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