Hi. This game ended when two of my players went AWOL. It happens, more than you might think.
I've still got unopened PMs in my outbox.
Anyway, I was cleaning up my USB stick, and noticed the rules for this game. I never posted them in full, so here they are. They are stolen in the most gratuitous way from a great wargame site with tons of rules called... I can remember. Darn. Google, don't fail me know... that's right... http://www.angelfire.com/games2/warpspawn/Warbah.html
There are lots of other rules at that same site, some of which might be of use to others.
Eitherway, here's full rules for Erfworld Empires VII (now I can start working on Erfworld Empires VIII)
Erfworld Empires VII
You’re sitting at a table in a basement, with some paper, a bunch of nerds, and a d20…
You’re in front of your Nintendoo, mashing buttons and tearing out some guy’s oesophagus…
You’re staring at a laptop screen, waiting for some guy in Oregon to post responses to your pressing questions about the exact details of a very specific question about a fictional universe that exists only in his head…
You’re grinding for gold in a MMORPG, silently saying “pew pew pew” in your head every time you fire your bow because you saw it on that u-tube video and now you can’t stop the music…
You’re jogging… no wait, that would never happen.
You’re sixty-seven moves into a game of chess when your opponent asks “how do the horsey ones move again?”….
You are lying on a cold stone floor with a blinding headache, and some weird little guy is yabbering at you about being “the perfect warlord” and “you must save my realm” and “why are you shaped like a potato?” and “hey, it worked for Gobwin Knob.”
Turns out that you have been taken by “magic” to a strange new world, and placed in command of the destiny of an entire nation. Woot! You have arrived in nerdvana.
Oh, except everyone is relying on you. And when you make mistakes, the cute little cartoon people die. Horribly, horribly. And you don’t really understand the mechanics of the universe, and there doesn’t seem to be a rule book you can just pick up and read, and the people here get annoyed when you ask questions like “where does the food come from?” and “so, you guys still boop, right?”
But, well, destiny is calling. Will you accept the charges?
Pick one hex on the map to contain your capital city.
Put down the appropriate terrain chit with a control marker on it.
Place one Warlord chit in your capital city.
The Warlord starts with an army of 1D10 units of each of the 4 basic troop types.
The Warlord also starts with a mercenary Mancer.
Start with 1D10 gold.
For each of your Warlords you will need the following information:
The Warlord’s Name. Make one up.
Magical Items the Warlord owns.
Is there a Mancer in the army.
Number of warriors in the army.
Number of flyers 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 Warlord has.
Skill / Abilities the Warlord has. All Warlords 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. Scout / Espionage Phase
6. Move & Explore Phase
7. Disaster Magic Phase
8. Battle Phase
9. Recovery 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.
Roll on the Realm Spell Table a number of times equal to 1+ the number of Huts you control.
You may cast these spells during the turn when appropriate.
Realm spells cannot be saved from turn to turn.
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)
While at a settlement a Warlord can purchase troops from it.
Capital cities can recruit warriors and Warlords.
A maximum of 1D10 troops can be bought in one settlement in one turn.
A Warlord can have a maximum of 40 troops in his army, and 1 Mancer.
A Warlord with the Command ability can have more troops.
Two Warlords cannot occupy the same hex.
The Capital cannot recruit a Warlord if one is already occupying the Capital.
A Hut is the home of one Mancer who may be recruited for 5 gold.
The Hut cannot produce any more Mancers.
If a Mancer is 'Combated' he teleports home where he can be recruited
by the current controller of the hex.
Two Mancers cannot occupy the same hex.
Mercenary Mancers have no Hut, They teleport off of the map.
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
Basic Warlords have 3 Move Points (MPs).
Warlords 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.
Newly explored Non-settlement terrains will contain an encounter on a roll of 1-2 on D10.
Roll on the encounter table to determine its type.
Write the encounter type onto the map
Encounters do not move. They remain until destroyed.
Warlords cannot move into or through encounters.
MPs can be used to move into an explored land territory.
Different terrains have different MP costs to enter.
Warlords cannot move into water spaces.
Warlords may move through a hex containing another friendly Warlord.
Instead of moving, friendly adjacent Warlords may exchange troops or magic items.
A troop or magic item may be exchanged only once per turn.
Warlords that can move more than one land space per turn may, instead of moving one hex, explore an adjacent hex.
DISASTER MAGIC PHASE
Mancers may cast Disaster Realm Spells.
A Warlord may attack an adjacent enemy Warlord or an encounter.
A Warlord may only make one attack per turn.
Having the strategy ability allows a Warlord to make more than one attack per turn.
A hex may be attacked more than once per turn.
Warlords may combine attacks against a single hex.
At the start of a battle, if you have a Mancer in your force, roll on
The Battle spell table 4 times for 4 Battle Spells the Mancer can use this battle.
Battle spells cannot be saved from battle to battle.
See the Battle Round Sequence section.
Collect treasure from encounters: Roll on the treasure table.
If you defeated an enemy Warlord take all of his magical items.
A Warlord may remove an enemy control marker in the hex he occupies.
The Warlord may put down a control marker in the hex he occupies.
Warlord’s earn one Experience point (XP) for every encounter they overcome, every enemy Warlord they Combat and every enemy settlement they take control of.
Every two XP earns a Warlord one ability. Roll on the Ability Table.
BATTLE ROUND SEQUENCE
A battle ‘round’ is divided into segments:
1. Spell Segment
2. Initiative 5+ Attacks Segment
3. Initiative 4 Attacks Segment (Flyers)
4. Initiative 3 Attacks Segment (Archers)
5. Initiative 2 Attacks Segment (Cavalry)
6. Initiative 1 Attacks Segment (Warriors)
7. Initiative 0- Attacks Segment
Each troop type has its own initiative rank that determines the order of attacks.
Magic and abilities may increase or decrease a troop’s initiative and or Combat rank.
Each rank of “Defence” of a terrain or settlement decreases the Combat rank of the attacker by 1.
All attacks in the same segment are simultaneous.
For its attack a troop rolls 1D10.
If this is equal to or less than the troops Combat 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 Warlord is the last unit to be killed in a battle.
A Mancer can only cast one spell per round.
Encounters that are not defeated remain. Record what type they are on the map.
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 1
10 Mountains 3 2 Adjacent Mines earn +1
MP is the number of Movement points used to enter the space.
Non-settlement terrains will contain an encounter on a roll of 1-2 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 1 Archer, Warrior
6 City 3 1 Flyer, Archer, Warrior
7-8 Citadel 4 2 Cavalry, Flyer, Archer, Warrior
9 Mine 2 0 None
10 Hut 0 0 Mancer
* Capital 5 2 Warlord
GOLD = Revenue per turn
TROOP TYPE TABLE
UNIT TYPE COST INIT COMBAT NOTES
Warriors 1 1 6
Archers 1 3 4
Cavalry 1 2 5
Flyers 1 4 3
Warlord 10 1 7 Use Magic Items
Mancer 5 -- -- Use Battle Spells
Notes: Cost is in Gold, INIT = Initiative
1 Barbarian Horde: 4D10 Warriors; 1 Treasure
2 Bandits: 2D10 Archers; 1 Treasure
3 Humanoids: 3D10 Warriors; 1 Treasure
4 Disease: Lose 1D10 Troops
5 Ruins: Undead Guardians: 2D10 Warriors; 1 Treasure
6 Monster: Init = 1, Combat = 3; Must be Combated 5 times; 1 Treasure
7 Irate Sorcerer: 1 Mancer and 2D10 Warriors attack you; 1 Treasure
8 Petty Warlord: 1 Warlord and 3D10 Warriors attack you; 1 Treasure
9 Ancient Dragon: Init = 2, Combat = 4; Must be wounded 9 times; 2 Treasures
10 Nomads: 2D10 Cavalry; 1 Treasure
1-2 2D10 Gold
3-5 1D10 Gold
6 Followers: 1D10 Warriors join you.
7 Mercenary Mage: 1 Mancer joins you if you have no Mancer, if you do have one, get a Magic Item: Roll a Realm spell to determine its effects. Useable once per turn.
8-9 Magic Item: Roll on Ability table to determine its effects.
10 Magic Item: Roll a Battle spell to determine its effects. Useable once per turn.
Notes: All magic items belong to Warlords.
1D10 Ability Effect
1 Mancery Mancer gets +1 Battle Spell
2 Command Maximum troops in Warlord’s army +10
3 Defence Negate 1 Kill per Segment
4 Leadership One random troop type gets Combat +1
5 Tactics One random troop type gets Initiative +1
6 Logistics Warlord +1 Move Point
7 Scouting Explore +1 Hex in Explore Phase/ Look at one adjacent Warlord’s 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 Prophecy Get +1 Realm spell per turn
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 Warlord gets +1 Battle Phase per turn
0 Wealth +1 Gold per turn in Collect Phase
RANDOM TROOP TYPE TABLE
6-8 Look at target Warlord Index card
9-0 Success: Roll on the Agent Success Table
AGENT SUCCESS TABLE
1 Combat target Warlord: That Warlord’s army disbands
2 Gain control of target non-Capital settlement
3 Steal target Magic Item. Give it to any one of your Warlord’s
4 Steal 1D10 Gold. Add it to your coffers
5 Cause 1D10 Gold worth of Property Damage
6 Delay Army: Target Warlord cannot move or attack this turn
7 Combat Target Mancer.
8 Cause 1D5 troop units in target army to disband. Opponents choice
9 False Orders: Move Target Warlord this turn.
10 Opponent rolls on this table and applies it to you.
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: Warlord’s, gold, troops, magic items, settlements, etc.
Allied Warlord’s may do pass through movement.
BATTLE SPELLS TABLE
01-02 Petrification- Combat 1 unit Cast at Initiative 2
03-04 Web- Neutralize 2 units Cast at Initiative 2
05-06 Hold- Neutralize 1 unit Cast at Initiative 2
07-08 Paralysation- Neutralize 1 unit Cast at Initiative 3
09-10 Mesmerize- Neutralize 1D5 units Cast at Initiative 2
11-12 Weakness- Target group are Combat -1 for the rest of the battle. Cast at Initiative 2
13-14 Fireball- Destroy 2 units Cast at Initiative 3
15-16 Lightning Bolt- Destroy 1 unit Cast at Initiative 5
17-18 Cone of Cold- Neutralize 1 unit and Combat 1 unit Cast at Initiative 2
19-20 Blessing- Reroll all of your missed attacks once this round of battle. Cast in Spell Segment.
21-22 Bloodlust- All of your warriors get Combat +1 this round of battle. Cast in Spell Segment.
23-24 Charm- Take control of 2 of opponents troops Cast at Initiative 1
25-26 Command- Take control of 1 of opponents troops Cast at Initiative 2
27-28 Poison Gas Cloud- Combat 1D5 units Cast at Initiative 2
29-30 Smite- Your Warlord gets an extra attack for 3 rounds of Battle. Cast in Spell Segment.
31-32 Haste- All of your troops get Initiative +1. Cast in Spell Segment.
33-34 Invisibility- One group of troops gets Combat +1 and Initiative +1. Cast in Spell Segment.
35-36 Charge- All of your cavalry get Combat +1 this round of battle. Cast in Spell Segment.
37-38 Flaming Arrows- All of your archers get Combat +1 this round of battle. Cast in Spell Segment.
39-40 Stone to Mud- Destroy 1D5 ranks of opposing walls. Cast in Spell Segment.
41-42 Shield- Negate 4 Combats by archers or flyers this round. Cast in Spell Segment.
43-44 Forget- Opposing Mancer discards 2 spells. Cast in Spell Segment.
45-46 Spellbind- Opposing Mancer cannot cast spells the next 2 rounds of Battle. Cast in Spell Segment.
47-48 Polymorph- Neutralize 4 units Cast at Initiative 2
49-50 Armor- Negate 3 Combats this round. Cast in Spell Segment.
51-52 Dispell- Negate the effects of one spell just cast.
53-54 Raise Dead- Create 1D5 Warriors. Cast in Spell Segment.
55-56 Swarm- Neutralize 3 units Cast at Initiative 3
57-58 Illusions- Negate all attacks by one enemy group this round. Cast in Spell Segment.
59-60 Summon Dragon- Init = 2, Combat = 4, Hits = 5;
61-62 Summon Monster- Init = 1, Combat = 3; Hits = 3.
63-64 Summon Fairies- Neutralize 2 units Cast at Initiative 1
65-66 Sleep- Neutralize 1D5 units Cast at Initiative 1
67-68 Shatter- Destroy target magic item. Cast in Spell Segment.
69-70 Phantasmal Terrain- One group gets Initiative +4 this round. Cast in Spell Segment.
71-72 Slow- Target groups Initiative -2 for rest of battle. Cast in Spell Segment.
73-74 Ice Wall- Defender only. Gain 3 Walls. Cast in Spell Segment.
75-76 Force Field- No attacks by archers or flyers this round. Cast in Spell Segment.
77-78 Precision- All attacks by your archers hit this round. Cast in Spell Segment.
79-80 Wall of Fire- Cavalry, Warlord’s, and warriors may not attack this round. Cast in Spell Segment.
81-82 Fog- All Archers & flyers are Combat -1 this battle. Cast in Spell Segment.
83-84 Blind- Neutralize 3 units. Cast at Initiative 3
NOTES: Neutralized troops cannot attack for the rest of the battle.
Summoned units are summoned in the spell segment and they go away at the end 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 flyers for example.
Combat +1 increases Combat rank by 1. Warriors with Combat +1 would Combat on
a roll of 1-6 instead of 1-5.
REALM SPELLS TABLE
01-03 Research- Roll 1D5 +5 once on treasure table. Cast in Collect Phase.
04-06 Teleport- Move Mancer to another Warlord without a Mancer. Cast in Move Phase.
07-09 Dimension Door- Move Warlord to any territory you control. Cast in Move Phase.
10-12 Fly- Warlord gets Move Points +5. Cast in Move Phase.
13-15 Blizzard- Target adjacent army cannot move or attack. Cast in beginning of Move Phase
16-18 Firestorm- Target opponent settlement razed. Disaster Magic.
19-21 Animate Dead- Gain 1D10 Warriors. Cast in Explore Phase
22-24 Stone Rain- Target opposing settlement razed. Disaster Magic.
25-27 Earthquake- Target opposing settlement razed. Disaster Magic.
28-30 Flood- Target opposing settlement decimated. Disaster Magic.
31-33 Death Spell- Target adjacent army loses 2D10 troops. Disaster Magic.
34-36 Pestilence- Target adjacent settlement decimated. Disaster Magic.
37-39 Plague- Target adjacent settlement decimated. Disaster Magic.
40-42 Adept- One of your Warlords gains a mercenary Mancer immediately. Not a spell.
43-45 Summon Avatar- Gain 1 Warlord. Cast in Recruit Phase.
46-48 Banish- Destroy adjacent Encounter. Disaster Magic. Treasure destroyed too.
49-54 Prosperity- Gain 1D100 Gold. Cast in Collect Phase.
55-57 Sanctuary- Target hex cannot be attacked this turn. Cast in Explore Phase.
58-60 Stone Walls- Target specific hex gets Defence +3 for the rest of the turn. Disaster Magic.
61-63 Curse- Opponent make 1D10 less gold this turn. Cast in Collect Phase.
64-66 Heal- Recover 1D10 troops killed in Battle this turn. Cast in Recovery Phase.
67-69 Cure Wounds- Recover 1D10 troops killed in Battle this turn. Cast in Recovery Phase.
70-72 Fortell- Negate espionage result. Cast in espionage phase.
73-75 View- Explore any 4 adjacent hexes anywhere on the map. Cast in Explore Phase.
76-78 Scry- Look at all Warlord index cards. Cast in Explore Phase.
79-81 Energize- All of your Mancers get +1 Battle Spell this turn. Cast in Realm Spell Phase.
A settlement that is razed or decimated produces no income.
A settlement remains razed for 1D10 turns.
A razed settlement gets no benefit from its walls.
An army hit by a razing or decimating disaster will lose 1D10 troop units.
A Mancer can only cast one realm spell per turn.
These are variations of standard terrain that allow recruitment of Special units.
FOREST VARIANT TYPES
1 Elf settlement
2 Lumbermill: Gain 1 Gold per turn
3 Woodsmen settlement
4 Fey settlement
MARSH VARIANT TYPES
1 Undead settlement
DESERT VARIANT TYPES
1 Bandit settlement
2 Djinn settlement
3-4 Temple: Gain 1 extra Realm spell per turn
HILL VARIANT TYPES
1 Gnome settlement
2 Kobold settlement
3 Orc settlement
MOUNTAIN VARIANT TYPES
1 Dwarf settlement
2 Goblin settlement
3 Gold Mine: Gain 2 Gold per turn
CASTLE VARIANT TYPES
1-3 Recruit Knights
4-10 Recruit Cavalry
CLEAR VARIANT TYPES
1 Hobgoblin settlement
2 Trading Post- Gain 1 Gold per turn
SPECIAL UNIT TYPES
UNIT TYPE COST INIT COMBAT LOCATION NOTES
Woodsmen 1 2 4 Forests Warlord gets Scout ability
Elves 15 3 5 Forests Warlord gets Mancerry ability
Fey 1 1 3 Forests Warlord gets Mancerry and Scout ability
Goblins Cost 10, Initiative 2, Combat 3, Warlord gets Tactics ability
Dwarves Cost 10, Initiative 1, Combat 5, Warlord gets Defence ability
Orcs Cost 10, Initiative 1, Combat 5, Warlord gets Logistics ability
Kobolds Cost 5, Initiative 1, Combat 3
Gnomes 1 1 4 Hills Warlord gets Siegecraft ability
Djinn 3 2 8 Desert Warlord gets Mancerry ability
Bandits 1 2 4 Deserts Warlord gets Intrigue ability
Knights 2 2 7 Castles Warlord gets Defense ability
Undead 2 1 5 Marsh Regenerate 1D10 undead in Recovery Phase
Hobgoblins 15 2 6 Clear Warlord gets Strategy ability
Some troop types cause the Warlord to gain an ability if there is one or more of that troop type present.
A Warlord can have up to 5 different types of troops in his army.
Warlord’s 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)(Combat Rank/10) = # of enemy troops killed
Round to the nearest whole number.