14.0 REINFORCEMENTS
During Battle, the defender may add a reinforcement to his Legion by
mustering a character at the beginning of his fourth Maneuver Phase. To
add a reinforcement, the defending Legion must be qualified to muster a
Creature or Demi-Lord from the Land of the Engagement (see 18.0
Mustering Characters). The reinforcement must move onto the Battleland
during that player's fourth Maneuver Phase or it cannot be taken during
the Battle. If the defender wins before his fourth Maneuver Phase, he
may still muster a character after the Battle if qualified. If the defender
wins after the fourth Maneuver Phase and has not taken a reinforcement
(because either the Legion contained 7 characters at the beginning of the
fourth Maneuver Phase or the reinforcement was unable to move onto
the Battleland at that time), he may now do so. Reinforcements enter the
Battleland from the defender's side of entry, just as the defender's
original characters did during his first Maneuver Phase. Reinforcements
which join a Legion after a victorious Battle are placed with the
survivors on the Masterboard under the Legion Marker.
14.1 A Legion may not muster a reinforcement if it presently contains
seven characters (do not count those already slain). No Legion may
receive more than one reinforcement per Battle. Only the defender may
receive a reinforcement, but he is not required to do so
14.2 If the defender wins the Engagement by an agreement or by the
attacker conceding after committing characters to the Battleland, the
defender is still entitled to a reinforcement, so long as he is qualified to
do so. If the attacker concedes before placing any of his characters on
the Battleland, the defender may not muster a reinforcement.
15.0 SUMMONING ANGELS
Summoning is a type of teleportation where an Angel (or Archangel) is
removed from a friendly Legion somewhere on the Masterboard and
added to another Legion which is either currently engaged in a Battle or
which has just won a Battle. The attacker must summon the Angel into a
Battle during his first Maneuver Phase following the first Strike Phase in
which one or more of the defender's characters are slain. To summon an
Angel, the attacker must have an Angel available in another of his
Legions that is not currently involved with an opposing Legion in an
unresolved Engagement (an Angel that has already fought in another
Legion in a victorious Battle this Engagement Phase may be summoned,
and any damage previously taken is healed before the summoning). An
Angel just acquired due to a previous Battle in this Engagement Phase
may be summoned. A Legion cannot summon an Angel if it presently
contains seven characters (do not count those already slain). Only one
Angel can be summoned by a player during his entire Engagement
Phase. Only the attacker may summon Angels, but he is not required to
do so.
15.1 A summoned Angel is removed from its original Legion and
teleports to the Land of the Engagement, entering the Battleland from
the attacker's side of entry. The summoned Angel will remain with the
Legion into which it was teleported (unless summoned elsewhere during
a later Game-Turn), should it survive the Battle.
15.2 If the attacker wins an Engagement by agreement or by the
defender conceding, he may immediately summon an Angel, so long as
he has one available and has not summoned one already uring the
current Engagement Phase. If the defender flees, the attacker may not
summon an Angel.
15.3 While a Battle is being resolved, the attacker only has the option of
summoning an Angel once, and that is during his first Maneuver Phase
following the slaying of one or more opposing characters. If the attacker
passes up his option to summon, or if he is unable to summon because
his Legion presently contains seven characters, the option is lost during
that Battle. If the attacker goes on to win, however he may then summon
an Angel after the Battle, within the restrictions mentioned above.
16.0 SCORING BATTLES
Battle ends when at least one of the engaged Legions is completely
eliminated by combat or concession. But the Engagement is not fully
resolved until the winning player has added any character which he is
allowed and which was not taken during the Battle (see sections 14.O and
15.0), and until the Battle has been scored. Battles are scored by totaling the
value of the characters in the losing Legion and adding this total to the
winner's score. The value of a character is the product of its Battle-factors,
Power-factor times the Skill-factor. For example, a Lion (Power-factor 5,
Skill-factor 3) has a value of 15 (5 x 3 = 15). The scorekeeper keeps a
running total of each player's score. Players may not refuse points which
they are due.
16.1 Characters lost by the winning Legion are ignored for scoring
purposes. Any Engagement that results in mutual elimination scores nothing
for either player (exception: see 19.3). Engagements won by concession or
agreement score full points to the winner. An Engagement won because the
defender chase to flee scores only half the fleeing Legions total value (round
down any fractions).
16.2 The scorekeeper must keep a separate total score column for each
player end must add the value of each Engagement as it is won. A player's
cumulative total score will influence the acquisition, of Angels (see 17.0)
and the Power-factor of the player's Titan (see 19.1).
17.0 ACQUIRING ANGELS
Each time a player's score attains any multiple of 100 points due to adding
the value earned in a victorious Engagement, the player may add an Angel
to the Legion that won that Engagement. Such an Angel must be added
immediately, and only to the winning Legion, or it cannot be taken.
17.1 A Legion may not add an Angel if it presently contains seven
characters or if there are no Angels available in the caretaker's stacks. The
color of Angels have no bearing on play, cravat Angel of any color may be
taken when eligible. Added Angels are placed directly into their Legion's
stack and are also immediately available to be summoned to another Battle
(see 15.0).
17.2 If adding the value of an Engagement to a player's score raises the
score beyond more than one multiple of 100, the player may add one Angel
for each extra multiple of 100 attained, provided they are available and that
the winning Legion can fit them in.
17.3 Archangel, are Lords acquired when a player's score attains a multiple
of 500. An Archangel is acquired instead of an Angel, not in addition to it.
If no Archangel is available from the caretaker's stacks, the player may take
an Angel. The mechanics of acquiring an Archangel are the same as for
Angels. Like Angels, Archangels may be summoned into Battle (see 15.0),
are returned to the caretaker's stacks when slain, and may perform Tower
Teleportation (see 8.1)
17.4 The addition of an Angel to a victorious and otherwise eligible Legion
is optional. For example, a player with a Legion containing six characters
may have the choice of taking an Angel which he is due for having just won
a Battle end scoring enough points, or of mustering an important Creature
for which he is eligible and qualified. The player has the option of taking
the Angel, or taking the Creature, or of taking neither.