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WARBAH







INTRODUCTION
Simplistic game of fantasy conquest.
Explore, expand your territory, collect gold, find artifacts, cast spells, 
raise armies, gain experience, send out spies, crush your enemies. 

MAP, CARDS, & CHITS
There are 2 Spell decks: Realm and Battle. Each contains 1 card for each spell listed.
Use a Hex map. Indicate which hexes are land and which are water. Draw in rivers.
Set aside a set of neutral colored Garrison chits and Ship chits. 
Have sets of neutral colored terrain chits: 
Encounter, Clear, Marsh, Forest, Hills, Desert, Mountain
Village, Town, City, Castle, Mine, Tower, Capitol.
Each player starts with control marker chits of a unique color to indicate ownership of hex spaces. 
Each player starts with Hero marker chits of the same color and marked with 
an H and a unique number to indicate individual Hero units. 

SETUP
Pick one hex on the map to contain your capitol city. 
Put down the appropriate terrain chit with a control marker on it. 
Place one Hero chit in your capitol city.
The Hero starts with an army of 1D10 units of each of the 4 basic troop types.

HEROES
For each of your heroes you will need an index card with the following information:
The Heroes Identification number. Also on the chit. 
The Heroes Name. Make one up.
Magical Items the hero owns.
Is there a Wizard in the army.
Number of warriors in the army.
Number of catapults in the army.
Number of archers in the army.
Number of cavalry in the army.
Number of ships present if at sea.
Experience points the Hero has.
Skill Abilities the hero has. All heroes begin with one skill: Roll on the Ability Table.

MAIN TURN SEQUENCE
1.  Initiative Phase
2.  Realm Spell Phase
3.  Collect Gold Phase
4.  Recruit Troops Phase
5.  Espionage Phase
6.  Move & Explore Phase
7.  Disaster Magic Phase
8.  Battle Phase
9.  Recovery Phase

INITIATIVE PHASE
Each player rolls 1D10. This is the Initiative Roll.
The highest roll goes first in all of the following phases.
The second highest roll goes second in all of the following phases, and so on.
Note that segments in battle rounds are simultaneous for both sides. 

REALM PHASE
Discard none, some or all of the Realm Spell Cards you Hold
Draw Realm Spell cards until you hold a number equal to the number of Towers you control.

COLLECT GOLD PHASE
Collect gold from all of your settlements.

RECRUIT TROOPS PHASE
Each type of settlement can recruit one type of troop. (see the settlement type table)
Capitol cities can recruit warriors and heroes.
Buy troops. For each troop bought in a settlement, put a Garrison chit under the control marker.
All of the garrison units will be of the same type as that can be recruited by the settlement.
A maximum of 5 troops can be bought in one settlement in one turn.
A hero can have a maximum of 40 troops in his army, Not including himself, a 
wizard, and enough ships to carry the army.
A hero with the Command ability can have more troops.
Two heroes cannot occupy the same hex.
The capitol cannot recruit a hero if one is already occupying the capitol. 
A Tower is the home of one Wizard who may be recruited for 5 gold. 
The tower cannot produce any more wizards. 
If a wizard is 'killed' he teleports home where he can be recruited 
by the current controller of the hex.
Two wizards cannot occupy the same hex.
Wandering wizards have no tower, They teleport off of the map.
Settlements (except mines) adjacent to water hexes can also recruit ships (boats).
Place the ship tokens into adjacent water hexes.
Put control tokens on your ships and fleets (stack of ships).

ESPIONAGE PHASE
Players cannot conduct espionage against each other until their empires come into contact.
Roll 1D10 = X. This is the Espionage roll.
Hire up to X agents for X gold.
Roll 1D10 for each agent on the Espionage Table.

MOVE & EXPLORE PHASE
Except for the hexes containing the Capitol city, all land hexes start out unknown. 
Unknown territories do not contain terrain chits.
Basic Heroes have 3 Move Points (MPs).
Heroes with logistics ability have extra MPs
An MP can be used to scout (explore) an adjacent unknown land hex.
Roll on the Hex Terrain Type Table to discover the identity of the hex. 
Determine Settlement types, but not encounter types.
Place terrain chits onto the map.
MPs can be used to move into an explored land territory.
Heroes cannot move into hexes that contain: 
Another Hero or enemy garrison, or an encounter chit.
Heroes may move through a hex containing another friendly hero. 
Ships must always be in water hexes.
Heroes may spend 1 MP to board an adjacent Fleet (Stack of Ship chits). 
A ship can hold up to ten land units.
If there are not enough ships then the excess troops disband and are forever lost.
Move Heroes at sea up to four hexes.
After moving one hex at sea the hero must roll on the Sea Encounter Table.
Garrison units cannot move.
Instead of moving, friendly adjacent heroes may exchange troops or magic items.
A troop or magic item may be exchanged only once per turn.
A Hero in a friendly settlement may add garrison troops to his army.
A hero may drop off troops into a settlement, if they are of the right type.
Fleets without a hero on board may move, but may not attack.
Heroes that can move more than one land space per turn may, instead of
moving one hex, explore an adjacent hex.

DISASTER MAGIC PHASE
Wizards may cast Disaster Realm Spells.

BATTLE PHASE
A Hero may attack an adjacent enemy hero or garrison or an encounter.
A Hero may only make one attack per turn. 
Having strategy ability allows a hero to make more than one attack per turn.
A hex may be attacked more than once per turn.
Heroes may combine attacks against a single hex.
At the start of a battle, if you have a Wizard in your force, draw 4 Battle Spell cards.
See the Battle Round Sequence section.

RECOVERY PHASE
Collect treasure from encounters: Roll on the treasure table.
If you defeated an enemy Hero take all of his magical items.
A Hero may remove an enemy control marker in the hex he occupies.
The hero may put down a control marker in the hex he occupies.
Encounter hexes become Clear terrain when they are defeated.
Rebuild all walls.
Heroes earn one Experience point (XP) for every encounter they overcome, every 
enemy hero they kill and every enemy settlement they take control of.
Every two XP earns a hero one skill ability. Roll on the Ability Table.

BATTLE ROUND SEQUENCE
1. Spell Segment
2. Initiative 5+ Attacks Segment
3. Initiative 4 Attacks Segment (Catapults)
4. Initiative 3 Attacks Segment (Archers)
5. Initiative 2 Attacks Segment (Cavalry)
6. Initiative 1 Attacks Segment (Warriors)
7. Initiative 0- Attacks Segment
All attacks in the same segment are simultaneous. 
Each troop type has its own initiative rank. 
Magic and abilities may increase or decrease a troops initiative and or kill rank.
For its attack a troop rolls 1D10. 
if this is equal to the troops Kill rank, then one enemy troop unit is killed. 
The defending player decides which of his troops are killed at the end of the segment.
Some spells allow the attacker to decide which units or groups of units are targeted.
Ships can be directly attacked by other ships and sea monsters.
The round is repeated until one side is destroyed, or the attacker calls off the 
attack (at end of round). 
The Hero is the last unit to be killed in a battle.
Each rank of Wall a settlement has negates one kill per round. 
Each time a wall negates a kill, there is a 1-3 chance in 1D10 it is destroyed.
A Wizard can only cast one spell per round.
Discard unused Battle spells at the end of the battle.
Encounters that are not defeated remain. Record what type they are.

HEX TERRAIN TYPE TABLE
D10	Type		MP	Walls	Notes
1-2	Clear		1	0	Plains
3-5	Settlement	1	X	Roll on Settlement Table
6	Forest		2	1	Adjacent Villages earn +1 Gold
7	Marsh		3	1	
8	Desert		2	0	
9	Hills		2	2	
10	Mountains	3	2	Adjacent Mines earn +1 
*	River		1(3)	1(3)	Same side (cross to other side)
MP is the number of Movement points used to enter the space.
Non-settlement terrains will contain an encounter on a roll of 1-3 on D10.
Walls represent protection afforded to defenders in that terrain

SETTLEMENT TYPE TABLE
D10	TYPE	GOLD	WALLS	RECRUIT	
1-3	Village	1	1	Warrior
4-5	Town	2	2	Archer
6	City	3	3	Catapult
7-8	Castle	1	4	Cavalry
9	Mine	3	0	None
10	Tower	0	2	Wizard
*	Capitol	4	5	Hero	

TROOP TYPE TABLE
UNIT  TYPE	COST	INIT	KILL	NOTES
Warriors	1	1	5	
Archers		1	3	3	
Cavalry		1	2	4	
Catapults	1	4	2	
Hero		10	1	6	Use Magic Items
Wizard		5	--	--	Use Spell cards 
Ships		2	2	3	Carry 10 other non-ship Troops
Notes: Cost is in Gold, Init = Initiative

ENCOUNTER TABLE
D10	TYPE
1	Attacked by Barbarian Horde: 3D10 Warriors; 1 Treasure
2	Ambushed by Bandits: 1D10 Archers; 1 Treasure
3	Attacked by Humanoids: 2D10 Warriors; 1 Treasure
4	Disease: Lose 1D10 Troops
5	Ruins: Undead Guardians: 1D10 Warriors; 1 Treasure
6	Monster attacks you: Init = 1, Kill = 3; Must be killed 5 times; 1 Treasure
7	Irate Sorcerer: 1 Wizard and 1D10 Warriors attack you; 1 Treasure
8	Petty Warlord: 1 Hero and 2D10 Warriors attack you; 1 Treasure
9	Ancient Dragon attacks you: Init = 2, Kill = 4; Must be killed 9 times; 2 Treasures
10	Attacked by Nomads: 1D10 Cavalry; 1 Treasure

SEA ENCOUNTER TABLE
D10	TYPE
1	Attacked by Sea Monster: Init = 2, Kill = 2 (attacks ships); Must be killed 4 times
2	Storm: Cannot Move and 1 ship sinks on a roll of 1-5 on 1D10.
3	Good Winds: Move +1
4	Attacked by Pirates: 1 Ship and 1D10 Warriors; 1 Treasure
5	Becalmed: Move -1
6-0	No encounter

TREASURE TABLE
D10	TYPE
1-2	2D10 Gold
3-5	1D10 Gold
6	Followers: 1D10 Warriors join you.
7	Wandering Mage: 1 Wizard joins you if you have no wizard, if you do have one, get a 
        Magic Item: Draw a Realm spell card to determine its effects. Useable once per turn.
8-9	Magic Item: Roll on Ability table to determine its effects.
10	Magic Item: Draw a Battle spell card to determine its effects. Useable once per turn.
Notes: All magic items belong to heroes.

ABILITY TABLE
1D10	Ability		Effect
1	Wizardry	Wizard draws +1 Battle Spell Card
2	Command         Maximum troops in heroes army +10
3	Defense		Negate 1 Kill per Segment
4	Leadership	One random troop type gets Kill +1
5	Tactics		One random troop type gets Initiative +1
6	Logistics	Hero +1 Move Point
7	Scouting	Explore +1 Hex in Explore Phase/ Look at one adjacent Heroes Index card
8-10	Rare Ability    Roll on rare ability table

RARE ABILITY TABLE
1D10	Ability		Effect
1       Intrigue	+1 to Espionage roll
2       Resist Spells   Negate one spell per battle
3       Navigation      Move +1 Hex at sea
4       Luck            Cause one target dieroll per turn to be rerolled
5       Diplomacy       Put a control marker on 1 adjacent neutral settlement in recovery phase
6       Prowess		One random troop type gets +1 Attack per round
7       Healing         In recovery phase restore 1D10 troops lost in battle
8       Siegecraft      Destroy 1 wall in Initiative 1 segment
9       Strategy	Hero gets +1 Battle Phase
0       Wealth		+1 Gold per turn in Collect Phase

RANDOM TROOP TYPE TABLE
1D5	Type
1	Catapults
2	Archers
3	Cavalry
4	Warriors
5	Hero

ESPIONAGE TABLE
1D10	Result
1-5	Failure
6-8	Look at target Hero Index card
9-0	Success: Roll on the Agent Success Table

AGENT SUCCESS TABLE
1D10	Result
1	Kill target Hero on land: That heroes army becomes a garrison
2	Gain control of target garrison in a non-capitol settlement
3	Steal target Magic Item. Give it to any one of your heroes
4	Steal 1D10 Gold. Add it to your coffers
5	Cause 1D10 Gold worth of Property Damage
6	Delay Army: Target Hero cannot move or attack this turn
7	Kill Target Wizard
8	Cause 1D5 troop units in target army to disband. Opponents choice
9	False Orders: Move Target Hero this turn
10	Cause one of target heroes ships to sink. Opponents choice.  

ALLIES
In a multiplayer game, two or more players may form an alliance.
An alliance ends as soon as one ally attacks another, or declares the alliance over. 
Allies may combine attacks.
Allies may trade anything except spells and abilities: Heroes, gold, troops, magic items, settlements, etc. 
Allied Heroes may do passthrough movement. 

BATTLE SPELLS CARD LIST
Petrification- Kill 1 unit at Initiative 2
Web- Neutralize 2 units at Initiative 2
Hold- Neutralize 1 unit at Initiative 2
Paralyzation- Neutralize 1 unit at Initiative 3
Mesmerize- Neutralize 1D5 units at Initiative 2
Weakness- Target group are Kill -1 for the rest of the battle. Initiative 2
Fireball- Kill 2 units at Initiative 3
Lightning Bolt- Kill 1 unit at Initiative 5
Cone of Cold- Neutralize 1 unit and Kill 1 unit at Initiative 2
Blessing- Reroll all of your missed attacks once this round of battle. Cast in Spell Segment. 
Bloodlust- All of your warriors get kill +1 this round of battle. Cast in Spell Segment.
Charm- Take control of 2 of opponents troops at Initiative 1
Command- Take control of 1 of opponents troops at Initiative 2
Poison Gas Cloud- Kill 1D5 units at Initiative 2
Smite- Your Hero gets an extra attack for 3 rounds of Battle. Cast in Spell Segment.
Haste- All of your troops get Initiative +1. Cast in Spell Segment.
Invisibility- One group of troops gets Kill +1 and Initiative +1. Cast in Spell Segment.
Charge- All of your cavalry get kill +1 this round of battle. Cast in Spell Segment.
Flaming Arrows- All of your archers get kill +1 this round of battle. Cast in Spell Segment.
Stone to Mud- Destroy 1D5 ranks of opposing walls. Cast in Spell Segment.
Shield- Negate 4 kills by archers or catapults this round. Cast in Spell Segment.
Forget- Opposing Wizard discards 2 cards. Cast in Spell Segment.
Spellbind- Opposing Wizard cannot cast spells the next 2 rounds of Battle. Cast in Spell Segment.
Polymorph- Neutralize 4 units at Initiative 2
Armor- Negate 3 kills this round. Cast in Spell Segment.
Dispell- Negate the effects of one spell just cast.
Raise Dead- Create 1D5 Warriors. Cast in Spell Segment.
Swarm- Neutralize 3 units at Initiative 3
Illusions- Negate all attacks by one enemy group this round. Cast in Spell Segment.
Summon Dragon- Init = 2, Kill = 4; Must be killed 5 times; Flies away at end of battle. Cast in Spell Segment.
Summon Monster- Init = 1, Kill = 3; Must be killed 3 times; Goes away at end of battle. Cast in Spell Segment.
Summon Fairies- Neutralize 2 units at Initiative 1
Sleep- Neutralize 1D5 units at Initiative 1
Shatter- Destroy target magic item. Cast in Spell Segment.
Phantasmal Terrain- One group gets Initiative +4 this round. Cast in Spell Segment.
Slow- Target groups Initiative -2 for rest of battle. Cast in Spell Segment.
Ice Wall- Defender only. Gain 3 Walls. Cast in Spell Segment.
Force Field- No attacks by archers or catapults this round. Cast in Spell Segment.
Precision- All attacks by your archers hit this round. Cast in Spell Segment.
Wall of Fire- Cavalry, Heroes, and warriors may not attack this round. Cast in Spell Segment.
Fog- All Archers & catapults are Kill -1 this battle. Cast in Spell Segment.
Blind- Neutralize 3 units at Initiative 3
NOTES: Neutralized troops cannot attack for the rest of the battle.
Take permanent ownership of controlled troops. 
A "group of troops" would consist of all troops of a certain
type: All warriors, or all catapults for example.
Kill +1 increases Kill rank by 1. Warriors with kill +1 would kill on 
a roll of 1-6 instead of 1-5.

REALM SPELLS CARD LIST
Gust of Wind- Ships Move +2 hexes. Cast in Move Phase.
Teleport- Move wizard to another hero without a wizard. Cast in Move Phase.
Dimension Door- Move Hero to any territory you control. Cast in Move Phase.
Fly- Hero gets Move Points +5. Cast in Move Phase.
Blizzard- Target adjacent army cannot move or attack. Cast in beginning of Move Phase
Firestorm- Target adjacent settlement razed. Disaster Magic.
Animate Dead- Gain 1D10 Warriors. Cast in Explore Phase
Stone Rain- Target adjacent settlement razed. Disaster Magic.
Earthquake- Target adjacent settlement razed. Disaster Magic.
Flood- Target adjacent settlement decimated. Disaster Magic.
Death Spell- Target adjacent army loses 2D10 troops. Disaster Magic.
Pestilence- Target adjacent settlement decimated. Disaster Magic.
Plague- Target adjacent settlement decimated. Disaster Magic.
Research- Roll 1D5 +5 once on treasure table. Cast in Collect Phase.
Summon Avatar- Gain 1 Hero. Cast in Recruit Phase.
Banish- Destroy adjacent Encounter. Disaster Magic. Treasure destroyd too. 
Whirlpool- Destroy one adjacent ship. Disaster Magic.
Prosperity- Gain 1D10 Gold. Cast in Collect Phase.
Sanctuary- Target hex cannot be attacked this turn. Cast in Explore Phase.
Stone Walls- Wizards hex gets Walls +3 for the rest of the turn. Disaster Magic.
Curse- Opponent make 1D10 less gold this turn. Cast in Collect Phase.
Heal- Recover 1D10 troops killed in Battle this turn. Cast in Recovery Phase.
Cure Wounds- Recover 1D10 troops killed in Battle this turn. Cast in Recovery Phase.
Fortell- Negate espionage result. Cast in espionage phase.
View- Explore any 4 adjacent hexes anywhere on the map. Cast in Explore Phase.
Scry- Look at all Hero index cards and Realm Spell cards and next 5 spells in both decks. Cast in Explore Phase.
NOTES: A settlement that is razed or decimated produces no income next turn.
An army or garrison hit by a razing or decimating disaster will lose 1D10 troop units.
A razed settlement has its walls destroyed. 
A wizard can only cast one realm spell per turn. 

TERRAIN VARIANTS
These are variations of standard terrain that allow recruitment of Special units.

FOREST VARIANT TYPES
1D10	TERRAIN	
1	Recruit Elves			
2	Lumbermill- Gold +1
3	Recruit Woodsmen
4	Recruit Fey							
5-10	None

MARSH VARIANT TYPES
1D10	TERRAIN	
1	Recruit Undead
2-10	None

DESERT VARIANT TYPES
1D10	TERRAIN	
1	Recruit Bandits
2	Recruit Djinn
3-4	Temple: Draw 1 extra Realm spell card per turn
5-10	None

HILL VARIANT TYPES
1D10	TERRAIN	
1	Recruit Gnomes
2	Recruit Kobolds
3	Recruit Orcs
4-10	None

MOUNTAIN VARIANT TYPES
1D10	TERRAIN	
1	Recruit Dwarves
2	Recruit Goblins
3	Gold Mine- Gold +2
4-10	None

CASTLE VARIANT TYPES
1D10	TERRAIN	
1-3	Recruit Knights
4-10	Recruit Cavalry

CLEAR VARIANT TYPES
1D10	TERRAIN	
1	Recruit Hobgoblins
2	Capture Merchant caravan (once only- gain 1D10 gold)
3-10	None

SPECIAL UNIT TYPES
UNIT  TYPE	COST	INIT	KILL	LOCATION	NOTES
Woodsmen	1	2	3	Forests		Hero gets Scout ability		
Elves		2	3	4	Forests		Hero gets Wizardry ability	
Fey		1	1	2	Forests		Hero gets Wizardry and Scout ability
Goblins		1	2	2	Mountains	Hero gets Tactics ability
Dwarves		1	1	4	Mountains	Hero gets Defense ability	
Orcs		1	1	4	Hills		Hero gets Logistics ability
Kobolds			1	2	Hills
Gnomes		1	1	3	Hills 		Hero gets Siegecraft ability
Djinn		3	2	8	Desert		Hero gets Wizardry ability
Bandits		1	2	3	Deserts		Hero gets Intrigue ability	
Knights		2	2	6	Castles		Hero gets Defense ability
Undead		2	1	4	Marsh		Regenerate 1D10 undead in Recovery Phase
Hobgoblins	2	2	5	Clear		Hero gets Strategy ability
NOTES: Some troop types cause the hero to gain an ability if there is one or more of that troop type present. 
A Hero can have up to 5 different types of troops in his army.
Heroes with the command ability can have one extra type per level of command ability.


GAME DESIGNERS NOTES
Warbah? I just liked the sound of it. 
Instead of rolling 1 attack die for every unit in a group, use this equation:
((1D10)/5)(# of Troops)(Kill Rank/10) = # of enemy troops killed
Round to the nearest whole number.






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