Spotlight on Games
Quick Rules Summary for the Avalon Hill board game
- Replacement Phase:
- Replace 1 army or 1 fleet.
- Must return in capital.
- Armies and personalities have 4 MP.
- Armies must be stacked with leader to move.
- If no leader, may move 1, but not outside country.
- Units may be dropped off (ending movement unless leader).
- Magicians may move at sea at 2 MP per area.
- Land units must subtract MP already moved when at sea.
- Costs 1 MP to board at port, 4 MP at any other coast.
- Each fleet requires a personality to move.
- Without a personality, fleet moves home.
- Flying: Myrrhyn, Clackars - move 4, end on land or on fleet.
- Magic Flight: lasts floor of 3 turns or 2 flights; to to any province.
- Boiling Sea: must make heroic escape rolls (also Serpent's Teeth)
- Mountains impassable
- Flying units are subject to both Boiling Sea and Mountains.
- Straits of Chaos, Wilderness: Undergo Random Attack
- Until Imrryr falls, only Elric personalities can invade, then Melniboneans
- Draw spell for Random Attack - Chaos always attacks. Law Attacks if group holds
Chaos spells. Neutral, Special, Other have no effect. Eaters eat
everything (heroes may make escape rolls). "Play Immed." take effect.
- One per turn per province.
- 5-6 needed first time, 4-6 thereafter.
- Spells are transferable.
- Only 3 spells/player/battle and caster may not use own Strength (ST).
- 1 magician/spell
- Non-magicians may hold 1 spell each for mustering purposes.
- ST in parens affects Balance only.
- If "!", may draw a new spell, but must then use it.
- If spell drawn has conflicting alignment (compare to spells held), it attacks
(adds to opponent). Elric may draw with impunity.
- Spells held by non-magicians do not matter for conflicting alignment purposes.
- Magicians may not begin with "Play Immed." spells.
- Magicians may only hold spells of 1 alignment.
- All magicians of a stack must be of 1 alignment. When discarding spell(s) for
alignment reasons, no replacements are drawn.
- Casting spells affects alignment.
- The Balance number augments the value of combat spells.
- Combat mandatory except in wilderness (leader required to attack)
- Can withhold on either side.
- Total ST on each side, apply eaters, apply other spells, each side rolls
a die and adds to total, subtract.
- Loser must retreat to 1 province not a mountain, sea or enemy-controlled.
- Retreat to wilderness causes a random attack.
- Personalities may try Heroic Escape, roll <= ST. Personalities with ST
in parenthesis may not try Heroic Escape. Instead they escape if the strongest
not parenthesized ST personality (not counting Elric) does not die.
- Magicians may roll <= spells that they now cast.
- Re-appear in nearest undisputed or friendly province.
- Conquered cities must be garrisoned (may create replacements).
Ungarrisoned cities revert to previous owner.
- Overrun: leave at least 2x enemy force, rest may move on.
- Need not retreat out of walled city.
- In Ports, fleets may be added to armies.
- Must initiate combat when you enter enemy-occupied province.
- When attacking a neutral city or capital, the city musters to defend itself
with the defense value printed on the board.
- Capitals: 5 extra ST, control country, conquest of it allows muster and spell.
- If neutral country, only gives the spell.
- Only countries with a capital show by a star are capture-able.
- Walled cities have 3 extra ST.
- When attacking city, half rounded up of the defenders are lost if city total not exceeded.
- Besieging armies always cause the defender to lose one half of his forces (rounded up)
unless losses equal or exceed defending force + walls in which case the city falls.
- Leaders may not perform Heroic Escape and retreat into a walled city. If the escape is
successful, the leader is moved to another province.
- For victory purposes, count all captured enemy capitals, not just the original
- If a player is besieging Imrryr and loses Elric, he is allowed to continue until it
falls or he is forced to retreat.
- Only one muster per turn per player.
- Must have personality in nation to be mustered and personality must hold the muster chit.
- May muster another player's country if in control of capital and hold the muster chit.
- Mustered personalities appear where caster is.
- Artifacts must be owned by the mustering personality. If the owner dies,
the artifact is removed from the board.
- Independent hordes must be mustered in specific locations:
- Hordes may not be mustered away.
- If Theleb K'aarna has been mustered separately, will switch to Pan Tang when
it is mustered.
- Battle Barge only by Melniboean adjacent to Melnibone, appears with Colim.
- May not muster things already on the board (so if mustering another's country
one only receives the dead units?).
- When player musters nation he already controls, each city regains an army and each
port a fleet plus the lowest available leader in the capital.
- Units that lose all personalities go neutral, units are removed except for besieged cities.
- All have ability to move at sea like magicians.
- Never attack own kind except Elric (never attack Imrryr either).
- Elric makes random appearance at start of turn
when (1) off board or (2) not stacked with
another personality. Also whenever Stormbringer
- Elric placed via drawing a spell -- goes to capital or main city of country
msutered, player may choose which muster.
- First personality with highest combat value to stack with Elric controls him.
- Elric placed on top of stack, controller just beneath.
- Elric may be stolen by a better leader.
- Elric may hold any spells, will trade if given a Melnibonean spell, but gives lowest.
- Whenever Elric's strength is used in battle, roll 1 die. On 5-6 he has a Nightmare.
- Nightmares: affect Stormbringer and Mournblade, kills Elric's controller and
Mournblade owner, move Balance 1 toward Chaos.
- If Moonglum adjacent to Elric, joins him and remains with him forever -- may not
- Dragon Spell: only usable by Dyvim Tvar, Dyvim Slorm or Elric.
- Balance augments spells of matching alignment.
- Use of Stormbringer or Mournblade shifts Balance toward Chaos by 1.
- If Balance goes all the way to the end of either Law or Chaos:
- Spells of that alignment stay on board (or are maintained).
- Spells on board attack except Law spells won't attack Law magic when
Law is dominant.
- If to Law, no more random attacks.
- Game will end in 3 turns.
- Balance can be restored in two ways:
- Players sacrifice 12 points of spells of opposite alignment plus
value of spells on board, or
- Use Horn of Fate.
Tue Jun 20 16:54:22 PDT 2000