(1.0) INTRODUCTION This game is based upon a series Of short stories and novels created by Michael Moorcock It is not necessary for players to be familiar with the books to enjoy the game, although we are sure that Elric fans will find delight with their familiarity .This game is a complete entitY unto itself and new players may even find themselves at an advantage with their lack of bias towards the characters presented here. This game does not pretend to be a summary or a synthesis of the Elric saga, although both processes are certainly integral to its development. Rather. it is a synthesis of Elric's world and of game playability to bring the players the inner vitality and feeling for the mythos. We have attempted to capture some of the feeling from the stories and present it in a playable form to share the magic of Elric. This has occasionally resulted in compromise or gloss. Some small changes are in. evitable in creating a playable, balanced game. Hard-core fanatics may wish to provide your own variants. Some possible variants ere listed among the scenarios at the end of th88 rules. Persons wishing to read the current Elric saga are directed to DAW BOOKS at 1301 Avenue of the Americas, New York, New York. 10019. They have reprinted the entire series in its chronological order, updated and re-edited. Their titles: Elric of Melnibone The Sailor on the Seas of Fate The Weird of the White Wolf The Vanishing Tower The Bane of the Black Sword Stormbringer Other stories written by Mihael Moorcock which continue the theme of the Eternal Champion are: The Eternal Champion The Swords Trilogy The Corum Trilogy The Silver Warrior The Jewel in the Skull The Mad God's Amulet The Sword of the Dawn The Runestaff Count Brass Champion of, Gararhorm Quest for Tanelorn (2.0) THE WORLD OF ELRIC For 10,000 years the mighty Melnibonean Empire ruled the world. It was an inhuman race,. originally peaceful In their ancestra1 homeland of R'lin K'ren A'a. When the gods needed their city as a neutral meeting ground to create a lull in their cosmic strife, the ancient peoples were blessed with great powers and sent into the world. They found their way to the isle of Melnibone, mastered the dragons which lived there and began the building of their empire. Through sorcerous research and experimentation, the earliest emperors established mystical bonds and pacts with the gods and spirits of the planes. Armed with such knowledge and power they gained easy conquest of the known world. Thus secure, they settled into their long rulership; entertaining themselves with all known and several unknown experiences until their centuries filled with jaded dreams. Then the gods moved again, setting cosmic forces into motion. The Young Kingdoms arose, casting off the Melnibonean yoke. Once free, they squabbled about their petty human pursuits. The Melniboneans continued to decline. their dragons slept longer after each battle. and the race drifted into a deeper slumber, like that of the black lotus eaters. Then the Cosmic Balance grew more unstable as the struggle between Law and Chaos became more than philosophical discussion. Nations rose and fell, and ancient monsters and deities again stalked the world. This time of legend and dangerr demanded a new breed of person to confront the grave dangers. Thus began the age of heroes. There were many heroes in those days, but formost among them was Elric. Kinslayer, Red-handed Reaver , the White Wolf were among his names. His saga is powerful and bitter, the story of a man whose life was a curse and whose blessing was evil. EIric was the last of the Melnibonean emperors. As if to personify the decadence of the race, this emperor was born a weak, sickly albino able to remain alive only through the constant use of powerful magics and drugs produced by Melnibonean sorceries. Yet he was stirred to immense curiosity and intellectual vitality amid the slumbering race. This isolated him. He was known as a brooding and alien king by his own people. EIric sought and suffered from mighty magics. Through his knowledge and fate he came to find the mystical sword called Stormbringer. This ancient blade was a tool of the gods, for instead of merely taking the life of a person, it drew the very essence of their sours into its wicked being. Yet this power was useless without one to wield the weapon, and in return for Elric's hand upon the hilt the sword was bound to share its unholy energy with the emperor. Elric, needfu1 of such vitality; accepted the pact. Sword and man became slave to the other. None could tell the master. It was Elric's destiny to be tossed about by Fate and the gods, bandied like a toy, forced Into the most dangerous and foolhardy positions, suffering forever the doom of his sword. Thus he went forth into the Young Kingdoms. [3.0] THE EQUIPMENT This game includes the following equipment: folded color map of the Young Kingdoms, eight numbered counter sheets. one 16-page rulesbook, one six-sided die, and a response card. If any of these items is missing, please write to us for a replacement: CHAOSIUM INC, Box 6302, Albany CA 94706 [3.1] The Board (see picture at the end of page) The playing board is a representation of the world of Elric (commonly referred to as the Young Kingdoms) and is divided into land provinces and seas. The land areas consist of four major continents and several islands. The northern continent includes the civilized nations of Ilmiora Vilmir Eshmir Nad sokor, and the city state of Bakshaan. The wilderness areas include the Weeping Waste, Sighing Desert, Org, and the Forest of Troos. Magic spell placement symbols (*) lie in Tanelorn, Mordaga's Castle, and the Forest of Troos. The nations of Pikarayd, Argimiliar, Filkhar, and Lormyr lie on the southern continent along with the wilderness areas of Oin and Yu, the areas about Kaneloon., and the wastes of Dorel. Magic spell symbols lie in Dhoz-Kam, Kaneloon, and Dorel. In the west are the civilized nations of Shazaar, Jharkor, Dharijor, and Tarkesh. The Silent Lands, Marshes of Mist, Myrrhyn, Xanyaw, and Nihrain are wilderness; the latter two and The Silent Lands contain magic spell symbols. Civilized islands include Melnibone, Pan Tang, and the Isle of Purple Towns. Wilderness islands include Ashaneloon, Sorcerers Isle ,and the island of the Unholy Fortress. R'lin K'ren A'a is considered to be a continent and is often referred to as the Jungle Lands. It is counted as a wilderness area. R'lin K'ren A 'a, Sorcerers Isle, Ashaneloon, and the Unholy Fortress all contain magic spell placement symbols as well. The broad oceans are subdivided into smaller areas called seas. These are all treated identically except for the Straits of Chaos the,. Serpents Teeth, and the Bolling Sea. Restrictions for these areas are discussed in section [7.5] Special Terrain. The three small, unmarked islands sitting just off the Melnibonean coast have no effect upon game mechanics and may not be used in the game. The same goes for the illustrations of the dragon lounging in the Dragon Sea, the octopus prowling the Straits of Chaos, and the big fish headed for the Straits of Vilmir. Along the right-hand mapboard edge are the Turn Track and the Cosmic Balance, both explained later in the rules. |
[3.2] The Pieces (see
all the détails at the end of page) All of the pieces used in playing ELRIC are contained in the eight counter-sheets included with the game, except for the die. Before you punch the counters all out, take a few moments to read this section white looking at the various counter sheets. Notice that they are also printed on the back with either the name of the country or the counter type. There are four main types of counters used in playing ELRIC plus several markers. |
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Armies represent outfitted, organized and trained men ready for battle. An army counter has the silhouette of a soldier in one of three colors. The color of the figure indicates which continent the piece originates in. Counters with RED figures begin the game on the Western continent or Pan Tang, figures with WHITE figures begin on the Southern continent or Melnibone, and counters with BLACK figures begin on the Northern continent or the Isle of Purple Towns. The background color of the counter then defines the particular nation. Each army has a Combat Value, or a fighting strength of 1. All combat values are printed on the counter's upper-left corner. When a nation is mustered [section 11.0] it begins with the entire number of armies allocated to it. | |||||||
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Fleets represent organized and outfitted ships ready for combat or transport. The figure colors for the fleet counters follow the same pattern as the army counters. In the upper-left corner is the Combat Value of the fleet while at sea. In the lower left is listed the fleet's Movement Value, or the number of seas that the fleet may move in a single game turn. I n the lower right is the fleet's Carrying Capacity, or the number of armies that the fleet may transport. Any number of personalities may be carried by a single fleet. | |||||||
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Personalities represent powerful individuals, the heroes and leaders of ELRIC. The personalities also follow the color format described in the army counter's section, Each personality has a combat value listed in the upper left. If the combat value is parenthesized the personality may not fight in combat and is used only for influence with Elric. Personalities with a value in the upper right are magicians. Personalities with no number are non-magicians. This Spell Capacity indicates the number of spells that the magician can carry and use. | |||||||
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Magic spells represent the spells used by magicians. on the counter are listed the spell name and, or description. The combat value of the spell is listed in the upper left and its alignment is listed in the upper-right. Along the bottom of the spell are listed the possible musters available through use of the card during the Muster Phase. | |||||||
Law / Chaos Marker Turn Marker Stack Marker | ||||||||||||||||||||||
recto verso 8 of each type |
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The Law/chaos Marker is used to keep track of the status of the cosmic Balance and is placed on the Turn Track when the Balance is tipped (i.e. when the marker is moved-through the use of magic, off of the Cosmic Balance) .The Turn. Marker is used to keep track of the number of turns left in the game. Additionally, there are 24 other pieces, the Stack Markers, in four groups of six. These can be used by the players to identify their stacks of pieces to prevent any confusion. [3.3] Charts and Tables There are four sets of Charts and Tables, to aid the players in their playing Elric. Along the right-hand mapboard edge are the Cosmic Balance and the Turn Track. The Cosmic Balance has two arms, each ending in a scale bowl, and is divided into 12 sections (including the bowl). Each section has a number from 1-6. These values are added to magic of the dominant alignment when a spell is played. If no alignment is dominant., then no value is added to magic. More is explained about use of the Balance in section [13.0] The Cosmic Balance. The Turn Track is divided into ten sections numbered 1-10. Once the tenth turn is completed the game is over and the winner is declared. [4.0] STANDARD SET-UP Each scenario in section [14.0] uses this standard set-up procedure. Any exceptions are listed in the appropriate scenario. Place the game pieces on the board in the following manner: (A) Place all of the magic spells in a clean, dry container (such as a cup or bowl) and mix them throughly. (B) Place one magic spell face-down and without looking in the Vale of Xanyaw, Nihrain, Silent Lands, Sorcerers Isle, Ashaneloon, Dhoz-Kam; Kaneloon, Dorel, Unholy Fortress, Mordaga's Castle, Tane-lorn, and the Forest of Troos on the magic spell placement symbols (*), Place the container of magic spells beside the playing board within reach of all players. (C) Place the Turn Marker on the first space of the Turn Track and the Law/Chaos marker on the neutral space of the Cosmic Balance (either side face-up) . Distribute one set of Stack Markers to each participating pIayer. (D) Except for Elric, place all of the Melnibonean counters on the island of Melnibone. (E) Each player should roll the die, the high roller going first. Each scenario lists the countries to be played. The high roller chooses his country first from among those listed. The player on his left then chooses and so on until all players have chosen a beginning country. (F) Each player then places three armies in each non-capital city, all fleets and the admiral in any seaport; and the rest of the personalities and armies in the capital. If there is only one city, the capital, all pieces begin the game there. [5.0] SEQUENCE OF PLAY & VICTORY CONDITIONS Each game-turn consists of a number of player-turns, one for each player. Each player-turn has the following steps: (A) Random Appearance [12.1.1] (B) Replacements [6.0] (C) Movement [7.0] (D) Search [8.0] (E) Magic [9.0] (F) combat [10.0] (G) Muster [11.0] (H) Random Balance Movement, (optional) [13.6] The first player takes his turn first, followed by the player on his left. It is convenient to pass the container holding the magic spelIs to the next player, signifying the end of the passer's turn. Once the turn passes to the next player, nothing in the just-completed turn may be altered. Each scenario in section [14.0] has both a specific objective and 10 turns to achieve that objective. If a player captures the Melnibone-an capital of Imrryr, he automatically wins. If no player controls lmrryr, then the player who fullfils the victory conditions described in the scenario wins. If the world ends through a tipping of the Cosmic Balance toward Law. the player with the Runestaff (or the greatest Law magic value total if no player has the Runestaff) wins. If the world ends due to a Chaos shift in the Balance; the player controlling the sword Mournblade (or the player with the greatest value in Chaos spells if no player controls Mournblade) wins. If no player controls Imrryr and the game has not ended due to the end of the world, then the player who controls the greater number of enemy capitals at the end of the game is the Winner. [6.0] REPLACEMENTS Replacements are taken by nations that have lost units. No replacements may be taken until units have been lost. This occurs during the Replacement phase of each player's player-turn. A player may replace one lost army unit in his capital each turn provided that his capital is not controlled by an enemy force. He may replace one fleet instead of an army if his capital is also a seaport. Capitals and seaports will only replace units of their own nationality. EXAMPLE: The Shazaarian armies and navy have been having a rough time in the wars with Jharkor, The Shazaarian pIayer, during the Replacement phase of his turn, may decide to build a fleet or raise an army in Aflitain. Players who hold the muster for a country which they already control may initiate a special replacement phase by playing that card during the Muster phase instead of another muster card. Each city of the mustered country will then provide replacements (ports may build fleets). The capital may, instead of replacing an army or fleet, replace the lowest valued leader (in terms of Combat Value) lost. .Replaced magicians do not begin with magic spells. Nations with all of their cities occupied, including the capital, may not make replacements of any kind. Nations which lose all of their personalities have any remaining armies removed from the board. The country reverts to neutrality and can be normally mustered. [7.0] MOVEMENT All movement, except for retreats called for by the combat Resolution Table [10.6], is voluntary. Only armies, personalities and fleets may be moved. Spells may not be moved unless there is a personality controlling them. When moving, pieces may only move into an adjacent area, unless flying [7.4] . Crossing the boundary of a province or sea costs the moving units one movement point. [7.1] Stacking An unlimited number of personalities may occupy a province or, with the aid of ships, a sea. An unlimited number of fleets may be stacked in a port or sea. An unlimited number of armies may be stacked in a province. A fleet may carry a number of armies up to its carrying capacity. Exceeding the fleet's carrying capacity will cause the fleet to sink, automatically eliminating all armies and forcing all personalities on the sinking fleet to make their heroic escapes. [7.2] Land Movement Personalities and the armies that they are leading have four movement points to use each turn. This means that they may move up to four provinces in a single turn, subject to terrain restrictions [7.5]. Notice that some provinces contain one or more cities and that others have none. Pieces resting In a province containing cities are considered to be in a city and are protected by its walls. The defensive value of city walls is not influenced by the number of cities in the province. References to particular cities also include the province in which the city sits. Armies may be moved only if they are stacked with a friendly leader or if they are stacked within their home territory. Home territory is the similarly colored area with in the boundaries of the armies' home country. When stacked with a personality an army may move up to four provinces. When in their home country an army may move one province each turn, without a personality. Armies may not move outside of their country without a personality's leadership. [7.3] Sea Movement All personalities except for magicians and flying units and all armies may move at sea only with the use of a fleet. Magicians may move through seas without using a fleet at a cost of 2 movement points per sea. Fleets allow non-magician, non-flying personalities and armies to move at sea. Armies that either voluntarily or involuntarily move into a sea without a fleet are eliminated .Personalities who do so must attempt heroic escapes. The movement rate listed on the fleet counter indicates the total number of seas the occupying armies, personaIities, and fleet may move. If the armies and personalities have moved on land before boarding a fleet, the amount already moved is subtracted from the fleet's maximum movement. If the armies and personalities wish to move on land after using only part of a fleets movement value, subtract the number of seas moved from the armies 'and personalities' maximum land movement value. EXAMPLE: Fadan and Urish are leading five armies through the country of Lormyr, desiring to board ship in Ramasaz. The land journey will cost two movement points since they are two provinces away from the city. They must then spend one movement point to board one of the armies and Urish onto the waiting Lormyrian transport while Fadan and the other four armies remain behind to guard the city. Urish and the army have used three movement points so far, and these are subtracted from the fleets's movement value of 6 leaving 3. Urish could choose to sail three provinces from Lormyr, not move at all or sail one or two provinces along the coast and debark in some other province. Personalities may attach or detach armies or fleets in any province or sea, though each army of fleet may be attached or detached only once per turn. Armies and f1eets attached to a personality are placed beneath that counter. Fleets and armies that are detached are left in the province or sea in which they were detached. Each f1eet in a moving stack must have at least one personality aboard to move. Fleets without a personality may only move toward their nearest home port by first the safest then the shortest route at their normal movement rate. During the movement phase units may never enter a sea or province occupied by an enemy unit unless initiating combat. Wilderness provinces may be entered by any number of hostile units. A stack entering wilderness with the intent of doing combat must first Search (8.0] for the units to be combated. Fleets may only enter into seas or ports. A fleet may embark armies and personalities from any adjacent province. Embarkation from a port costs an army one movement point. Armies embarking from provinces without ports must pay a four movement point cost. Fleets must pay one movement point to debark armies and personalities to any province. Personalities pay only one movement point to embark from any province. [7.4] Flying Certain spells and personalities in the game of ELRIC have the capacity to fly themselves and sometimes other personalities. [7.4.1] FLYING UNITS In ELRIC there are several races which can fly, such as the Winged Men of Myrrhyn and the Clackars. These winged units may move up to four provinces or seas. Flying units are subject to the terrain restrictions of the Boiling Sea and mountains [7.5] Special Terrain. They may move freely over other terrain and enemy units but must always end their movement on either dry land or a friendly fleet. [7.4.2] MAGICAL FLIGHT Certain magic spells allow one or more personalities to fly .When used, these cards will remain with the personality for two flights or three turns, whichever is less. When magic is used to fly, the personality may be moved to any province on the board (there is no range for magica1 flying). Fleets may not be transported through the use of magic, and armies may be magically transported through the use of the Ship of Land and Sea. [7.5] Special Terrain The following types of terrain have special notes which affect movement. [7.5.1] BOILING SEA The waters of this sea boil and froth, emitting great quantities of heat and steam which make it nearly impassable. All units, except for the Jeweled Bird, must successfully roll a heroic escape before completing movement through this sea or they are eliminated. This heroic escape must be made both entering or leaving the Boiling Sea. EXAMPLE: Jagreen Lern, leading his own 5/6/2 and a Vilmiran 4/6/1 fleet attempts to enter the Boiling Sea trying to reach fabled Ashaneloon for the possoble magic's there. Both ships are forced to attempt heroic escapes due to the heat and steam. The Pan Tangan galley rolls a 1 on the die , easily making it to the island. The unfortunate Vilmiran rolls a 5 however, and all armies aboard perish. Any personality aboard must now also make heroic escapes to avoid the same fate as the soldiers. [7.5.2] CAPITALS Capitals exist only in civilized (colored) nations, and are identified by a star designating the city's location. They are treated as any other province for purposes of movement. All capitals are walled [7.5.7] , in fact, are the best fortified cities in the Young Kingdoms with defensive values of 5.This value must be totally overcome in a single battle before the enemy units can occupy the capital. The walls of any city can not be destroyed, and always remains at full strength, regardless of combat losses. Capture of an enemy capital allows the conqueror to muster that nation [11.0]. Capture of any capital, enemy or neutral, also rewards the victor with a magic spell drawn randomly from the magic spell container. EXAMPLE: The player controlling the country of Limiora is attacking the city of Jadmar (the Vilmiran capital) with a combat value of 17. The Vilmir player has one personality and two armies defending for a combat total of 6, plus the capital's wall value of 5: final total equals 17 attacking and 11 defending. Assume that, after die rolls, the Limioran player had a +10 advantage ([10.6] Combat Results Table). This means that all of the Vilmiran defending troops were killed in the fighting (the Vilmiran personality may attempt a heroic escape) but the city still stands. The Limioran player failed to totally overcome the strength the wall. [7.5.3] MOUNTAlNS Mountains are impassable for all units, including flying units. [7.5.4] THE SERPENTS TEETH Much feared for its strong and tricky currents and forbidding cliffs, ships passing through the Teeth must successfully make heroic escapes or be eliminated .Escaping fleets may continue moving normally. Eliminated fleets also eliminate transported armies. Personalities must attempt a heroic escape to survive. [7.5.5] STRAITS OF CHAOS Treat this sea as a wilderness area. Any stack passing through the Straits of Chaos must undergo Random Attacks before completing movement. [7.5.6] UNWALLED CITIES Unwalled cities are shown as a simple black dot identifying the cities location. Unwalled cities provide no additional protection for defenders. [7.5.7] WALLED CITIES Walled cities are identified as black dots surrounded by a whole or partial circle. The cities of all civilized countries except for Nadsokor are walled. Walled cities are treated as normal provinces for purposes of movement. Walled cities have an intrinsic combat value of 3 when attacked, added to the value of any defenders present. The walls of a city will add to defenders combat value totals against hostile combat even if all defenders have been eliminated. Taking a walled city requires that the defensive value of the wall be overcome in a single battle. [7.5.8] WILDERNESS Stacks containing armies must draw for Random Attacks for each wilderness province passed through during movement [7.6] Random Attack. Personalities unaccompanied by armies draw for Random Attacks only if they end their movement in a wilderness province. [7.5.9] PORTS Anchor symbols on the map identify ports. Fleets may enter ports only from seas with the anchor. Due to its massive five-portalled seawall, only stacks with EIric can enter Imrryr. Once Imrryr falls though, any Melnibonean can guide a stack into the city. [7.6] Random Attacks Moving personalities draw for Random Attack only if they end their movement in a wilderness province .Traveling armies draw for Random Attack for each wilderness area they pass through. Fleets sailing through the Straits of Chaos must draw for one Random Attack for the journey. One spell is drawn from the magic spell container for each Random Attack possible and shown to all players. - Chaos spells will always attack player's stacks of counters. - Law spells will only attack if the player's stack contains chaotic magic (including spells held by non-magicians for purposes of muster). - Neutral, Special, or Other spells have no effect and are discarded. - Play Immediately spells function normaly. - If a Fleet/Army Eater spell is drawn, the attacked armies and fleets are eliminated automatically. All personalities must make heroic escapes. [8.0] SEARCH Search occurs in the Search phase of each player's player-turn. Units ending movement in a wilderness areas and surviving Random Attacks may try to find any unfound magic, friendly stacks, or enemy stacks also in the area, The searching player must announce the object of the search before the die is rolled. Only one search in a given province by each player is allowed each turn. Friendly personalities must be in the province to search it; armies alone in a province without a personality can not perform a search. On the first turn searching, roll the die. If a 5-6 is the result, then the search was successful and the object of the search was found. On each consecutive turn, a 4-6 will result in success. Friendly stacks and magics found as the result of successful search are placed beneath the searching stack. Enemy stacks successfully found must be fought during the following combat phase. [9.0] MAGIC Magic spel1s held by personalities are kept beneath that personality's counter and are kept hidden from the other players until used. Used magic spells are discarded. If all of the magic spells in the container have been used and one of the Reshuffle spells has not been drawn, all discarded spells are placed back into the magic spell container and remixed thoroughly. [9.1] Acquiring Magic Spells Each magician draws his or her Spell Capacity in magic spells randomly from the magic spell container when first mustered. Certain wilderness areas begin the game containing magic spells, and they become the property of the first personality to successfully find them through Search. Occupation of a neutral or enemy capital allows the victor to draw a magic spe1l randomly from the spell container. Magic spells may be transferred from one personality to another if the personalities are both located in the same stack during the Magic phase (exceptions: consult [12.1.3]). [9.2] Use Of Spells Spells may be played during the Magic phase of each player's player-turn. Spells are cast by laying them face-down next to the location of the personality doing the casting. A limit of three magic spells may be used by each player in anyone battle, as long as there is one magician present to cast each spell. One magician may not cast more than one spell in a turn, except when using magic to aid in heroic escapes. Casting magicians may not use their combat value in battle. EXAMPLE: In one of the larger battles of the game, the Bakshaan player tries to invade Pan Tang (he has the Pan Tang muster on one of his spells). The Pan Tang player, expecting some treachery, has stationed a stack of fleets just off the Pan Tangan coast outside of Hwamgaarl. The Bakshaan player has a total of 63 combat values ( including 4 magicians) and the Pan Tang player has a total of 55 (and 2 magicians).. During the Magic phase, the Bakshaan player plays 3 magics (the maximum) worth 8 points. The Pan Tangan, with only 2 magicians, can only play 2 spells worth 5 points. The difference between the two combat value totals 11. The Pan Tangan retreats into port, losing one ship. Magic spells with a parenthesized combat value do not add to the combat total. Instead they have a special effect. Their parenthesized combat value determines the effect of the card's use as magic on the Cosmic Balance. Section [15.2] provides an index to the various magic spells used in the game. The three personalities with a (!) next to their spell capacity have the unique ability to conjure magic when defending or attacking. Whenever one of these personalities (Elric, Theleb K'aarna or Yyrkoon) is involved in combat, the owning player has the option of drawing a spell from the container instead of using a held spell. The spell drawn must be used in the combat in which it was drawn. If Theleb K'aarna or Yyrkoon draw a spel1 which conflicts in alignment with those already held, then they are instead attacked by them (their combat value is added to the value of the enemy units). Elric may draw spells with impunity. If the spell drawn is not applicable it is discarded, no other spells are drawn, and he will throw no other spell. [9.3] Spell Types There are seven types of spells used in the game of ELRIC: Play Immediately, Special, Melnibonean Only Elric Only, Law, Chaos, and Neutral. Spells indicated for a specific individual or race may be used by other personalities for muster purposes only. Consult section [15.2] for a full index to all of the spells used in the game. [9.3.1] PLAY IMMEDIATELY SPELLS Certain spells have immediate effects and are not held by personalities. Elric Nightmares affect both stormbringer and Mournblade any time (except when initially setting-up the game) they are drawn or discovered. The Tower of Voilodion Gagnasdiak, Shade Gate, Mirror of Memory, and Quaolnargn all immediately affect the finder of the spell. [9.3.2] SPECIAL SPELLS Special spells may be used by any magician, as they are non-aligned. [9.3.3] MELNIBONEAN ONLY SPELLS There are two spells, the Dragons and the Battle Barge Muster which only Melnibonean personalities may use. Melniboneans are also the only personalities who may wield the sword Mournbiade. [9.3.4] ELRIC ONLY SPELLS One spell, the Horn of Fate can only be used by Elric. [9..3.5] LAW, CHAOS, AND NEUTRAL SPELLS These are the bulk of the spells in the game. Law spells are aligned with the forces of Law and order in the universe. Chaos spells are aligned with the forces of Disorder and Entropy. Neutral spells are aligned with those forces which push for a balance between the two extremes. [9.4] Effect on The Balance Law, chaos, and neutral spells have an effect on the cosmic Balance when used. when used as magic (not muster), each point of strength listed in the spell's combat value moves the Balance marker one space toward the alignment of the spell. Law spells move the Balance toward law, chaos spells move the Balance toward chaos, and neutral spells move the Balance toward the neutral center. When spells of several alignments are used in a battle, determine and apply the net Law/Chaos shift before applying any Neutral effect. [9.5] Limitiations on Magic Magicians may never hold more spells than they have spell capacity. Non-magicians may only hold one spell, for muster purposes only. Armies and fleets may not hold magic spells. Cosmic stability prohibits a magician from holding magic spells of the opposite alignment. Neutral spells may be held with either law or chaos. if a magician draws spells of conflicting alignments, one type or the other must be discarded (and they are not replaced). All of the magicians in a single stack are bound by these same cosmic stability rules, although a single player may have stacks in different provinces holding spells of conflicting alignments [9.6] Used Spells Spells that have been used in combat and spells that conflict with others in a personality's hand must be discarded. A discard pile should be formed separate from the spells in the magic spell container. [10.0] COMBAT When combat occurs, both sides must use the following sections in this order: [10.1] Which Units Are Eligible Any time that two enemy stacks are placed in the same province (except wilderness provinces) these stacks must fight. During the movement phase, the active player's stack must have enough movement points to move into the disputed province. Attacks originating from several provinces are resolved as a single battle. The attacker decides the order of the battles if there are several. AIl attacking stacks must have at least one personality to lead the armies. leaderless armies will not attack, but will defend and retreat normally. [10.2] Witholding Units From combat. At least one personality must be present in any initiated combat. Both the attacker and the defender may, at their option, withhold units from combat, though the withheld units will suffer adverse effects if their side loses. Defending units withheld from combat may, at their option, retreat one province before combat begins; withheld attacking units may not be retreated. Retreats by defending units may not be made into provinces through which attacking units passed. [10.3] Combat Magic Declaration Spells previously cast (placed face down beside the stack containing the casting magician) to be used in the battle are revealed for all players to see. [10.4] Determination of Total Combat Value Both the attacker and the defender total the combat values for each army and any personalities used in combat. Then, the value of any magic being used in the combat is added to the combat value total. Eater spells will take effect before any other magic. Magic spells cast by magicians who are eliminated by an Eater will still function normally in the battle in which they were cast. See also section [13.2]. [10.5] Combat Resolution and Shifting the Balance Each side rolls the die and adds the result to their combat value total. Then the totals of the attacker and the defender are compared by subtracting the lesser total from the greater. Consult the following Combat Results Table to determine the combat result. The player with the greater total wins the combat. Immediately after combat is resolved, shift the Balance according to the rules in section [13.2] Shifting The Balance. [10.6] Combat Resolution Table
[10.7] Combat Results Explanation |
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[15.0] BATTALIA The battaIia given below are arranged alphabetically. Under each of the nationalities are given the personalities, fleets, and the armies of that nationality. For the player's own information, the basic national alignment is indicated after the country's name. Independent units and magical items are listed under the Independents section. Listed there is the combat value and the spell capacity. |
ARGIMILIAR (Chaos) 11armies pieces |
BAKSHAAN (Law) Nicorn Pilarmo Admiral Fleet Fleet 5 armies pieces |
DHARIJOR (Chaos) Karnaal Sarosto Admiral Sorcerer Fleet Fleet 11 armies pieces |
DHOZ-KAM (Chaos) Boss 2 armies pieces |
ESHMIR (Chaos) valley King Warlock 4 armies pieces |
FILKHAR (Law) Jiku Fleet 4 armies pieces |
FLAMEBRINGERS (Neutral) Terarn Gashtek Drinij Bar 5 armies pieces |
ILMIORA (Law) Fadan Sharilla Admiral Alchemist Fleet Fleet 10 armies pieces |
INDEPENDENTS (Vary) Brut Chaos Shield Chaos Ship Clackars Free Fleet Jhary-a-conel Lamsar Moonglum Mournblade Mhyrrhyn |
Myshelia Pyaray Rackhir Steppes sharman Sorana White Mage Zas |
ISLE OF PURPLE TOWNS (Law) Smiorgan Kargan Priest Fleet Fleet 4 armies pieces |
JHARKOR (Chaos) Dharmit Yishana Admiral Wizard Fleet Fleet 8 armies pieces |
KELMAIN HOST (Neutral) Umba 5 armies pieces |
LORMYR (Law) Voashoon Zarozinia Admiral Mage Fleet Fleet 10 armies pieces |
MELNIBONE (Chaos) Elric Yyrkoon Cymoril Admiral Colim Dyvim Slorm Dyvim Tvar Saxif D'ann Silent Guard Battle Barge 5 armies pieces |
NADSOKOR (Chaos) Urish 4 armies pieces |
OLAB (Neutral) Olab King 5 armies pieces |
ORG (Chaos) Gutheran 4 armies pieces |
PAN TANG (Chaos) Jagreen Lern Theleb K'aarna General Sealord Fleet Fleet 5 armies pieces |
PIKARAYD (Chaos) Yaris Fleet 4 armies pieces |
PIO (Neutral) Pio chief 5 armies pieces |
SHAZAAR (Law) Ohada Fleet 4 armies pieces |
TARKESH (Law) Hilran Fleet Fleet 5 armies pieces |
VILMIR (Law) Naclon Avan Astram Sealord Priest Fleet Fleet 9 armies pieces |
[16.0] INDEXES Each entry in this index is presented in an identical format.. First given is the name of the spell or creature being summoned when the spell is used. Then is given the combat value of the spell, to be added to the player's combat value total in combat. This is also the amount of influence that the spell exerts on the Cosmic Balance when used. Next are given any musters that the card entitles the player to call. Finally, a brief description of the being or spell is given along with any instructions on use. |
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[16.1] Law Spells (P = Personalities, H = hordes, N = nationalities, A = Artifacts) |
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ARKYN - 3;
SHAZAAR, VILMIR, ILMIORA Arkyn is one of the gods of Law, and is often referred to as the god of Natural Law. |
ARROWS OF LAW -
4; TARKESH, PIO, THELEB K'AARNA These were powerful weapons forged long ago to fight chaos. |
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AUBEC - 3;
BAKSHAAN, KELMAIN HOST, DYVIM TVAR Aubec was a ancient hero of Lormyr who personally forged much of southern continent from chaos-stuff |
BRONZE BANNERS & QUARTZ
ARROWZ - 4; FILKHAR, WHITE MAGE, FREE FLEET Artifacts of great magic stolen from the tower of Voilodion Gagnasdiak to repel one of the raids on Eternal Tanelorn |
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CHARM OF JUSTICE - 2;
FILKHAR, ZAS This magical spell enable a person to benefit fully from whatever justice was due to him in this unfair world |
CHIMERA - 2; ORG,
DHOZ-KAM One of the many creatures that the wizards of the worlds bent to their will. |
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DOUBLAS - 4; VILMIR,
ILMIORA, LORMYR This god of law, surnamed the Justice Bringer, was the first among those deities who aided earth against Chaos. |
GOLDBAR - 3; ISLE OF
PURPLE TOWNS, ARGIMILIAR Patron of the Isle of Purple Towns and the deity in charge of trade. |
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JEWELED BIRD - 4;
TARKESH, LAMSAR This was a metalic, bejeweled, mechanical creature which was a servent of Law. It can be used ti fly two personalities, and may be used to flt across the Boiling Sea. |
NOOSE OF FLESH
(3); Flamebringers, SHAMAN, CYMORIL This was a magical power which was spread on the ground about an invading army. When activated with the proper spell it rose, englluing the entire army. This is an ARMY EATER. This means that all enemy army units in the province in which this spell is used are eliminated. Personalities must make heroic escapes or they are eliminated. This spell has no effect on units in seas. |
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RUNESTAFF - 5; LORMYR,
ISLE OF PURPLE TOWNS The supeme tool of law of such perfect construction that it formed a field about it allowing the performance of great deeds. |
SHAZAARIAN STEEDS - 2;
FILKHAR, ZAS These sturdy horses prized as steeds in many armies for their hardiness and endurance. |
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SLEEP - 2; ORG OLAB,
MYSHELLA A powerful spell able to cause an individual to sleep indefinitely. |
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[16.2] Chaos Spells (P = Personalities, H = hordes, N = nationalities, A = Artifacts) | |||
ARIOCH - 5; JHARKOR, ESHMIR, PAN TANG The Knight of Swords, Arioch controlled five of "the Fifteen Planes.. Also called Lord of the Seven Darks, and Lord of the Higher Hell, he was the patron of the Melnibonean Emperors. |
BALAN - 3; PIKARAYD.. SHAMAN, SAXIF D'AAN Another god of Chaos; one of the Dukes of Hell. |
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BALO THE JESTER - 3; NADSOKOR~ ORG, DHOZ-KAM The jester of the Court of Chaos, Balo had some odd powers. When used, the player must roll the die. The spell works if any odd number is rolled. |
BEETLES OF KALEEF - 2; NADSOKOR Beetles the size of mammoths which can change size to attack their foes. |
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BELLBANE - 3; WHITE MAGE, FREE FLEET A hoary Mist giant, with no head and a snake-like lower body which fed on the blood and souls of men. Said to inhabit the Marshes of Mist. |
BLACK SERPENTS OF DOREL
- 2; ZAS Fearsome, venemous serpents said to inhabit the edges of the world. |
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CHAOS BUTTERFLY - 2; ORG, CLACKARS A chaos mutation summoned by Theleb K'aarna to destroy Elric. |
CHARDROS - 4; PAN TANG, PIKARAYD, JHARKOR A Duke of Hell, he was counted among the most powerful. He is called The Reaper for the wicked scythe he carried and is easily recognized by his overly large head. |
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CHECKALAKH - 4; DHARJJOR, MYSHELLA, DYVIM TVAR The Burning God, he was a being constructed entirely of flame. Elric found him trapped beneath the filth of Nadsokor. |
DARNIZHAAN - 3; ESHMIR, OLAB One of the very ancient Dead Gods who returned to earth when the Balance was upset. |
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DEAD GODS BOOK - 0; DHOZ KAM Supposedly telling all of the secrets of the ages, this book turned to dust when Elric found it. It only has an effect in mustering. |
DHARZI - 2; KELMAIN HOST A race of ancient sorcerers who meddled with nature and constructed improbable monsters, taking the parts of one and grafting them to another. |
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EEQOUR - 2; PIKARAYD, RACKHIR, SORANA Another lord of Chaos, Eequor was, particularly, the patron of Sorana. |
KYREENEE - (3); FLA%EBRINGERS, THELEB, K'AARNA, YYRKOON A great, shapeless hell-thing capable ofdestroying whole armies. This is an ARMY EATER. When played it will completely eliminate all enemy units in a province except personalities making successful heroic escapes. This spell may only be used against units on land. |
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MABELRODE - 3; ARGIMILIAR, DYVIM SLORM Called the King of the Swords and The Faceless, Mabelrode was one of the more powerful gods of Chaos. |
OONAI - 1; PIO Chimerical, ever-changing creatures of Chaos. They are capable of flying one personality or can be used in combat.. They can not do both. |
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QUAOLNARGN - (3); PYARAY & THE CHAOS SHIP A souI-feeding creature from another plane susceptible only to magic. When drawn of found, the finding personality must immediately do combat. with the monster using only spells or artifacts. If the personality wins. he may keep the spell to use on another. If not, the personality is eliminated (no heroic escape) and the spell is discarded. |
SLORTAR THE OLD - 1; LAMSAR Reputedly the most ancient of the Chaos gods. |
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VULTURE LIONS - 2; NADSOKOR Matik, an ancient Melnibonean sorcerer, created these bizzare creatures. |
XIOMBARG - 4; DHARIJOR, PAN TANG, JHARKOR Called the Queen of Swords, Xiombarg was another Duke of Hell and one of the more powerful Chaos gods. |
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[16.3] Neutral Spells | |||
BOATMEN OF XERLERENES - (2); NA-SOKOR, OLAB A group of people who lived in boats which sail the air. They can be used to fly two personalities. |
DISPEL MAGIC - (3); MOONGLUM, OLAB This can be used to negate the effect of any other spell except maintained magics. To do so, it must be played in the same phase as the magic to be dispelled. |
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DISPEL MAGIC - (3); CHAOS SHIELD, ESHMIR As above. this spell may be used to negate the effects of any other spell except maintained spells. |
ELENOIN - 3; FLAMEBRINGERS, CLACKARS, SILENT GUARD Fearsome female demons from the Eighth Plane the Elenoin are fanatical fighters presenting an imposing sight with their shriII screams and framing red hair. |
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FILEET - 2; CLACKARS,. SORANA One of the Beast Lords; she is called the lady of birds. |
GAAOLL - 3; SHAZAR, VILMIR, SAXIF D'ANN An Elemental ruler, he is the king of the Wind Giants. |
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GRAHLUK - 3; NADSOKOR, SORANA, SILENT GUARD Apelike hereditary foes of the Elenoin, they fought most often with nets, ropes and shields. |
GROME - 3; MVRRHYN, JHARKOR Another Elemental ruler, the Lord of the Earth. |
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HAAASHAASTAAK - 3; ZAS, CLACKARS, FILKHAR As a Beast Lord, Haaashaastaak is the Lord of Lizards. |
h'HAARSHANNS - (3) ; SHAZAA R, ISLE OF PURPLE TOWNS Creatures of the whirlwinds, the h'Haarshanns are FLEET EATERS. Any enemy fleets situated in a sea in which they are used are eliminated, also eliminating any armies carried by those fleets. Personalities are eliminated if they fail their heroic escapes. |
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KAKATAL - 3; PIKARAYD,
FILKHAR Another Elemental lord, the ruler of Fire. |
MEERCLAR -2; LAMSAR,
ESHMIR The protector of the feline beasts, Meerclar is a Beast Lord. |
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MIRROR OF MEMORY - (4); ILMIORA, MYSHELLA, CYMORIL This was an immense magical mirror mounted on a pivot to aim in any direction. It had the ability to steal a man's memory and mind when viewed. This is both and ARMY and FLEET EATER. All enemy armies, fleets, and personalities who fail to make their heroic escapes who are in the sea or province in which this spell is used are eliminated. |
MISHA - 3; ARGIMILIAR, MYRRHYN, JHARKOR Related to Gaaoll, Misha was the Lord of Winds |
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NUUURRR'C'C - 2; ORG, MYRRHYN Another Beast Lord, the Lord of Insects. |
NIHRAIN HORSES (2); TARKESH, FLAME-BRINGERS Magical beasts from the legendary land of Nihrain. Although their bodies were of this plane, their feet wallked upon another entirely. This gave them the ability to ride into the air and across water. They can be used to fly two personalities. |
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ROOFDRAK - 3; BAKSHAAN, KELMAIN HOST A beast Lord, the Lord of Dogs. |
SEPRIZ AND THE TEN - 4; LORMYR, OLAB, FREE FLEET Sepriz is the ancient servant of Fate who had been sleeping under a dormant volcano with his followers. He awaited the signal which marked the destruction of the world. |
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SHIP OF LAND AND SEA - (3); RACKHIR, SHAMAN, DYVIM SLORM A marvelous ship made in a rare moment of cooperation between Grome and Straasha. It is capable of sailing over land and sea. It can be used as a flying unit, and can transport an un limited number of personalities and two armies. |
SILVER GRIMOIRE - 1; DHOZ-KAM, PIO An ancient magical tome containing the spells and knowledge of a long forgotten mage. |
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STRAASHA - 3; ISLE OF PURPLE TOWNS, TARKESH The ruler of the Sea, an Elemental lord. |
TELEPORT - (2); BAKSHAAN, KELMAIN, HOST A powerful spell which may be used to fly one personality. |
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[16.4] Play Immediately Spells | |
ELRIC NIGHTMARE -No Muster There are three of these spelIs, and whenever one is drawn or revealed, the player drawing or revealing it must roll the die. On a roll of 5-6 Stormbringer (and Mournblade if it is being used) go out of control and slay the personality in control of Elric (or the personality using Mournblade). Elric then makes a random appearance (Mournblade is removed from the board and can be remustered). If the 5-6 is not rolled, nothing happens. |
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FOUR-WHO ARE-ONE -No Muster Under a very unusual set of circumstances, four of the incarnations of the Eternal Champion met. Included were Elric, Prince Carum, Erekose , and Dorian Hawkmoon. When played on the player controlling Elric, Elric will leave the game for one turn (place him on the Turn Track, one turn ahead). When he returns he will be accompanied by Brut. |
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RESHUFFLE -No Muster Whenever one of these (there are two) are drawn or revealed, remix all discards with any spells not yet drawn. |
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SHADE GATE -No Muster This was a magical device capable of bridging the worlds. people who passed through were likely to die or return with plunder. Immediately after drawing or revealing the Shade Gate, the finding personality must combat the next spell (plus a die roll). If he survives he may draw two more spells as plunder. The personality must fight alone. |
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TOWER OF VOILODION GAGNASDIAK -No Muster Created by a warped wizard, this spinning tower was capable of interdimensional travel. Voilodion was especially fond of capturing people for as long as they amused him. Naturally it was full of treasure. Immedtely upon finding or drawing the Tower, the finding personality's player must roll the die. On a 1,2,3 the personality is eliminated (no heroic escape) by entering the tower and never leaving. On a roll of 4,5 there is no effect (the personality recognized the Tower for what it is and avoided it) .On a roll of 6 t he personality may take two additional spells and Elric has a Nightmare (see [12.1.5] ). Elric makes a Random Appearance if caught. |
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[16.5] Special Spells | |
ESCAPE -MOONGLUM, KELMAIN HOST This spell can be used to automatically save the using persona1ity from elimination. It must be used before rolling for a normal heroic escape. |
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ESCAPE -PIOT, WHITE MAGE May be used to automatically save the persona1ity who uses it. It must be used before rolling for heroic escapes. |
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INVULNERABILITY -FLAMEBRINGERS, CHAOS SHIELD Works like the ESCAPE spell above, except that it may be used after failing a heroic escape. |
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[16.6] Melnibonean Only Spells | |
DRAGONS -(5); Mournblade The Dragons were great flying creatures able to spit a form of greek fire. They were tamed eons ago when the Melniboneans broke their primitive culture and established their empire on Mernibone. The Dragons are both FLEET and ARMY EATERS. Any enemy units in the province or sea in which the Dragons are used are eliminated. Personalities may attempt heroic escapes. |
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BATTLE BARGE -GOLDEN MELNIBONEAN, BATTLE BARGE The Battle Barges were immense ships which once ruled the seas. They still are more powerful than any thing else that the Young Kingdoms can muster. When adjacent to Melnibone, any Melnibonean can muster the Battle Barge. It will arrive with the Admiral Magnum Colim. |
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[ 16.7] Elric Only Spells | |
HORN OF FATE -JHARY-A-CONEL The Horn of Fate was an ancient magical artifact whose blowing would herald the end of the world. When used by Elric after the Balance has been tipped (regardless of direction of tip); a die roll of 1-4 will reset the Balance to Neutral. A 5-6 means that both the world and the game end at that point. Section [5.0] describes the victory conditions when the world ends. The world will end automatically the third time that the Horn is used by Elric. The Horn will have no effect if used at any other time or by any other personality. |
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[16.8] Artiacts CHAOS SHIELD The chaos shield was a powerful artifact which Elric carried during his last batle with Chaos. When used,. it protects all of the units stacked under it from the effects of any Chaos spells. If the stack carrying it is eliminated through spells other than Chaos or through combat, the Shield is removed from the board. It may be remustered with the proper spell. CHAOS FLEET whenever Pyaray is mustered, he will arrive with the Chaos Fleet. This rotting hulk normally rides far below the waves and is manned by all sailors who have drowned in the world. The Chaos Ship can carry two armies but they may never leave the ship once they board. It may also carry any number of personalities, but they must successfully make a heroic escape to debark or they are eliminated. The Chaos Ship must be removed from the board if the Cosmic Balance ever tilts towards Law. FREE FLEET The Free Fleet is an independent organization of sailors. unallied to any nationality. It may be mustered as any other unit and will appear in the sea nearest the mustering unit. MOURNBLADE Mournblade was the same sort of construct as Stormbringer: a tool of the gods whose original purpose remains shrouded in antiquity. Mournblade may be used by any Melnibonean, and is subject to the appearance of Elric Nightmares and prone to seizing control of Melniboneans using it in battle. Consult section [12.1..4] Storm-bringer for the full rules on the properties and propensities of Mournblade. [16.9] Special Units MOONGLUM Moonglum was an excellent swordsman from far Eshmir. Consult section [12.1.6] for his use with Elric. Moonglum may be mustered independently or appears when Eshmir is mustered if he is not already on the board at that time. PYARAY The Tentacled Whisperer of Impossible Secrets, Pyaray is the Chaos Lord of the deep. He also commands the Chaos Fleet (see above). Pyaray may only be mustered when the Cosmic Balance is tilted toward Chaos, and then only when the Balance reads a tilt of 3 or more. He, and the Chaos Fleet, will be removed from the board if the Balance is ever tilted toward Law. He may be remustered later as long as the above conditions prevaiI. |
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ELRIC REFERENCE SHEET |
SEQUENCE
OF PLAY [5.0] |
COMBAT SEQUENCE [10.0] (a) The attacker decides the order in wich battles will be fought if ther are several to fight. (b) Both sides decides which units will be withheld. The defender may retreat withheld units one province. (c) Both sides declare andreveal any spells being cast in the combat to be fought. Add the value of the Cosmic balance to magic of the dominant alignment. Eater and PLAY IMMEDIATELY spells take effect. (d) Both sides total their combat values. (e) Each side rolls the die and adds the result to their combat totals. Subtract the lesser from the greater and consult the combat Resolution Table. (f) The results are applied, armies and fleets are lost if indicated, and retreats are executade. (g) Eliminated personalities may try to escape by rolling th die below their combat value.
VICTORY CONDITIONS [5.0] |
THE BOARD (reel size = 60 x 40 cm) |