Elric ENGrules PDF
Elric ENGrules PDF
1) THE WORLD O F ELRIC There were many heroes in those days. Foremost among
For 10,000 years the mighty Melnibonean Empire ruled them was ELRIC, the White Wolf, Kinslayer, the Red-
the world. It was an inhuman race, originally peaceful in Handed Reaver. His saga is powerful and bitter, the story of a
their ancestral homeland of R'lin K'ren A'a. When the Gods man whose life was a curse and whose blessing left evil and
needed their city as a neutral meeting ground to create a lull death in its wake.
in their Cosmic strife, the ancient peoples were blessed with Elric was the last of the Melnibonean Emperors. As if to
great powers and sent into the world. They found their way to personify the decadence of his race, he was born a weak and
the Isle of Melnibone, mastered the Dragons which lived sickly albino able to remain alive only with the powerful
there and began to build their empire. magics and drugs produced by Melnibonean sorceries. Yet,
~ h r o u ~sorcerous
h research and experimentation, the he had a degree of curiosity and intellectual vitality that was
earliest Emperors established mystical bonds and pacts with alien to the somnambulists that surrounded him. His people
the Gods and spirits of the planes. Armed with this saw him as a brooding, nearly alien, King.
knowledge and power, they easily conquered the known Elric sought, and suffered from, mighty magics. Through
world. Secure, they settled into their long reign, entertaining his knowledge, and his Fate, he came to find the mystical
themselves with all known, and several unknown, sword STORMBRINGER. This eldritch blade was a tool of
experiences until their centuries passed in jaded dreams. the Gods. Instead of merely taking the life of its victim, it
Then the Gods moved again, setting Cosmic forces into drew the very essence of their souls into its wicked being. Yet
motion. The Young Kingdoms rose and cast off the Melnib- this power was useless without one to wield the weapon. In
onean yoke. Once free, they squabbled over petty human return for Elric's hand upon the hilt, the sword was bound to
pursuits. The Melniboneans continued to decline, their share the bounty of souls which it harvested. Elric, needful of
Dragons slept longer after each battle and their race drifted such vitality, accepted the hoary black sword as his own.
into a slumber akin to that of the Black Lotus Eaters. Each became slave to the other's need. None could tell the
Then the Cosmic Balance grew more unstable, as the true master.
struggle between Law and Chaos transcended philosophical It was Elric's destiny to be tossed about by Fate and the
discussion. Nations rose and fell, the ancient monsters and warring Gods. He was bandied about like a toy, forced into
deities again stalked the world. The new times of danger and dangerous and foolhardy positions and tormented by his
legend demanded a new breed of person to confront the grave eternal doom. Thus he went forth from the shrouded halls of
dangers, thus began the Age of Heroes. Melnibone into the Young Kingdoms.
. - . .. - . - - - - - -~- --- Combat I 1
2) THE EQUIPMENT
This game includes:
l Mapboard 4 Counter Sheets MOvement
l Rulebook 1 Six sided die Value +Capadty
J
apply for these are delineated in section 6.5. Dispel Magic
In all cases, Cities are marked as either a black dot, un- Spell
Musters Fvloondurn..~ Name
walled cities, a black dot within a partial or whole circle, (in red) 012b.... .Id
walled cities, or by a Black Star, a national capital. The effect
of cities are delineated in sections 6 and 9. 2.24) MAGIC SPELLS-These counters represent the
Ports are identified by Anchor symbols. The symbols are various spells that Magicians can use. Each counter bears the
located in SEA areas adjacent to the city. If the symbol is Spell Name andior description, its Combat Strength, its Align-
parenthesized, the owning nation is capable of building ment and the musters possible when using it in the Muster
fleets, as delineated in section 5. Phase.
The Sword symbols located in Ashaneloon, the islands of
the Unholy Fortress and the Sighing Desert [Mordaga's
Castle) denote special places. These areas are not cities. The
special place is located where the Sword appears on the map. 2.25) MARKERS- There are three types of markers
NOTE- The small, unmarked islands just off Melnibone
have no effect in this game. They are not used. Likewise, the
illustrations found in the Dragon Sea, the Straits of Chaos and La w/Chaos
the Straits of Vilmir (A Dragon, Octopus and Large Fish -Marker
respectively) have no effect on the play of the game. Ignore
them.
2.2) THE PIECES
There are four types of counters used in this game, plus 2.251) LAWICHAOS MARKER- This marker is used to
various types of markers. keep track of the status of the Cosmic Balance. It is placed on
the Turn track when the Cosmic Balance is tipped, through
the use of magic of the various alignments.
I Army
1 Turn Marker-
2.21) ARMIES - Army counters represent trained men
ready for battle. All army counters have the silhouette of a
soldier on them. All armies have a Combat Strength of ONE.
The Combat Strength of all counters is printed in the Upper- 2.252) TURN MARKER- This marker is used to keep
Left corner of the unit. track of the number of game turns remaining to pia!..
These symbols are found in the following locations:
Vale of Xanyaw Nihrain
The Silent Lands Sorcerer's Isle
R'lin K'ren A'a Ashaneloon
Dhoz-Kam Kaneloon
Dorel The Unholy Fortress
2.253) STACK MARKERS- The Stack Markers, four Mordaga's Castle Tanelorn
groups of six counters each, can be used by players to identify The Forest of Troos
their stacks during play and thus preventing any possible 3.2 1) When all spells have been placed, place the container
confusion. next to the board within easy reach of all players.
3.3) Place the Turn Marker on space 1 of the Turn Track.
2.26) THE COLOR CODE Place the LawIChaos marker on the NEUTRAL space of the
Except for the Magic Spells and Markers, all counters have Cosmic Balance table.
a Color Code representative of their nationality. The codes 3.4) Distribute one set of stack markers to each player.
that are applicable are: 3.5) Except for ELRIC, place all Melnibonean counters on
NATIONlAREA COUNTER COLORS ALIGNMENT the island of Melnibone.
ARGIMILIAR Black on Red CHAOS 3.6) Each player rolls the die. The player with the Highest,
BAKSHAAN LYl~iteon Brown LAW UNTIED roll will go first.
DHARIJOR Brown on Yellow CHAOS
EXAMPLE- With four players, if the rolls are 6,6,4,2,the player
DHOZ-KAM White on Red CHAOS
w h o rolled the 4 will be first.
ESHMIR White on Orange CHAOS
FILKHAR Blue on White LAW 3.61) If there is no untied roll, the players with the Highest
FLAMEBRINGERS Red on Black NEUTRAL tie will roll off.
ILMIORA Black o n Brown LAW EXAMPLE- The original rolls are 5,5,2,2. The players that rolled 5
INDEPENDENTS White on Black VARY will roll off until one of them rolls the highest untied number.
lSLE O F PURPLE 3.7) Each scenario lists the countries to be played. The First
TOWNS White o n Purple LAW player chooses his country FIRST from among those listed.
JHARKOR Black o n Orange CHAOS Then, in a clockwise rotation, the other players will select
KELMAIN HOST Black o n Grey NEUTRAL countries from those that remain. This continues until all
LORMYR Black on Green LAW players have a starting country.
MELNIBONE Red o n White CHAOS
3.8) Each player places THREE armies in each Non-Capital
NADSOKOR Black o n Purple CHAOS
CITY, all fleets and the Admiral in any seaport and all other
OLAB Red on Grey NEUTRAL
starting forces, including any personalities, in the Capital of
ORG Red on Olive CHAOS
his starting country.
PAN TANG Black o n White CHAOS
PIKARY D Black o n Blue CHAOS 3.81) If the country only has one city, all pieces start there.
PI0 Olive o n Black NEUTRAL
SHAZAAR White o n Blue LAW 4) SEQUENCE O F PLAY + VICTORY COND
TAKKESH Green o n White LA W
A Game-turn equals one Player-turn taken by each player.
VILMIR Black o n Olive LA W
Each Player-turn has the following steps:
EXAMPLE-All Melnibone counters, from Elric to the 4.1 ) RANDOM APPEARANCE PHASE ( 11.1) (First Player
Golden Battle Barge, will be Red on Black counters. This
only1
combination will always indicate a Melnibonean unit of
some kind. 4.2) REPLACEMENT PHASE (5)
4.3) MOVEMENT PHASE (6)
2.3) CHARTS AND TABLES 4.4) SEARCH PHASE (7)
Along the right-hand mapboard edge are the Cosmic 4.5) MAGIC PHASE (8)
Balance and the Turn Track.
The Cosmic Balance has two arms. Each arm is divided 4.6) COMBAT PHASE (9)
into twelve sections. The rules for using this table are found 4.7) MUSTER PHASE (10)
in section 12. 4.8) RANDOM BALANCE MOVEMENT (optional) (12.6)
The Turn Track is divided into ten sections, numbered
4.9) The First Player, determined in 3.6, takes his turn first.
1-10. When the tenth turn is completed, the game is over and
From him, turns pass in a Clockwise rotation for the re-
a winner is declared.
mainder of the game.
4.91) Each scenario lists a Specific Objective and is a 10 turn
3) SETTING-UP game. Victory can be achieved in the following manner (in
order of precedence):
All scenarios are set-up using the procedure detailed below.
A) Any player that captures Imrryr, capital of Melnibone,
A n y exceptions that apply will be listed irl the scenario in which
wins.
they apply. B) Any player that fulfills his scenario victory conditions
3.1) Place ALL Magic Spells in a dry container and mix them wins.
thoroughly. C) If the world ends through a tipping of the Balance
towards Law, the player that has the Runestaff wins. If no
3.2) Place ONE Magic spell, face down and without looking one has the Runestaff, the player with the highest total
at it, on each of the board's Magic Spell Placement Symbols. Law Magic value, from spells, wins.
D) If the world ends due to a tipping of the Balance limit is exceeded, all fleets and armies are lost and all per-
towards Chaos, the player who controls Mournblade sonalities are required to make a Heroic Escape or be
wins. If no one has Mournblade, the player with the eliminated.
highest total value of Chaos spells wins. 6.2) LAND MOVEMENT-Personalities, and any armies
E) The player that controls the greatest number of Enemy that they are leading, have FOUR Movement Points per turn,
capitals wins. i.e. they may move up to four provinces per turn [subject to
EXAMPLE- Order of Precedence means, for example, that if a the Terrain restrictions in 6.5).
player completes B above, the only chance that the other players will 6.21) Armies may only be moved if they are stacked with a
have to win will be to capture Imrryr, i.e. A supersedes B, friendly leader or if they are in their own nation. When they
B supersedes C, etc. have a leader, they will have the movement rate specified in
6.2. When they are moving without a leader, in their own
5) REPLACEMENTS nation, they will have ONE Movement Point per turn. They
may not leave their nation without a leader.
Replacements may be taken by any player that has lost
units. During each of his Replacement Phases, the player 6.22) When a stack is moved, it may pick up or drop off per-
may replace 1 Army O R 1 Fleet. All replaced units return in sonalities or other units as desired. Units dropped off ma)-
the capital of the nation that receives them. If the capital is continue moving in other directions with any Movement
not a Seaport, no fleets of that nation may be replaced. If the Points that remain to them. If the units dropped are leaderless
capital is not in the player's possession, no replacements are armies, they may not move..
allowed for that nation. Replacements received in a nation's 6.3) SEA MOVEMENT-All personalities and armies, ex-
capital may only be units of that nationality. cept for Magicians and Flying units, must beon fleets to xnovtl
5.1) Any nation controlled by a player is eligible to take at sea. Magicians may move without fleets at a cost of 2 hlP
replacements. per sea area. Armies that voluntarily or involuntarily enter a
sea without a fleet are eliminated. Personalities who do so
5.2) Players that draw the Muster for a country that they must attempt Heroic Escape.
already control may initiate a Special Replacement Phase by
6.31) The Movement Rate listed on the fleet counter is the
playing that muster instead of another. When this is done,
number of sea areas that it may travel regardless of what it is
each City in the nation that is not under enemy control can
carrying. If any armies or personalities aboard moved on land
build an army AND each port can build a fleet. In addition,
prior to boarding the fleet, on the turn that they first move at
the capital can replace one leader. The leader replaced must
sea, the number of areas that they xnoved is subtracted from
have the LOWEST Combat Strength of all Leaders lost. If a
the Movement Rate of the fleets. If the land units move on
magician is replaced he will not begin with any spells.
iand after using sea movement, in the same turn, subtract the
5.2 1 ) Units created in 5.2 may only be taken from those that number of sea areas moved from the land movement rate ot
have been lost by that nation. those units. The Movement Point cost for units to board a
fleet, while in a port, is l MP for personalities and armies.
5.3) Any nation that loses ALL of its personalities reverts to
This cost is included in any amount that is subtracted from
Neutrality. All units that remain on the board are removed, the fleet's Movement Rate. Units may also embark from any
except those units that are in Cities that are under attack. province that is adjacent to the sea. The cost to do this is
Units in these cities will continue to fight until the attacker FOUR Movement Points.
wins or is repulsed.
6.32) Each fleet in a stack must have at least ONE personality
5.31) A nation that is neutralized in 5.3 above may be
in order to move. The personality in command need not be ot
mustered normally at any time after it is forcedinto Neutrality. the same nationality as the fleet but he must be allied to the
5.4) EXCEPTION-The capital of Lormyr is the onlyinland side that the player controls.
capital that may build fleets. Any fleet that is built in this city 6.321) Fleets that do not have a personality aboard them
must be moved down the river to the ports Trepasaz and may only move TOWARDS their home port. They will take
Ramasaz. If an enemy controls these ports, the player con- the safest, and then the shortest, route, moving at theil-
trolling Lormyr may NOT build fleets in his capital. normal xnovement rate. While uncontrolled, they may not
5.41) The river leading to the capital of Lormyr may only be carry any units that are not already aboard. Once in a Home
used to send ships from Lormyr to one of the ports. It may not port, they may not move out unless a personality boards and
be used by the enemy to attack the capital. [The Lor~nyr orders them to do so.
player may sail down river, no one may sail up the river 6.33) During the Movement Phase, no unit may enter a land
towards the capital, including Lormyr). or sea area that contains enemy units unless he is initiating
combat with that force.
6) MOVEMENT 6.331) EXCEPTION- Wilderness Sea areas Inay be
All movement, except retreats required due to Combat, is occupied by any number of ships from any side. A stack
voluntary. Only armies, personalities and fleets may be entering one of these areas must successfully search for the
moved. Spells must be in the possession of a personality in enemy (Section 7) if it wishes to initiate combat.
order to be moved. When moving, units may only move into 6.4) FLYING-Certain personalities, and spells, have the
adjacent areas, unless they are flying (6.4).Per land or sea power of fIight.
area moved, a cost of ONE Movement Point is paid. 6.41) FLYING UNITS- The Winged Men of Myrrhyn and
6.1) STACKING-An unlimited number of personalities the Clackars are flying units. They may move up to FOUR
may occupy the same area. (Forsea areas, they must be witha provinces or seas. Flying units ARE subject to the terrain
fleet). An unlimited number of armies may occupy a Land restrictions listed for the Boiling Sea and Mountains. They
area. The number that may be carried at sea is determined by may move freely over any other terrain or NON-FLYING
the carrying capacity of the Fleets that they are with. If the enemy units. They must always end their move in a land
area, or on a friendly fleet that has the carrying capacity to 6.573) All friendly units in a province that contains a walled
take them aboard. city or capital are considered to be protected by its walls.
6.42) MAGICAL FLIGHT- Certain spells allow one or
6.58) WILDERNESS-Stacks that contain armies must
more personalities to fly. These spells remain with the per-
draw one Random Attack for EACH Wilderness Province
sonality that is using them for TWO FLIGHTS or THREE
that it moves through OR ends its movement in.
turns, whichever is less. When magic is used to fly, the per-
Personalities, unaccompanied by armies, only draw if they
sonality may be moved to any province on the board. Armies
end their movement in a Wilderness area. ANY stack that is
may only be transported in this way when the S h i p of Land
forced to retreat into a Wilderness area will suffer a n
a n d Sea is used. Fleets may never be flown.
IMMEDIATE Random Attack.
6.5) SPECIAL TERRAIN- The following terrains have 6.59) PORTS- Anchor symbols on the board are ports.
special notes which ~villaffect movement. Fleets may only move into a port from the adjacent sea area
6.51) THE BOILING SEA- The waters of this sea boil and that contains an anchor symbol, except as exceptions explain
froth. All ships. magicians walking on the seas, and flying differently.
units must use the Heroic Escape procedure to determine
6.591) Due to its massive five portalled seawall, and its
whether they survive or not. Only the Jeweled Bird and any
other defenses, only units stacked with Elric can enter
personalities that it carries do not need to roll for a Heroic
Imrryr. Once Irnrryr falls, i.e. comes under the control of any
Escape. This roll must be taken entering, leaving, or remain-
player, ally Melnibonean personality can guide a stack into
ing within this sea and only one roll must be made by one
the city.
stack in any one player-turn. Any flying unit or walking magi-
cian that fails the roll is eliminated. Any ship that fails to 6.6 RANDOM ATTACKS
escape sinks. Any personality aboard a fleet that sinks must Random Attacks can be drawn as specified in 6.55 and
make a Heroic Escape to survive. All armies aboard sinking 6.58. When a Random Attack occurs ONE spell is drawn for
fleets are eliminated. each Random Attack possible and shown to all players. The
6.52) CAPITALS-Capitals exist only in civilized nations result of the spell drawn is determined as follows:
and are identified by a black star. They have no effect on 6.61) CHAOS spells attack the stack immediately.
Movement. All capitals are WALLED CITIES. They will have
a defense value of FIVE. This value must be totally overcome 6.62) LAW spells attack if the stack contains Chaotic Magic,
in a single battle before enemy units can occupy the capital. including spells held by non-magicians for mustering
They will always remain at full strength, regardless of purposes.
combat losses. ( I f the value is exceeded they are bypassed or 6.631 NEUTRAL, SPECIAL and OTHER spells have no
climbed, in effect/. effect and are discarded.
6.522) Capture of an enemy capital allows the conqueror to 6.64) FLEETIARMY EATER automatically destroys any
muster that nation AND yields a Magic spell drawn randomly. armies andlor fleets attacked. Personalities may attempt
Capture of a Neutral capital will only grant the spell. It gives Heroic Escapes.
no mustering ability. 6.65) PLAY IMMEDIATELY spells have their normal
6.53) MOUNTAINS- Mountains are impassable for all effect.
units. 6.66) After the Random Attacks are resolved, the spell is
6.54) T H E SERPENT'S TEETH- As for the Roiling Sea. always discarded. All Random Attack combat is resolved as
6.55) STRAITS O F CHAOS- Treat this as a Wilderness normal, see section 9.
area. Any stack that passes through the straits must undergo
Random Attack before completing its movement.
6.56) UNWALLED CITIES- These cities, noted by a black 7) SEARCH
dot, have no effect on ~novementand provide no protection in Units that end their movement in a Wilderness area, and
combat. survive the resultant Random Attack, can:
6.57) WALLED CITIES-Black dots surrounded by a full A) Try to find unfound Magic spells.
or partial circle. The cities of all civilized nations, except B) Try to find friendly stacks.
Nadsokor, are walled. They have no effect on movement.
C) Try to find enemy stacks.
6.571) Walled Cities have a defense value of THREE. The
7.1) The searching player must announce the purpose of his
number of cities in the province has no effect on the defense
search before he rolls. Only one search per province per
value. Only one city in any one province adds its value to the
player per game-turn is allowed. A friendly personality must
defender. An attacker can only occupy a city if he exceeds its
be with the stack for the stack to conduct a search.
defense value after eliminating all defenders. ( A s for capitals,
the defense ~ ' a l u eo f these walls is perennial. It cannot be 7.2) On the first turn of a Search, the search succeeds on a
destroyed]. roll of 5 or 6. On each consecutive turn, following failures, a
roll of 4-6 will indicate success.
EXAMPLE- If a walled city is defended by 6 armies, the attacker
must inflict 9 casualties when he attacks to take the city. 7.2 1) Friendly stacks and Magic spells found as a result of a
6.572) Per attack launched against a walled city, or capital,
search are placed beneath the stack that found them. Enemy
that fails to exceed the wall's value, '/z of the defending force, units found must be fought during the finding player's Com-
rounded up, is eliminated. Which units are killed is at the bat Phase.
option of the defender. 7.3) The chance of success in finding an item will increase
EXAMPLE- In the case above, 6.571 example, the attacker kills 5.
ONLY if the item that you search for on the later turn is the
This does not exceed the defensive value of the Walled City, 3 + 6 same item that you failed to find previously.
(for the rroopsl. As a result, the city holds and three of the six EXAMPLE- If you search for magic on the first turn, the chance in-
tlcfenders are eliminated. creases in the second turn ONLY if you again search for magic.
If a non-Melnibonean draws a spell of this kind, he may
8) MAGIC hold it until he meets a Melnibonean that can use it. If he
Magic Spells held by personalities are kept beneath that wishes, he may discard it at any time. (He Inay not draw
personality's counter until used. They may not be examined another spell whe?z he does so).
by other players. After a spell is used, it is discarded. When all 8.34) ELRIC ONLY SPELLS-The Horn of Fate can only
of the Magic spells in the container have been used, and a be used by Elric.
reshuffle spell has not been drawn, all discarded spells are
8.35) LAW, CHAOS and NEUTRAL SPELLS-These
placed back into play and shuffled thoroughly.
spells are aligned with the various forces of the world. No
8.1) ACQUIRING SPELLS- When mustered, a Magician magician may hold BOTH Law and Chaos spells at the same
will draw a number of spells equal to his SpellCapacity. time. If a spell drawn conflicts with one already possessed,
Magic may be transferred from one personality to another if one or the other must be discarded. The discarded spell is not
the personalities are BOTH located in the same stack during replaced. ALL magicians that are in the same stack MUST
the Magic Phase. (See 11.13). have spells of the same, or Neutral, alignment.
8.11) Certain wilderness areas begin the game with magic
spells. These spells become the property of the first personality 8.4) EFFECT O N THE BALANCE- When aligned spells
to find them through SEARCH. are cast they affect the Cosmic Balance. Each point of a spell's
8.12) Occupation of a neutral or enemy capital allows the Combat Strength will tip the Balance towards that spell's
occupying player to draw a spell. alignment. Neutral spells move the Balance towards its
neutral center. When spells of many alignments are used in
8.2) SPELL USE-Spells are played in the Magic Phase of the same battle, the effect of the Law and Chaos spells is
each player-turn. Spells are cast by laying them face down determined before applying the effect of any Neutral spells.
next to the stack that contains the casting personality. No
more than THREE spells may be used by any ONE player in 8.5) LIMITATIONS-Magicians may never hold more
any given battle. There must be one magician present for spells than they have Spell Capacity for. Non-magicians may
each spell that is cast. When using magic, a magician may not each hold one spell, for muster purposes only.
add his Combat Strength into the total for his stack. A magi- Stacks owned by a single player that possess spells of
cian may not cast more than one spell per game-turn, except opposing alignment may not occupy the same province or
when using magic to aid in Heroic Excapes. land area. If, mistakenly, they do they must attack each
8.21) Magic spells with a parenthesized Combat Strength other. Spells held for Muster purposes only aren't included in
are not added into a stack's Conlbat total. The parenthesized this restriction.
value is the effect that casting the spell will have on the
Cosmic Balance. 8.6) USED SPELLS- When a spell has been used, either in
combat or because it conflicts with other spells held, it is
8.22) The three personalities with an Exclanlation Point
discarded. A discard pile is formed separate from the spells
next to their Spell Capacity have the unique ability to conjure
that are yet to be used.
magic when defending or attacking. When one of these per-
sonalities [Elric,Yyrkoon or Theleb K'aarna) are involved in
combat the owning player has the option of drawing a spell 9) COMBAT
instead of using a spell that they hold. The spell drawn MUST
Combat is resolved as delineated in the following sections:
be used in the combat for which it is drawn.
9.1) ELIGIBLE UNITS - Whenever enemy stacks occupy
8.221) If Theleb K'aarna or Yyrkoon draw a spell whose
the same province, except for Wilderness areas, they must
alignment conflicts with those that they hold, the spell drawn
fight. The attacking player must have enough movement to
will attack them. Add its Combat Strength to the enemies
move into the province that he is attacking. All attacking
Conlbat total.
units attack all defending units, even if attackers are from
8.222) Elric may draw spells with impunity. If the spell more than one province. If more than one battle is planned
drawn is not applicable, it is discarded. No other spells are for a turn, the attacker will decide the order in which they
drawn and he will cast no other. If the spell drawn is an Elric will be resolved.
Nightmare it effects him immediately. 9.11) Attacking units must have at least ONE personality
8.3) SPELL TYPES- There are seven types of spells: Play leading them into a battle. If units do not have a leader, they
Immediately, Special, Melnibonean Only, Elric Only, Law, may not attack or move into an enemy occupied area. They
Chaos, and Neutral. Spells restricted to a special personality will still defend and retreat normally.
or race can be used by other personalities for muster purposes 9.2) WITHHOLDING UNITS-Both the attacker and the
only. defender may, at their option, withhold units from combat.
8.3 1) PLAY IMMEDIATELY SPELLS - These spells are Units withheld WILL suffer adverse effects necessary if their
not held. Elric Nightmares effect BOTH Stormbringer and side loses. The defending player may withhold any or all
Mournblade when they are drawn or discovered. All other units AND he may retreat his units one province before com-
spells of this kind will affect the personality that discovers bat begins, yielding the province to the attacker. If all defend-
them. ing units are withheld, the defender MUST retreat. The
8.31 l ) If a spell of this kind is selected by a Magician to start retreat may not be made into areas that the attacker passed
the game, another spell is drawn and the Play Immediately through, on his way to the battle, during his Movement
spell is returned to the spell container. Phase.
8.32) SPECIAL SPELLS-These spells may be used by any 9.21) The Attacker may also withhold units. Withheld
magician. attacking units may not retreat before combat. He must com-
8.33) MELNIBONEAN ONLY SPELLS - These spells mit at least one unit to the battle.
may only be used by a Melnibonean personality. In addition, 9.22) Units may also be withheld in sea battles following the
only a Melnibonean can use Mournblade. rules above.
9.3) COMBAT MAGIC DECLARATION - Spells cast dur- magic is used instead of the magician's own Conibat Strength.
ing the Magic Phase, i.e. placed face down next to the casting Magic used in this way must be cast BEFORE the roll is taken.
magician, are now revealed to all. 9.82) Personalities with a parenthesized Combat Strength
escape if the strongest personality, using Combat Strength,
9.4) COMBAT TOTALS-Both the attacker and the stacked with them makes his or her Heroic Escape. If they are
defender total the Combat Strengths for armies and per- the only personality present, they are eliminated. If the other
sonalities involved with their side. Next, add the Combat personality is not required to make an escape by the loss in-
Strength of any spells used to the caster's side. Eater spells flicted, they automatically escape. This rule does not apply
will take effect BEFORE any other magic. Magic spells cast for Elric. See 11.1.
by a magician that is eliminated by an Eater spell will still
9.83) REAPPEARANCE- When a Heroic Escape is made
function normally.
the personality will appear in the nearest undisputed or
9.5) COMBAT RESOLUTION - Each player rolls the die friendly province. (It] case o f ties, the controlling player will
and adds his Combat Strength Total. The lower total is then decide where reappearance occurs).
subtracted from the higher. The number yielded is the result Escapes that occur at sea will place the personality on the
inflicted on the player with the LOWER total in the combat. nearest land not occupied by enenly units (In case o f ties, the
The player with the GREATER total always wins AND suf- controlling player will decide which province).
fers no losses. 9.84) Fleets that sail into the Boiling Sea also use the Heroic
Escape procedure to determine whether they survive enter-
9.51.) SHIFTING THE BALANCE- After the battle is
ing the sea.
resolved, shift the Balance according to the rules in 12.2. This
occurs before any other battles are resolved. 9.9) SPECIAL CASES
9.91) GARRISONS-Players who control enemy cities
9.6) THE COMBAT RESOLUTION TABLE must garrison them with at least one army per province con-
COMBAT taining them. If this garrison is not maintained, control of the
STRENGTH COMBAT province will revert to the original owner. He may use it to
DIFFERENCE RESULT create replacements.
25 and Up DE 9.9.11) Garrisoned cities provide no replacements to the
20 to 24 Retreat, DL 15 owner.
15 to 19 Retreat, DL 10 9.912) The walls of walled cities and capitals are used by the
10 to 14 Retreat, DL 5 controlling player in combat.
5 to 9 Retreat, DL 3 9.913) Capturing and garrisoning the capital of a neutral
4 Retreat, DL 2
will prevent its muster by another player.
3 Retreat, DL 1
1 and 2 Retreat, NL 9.92) OVERRUNS- To conduct an overrun the moving
0 Reroll player must enter an enemy controlled province. He must
then allocate a portion of his force, including at least one per-
9.7) CRT EXPLANATIONS sonality, to divert the controlling force and protect his contin-
DE = All defending units are eliminated. uing route of march. The Combat Strength total of the divert-
ing army must be at least DOUBLE that of the defending
DL # = The number of defending strength points specified force. If these conditions are met, the remainder of his force
are eliminated. may move on if he has sufficient movement points to do so.
NL = No losses are suffered by the defender. 9.921 J The attacker can overrun as many provinces as he
RETREAT = The losing sta-tk must be retreated one province has armies, personalities and movement points to do so. The
away from the victorious stack. No retreat is allowed into requirements in 9.92 must be met in all cases.
Mountain, Sea or enenly controlled provinces. Units forced 9.93) COMBAT IN NEUTRAL NATIONS- When the
to retreat out of a port may take ships, if available, or retreat armies of two enemy players meet in a neutral nation, neither
by land. Retreat into wilderness provokes an immediate side may use that nation's cities, armies, fleets or per-
Random Attack. If a stack is unable to retreat it is eliminated. sonalities. If a player attacks a neutral city or capital, the city
Units within a Walled City or Capital are never forced to will muster to defend itself. Its defense value is printed on the
retreat. They may choose to do so IF retreat is part of the board next to it. The player to the attacker's right will roll for
result determined. Fleets may retreat into ports if the the defending neutrals.
opportunity exists. 9.931) An enemy city that reverts to neutrality, through the
9.71) All losses are removed by the owning player as he sees loss of all personalities or some other reason, in the midst of a
fit. Personalities removed may attempt Heroic Escapes. battle does not immediately regain its full strength. As long as
9.72) On land, losses are taken in armies and personalities. the attacker ~naintainshis attack on the city, it will only de-
At sea, they are taken in fleets or personalities. Armies will fend with armies, personalities and walls that are currently in
have no value while loaded on board a fleet. the city. As soon as the attack or siege ends, the city regains its
9.8) HEROIC ESCAPE-Any personality that suffers an
full strength. { A tleast one game-turn must pass in which the ci?,
elimination result, for ANY reason, has a chance of escaping is not attacked by any player for strength to he regained).
his fate. At the end of the combat in which elimination 9.94) SIEGE AND CONTROL O F WALLED CITIES-
occurred, a die is rolled. If the roll is LESS THAN or EQUAL Defenders in a Walled City or Capital are never required to
TO the personalities Combat Strength, a Heroic Escape has retreat due to combat. If the attacker decides to continue his
been made by the personality. If the roll is higher, the per- attack on his next turn, after a retreat result occurs, the city is
sonality is removed from play. Besieged.
9.81) Magicians may use magic, if available, to help in their 9.941) Besieged cities may draw replacements and per-
Heroic Escapes. In this case, the Combat Strength of the sonalities, if a personality exists in the city in the proper
muster. Armies of that nation, and personalities, that are which the player musters them. (They become part of the stack
already on the board may not enter the city without defeating of the personality that is actualljl doing the mustering.]
the Besieging army first. To lift the siege and enter, they must
10.3) MUSTERING HORDES- Hordes are independent
force the besieging army to retreat.
armies and personalities that must be mustered in specific
9.942) To denote a siege, place the attacking force on top of
locations. Hordes may not receive placements and may never
the city and its defenders. The defender may counter-attack
be mustered away by another player. If a horde is totally
on his turn. If he does, he receives no advantage for the city
eliminated, or if all of the Horde's personalities are
walls in his attack.
eliminated, all remaining horde units are removed from the
9.943) If a player is besieging Imrryr, and he loses control of board. Beginning on the next turn, they can again be
Elric, he may continue the siege until Imrryr falls, or he is mustered at full strength.
forced to retreat. If he is forced to retreat without taking the The Hordes, and their mustering locations, are:
city, he must regain control of Elric in order to try again.
10.31) THE FLAME BRINGERS - Mustered in the Weep-
9.95) COMBAT AT SEA-Naval battles follow the rules ing Wastes. They must search for, and find, Mordaga's
specified for Land combat. Only the combat strength of fleets Castle before they can be used for anything else.
and personalities, plus any spells used, will apply. Armies are
10.32) THE KELMAIN HOST-Mustered in the wilder-
valueless in a sea battle.
ness of t h e Southern continent. Before they can do
9.96) COMBAT IN PORTS- Fleets that are attacked while anything else, they must search and find Kaneloon.
in a sea that is adjacent to a friendly port may retreat into that
10.33) THE OLAB-Mustered in R'lin K'ren A'a. They
port as a result of combat.
will move normally on the turn after being mustered.
9.961) If a port is attacked from the land, fleets present can
10.34) THE PEOPLE O F PIO- Will appear a n y w h e r e
add their combat value to the total of the defending forces
that they are mustered.
AND may be chosen as casualties. They may also retreat out
to sea, with what armies they can carry, if retreat is called for, 10.4) THELEB K'MRNA-This wizard of Pan Tang may
unless enemy vessels occupy that sea. be mustered independently. If, later, Pan Tang is mustered
by another player he will switch to the Pan Tang player's side.
9.962) Fleets in a port are protected by the city walls. All
fleets that are in the port when it falls into enemy hands are 10.5) MUSTERING THE BATTLE BARGE AND ALL
destroyed. No unit is ever required to retreat from within ARTIFACTS-A11 artifacts appear in the province from
a city. which they were mustered. If the personality using the
artifact is eliminated, and fails to escape, the artifact is re-
. - - - - -- moved from the board. Artifacts removed in this way may be
10) MUSTER remustered.
Any Magic Spell with an italicized name along its bottom The Golden Melnibonean Battle Barge can be mustered
edge can be used to muster the forces specified. only by a Melnibonean personality that is adjacent to
Mustering allows players to take control of neutral Melnibone. When it is mustered, it will appear with Admiral
nations, personalities and artifacts. It will take place during Magnum Colim.
the Muster Phase of each player's turn. The forces that can be 10.6) RESTRICTIONS - Nations and personalities already
mustered are listed on the bottom of the spell counter. If on the board may not be mustered, with the exception of
several are listed, the player must choose one. Once a spell Theleb K'aarna and occupied nations. Spells used to muster
has been used to muster, it is discarded. have no effect on the Cosmic Balance. No player may per-
10.1) MUSTERING NATIONS - The mustering player form more than ONE muster per player-turn. All musters
must have a personality in the capital of the nation that he occur in the Muster Phase ONLY.
wishes to muster. The personality there must have the spell
counter that will be used to muster that nation. If both condi-
tions are met, the nation is mustered. The player receives all l l ) THE MELNIBONEANS
personalities, armies and fleets that belong to that nation. Spell counters marked "Melnibonean only" may only be
Starting in their standard set-up position. All magicians of used by Melnibonean magicians. All Melnibonean units are
that nationality will have random spells drawn for them up to capable of moving at sea, without the use of fleets, at the cost
the Magician's spell capacity. specified for Magicians.
10.11) If a player musters a nation, and other players Other than Elric, no Melnibonean will ever attack another
already control cities in that nation, then all pieces that nor- Melnibonean. They will not participate in any combat against
mally set-up in those cities are placed in the nation's capital. If an enemy stack that contains Melnibonean units. If one force
any city in the mustered nation is being besieged when it is is eliminated, surviving Melnibonean units will join the vic-
mustered, no forces may be placed in it until the siege is torious side.
lifted. Elric may attack, and be attacked by, other Melnibonean
units. No Melnibonean, except Elric, will ever participate in
10.12) A player may muster another player's country if he
an attack against Imrryr.
controls the capital of that country AND has the muster for it
in its capital. Units held by the other player, that belong to the 11.1) ELRIC -Elric is the hero of Michael Moorcock's fan-
nation mustered away from him, are removed from his stacks tasy sagas. He enters the game only by means of Random
immediately. On the next turn they start in their home Appearance.
country, as for a normal muster, under the control of their
new owner. 11.11) RANDOM APPEARANCE- Elric will auto-
matically make a Random Appearance at the beginning of the
10.2) MUSTERING PERSONALITIES - Certain spells game. Additionally, Elric must be removed from the board
will grant the ability to muster a specific personality. Per- and will make another Random Appearance in two other
sonalities mustel'ed will always appear in the province in situations:
A) If Elric is not stacked with a player's personality at the 11.16) ELRIC A N D MOONGLUM- Moonglum was an
beginning of a game-turn; excellent Eshmirian swordsman. He was Elric's only true
B) Whenever Stormbringer takes control of Elric and friend. If the stacks containing Elric and Moonglum are ever
slays the controlling personality in adjacent provinces, Moonglunl will leave his stack andjoin
Elric. Once they are together, they remain together for the
The active player must draw a spell to place Elric on the
entire game. Both will make Kandom Appearances together.
board. He consults the musters on the spell and places Elric in
the capital or main city of a nationality listed. If no nation is 11.16 1) Moonglum will NEVER be the personality that con-
listed among the musters, the spell isdiscarded andanother is trols Elric. He is never the victim of an Elric Nightmare.
drawn. If Inore than one muster is listed Elric is placed in one While they are stacked together, the player that controls Elric
of those listed as the player desires. can use all values for both counters as he sees fit.
11.12) CONTROLLING ELRIC - The first player to stack 11.2) YYRKOON- The cousin of Elric that sought both
a personality with Elric controls him. If there are several per- Elric's love, Cymoril, and his throne, the Ruby Throne of
1 sonalities in the stack, the one with the greatest Combat Imrryr. Rules for his magic use are specified in 8.22.
VICTORY CONDITIONS
C o m b a t Strength = 4
JEWELED BIRD
MUSTERS:
I
Normal victory conditions are in effect.
A metallic, jeweled, mechanical Tarkesh
creature rvhich served Law. It can Iamsur
13.6) WORLD AGAINST THE UPSTART he used to ily two prrsonalities and can fly over the Boil~ngSea.
A four player scenario
Player ONE controls Pan Tang. Player TWO has Dharijor.
NOOSE O F FLESH I
Player THREE has Ilnliora. Player FOUR controls Argimiliar.
C o m b a t Strength = (3) MUSTERS: I
A magical powder spread around an Flamebringers
VICTORY CONDITIONS a r m s and magically activated. It is Shoman
an ARMY EATER spell. All enem!. Cyrnurzl
Normal victory conditions will apply. units In the province when the spell is used are eliminated. This spell cannot be
used at sea.
NOTE-Players should not limit themselves to thc set
scenarios. Feel free to create any others that you may find RUNESTAFF l
enjoyable. Let your imagination be your guide. C o m b a t Strength = 5
The supreme tool of Law, it forms
MUSTERS: l
Lormyr
13.7) NATION SELECTION- In all cases, the nations are a field that allows the performance Irle !~fPz~rpleT~i\ijns
selected in the order determined in section 3.6. Aplayer may of great deeds.
choose any nation, or group of nations, uscd in the scenario SHAZAARIAK STEEDS I
that has not been selected by another player first. C o m h a t Strength 2 = MUSTERS: 1
These steeds were prized in many
armies for their hardy endurance.
SLEEP
Filhhar
Zas
1I
14) THE SPELL INDEX
C o m b a t Strength = 2 MUSTERS:
The sections that follow describe the various spells that are A spell that makes an individual OIub
used in this game. sleep for an indefinite period oi 0%
14.1) LAW SPELLS clme. h4y.sF.clla
ARKYN
C o m b a t Strength = 3
Arkyn, one of the Gods oi Law,
MUSTERS:
Shazuur
14.2) CHAOS SPELLS
ARIOCH
l
is often referred to as the God Viimir
C o m b a t Strength = 5 MUSTERS:
of Natural Law. limioro
Thc Knight of Swords, iord of jhurkor
ARROWS O F LAW five of the fifteen planes of Esiimir
existence. Called Lord of the Pan Tart::
C o m b a t Strength = 4 MUSTERS:
Seven Darks and Lord of the Higher Hcll The patron CIIhfelnibonean
These were powerful weapons Turkesh
Emperors.
forzed long ages past to fight Pi o
thc hosts of Chaos. 7heleh Kaarna BALAN
AUBEC C o m b a t Strength = 3 ,MUSTERS:
One of the Dukes of Hell, Piknraid
C o m b a t Strength = 3 MUSTERS:
a God oi Chaos. Shamari
Aubec was an ancient hero of Bokshaan Saxit Daarz
Lormyr who personally forged Keimazn Hosi
much oi the southern continent Dyvrni Tvur BALO THE JESTER
from the chaos-stuff.
C o m b a t Strength = 3 MUSTERS:
BRONZE BANNERS + QUARTZ ARROWS Thc jester oi Chaos, Balo hhdsokor
has odd p o ~ ~ e rWhen
s. used a die I S 0rg
C o m b a t Strength = 4 MUSTERS:
rolled and works i f the roll is odd. Di1r1:-Kcim
Artiiacts of great magic F~lkhor
stolen irom the tower of Voilo- I.\'iiile Milge BEETLES O F KALEEF
dion Gagnasdisk to repel one of Frze Fleet
C o m b a t Strength = 2 MUSTERS:
the raids on Eternal Tanelor.
Beetles the size of nlan~moths hhdsokor
CHARM O F JUSTICE that can ~ l l d l l g~ ~ i to~attack
e their foes.
C o m b a t Strength = 2 MUSTERS: BELLBANE
This spell enabled a person Fiihhar
to benefit fully from whatever Zas
C o m b a t Strength = 3 MUSTERS:
justice was due h ~ min this unfair world. A hoar) M ~ s Clant
t \ > ~ t no
h White ,L4ugz
head and a snake ' ~ k Irr ~ w e rhody Fvcc F i p ~ t
CHIMERA that fed on the hlood and souls of nren Sdld to lnhdblt the Marshes of M ~ s t
C o m b a t Strength = 2 MUSTERS: BLACK SERPENTS O F DOREL
One of the creatures that the or, C o m b a t Strength = 2 MUSTERS:
Wizards of the world bent to Dhoz-Kum
the,r c.ill Fearso~ne,venonlous serpents Z0.i
from thc edge of the world.
DONBLAS
CHAOS BUTTERFLY
C o m b a t Strength = 4 MUSTERS:
This God called the J u s t ~ c e Vilrnir C o m b a t Strcngth = 2 MUSTERS:
Bringer was the first God of Iirrriuru A Chaotic mutation summonel by Oy
Law to aid earth against Chaos. Lormyr Theleb Kaarna to destroy Elnc. Ciockars
CHARDROS
14.3) NEUTRAL SPELLS
Combat Strength = 4 MUSTERS:
BOATMEN OF XERLERENES
One of the most powerful Dukes Pun Tang
ot Hell He 1s cdlled the Reaper for Pikorayd Combat Strength = (2) MUSTERS:
the scythe he carrles He 1s rccog jhorkor People who lived in boats that Nadsokor
nlzed by h ~ over
s large hedd sailed the air. May be used to fly up Ola h
to two personalities.
CHECKALAKH
Combat Strength = 4 MUSTERS: DISPEL MAGIC
The Burning God, a being composed Dhilrrjor Combat Strength = (3) MUSTERS:
entirely of flame. Elric found him ,$iysheilil Used to negate the effect of any ,$loonglurn
beneath the filth ot Nadsokor. Dvvim Tvur one spell except for maintained Olu h
niagics. It must be played in the same phase as the magic to be dispelled.
DARNIZHAAN DISPEL MAGIC
Combat Strength = 3 MUSTERS: C o m b a t Strength = (3) MUSTERS:
One of the ancient Gods that Eshmir
As Dispel Magic Above. Chaos Shield
returned when the Balance was upset Oluh Eshn~ir
DEAD GOD'S BOOK ELENOIN
Combat Strength = 0 MUSTERS:
C o m b a t Strength = 3 MUSTERS:
Supposedly hold~ngall the secrsts Dhoz-Kam
of the ages. The book turned to dust when Elric touched it. It is only used in Female demons from the Eighth Flarndhringers
mustering. plane. Fanatical fighters that are Clacttors
an imposing sight with their shrill Silent Guard
DHARZI Screams and flaming red hair.
Combat Strength = 2 MUSTERS: FILEET
A race of ancient sorcerers who Kelnrilrn Host
meddled with nature and created improbable and terrifying monsters.
C o m b a t Strength = 2 MUSTERS:
One of the Beast Lords, called Clucknrs
EEQUOR the Lady of Birds. Soruno
Combat Strength = 2 MUSTERS:
GAAOLL
A Lord of Chaos, the Patron Pikorayd
of Sorana. Rockhir Combat Strength = 3 MUSTERS:
Sorunu An Elemental ruler. King of Shozoar
the Wind Giants. Vilniir
KYREENEE SaxiiDiian
Combat Strength = (3) MUSTERS:
GRAHLUK
A shapeless hell thing capable Flamehringers
of eating entire armles. An A R M Y Tt~elehK'uarna Combat Strength = 3 MUSTERS:
EATER . The spell is only used on Yyrkoon Apelike creatures. Hereditary "dadsokor
land. foes of the Elenoin. Fight with Sorana
nets, ropes and shields. Silent Guirrd
MABELRODE
Combat Strength = 3 MUSTERS: GROME
Called King of the Swords and Argrmiliar Combat Strength = 3 MUSTERS:
the Faceless. One of the most power- Dyvirrr Slorm An Elemental rulrr. The Lord of Mvrrhyn
ful Gods of Chaos. the Earth. ]harkor
OONAI HAAASHAASTAAK
Combat Strength = 1 MUSTERS:
C o m b a t Strength = 3 MUSTERS:
Chimerical, ever-changing Pin
A Beast Lord, the Lord of Lizards Zas
creatures. Can fly one personality OR may be used in Combat. You may not do
Clackars
both.
Filkhar
QUAOLNARGN
Combat Strength = (3) MUSTERS:
Combat Strength = (3) MUSTERS:
A soul-feeding creature that Piuroy
Creature of the Whirlwind. They Shuznar
is only susceptible to magic. When The Chaos Ship
are FLEET EATERS. Enemy fleets in a Isle n i Purple Towns
found, the finder must imnicdiately do combat with it, using only magic and
sea in which they are used are sunk. Personalities are allowed Heroic Escape
artifacts. If hedoes not win, lle IS eliminated. If he wins hemay use the monster
attempts. The spell is only used while at sea.
on another personality or as a muster. To attack, he places the spell and names
any personality on the board as the target. Quaolnargn travels to that personality
KAKATAL
andattacks. Once it has been used in this way, or asa muster, it isdiscarded. No
Heroic Escape is possible i f the personality loses. Combat Strength = 3 MUSTERS:
An Elemental Lord, the ruler
SLORTAR THE OLD of Flre.
Combat Strength = 1 MUSTERS:
The most ancient of the Chaos Gods. Lumsar
MEERCLAR
C o m b a t Strength = 2 MUSTERS:
VULTURE LIONS Protector of the Feline Beasts. hrnsar
Combat Strength = 2 MUSTERS: Meerclar is a Beast Lord. Eshmir
M a r ~ kan
, ancient Melnibonean ,\Tadsokor
MIRROR OF MEMORY
sorcerer, created these bizarre creatures.
Combat Strength = (4) MUSTERS:
XIOMBARG An immense magical mirror mounted Ilmiora
Combat Strength = 4 MUSTERS: on a pivot so that i t could be aimed. Myst~@lla
Called the Queen of Swords, DharQcr It will steal the mind and memory of Cynloril
Xiombarg is a Duke of Hell and one Pan Tang a man when looked into. It is both a FLEET and ARMY EATER. The spell Inay
of the most powerful Chaos Gods. /harkor be used either on Land or at Sea
MISHA SHADE GATE
Combat Strength =3 MUSTERS: A magicnl device capable of bridging the worlds. IMMEDIATELY
Relat5d to Gaaoll Misha is Lord Arglmiliar after drawing or revealing the Shade Gate, the personality that finds
of the Winds. hlyrrhyn it will draw another spell. H e must combat the spell drawn. H e must
jharkor
fight alone. I t he survives, he may draw two more spells a s plunder.
NUUURRR'C'C If he is forced to retreat, he is eliminated without a chance for Heroic
C o m b a t Strength = 2 MUSTERS: Escape.
A Beast Lord, Lord of the Insects. 018
Myrrhyn TOWER OF VOILODION GAGNASDIAK
NIHRAIN HORSES This spinning tower was capable of interdimensional travel.
Voilodion was fond of capturing people for a s long as they amused
Combat Strength = (2) MUSTERS:
Beasts irom the legrndary land of him. IhlMEDlATELY on finding or drawing this spell, the personality
Tarkesh
Zlhrain. Alihouph their bod~es\\.ere Flilmbrhrinpers that finds it will roll. On a 1-3 he is eliminated without Heroic
o i t h ~ splane therr icet ~vaikedanoth5r entirely Thus they tly and walk on Escape. On a 4 t 5 , there is no effect. O n a 6 the personality takes two
water, They may be used to fly twv personalit~es. spells as plunder AND Elric has a Nightmare. (If Elric is the per-
ROOFDRAK sonality, and a 1-3 is rolled, he will make a Random Appearance at
Combat Strength = 3 MUSTERS: the start of the next G a m e - t u r ~ i ) .
A Beast Lord, Lord of the Dogs. Bnkshaun
Kelmuin Hosi NOTE- No mustering abiIity is gained with any Play Immediately
SEPRIZ AND THE TEN spell.
Combat Strength = 4 MUSTERS:
The ancient servant of Fate. He Lormyr
sleeps beneath an ancient volcano Olab 14.5) SPECIAL SPELLS
with his followers awaiting the Free Flcel ESCAPE
signal which will mark the end of the world.
The spell automatically saves the MUSTERS:
SHIP OF LAND AND SEA personality that uses it from elimin- Moonglunl
Combat Strength = (3) MUSTERS: ation. It must be used before rolling Kelrnain Hosr
A marvelous ship made by the rare Rackirir for a Heroic Escape.
cooperation of Grome and Slraasha. Siiarnan
It can he used as a tlying unit and
ESCAPE
Dyuim Slorrn
can fly an unlimited number of personalities AND t~voarmies. As for Escape above. MUSTERS:
White hlage
SILVER GRIMOIRE
Pio
Combat Strength = 1 MUSTERS:
An ancient text conta~n~ngthe
INVULNERABILITY
Dhoz-Karrz
spells and knowledge of a lonp for- Plo As for Escape above except that the MUSTERS:
gotten Mage. spell may be cast AFTER attempting a Flamebringers
STRAASHA normal Heroic Escape. Cha0.s Shield
The Tentacled Whisperer of Impossible Secrets. Pyaray is the Elric of Melnibone The Sailor on the Seas of Fate
T h e Wierd of the White Wolf The Vanishing Tower
Chaos Lord of the Deep and commander of the Chaos Fleet. He may
T h e Bane of the Black Sword Stormbringer
only be mustered when the Balance is tilted towards Chaos. He and
his fleet are removed IMMEDIATELY if the Balance tilts towards
Law. He may be remustered whenever Chaos is dominant. When
mustered, the musterer must be in the Straits of Chaos. Pyaray and
the fleet will appear in that area.
DESIGN CREDITS
Characters, Mythology, Geography -Michaei htoorcock
Game D e s i g n G r e g Stafford, Charlie Krank
Cover Art -Kenn Nishiuye
Interior Art -Steve Oliff
Rulebook Art- V. M. Wyman
Map Design - FYilIiam Church
Map Coloring Original Production- Charlie Krank
Map & Rules Production - Charles Kibler
Typesetting - Colonial Composition
Prep Dept. Coordinator- Elaine M. Adkins
Printing: hlonarch Services, Inc.
Original Editing and P l a y t e s t i n g c o u r t n e y Allrrl, Yurek Chodak, Robert
Corbett Charlie H a d d e n David Helmhold, Sherman Kahn, Ken Kaufer, Rudy
Kraft, Charlit Krank, J. Robert Lalush, l a r r y M3rgolese~Malin.Harald Moe,
Steve Perrin, Rory Root, Cindy Schut, Jeff Seiken, Art Turney.
PAGE THE GENERAL
1 NOWT that you know how to play the game, the nest prob-
2 lem is probably w h o to play it with. We can help you with
2 that problem and many others only through your subscrip-
2 tion to our bi-monthly gaming journal, the GENERAL. In
3 the GENERAL you'll not only read all there is to know
3 about this game, but will also learn about our dozens of
other exciting simulation gaines of skill. Every 4 color, forty-
eight page issue is j a n ~ m e dfull of professional articles on the
~ t r a t e g yand tactics of Avalon Hill gaming. Look and see
hilt the GESERAL offers:
DIFFERENCE RESULT
25 AND UP DE
20 TO 24 R ETREAT , DL 15
1 5 ~ 19
0 RETREAT, DL 10
10 TO 14 RETREAT, DL 5
5 TO 9 RETREAT, DL 3
4 RETREAT, DL 2
3 RETREAT, DL 1
l TO 2 RETREAT, NL
0 REROLL
Except for the Magic Spells and Markers, all counters have
a Color Code representative of their nationality. The codes
that are applicable are:
NATIONIAREA COUNTER COLORS ALIGNMENT
ARGIMILIAR Black o n Red
BAKSHAAN White o n Brown
Brown o n Yellow
DHOZ-KAM White o n Red
White o n Orange
Blue o n White
FLAMEBRINGERS Red o n Black
Black on Brown
INDEPENDENTS White o n Black
ISLE O F PURPLE
White on Purple
Black o n Orange
KELMAIN HOST Black on Grey
Black o n Green
MELNIBONE Red on White
NADSOKOR Black o n Purple
Red o n Olive
PAN TANG Black o n White
Black o n Blue
Olive o n Black
White o n Blue
Green o n White
Black o n Olive
EXAMPLE-A11 Melnibone counters, from Elric to the
Golden Battle Barge, will be Red on Black counters. This
combination will always indicate a Melnibonean unit of