Elric Clarifications and House Rules (c) A Merritt 1992
------------------------------------
 
1) Movement from and to ports/sea
 
Boarding from a port to a fleet in a port:      1MP
Boarding from land to a fleet at sea:           4MP
Leaving a port to surrounding sea area:         0MP
 
Disembarking from a fleet at a port:            0MP
Disembarking from a fleet at sea:               4MP
Entering a port from surrounding sea area:      1MP
 
 
2) Mustering Personalities / Nations
 
When mustering a personality that personality arrives with a full quota of
spells.
 
When mustering a nation, prsonalities arrive with their full quota of spells.
 
 
3) Imrryr
 
Imrryr has a defense strength of 25 (used only when Melniboneans are active
but neutral).
 
 
4) Setup
 
All magicians on the board start by drawing their quota of spells.  Play
Immediately spells are replaced and redrawn.
 
Note that a stack / province may contain only one type of spell (for each
player's faction) wrt Law and Chaos.  This must be upheld initially, and when
mustering as well as throughout the game.  However, spells held by
non-magicians for muster-only purposes are exempt to this rule, as is Elric.
 
 
5) Army / Fleet Eaters
 
Both may be used in a port if the spell description sounds reasonable.
 
 
6) Random Mustering (optional house rule for some scenarios)
 
Each attempt to muster does not necessarily succeed.  The chance to succeed
depends on the alignment of the personality mustering and the nation or
personality being mustered as follows:
 
Roll a d6 and successfully muster on:
Same alignment: 2-6
1 different:    4-6
Opposite:       6
 
 
7) End of the World
 
When the world ends, to win with Mournblade, Mournblade needs to have been
mustered, whereas to win with the Runestaff, the spell card merely needs to
be owned.
 
 
8) Increased Spell Power (house rule)
 
To encourage the use of spell cards as combat spells, rather than always
using them as muster cards, the combat strength of spell cards is TWICE that
on the card, although the effect on the cosmic balance remains the strength
on the card.
 
9) Spell Casting
 
Spells can be cast:
 *  In the spell phase when a combat is about to happen
 *  Before a heroic escape roll is made
 *  Before attacking a random encounter 
 *  Movement spells may be cast during the movement phase
 
 
10) Random Encounters
 
When random encounters are drawn, all aligned spells affect the Cosmic
Balance, whether or not they attack.  This reduces the overwhelming
probability of Random Encounters swinging the balance towards Chaos.
 
Note that if rule 8 is used, then the attack strength of random encounters is
doubled too - this makes things much more dangerous, and makes armies of some
use too).

From: amerritt@armltd.uucp (Andrew Merritt)
Date:  7-JAN-1994  08:00:01
Description: Old Elric Board Game (Scenarios)

 
Elric Scenarios (all 2 player)
===============
 
Scenario 13.2 Modifications (see also rulebook)
---------------------------
 
Leave unchanged, except, that Pan Tang / Dharijor player gets Shazzar instead
of Dharijor, and gets Elric (with no spells), in either capital.
 
This gives:
 
Melnibone: Attack Strength:29, Fleets:1, Spells:7, Personalities:7
           (5 armies can water walk)
 
Pan Tang / Shazzar:  Attack Strength:37, Fleets:3, Spells:12, Personalites:6
           (includes Elric)
 
The Melnibonean player wants to get Elric from the other side, as Pan Tang
can only enter Imrryr if they have Elric to show them into Imrryr.
 
Do not use optional rule 8 for this scenario.
 
 
Scenario 13.3 Modifications (see also rulebook)
---------------------------
 
Leave unchanged, but:
 
(A) gets
 
  Shazzar, Jharkor, Tarkesh, White Mage, Lamsar (these two
  personalities start in capitals).
 
  Attack Strength:46, Fleets:5, Spells:8, Personalities:8
 
(B) gets
 
  Pan Tang, Dharijor
 
  Attack Strength:50, Fleets:4, Spells:9, Personalities:8
 
Extra Rules:
  Elric will not randomly appear in the NW continent or Pan Tang in turn 1.
 
  Melnibone cannot be mustered as it has fallen, and thus Imryyr has no
  defense strength, but is walled (ie. 5 defense)
 
At the End
  For all non wilderness areas in NW continent and Pan Tang get "defense
  points" as Victory Points, 3 VP's if no "defense points" are marked.
 
Do not use optional rule 8 for this scenario.
 
 
Law vs Chaos - 2 player scenario (my favourite homebrew one)
--------------------------------
 
Law gets:
 
  Isle of Purple Towns (L); White Mage 1ST 2SP (N);
  Jhary a Conel 3ST 2SP (N); Steppes Shaman 2ST 1SP (N);
  Runestaff Spell (5 Law)
 
  Land Str:19, Sea Str:23, Fleets:2, Spells:7, Personalities:6
 
Chaos gets:
 
  Pan Tang (C); Mourneblade Artifact (makes 1 personality 6 STR, but subject
  to Elric nightmares); Zas 3ST
 
  Land Str:18, Sea Str:23, Fleets:2, Spells:7, Personalities:5
 
Note that there are more Chaos spells around, but Mourneblade is a bit of a
liability, as well as neing very powerful, so these tend to even things up.
 
The objective is to win by (in the order listed):
 
1) Make the world end in your favour (tip the balance and don't let the enemy
   sacrifice 12 points of their magic), while holding Mournblade / Runestaff
   (depending on which way the balance was tipped).
 
2) If the world ends and noone holds Runestaff if tipped towards Law, or
   Mournblade if tipped towards Chaos, then the player with the most spell
   points of the tipped alignments wins.  If this is equal the count occupied
   enemy capitals (not neutral capitals).
 
3) If the game ends without the world ending the Law player counts Law spell
   points, Chaos player counts Chaos spell points, and the face value of the
   Cosmic Balance is added as a bonus to the appropriate player.  Highest
   score wins.  If equal then count enemy (not neutral) capitals occupied.
 
Setup:  Elric starts in one of R'lin K'ren A'a, Sorceror's Isle, Mordaga's
Castle or Ashaneloon.  He is placed face down randomly, with spells in the
other locations.  Spells are placed in all the other locations as normal. 
Elric is discovered as if he were a spell.
 
Note that Elric doesn't have nightmares / random appearances before he has
been discovered (but Mourneblade still does :-)
 
Optional rule 8) should be used with this scenario.
 
 
 
I have another scenario but I haven't typed it in yet.  I will if anyone
expresses an interest.
 

From: amerritt@armltd.uucp (Andrew Merritt)
Date:  7-JAN-1994  08:00:42
Description: Old Elric Board Game (Summary Sheet)

 
Hoards
------
Kelmain Host    N  Black on Grey        Land:  8; Sea:   3;     Army 5;  Umbra 3ST;
                                        Spell: 0; Fleet: 0;     Muster in Southern Wilderness.
                                                                Must serach and find Kaneloon first.
People of Pio   N  Green on Black       Land:  8; Sea:   3;     Army 5;  Pio Chief 3ST;
                                        Spell: 0; Fleet: 0;
Olab            N  Red on Grey          Land: 10; Sea:   5;     Army 5;  Olab King 5ST;
                                        Spell: 0; Fleet: 0;     Must be mustered in R'lin K'ren A'a
Flamebringers   N  Pink on Black        Land: 11; Sea:   6;     Army 5;  Terarn Gashtek 5ST; Drinij Bar 1ST 2SP;  
                                        Spell: 2; Fleet: 0;     Muster in Weeping Wastes.
                                                                Must search and find Mordaga's Castle first.
                                        
Nations
-------
Argimiliar      C  Red on Black         Land: 21; Sea:  17;     Army 11; Prince 3ST; King Hozel 4ST; Admiral 2ST;
                                        Spell: 2; Fleet: 2;     Necromancer 1ST 2SP; Fleet 3ST 5MV 2CA; Fleet 4ST 6MV 1CA
Bakshaan        L  White on Brown       Land: 13; Sea:  14;     Army 5;  Nicorn 4ST; Pilarmo 2ST;
                                        Spell: 2; Fleet: 2;     Admiral 1ST 2SP; Fleet 3ST 5MV 2CA; Fleet 3ST 5MV 2CA
Dharijor        C  Brown on Yellow      Land: 20; Sea:  16;     Army 10; Karnaal 3ST; Admiral 2ST; Sarosto 4ST; 
                                        Spell: 2; Flee t: 2;     Sorceror 1ST 2SP; Fleet 2ST 4MV 3CA; Fleet 4ST 6MV 1CA
Dhoz-Kam        C  White On Red         Land:  3;  Sea:  1;     Army 2;  Boss 1ST
                                        Spell: 0; Fleet: 0;
Eshmir          C  White on Orange      Land:  8; Sea:   4;     Army 4;  King 3ST; Warlock 1ST 2SP
                                        Spell: 2; Fleet: 0;
Filkhar         L  Blue on White        Land:  7; Sea:   5;     Army 4;  Jiku 3ST; Fleet 2ST 4MV 3CA
                                        Spell: 0; Fleet: 1;
Ilmiora         L  Black on Brown       Land: 17; Sea:  13;     Army 10; Sharilla (6)ST; Admiral 3ST; Fadan 3ST;
                                        Spell: 2; Fleet: 2;     Alchemist 1ST 2SP; Fleet 4ST 6MV 1CA; Fleet 2ST 4MV 3CA
Isle O.P Towns  L  White on Purple      Land: 13; Sea:  17;     Army 4;  Kargan 4ST; Smiorgan 4ST; Priest 1ST 2SP; 
                                        Spell: 2; Fleet: 2;     Fleet 4ST 6MV 2CA; Fleet 4ST 6MV 2CA
Jharkor         C  Black on Orange      Land: 19; Sea:  15;     Army 8;  Dharmit 3ST; Yishana 5ST; Admiral 2ST;
                                        Spell: 2; Fleet: 2;     Wizard 1ST 2SP; Fleet 2ST 6MV 1CA; Fleet 2ST 6MV 1CA
Lormyr          L  Black on Green       Land: 17; Sea:  11;     Army 10; Zarozinia (6)ST; Voashoon 3ST; Admiral 3ST;
                                        Spell: 2; Fleet: 2;     Mage 1ST 2SP; Fleet 2ST 6MV 1CA; Fleet 2ST 4MV 3CA
Melnibone       C  Red on White         Land: 29; Sea:  30;     Army 5;  Silent Guard 4ST; Cymoril (7)ST 1SP;
                                        Spell: 7; Fleet: 1;     Dyvim Slorm 2ST 1SP; Yrkoon 5ST 2!SP; Dyvim Tvar 3ST 1SP
                                                                Saxif D'aan 2ST 1SP; Magnum Colim 2ST 1SP; 
                                                                Battle Barge 6ST 7MV 3CA; [Elric 6ST 3!SP]
Nadsokor        C  Black on Purple      Land:  6; Sea:   2;     Army 4;  Urish 2ST
                                        Spell: 0; Fleet: 0;
Org             C  Red on Olive         Land:  6; Sea:   2;     Army 4;  Gutheran 2ST
                                        Spell: 0; Fleet: 0;
Pan Tang        C  Black on White       Land: 15; Sea:  20;     Army 4;  Jagreen Lern 4ST 2SP; Sealord 3ST 1SP; 
                                        Spell: 7; Fleet: 2;     General 3ST 1SP; Theleb K'aarna 1ST 3!SP;
                                                                Fleet 5ST 6MV 2CA; Fleet 4ST 5MV 3CA
Pikaryd         C  Black on Blue        Land:  7; Sea:   7;     Army 4;  Yaris 3ST; Fleet 4ST 6MV 2CA
                                        Spell: 0; Fleet: 1;
Shazaar         L  White on Blue        Land:  5; Sea:   6;     Army 4;  Ohada 1ST 2SP; Fleet 2ST 6MV 3CA
                                        Spell: 2; Fleet: 1;
Tarkesh         L  Green on White       Land:  8; Sea:   9;     Army 5;  Hilran 3ST; 
                                        Spell: 0; Fleet: 2;     Fleet 3ST 6MV 3CA; Fleet 3ST 6MV 3CA
Vilmir          L  Black on Olive       Land: 19; Sea:  16;     Army 9;  Sealord 2ST; Naclon 3ST; Avan Astram 4ST;
                                        Spell: 2; Fleet: 1;     Mage 1ST 2SP; Fleet 4ST 6MV 2ST; Fleet 2ST 4MV 3CA
 
Independents    N  White on Black
------------
(inc. Artifacts and Fleet).  All are N unless specified otherwise.
 
Fighters:       Brut 3ST;       Moonglum 4ST;   Zas 3ST;        Rackhir 4ST;
 
Mages:          White Mage 1ST 2SP;     Jhary-a-Conel 3ST 2SP;          Pyaray 6ST 2SP (C);     Lamsar 1ST 2SP;
                Myshella 1ST 2SP;       Steppes Shaman 2ST 1SP;         Sorana ;          
 
Fleets:         Chaos Ship 5ST 5MV 2CA (C);                     Free Fleet 3ST 5MV 2CA
 
Flying Units:   Mhyrrhyn 3ST            Clackers 3ST
 
Artifacts:      Mournblade 5ST (C);     Chaos Shield (L);
 
Note: There are special rules for: Moonglum, Pyaray & Chaos Ship, Mournblade, Chaos Shield, Runestaff