The Game Board. Starting the Game First read the rules carefully. Then begin the game.

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2 Introduction...2 Object...2 Equipment...2 The Armies...3 The Game Board...3 Empires and Territories...3 Independent Territories....3 Sea Zones...3 Dotted Lines...3 Island Chains...3 Starting the Game...3 Setup...3 Battle and Attack...3 Order of Play...4 The Cards...5 Battle Cards...5 Mercenaries...5 Admiral s Fleet... 5 Assassin... 5 Fortification... 5 Hero... 5 Ambassador... 5 Event Cards... 6 The Attack... 7 Attacking... 7 Capturing a Territory... 7 Capturing a Stronghold... 7 Hidden Armies... 7 Spoils... 7 Winning... 7 Alliances, Truces and Trades... 8 Strategy Hints... 8 Glossary... 8 Introduction Welcome to the WORLD OF GREYHAWK. The Flanaess has seen great treacheries and greater wars. In 582CY, a widespread conflict called the Greyhawk Wars damaged the fabric of life here, perhaps irreparably; the treaty which was supposed to have ended the wars has been broken again and again, and borders everywhere are in turmoil. The corrupt and decayed Great Kingdom has finally fallen, but new realms have arisen to take its place - each with the potential to be even more evil than its predecessor. A horrifying demigod has been freed from captivity; despite the loss of many of his fiendish troops, his expanded empire threatens the heart of the Flanaess. A mysterious brotherhood has reached out from its southern stronghold to begin a conquest of certain countries - a conquest that may not end until the Flanaess itself is destroyed. Armies of humanoids - brutish creatures with both human and bestial features - march across the land: Though some have been repelled, still there are lost lands to be won. Giants and creatures drawn from alien planes lay waste to civilization. Barbarians, assassins and monsters run rampant. This game is variant of Castle Risk set in the fantasy setting of Greyhawk. Game play takes place during the great Greyhawk Wars and centers around the battles for the Great Kingdom. Object Each player starts out with one Empire Stronghold on the game board. Your objective is to capture all your opponent s strongholds, so that you are the last player remaining in the game. Equipment Game board, 5 Dice: 3 red 2 white, 6 Empire Strongholds, 6 sets of armies, Deck of 48 Battle cards: 8 Fortifications, 7 Ambassadors, 8 Heroes, 6 Fleets, 7 Assassins, 2 Mercenaries, Deck of 60 Event cards. 2

3 The Armies. There are six sets of armies. Each set contains single-army pieces and 0-army pieces. When choosing an army color, be sure to take army pieces of the same color. The Game Board Empires and Territories. The game board is a map of six Greyhawk empires: Scarlet Brotherhood, Great Kingdom, Iron League (Onnwal, Irongate, Idee, Sunndi), North Province (Northern Province, Bone March), South Province (Ahlissa), Eastern Pact (Almor, Nyrond, County of Urnst). East color coded empire is divided into several territories marked by solid-colored borders. Example: The Iron League is comprised of 5 territories that include Onnwal, Irongate, Idee, Menowood and Sunndi. At the end of your turn, you collect four armies for every empire in which you occupy all territories (see Spoils) Independent Territories. There are also color-coded independent territories. These are, as their name states, completely independent and do not make up an empire. You may not put a stronghold on them. The independent territories are: The Sea Barons (2), Lordship of the Isles (2), Spindrift Isles (2), Dullstrand, See of Medgia, Theocracy of the Pale, Ratik and Hepmonaland. Sea Zones. The map is divided into seven sea zones. This is important when using the Admiral s Fleet card. The sea zones are: Aerdi Sea, Azure Sea, Densac Gulf, Oljat Sea, Relmor Bay, Solnor Ocean and Tilva Strait Dotted Lines. You will notice that there are certain territories separated by water but connected by dotted lines. The dotted lines indicate that the army movement between these territories is possible without the use of the Fleet card. Also there is a dotted line (representing a mountain pass) through the Rakers connecting Ratik to Theocracy of the Pale. Island Chains. Certain island chains are bordered by heavy red lines. These are considered to be a single territory. Starting the Game First read the rules carefully. Then begin the game. Setup. Get a pencil and a sheet of paper. 2. Choose and army color and separate out the appropriate member of starting armies, using single-army pieces: 2 players, 40 each; 3 players, 35 each; 4 players, 30 each; 5 players, 25 each; 6 players 20 each. 3. Roll a die to determine who will place an army first. High roller draws a Stronghold, sight unseen, and places that stronghold on any territory within the empire represented on the stronghold. Then he or she places an army piece next to the stronghold. THIS IS THE STRONGHOLD THAT YOU MUST DEFEND. Starting from that player s left, everybody, in turn, draws a stronghold and places it and one army in the same manner. Hint: It s best to place your stronghold next to the sea. 4. Starting with the same first player, everybody, in turn, places a single-army pieces on any unoccupied territory in any empire, or on any independent territory. Continue until each territory is occupied by a single army. Hint: Strongly fortify your stronghold with armies. There is no limit to the number of armies you can place on any one territory. At any time, substitute 0 single-army pieces for a single 0-army piece and vice versa. 5. In secret, choose a territory where you will place your Hidden Armies (see Hidden Armies). It may be any territory except one occupied by a stronghold. Write down the name on a piece of paper and slip it under the game board. 6. Shuffle the cards and deal three face down to each player (who looks at them in secret). Place the remaining cards face-down to form a draw pile. 7. Roll the die again to see who starts playing first. Play passes to the left. Battle and Attack Refer to the following definitions of these words to be sure players have a clear understanding of their meanings in the game: BATTLE is a single fight between two enemy armies (one roll of the dice) ATTACK is made up of one or more battles. 3

4 Order of Play. If you have fewer than three BATTLE cards, bring your hand up to three. 2. Play BATTLE cards if you wish. (Some cards will not be played in this order) 3. Attack if you wish. 4. Draw Event Card and Battle Card. 5. Collect spoils. This indicates the end of your turn. 4

5 The Cards Battle Cards Mercenaries. Use to recruit additional armies to place in one or more territories you occupy. Play one or more before starting the FIRST attack of your turn. (You cannot play mercenary cards on your turn once you ve made your first attack.) Place the card(s) under the numbered edge of the game board, one card to each number, in numerical order. The sum of the numbers above the cards you have played is the number of armies you get. Admiral s Fleet. Used to move your armies via the Admiral s Fleet of ships from a territory on the sea. Play at any time during your turn to attack only. NEVER USE SIMPLY TO RELOCATE ARMIES. Once committed to the attack, you cannot withdraw the fleet. You must continue the attack to the end. If you lose all the armies in a ship, you lose the attack and the Fleet card. If you win the attack, move all of you armies from the card into the defeated territory, and return the card to your hand. You may use the card as many times as you wish on a turn. The Admiral s Fleet can only move up to 2 sea zones before striking land. After a successful land battle you can use the Fleet to move 2 more Sea Zones. Assassin. Used to spy, eliminate another card OR to defend against attackers Battle cards. Play one or more at any time during your turn. To spy against another player, the players hand is looked at in secret. The attacker returns the cards to the player and the spy is returned to the attacker's hand. When assassinating another card, the attacker chooses either a card in play or a card in another player's hand. The attacker must roll a successful attack roll with a +2 bonus. On a successful assassination, let everyone see the card that has been eliminated (if from another player's hand), then discard it face up. Then discard your Assassin card. The Assassin card can also be used against a Battle Card played by a defender in an attack. The defender can block use of another Battle card used by an attacker on a successful roll with a + bonus. Both cards are then discarded. No effect against the Admiral's Fleet card. The Assassin can also be used defensively against an opponent s Assassin card. Both Assassin cards are discarded. No dice rolling is required. Fortification. Used defensively to add point to your high roll die. Play when you re attacked by another player. Once played, the card is committed for the duration of the attack. The Fortification card is eliminated as soon as your opponent rolls a number higher than you re your high die roll, plus. You must discard the card. Then you can: play another Fortification card if you wish. If the Fortification survives the attack, return it to your hand. Hero. Play at any time during an attack just before rolling the dice. Once committed to an attack, you cannot withdraw the Hero. If you attack again on that turn, you must continue to use the Hero. At the end of your turn, return the Hero card to your hand, if he has survived. Your high die roll, plus, must beat your opponent s high die roll to keep using the Hero. The Hero card is eliminated as soon as your opponent rolls a number higher than you re your high die roll, plus. You must discard the Hero card. Then you can: play another Hero card if you wish. Continue the attack without a Hero card. End the attack. If the Hero survives the attack, return it to your hand. Ambassador. Used to force a truce with another player. Play an Ambassador card on one or more players before starting the FIRST attack of your turn. You cannot play the Ambassador card on your turn once you ve made your first attack. You cannot attack the player with whom you have a truce on this turn, nor can that player attack you on his next turn. THE TRUCE IS IN EFFECT FOR ONE COMPLETE ROUND OF PLAY. Discard the Ambassador at the end of the round. Do not use Ambassador in a 2 player game. 5

6 Event Cards QTY NAME ON CARD DESCRIPTION ON CARD 2 AMBASSADOR BLUNDERS Reveal Battle Cards in hand to other players. PLAGUE FROM THE GNATMARSH Half of the armies in the territory of Oldred (EASTERN PACT) are destroyed. Round any losses down. ( army must always remain.) No effect if a STRONGHOLD is present SAVAGES ATTACK! Half of the armies in HEPMONALAND are destroyed. Round any losses down. ( army must always remain.) Play FORTIFICATION card to block; discard both cards. MINIONS OF WASTRI ATTACK! Half of the armies in Kro Terlep (SCARLET BROTHERHOOD) are destroyed. Round any losses down. ( army must always remain.) No effect if a STRONGHOLD is present GIANTS FROM THE RAKERS ATTACK! Half of the armies in the Flinty Hills (NORTHERN PROVINCE) are destroyed. Round any losses down. ( army must always remain.) No effect if a STRONGHOLD is present RAIDERS FROM THE BONEWOOD FOREST ATTACK! Half of the armies in Ahlissa (SOUTH PROVINCE) are destroyed. Round any losses down. ( army must always remain.) No effect if a STRONGHOLD is present FROST BARBARIAN RAIDERS ATTACK! Half of the armies in Ratik are destroyed. Round any losses down. ( army must always remain.) Play FORTIFICATION card to block; discard both cards. 4 PEASANTS REVOLT! Player receives only half of spoils (round up) at end of turn. 2 AZURE STORMS! No player can move or attack from or into territories bordering the Azure Sea. No fleet can pass through the Azure Sea. Until end of your next turn. 2 SOLNOR STORMS! No player can move or attack from or into territories bordering the Solnor Ocean. No fleet can pass through the Solnor Ocean. Until end of your next turn. 2 AERDI STORMS! No player can move or attack from or into territories bordering the Aerdi Sea. No fleet can pass through the Aerdi Sea. Until end of your next turn. 4 FAVORABLE WINDS Your ships can move through an additional sea zone until end of your next turn. (ie From the Aerdi Sea to the Azure Sea) THE MAD OVERKING! The Great Kingdom player has a - from the highest die roll for attack or defense. Until end of your next turn. FALL OF THE LORDSHIP OF THE ISLES Remove all armies from The Lordship of the Isles and replace one-to-one with armies from the Scarlet Brotherhood. OSSON'S RAIDERS Remove 2 armies from each of the territories South Province, Glorioles, Sunndi and Medgia. ( army must always remain.) If a territory is controlled by The Eastern Pact, add 2 armies. AID FOR THE IRON LEAGUE Remove 2 armies from each of the territories South Province, Iron Hills, Idee and Onnwal. ( army must always remain.) Or add 2 armies to territories controlled by The Iron League. GIANTS FROM THE RAKERS Remove 2 armies from each of the territories Theacracy of the Pale, Flinty Hills, Ratik and Bone March. ( army must always remain.) Or add 2 armies to territories controlled by The North Province. FALL OF MEDGIA Remove all armies from The Sea of Medgia and replace one-to-one with armies from the Great Kingdom. GRAYFLOOD OVERFLOWS! No armies may cross the Grayflood until end of your next turn. MOUNTAIN STORMS! No player can move or attack from or into territories bordering the Rakers. DEMONS UNLEASHED! Ivid unleashes the forces of the Abyss. The Great Kingdom player adds a + to the highest die roll for attack or defense. Until end of your next turn. 2 WOODLAND DEFENDERS Any player defending a wooded area (THEOCRACY, RATIK, ADRI FOREST, GRANDWOOD, BONEWOOD, SUNNDI, MENOWOOD, TARLAN) adds a + from the highest die roll for defense. Until end of your next turn. 3 MUSTER TROOPS Recieve 6 extra armies to distibute anywhere in your home country 4 DRAGON UNLEASHED! Remove 3 enemy armies from any one territory. ( army must always remain.) 3 ANCIENT CURSE UNLEASHED! Your armies have a - from the highest dice roll for defense (outside of your home country only). Until the end of your next turn. 4 ARMY DESERTERS Remove enemy army from each territory bordering your home country and add army for each enemy removed into adjacent home territories. If enemy is in control of any of your home territories, remove 2 enemy armies. ( army must always remain). 4 PIRATES ATTACK! Remove 2 armies from each of your coastal territories ( army must always remain.) Play FORTIFICATION card to block; discard both cards. 2 FAVOUR OF THE GODS! You have the favour of your Gods. Add a + to the highest die roll for attack or defense. Until end of your next turn. 3 SPY REVEALED Have Another player draw one card from your Battle Cards, and discard it. 4 MOVE BY NIGHT Player may make up to 3 extra troop redeployments. 60 TOTAL 6

7 The Attack An Attack is one or more battles fought with the dice. The object is to capture a territory by defeating all the enemy armies on it. You may only attack from one of your territories to an adjacent (next to) enemy territory. (Territories connected by a dotted line are also considered adjacent.) You must always have at least 2 armies in the territory from which you are attacking. Attacking. Announce the territory you re attacking and the one you re attacking from. You, the attacker, may roll, 2 or 3 white dice for each battle, but you must have at least more army in your territory than the number of dice you roll. The more dice you roll, the better your chances of winning ; yet the more armies you stand to lose. EXCEPTION TO THIS RULE: When you attack a stronghold, you can never use more than 2 dice. The defender may roll or 2 red dice for each battle. To roll 2 dice, however, the defender must have at least 2 armies on the territory under attack. By rolling 2 dice, the defender has a better chance of winning; but also stands to lose more armies. Deciding the battle. Compare the highest die that each of you has rolled. (The high die roll.) If the attacker s die is higher, the defender removes army. If the defender s die is higher, the attacker removes army. A tie goes to the defender and the attacker removes army. If you both rolled more than die, compare the next highest pair. (See example 2 and 3.) Both attacker and defender can never lose more than 2 armies on a single roll. The attacker may end the attack between any of the battles fought with the dice (except when using the Fleet card.) Capturing a Territory. As soon as you defeat the last army on a territory, you must move in at least as many armies (from the territory from which you ve attacked) as the number of dice you rolled. You can move in more, but you must always leave at least army behind to occupy the territory from which you ve attacked. (If your army is reduced to, the battle is over unless you can continue the attack from another adjacent territory.) Capturing a Stronghold. When you defeat the last army on a territory containing a stronghold, you ve captured another player s stronghold and eliminated him or her from the game. Remove the defeated stronghold from the board. Move it s banner to your stronghold. Remove the defeated player s armies from the board. Using armies from territories you occupy, (starting with the armies you attacked with) redistribute army to each of the territories left vacant by the defeated player. Any territories you don t wish to occupy (or cannot occupy) must be occupied, in turn, by the other players using their armies from anywhere on the board. Take control of the defeated player s cards and add them to your hand. Any of the defeated players Event cards that are in effect are removed from the board and returned to the discard pile. Hidden Armies USED ONLY ONCE at any time during the game to defend the territory they occupy or to attack from that territory. You must occupy the territory before you bring them out. Show the other players the paper with the territory name written on it. Place on that territory the number of armies equal to the number above the last Mercenary card played. (The longer hidden armies stay underground, the greater their number when you bring them out.) Spoils At the end of you turn, collect any spoils you re entitled to and distribute them in any way to territories you already occupy. 4 armies for every empire you completely occupy. 6 armies for completely occupying the Independents (all territories) 8 armies for every banner that control. Winning The player who captures all the enemy strongholds on the board wins the game. 7

8 Alliances, Truces and Trades Alliances and truces are allowed, but are not enforceable and must be conducted openly, never in secret. The terms of the negotiations may be carried out at any time. Trading of cards is allowed with the following stipulations: Each player wishing to trade cards must lay them on the game board face up. This can be done at any time. However, if the player s whose turn it is (not necessarily the player trading cards) has an Assassin card in his hand, he can attempt to assassinate one of the cards at a +2 bonus. Giving of armies, territories are cards are not permitted. Trading of territories is also not permitted. Examples: Alliances. PLAYER B and PLAYER C form an alliance to stop PLAYER A from conquering The Iron League. Truces. PLAYER A and PLAYER D make a truce to not attack each other for 2 turns. Trades. PLAYER A is attacking PLAYER B. PLAYER C wants to help PLAYER B by offering up a card for trade. Each player places a card on the board face up for trade. PLAYER B places a Hero card on the board face up and PLAYER C places a Fortification card on the board face up. PLAYER C does not want a Hero card so he asks if he has anything else to trade. (PLAYER A is holding an Assassin card, but doesn t care to assassinate either card.) PLAYER B wants the Fortification card, so he next offers up an Ambassador card. PLAYER C wants that card to play on his next turn, so he accepts the trade. However, before the cards are traded, PLAYER A doesn t want PLAYER C to have an Ambassador card so he will attempt to assassinate the card before it is traded. PLAYER A rolls a 3(+2)= 5 and PLAYER B rolls a 4. The assassination is successful, so the Assassin card and Ambassador card are both discarded and the Fortification card is returned to PLAYER C s HAND. Strategy Hints Strategies vary from game to game. Here are some basic strategies which hold true for all or most games: Fortify your stronghold well! Remember if you lose your stronghold, you re out of the game. Placing your stronghold on a territory next to the sea allows you to use the armies that occupy it for naval invasions. (Chances are this territory has a large number of armies to work with. Remember: You can replace them at the end of your turn with spoils) To defeat a stronghold, odds are you need to attack with double the number of armies that are defending it, because you can only use 2 dice. When attacking with a fleet, attack a weakly-defended territory first. Then attack your main objective from there by land. By doing so, you ll have a better chance of keeping your Fleet Card rather than loosing it in a tougher battle from sea. When attacking another player s territory, consider stopping the attack when the player is down to army especially if the player s territory acts as a buffer between you and another threatening territory. Remember, the player cannot attack with army, and cannot move armies through territories he or she occupies. Glossary Adri Forest - Aerdi Sea Ahlissa Almor Azure Sea Bone March Bonewood County of Urnst Dullstrand Eastern Pact Flinty Hills Frost Barbarians Glorioles Gnatmarsh Grandwood Forest Grayflood River Great Kingdom Hepmonaland Idee Iron Hills Iron League Irongate Ivid Kro Terlep 8

9 Lordship of the Isles Mad Overking Menowood North Province Nyrond Oldred Onnwal Osson Rakers Ratik Scarlet Brotherhood See of Medgia Solnor Ocean South Province Spindrift Isles Sunndi Tarlan Forest The Sea Barons Theocracy of the Pale Wastri 9

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