WC Custom Murloc
WC Custom Murloc
This expansion is designed by Toco. It adds the Murloc fish-men to WarCraft: the Board Game.
The Murloc is a bipedal, amphibious humanoid race residing along coastlines, lakeshores, and riverbeds.
Components:
Murloc have no need for a town interface nor buildings since their homeland is underwater.
Instead use any water tile as virtual underwater base.
Use one extra set of 10 Melee Units and spraypaint them pink to represent Murloc Melee Units,
or use any other pink meeples (pawns) available.
Outposts:
All water hexagons on the game board are considered indestructible hometowns and outposts of
the Murloc.
Cards:
Compose a cardset from the unused sets of the base game. Take the Orcs deck and remove all
Victory Flag and Fast cards. Insert all Town Portal cards from the Human Alliance cardset.
(When pressed, the pack breaks and murlocs run back to the safety of water.) Put this Murloc
deck in pink card protector sleeves.
Starting Units:
The Murloc player starts with 2 Melee Units on an empty hexagon adjacent to any water
hexagon. He has no starting gold nor wood.
Fishmen:
Murloc are not skilled in ground combat. All farmers are guarded and
accompagnied by soldiers. Murloc only have Melee Units. The Melee
Units also have the keywords "Worker". All cards and rules that target
Workers also apply to the Murloc Melee Units. The Murloc have no
Artillery nor Flying Units. All Murloc Units may move over water
hexagons. They may end their move on a water hexagon if land is adjacent.
Murloc Melee Units have a Strength equal to 2 on land. (Strength equals 4 when at a water
hexagon.)
When a Murloc Unit wounds a Hero, then receive 1 Life token for every wound. Put it at your
virtual island.
When a Murloc Unit kills a Creep, then receive the Experience token. Put it at your virtual island.
Murloc players do not use a Hero star pawn. Murlocs worship the Naga Sea Witch, a
mystical Hero, adept at ranged combat. These scaly denizens of the ocean have often
been associated with the coming of prodigious storms, but few have actually seen them
rise from the sea and lived to tell the tale.
If 3 or more Murloc Melee Units are at the Battlefield and one of the flanks is a
water hexagon, then the Naga Sea Witch will assist in battle. Her Cold Arrows add
1 Strength 5 Ranged attack. She then disappears below the water surface. (There is
no need for a Naga Sea Witch miniature.)
Gameflow:
Step 1 - Move:
Murloc Units can only move one hexagon in the Move Step. (Despite their underwater agility,
most Murlocs are slow and clumsy on land, ill-equipped for the rigors of dry worlds.)
Step 2 - Harvest:
The farmers all have bodyguards, so there is no need for Worker tokens. All Murloc Infantry
Units may be used to chop wood but have no interest in gold. However, the stack limit for
Murlocs is 4.
(Murlocs are pack fighters, preferring to swarm opposing forces with overwhelming numbers.)
Step 3 - Deploy:
Newly trained Units, ready at the virtual underwater base tile, may enter play at any water
hexagon tile on the board.
Step 4 - Spend:
Perform 1 of the options below.
Training:
Spend 2 Wood to build another coastal territory hut and gain a new Murloc. Put 1 Melee Unit on
the virtual underwater base tile. (Maximum 1 Murloc Unit may be trained per turn.)
Worship:
Spend any combination of Experience or Life tokens equal to 2 to summon a Naga Sea
Witch. Her Forked Lightning spell destroys one enemy Unit adjacent to a water
hexagon.
Ultimate Tornado:
Spend any combination of Experience or Life tokens equal to 3 to make the Naga Sea
Witch cast a Tornado spell. This spell destroys any one Outpost on the board.
Winning Conditions:
“Murlocs have a rather sinister racial intellect and very little tolerance for most other sentient races."
The Murloc player wins the game if all other players' towns are damaged or destroyed.