7.0 MOVING LEGIONS
Each Legion must be moved individually and completely before another
Legion is moved. No Legion may be moved more than once per Movement
Phase. A Legion must be moved in its entirety; its characters cannot be
dropped off or moved separately on the Masterboard. Only the Mover's
Legions may be moved, and the Mover decides in what order they will
move, As each Legion is moved its marker should be flipped over or
rotated to indicate that this Legion is finished moving. During the
Enlistment Phase, the Mover can flip the marker back upright as he
determines whether or not that Legion will muster a Creature.
7.1 A Legion may be moved through a Land occupied by another of the
Mover's Legions, but may not end its move on such a Land. Each Legion
moved must travel the full count of the Movement Roll, unless another
player's Legion is encountered in the moving Legion's path, in which case
its move ends there and those two Legions are locked in an Engagement.
No further movement is allowed into or across the Land of an Engagement
during that turn (except Teleportation, see section 8.0). A Legion whose
move would end on a Land occupied by another of the Mover's Legions
may not make that move, unless the second Legion is also capable of
moving and moves beforehand. The Mover is not forced to move a Legion
just to allow another Legion to move (this may give the Mover the option
of aborting the split of a new Legion by occupying the only Land the new
Legion could move to).
7.2 All moves must follow the Signs from Land to adjacent Land
according to the count of the Movement Roll, except when the Movement
Roll is a 6 and a Legion is eligible for teleportation (see section 8.0).
7.3 The Signs are of four types: Blocks, Arches, Arrows, and Triple
Arrows. The top of each Sign touches the Land toward which it points. The
single-symbol Signs (Blocks, Arches, and Arrows) exist only in pairs
pointing in opposite directions. The Signs are explained on the following
Movement Chart.
more new Legions this Came-Turn. During the Movement Phase, he must
move at least one of his Legions. A moving Legion must move as many
Lands as the number rolled on the die, or until it enters a Land occupied
by an opposing Legion, whichever comes first. He may move all or only
some of his Legions, but must move at least one. Only the Mover's
Legions may be moved at this time, and only the Mover may move them.
The details of moving Legions are explained in section 7.0.
6.3 During the Engagement Phase, every Engagement initiated by the
Mover during the preceding Movement Phase must be resolved by the
complete elimination of at least one of the two engaged Legions. If more
than one Engagement has occurred, the Mover determines the order of
their consideration and resolution. Each Engagement should be
considered separately by the two involved players and must be fully,
resolved before considering the next. The details of resolving
Engagements are explained in section 9.0.
6.4 During the Enlistment Phase each of the Mover's Legions that was
moved in the Movement Phase and survived the Engagement Phase may
muster a new character. The mechanics of mustering are explained in
section 18.0. Again, in the interest of speeding play, the players can
deviate here slightly from the normal sequence of a Game-Turn. Players
can check each Legion as they finish moving it to see if it can muster a
new character, instead of waiting until they have moved them all and
resolved any Engagements. Note, however, that Legions defending in
Engagements have first call on any characters that may be running low in
the caretakers stacks; thus, characters recruited by the Mover may have to
be turned over to the defending Legion. Also, a moving Legion which
normally could not muster because it is seven high, may have an Angel
summoned out of the Legion during the Engagement Phase, thereby
allowing it to muster (see 15.0, Summoning Angels).
6.5 When a player's Game-Turn ends, he should announce this fact so that
the next player knows to begin his turn, A player's Game-Turn begins
when he splits his first Legion for that turn or makes his Movement Roll,
whichever occurs first.
7.4 MOVEMENT CHART
EFFECTS ON MOVEMENT
A Legion where last move ended on a Land from
which a Block points must begin its next move in
that direction.
A Legion whose last move ended on a Land from
which an Arch points may begin its next move in
that direction.
a. A Legion standing on a Tower Land may begin
its next move in the direction of any of that
Tower's Arrows.
b. A Legion that moves into a Land from which
single Arrows point may continue its move in one
of those directions, but it may not backtrack,
a. A Legion whose last move ended on a Land
from which a Triple Arrow points may begin its
next move in that direction unless the Land also
contains a Block.
b. A Legion that moves into a Land from which a
Triple Arrow points must move in that direction if
it continues moving.
and the attacker wins with no losses. The
attacker receives only half
the total value of the eliminated characters (rounding down) added to
his score when the defender flees (see section 16.0, Scoring Battles).
The attacker cannot flee, and a defending Legion containing a Lord
cannot flee. If the defender suggests an agreement or accepts Battle, he
may not then flee.
9.3 A negotiated agreement to resolve an Engagement must be
mutually agreed to by both of the engaged players, and must include
the elimination of at least one of the engaged Legions. An agreement
can include losses to the winning Legion (and even mutual
elimination), but it cannot involve characters not present in either
Legion. Agreements may involve promises of later movements or
actions by the players, but only that part of the agreement involving
the elimination of present characters is binding. Agreements cannot
involve the awarding of more or less points than the value of all of the
characters to the Legion that is eliminated. If the agreement is for a
mutual elimination, no points are awarded. Except when the defender
flees, either player may demand that the Battle be played out. This
makes battle the basis of any negotiated agreement.
9.4 Once the defender declines the option to flee and cannot conclude
an agreement, either player has the option at anytime of conceding the
Engagement. Only one player can concede, thereby ending the
Engagement. The conceding player's Legion is completely eliminated,
and the victor's Legion suffers no further loses. The winner of an
Engagement by concession receives full value for the loser's
characters. A player can concede with any Legion, including his Titan
Legion (which eliminates him from the game). Concessions are
generally made to speed play, to deny the defender a reinforcement
(see 14.2), or to avoid slaying a weak character in a seven high
attacking Legion which could be replaced after the Battle by acquiring
an Angel or mustering (see 17,0 and 18.0).
9.5 When an Engagement is decided by the elimination of at least one
of the engaged Legions, the point values of the losing Legion’s
characters are added to the score of the winning player. If the winner
receives enough points, he may be able to add an Angel to the
victorious Legion (see section 17.0 Acquiring Angels). Creatures
eliminated from either Legion are permanently lost; the, are not
returned to the caretaker's stacks, nor used again this game (Lords and
Demi-Lords are returned to the caretaker and can be reused). The
marker of a Legion that is eliminated is removed from the Masterboard
and returned to its owner, who may reuse it. The surviving characters
of a winning Legion are returned to the Land on the Masterboard
where the Engagement took place, beneath their Legion Marker.
7.5 Note that Blocks and Arches apply only to a Legion's initial
direction of movement (the first Land it moves to from its starting
point); they have no effect upon Legions passing through Lands which
contain either of these Signs. Arrows and Triple Arrows may guide
initial directions and thereafter regulate the execution of movement.
7.6 First Move Mulligan: Because the first turn Movement Roll can
be crucial, each player is allowed a second roll if not satisfied with the
first. The second roll is then binding. A player may do this only on his
very first Game-Turn, and if he chooses not to, he doesn't have the
option of doing it later.
8.0 TELEPORTATION
Teleportation is a special type of movement requiring the presence of
Lords, which allows the moving forces to disregard the normal
movement rules. There are three types of Teleportation: Tower
Teleportation,
Titan Teleportation, and the
Summoning of Angels. (See
section 15.0 for the mechanics of Summoning Angels.) Tower and
Titan Teleportations take place on the Masterboard during the
Movement Phase and involve the movement of Legions. Only one
Legion can be teleported per Movement Phase, and only one Angel can
be summoned per Engagement Phase.
8.1 A Legion containing one or more Lords that begins its move in a
Tower Land may perform a Tower Teleportation only when the
Movement Roll is a 6. From that Tower Land it may be teleported to a
vacant Tower Land anywhere on the Masterboard, or to any variant
Land up to six Lands distant from the Tower Land it began in. The
teleporting Legion moves along the Lands, ignoring all Signs and
enemy Legions (engaged or not). The Mover must reveal to all other
players the identity of the Lord in the Legions that allows such a
move.
8.2 Once a player has attained a score of 400+ points (and his Titan
has a Power-factor of 10 or better), he may perform Titan
Teleportation with his Titan Legion (the Legion containing his Titan).
On a Movement Roll of 6 the Titan Legion may teleport from
whatever Land it occupies to any Land (regardless of distance) that
contains another player's Legion and engage it in Battle. A Legion
moved by Titan Teleportation may not stop on a vacant Land; it must
initiate an Engagement. The Mover must show that the Legion
contains his Titan.
8.3 Teleportations are optional, and Legions able to teleport have the
option of moving normally or not moving at all if not required to do
so.
10.0 BATTLE
Battle is the tactical area of the game. It is fought on the Battleland
corresponding to the terrain of the Land where the Engagement has
occurred, Battle is resolved in consecutive turns called Battle Rounds,
during which each player conducts a Maneuver Phase, followed by a
mutual Strike Phase. During a player's Maneuver Phase he moves the
characters of his engaged Legion on the Battleland to best position
them for combat (see section 11.0, Maneuver Phase). After every
Maneuver Phase follows a Strike Phase during which both players
simultaneously strike the other's characters (sec sections 12.0 and 13.0,
Strike Phases and Rangestriking). The player whose Maneuver Phase
preceded the Strike Phase strikes with his characters first. Battle ends
when all of the characters of one (or both) of the engaged Legions is
eliminated, or after seven Battle-Rounds, whichever occurs first.
10.1 Each Battleland is marked with the name of its terrain, this
name-side corresponds to the numbered side of the Land of the
Engagement on the Masterboard. The characters of the attacking
Legion enter the Battleland on the same relative side (which will be
four hexes wide) as their Legion entered the Land when moving on the
Masterboard. The defending Legion's characters enter the three hex
wide side opposite that assigned the attacker (exceptions see 10.2 and
10.3). The attacker's forces will always enter along a wide side, and the
defender will enter from a narrow side. Distinction between the
9.0 ENGAGEMENTS
An Engagement occurs when a moving Legion enters a Land already
occupied by another player's Legion. The Engagement involves only
the players owning the two Legions, the characters which these
Legions now contain, and the characters which may be added during
Battle (see sections 14.0 and 15.0, Reinforcements and Summoning
Angels). The Mover is considered the attacker, and the other player is
the defender. An Engagement ends when at least one of the engaged
Legions is completely eliminated by fleeing, concession, agreement, or
by Battle. Engagements are resolved one at a time, at the Mover's
choice.
9.1 The Mover first selects the order in which Engagements are to be
resolved. For each Engagement the two involved players first consider
their options by secretly examining the characters in the opposing
Legion. The characters in the two opposing Legions are kept secret
until they are either voluntarily slain as part of an agreement or
concession and turned over to the caretaker, or the Engagement is
resolved by Battle which must be conducted in view of the other
players. After this examination the players determine how they will
resolve the Engagement.
9.2 The defender may immediately opt to flee. If the defender flees,
his characters are automatically and completely eliminated,