number of 
temples he controls.
A player may have a maximum of 7 cards in his hand. 
Excess cards are discarded.

BUILD TEMPLE PHASE
Replace six Population counters in a single hex with a Temple counter.
A space may only contain a single Temple.
Temples cannot be built adjacent to other Temples.
You may build multiple Temples in this phase.

RAISE ARMIES PHASE
Replace up to half of the Population counters in a hex with Army counters.
You may raise armies in multiple spaces in this phase.
Armies already existing may be converted back to Population counters.

POPULATION GROWTH PHASE
Place a Population counter on each space you control not occupied by an Army 
or a Temple.
The number of markers in a hex cannot exceed the Terrain limit. 
Discard excess counters.

MIRACLE PHASE
A player may use none, some, or all of his cards.
Most cards (miracles) are played during this phase.
Some cards are used during other phases.
A card is used to ‘perform a miracle'.

BATTLE PHASE
Armies may attack units in adjacent hexes.
Population counters may not attack.
The attacker rolls 2 dice for every attacking army.
The defender rolls 2 dice for every defending army.
The defender also rolls 1 die for every 2 population counters rounding up.
Every roll of 1 on D6 indicates one enemy counter is destroyed.
Armies are destroyed before populations & populations before Temples.
This procedure is repeated until:
All attacking armies are destroyed.
The attacker decides to retreat.
all defending counters are destroyed.

MOVEMENT PHASE
Population counters & armies may move one space.
Temples cannot move.

CARD LIST		NOTES
Earthquake		Target hex: Destroy 1D6 counters
Crumble			Destroy target Temple
Tidal Wave              Coastal space: Destroy 1D6 counters
Volcanic Eruption	Mountain space: Destroy 1D6 counters
Flood			Target coastal hex and all adjacent hexes 
                        lose 1 population counter each
Alter Land              Draw a terrain counter. Replace target terrain 
                        on map with it
Create Land		Draw a terrain counter. Put counter on target 
                        water hex
Destroy Land	        Discard target empty coastal hex
Sacrifice		Discard 3 population counters to draw 2 cards
Prophet			Target hex and all adjacent hexes produce 1 
                        additional population counter
Holy War		Armies get to attack twice this turn if they 
                        survive their first attack
Chasm		        Destroy all armies in target space		
Fire			Forest space: Destroy 1D6 counters
Famine			Target hex and all adjacent hexes gain no 
                        population this turn
Plague			Target hex: Destroy all but 1D6 counters
Fertility		Double the number of population counters in target 
                        space
Monsters		Place 1D3 monster counters on any empty space. 
                        Treat them like armies except they cannot move & 
                        they cannot be turned into population counters. 
                        You control them
Blight			Put blight counter on empty hex. 
                        No counters may enter this space. 
                        Each turn roll 1D6 at the beginning of Miracle phase. 
                        On a roll of 1 the Blight disappears
Sanctuary		Counters may not attack target space this turn
Draught			Target Desert hex and all adjacent hexes lose 1 
                        population counter each
Godspeed		Move some or all of the nontemple counters in 
                        target space to another space up to Three hexes away
Pestilence		Target Swamp hex and all adjacent hexes lose 1 
                        population counter each
Ressurrection		Play at end of battle phase. Bring back to life all 
                        counters destroyed this turn in target hex
Abjuration		Negate the effects of a card played by another player
Hurricane               Target ocean hex: All adjacent hexes lose 1 
                        population counter each
Repopulate              Target hex you control gains 1D6 Population counters
NOTES 
The deck should contain two of each card.

TERRAIN COUNTERS LIST
#	TYPE			NOTES
10 	Mountains		Defense: One less counter destroyed by 
                                attacking armies per roll; Maximum 10 counters
10 	Forests		        Maximum 15 counters
20 	Plains			Maximum 20 counters
5 	Swamps		        Temples cannot be built in swamps; 
                                Maximum 10 counters
10 	Deserts		        Maximum 10 counters
5 	River Valleys		In setup one facing must be kept exposed to 
                                the water; Maximum 25 counters
NOTES
In setup put out all terrains except five to be kept in reserve.

OTHER COUNTERS LIST
Each side gets an unlimited number of population, army, and temple counters.







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