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	<title>HLoK:säännöt - Muutoshistoria</title>
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	<updated>2026-05-12T20:41:50Z</updated>
	<subtitle>Tämän sivun muutoshistoria</subtitle>
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		<title>Tappajasorsa: Ak: Uusi sivu: Sääntöjen lukeminen perustuu vapaaehtoisuuteen. Ainoa asia mihin oikeasti kannattaa tutustua on seinällä oleva taistelutaulukko.&lt;br&gt;  EIA hyllystä löytyy perus-säännöt.&lt;b...</title>
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		<updated>2015-03-31T14:55:04Z</updated>

		<summary type="html">&lt;p&gt;Ak: Uusi sivu: Sääntöjen lukeminen perustuu vapaaehtoisuuteen. Ainoa asia mihin oikeasti kannattaa tutustua on seinällä oleva taistelutaulukko.&amp;lt;br&amp;gt;  EIA hyllystä löytyy perus-säännöt.&amp;lt;b...&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Uusi sivu&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Sääntöjen lukeminen perustuu vapaaehtoisuuteen. Ainoa asia mihin oikeasti kannattaa tutustua on seinällä oleva taistelutaulukko.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EIA hyllystä löytyy perus-säännöt.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Houseruleina käytetään yhdistelmää replacement säännöistä, eli saadakseen vahvistuksia, on sekä maksettava kortilla RP hinta ja menetetyistä napeista elimination hinta.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Paths of the Lance&lt;br /&gt;
An Expansion to DL 11, Dragons of Glory&lt;br /&gt;
Presented by Brothers-in-Arms Games, 2014&lt;br /&gt;
Paths of the Lance&lt;br /&gt;
An Expansion to&lt;br /&gt;
DL 11, Dragons of Glory&lt;br /&gt;
Table of Contents&lt;br /&gt;
Introduction…………………………………………1&lt;br /&gt;
New Sequence of Play………………………………1&lt;br /&gt;
Using The Event Cards…………………...………...1&lt;br /&gt;
New Rules ………………………………………….2&lt;br /&gt;
A. Highlords……………………………..2&lt;br /&gt;
B. Activating Neutral Nations…………...3&lt;br /&gt;
C. Leader Elimination…………………...3&lt;br /&gt;
D. Berem…………………………….…...3&lt;br /&gt;
E. Supply...........................…………...….4&lt;br /&gt;
F. Dragon-to-Fleet Combat.......................4&lt;br /&gt;
G. Victory Conditions................................4&lt;br /&gt;
H. War Status .............................................4&lt;br /&gt;
I. Starting Conditions ..............................5&lt;br /&gt;
J. Naval Stacking …................................5&lt;br /&gt;
Optional Rules..........…………………………….….5&lt;br /&gt;
A. Wizard Abilities……………………....5&lt;br /&gt;
B. Winter…………………………….…..5&lt;br /&gt;
C. Command and Control……………..…5&lt;br /&gt;
D. Resisting Invasion ……………………5&lt;br /&gt;
E. “Kriegspiel” Rolling .............................6&lt;br /&gt;
F. Supply and Re-building... ....................6&lt;br /&gt;
G. Zhakar ............................. ....................6&lt;br /&gt;
Historical Scenario Adjustments ...............................6&lt;br /&gt;
Introduction&lt;br /&gt;
Paths of the Lance expands and breathes new&lt;br /&gt;
life into DL 11, Dragons of Glory. The game&lt;br /&gt;
becomes much more unpredictable as players play&lt;br /&gt;
cards out of their hands to make the War of the Lance&lt;br /&gt;
come to life.&lt;br /&gt;
Some of the rules in this expansion are necessary&lt;br /&gt;
to use the cards, while others are optional, adding&lt;br /&gt;
more depth to DL 11’s tried-and-true system.&lt;br /&gt;
Paths of the Lance is not intended to be a&lt;br /&gt;
complete game – you must own the DL 11 module to&lt;br /&gt;
use this expansion. There are many references to&lt;br /&gt;
rules from the module; if there are any holes or gray&lt;br /&gt;
areas in the expansion, refer to the original game.&lt;br /&gt;
New Sequence of Play&lt;br /&gt;
Each turn follows this new sequence:&lt;br /&gt;
1. Replenish hand. Each player gets five cards&lt;br /&gt;
from the Event Deck during Era 1, six&lt;br /&gt;
during Era 2 and seven during Era 3.&lt;br /&gt;
Players may discard one card at the end of&lt;br /&gt;
each turn.&lt;br /&gt;
2. Roll a d10 for initiative.&lt;br /&gt;
3. Event phase: one card is turned face-up from&lt;br /&gt;
the Event Deck. This card may be used&lt;br /&gt;
outside the normal flow of the game (see pg.&lt;br /&gt;
2, Using the Event Cards, section 1).&lt;br /&gt;
4. The player with initiative chooses to play&lt;br /&gt;
cards or move and fight.&lt;br /&gt;
5. The other side then may play cards or move.&lt;br /&gt;
6. The initiative player can then perform his&lt;br /&gt;
second phase, either play cards or move and&lt;br /&gt;
fight, whichever has not already been done.&lt;br /&gt;
7. The other side performs his second phase.&lt;br /&gt;
8. Check supply and apply the results.&lt;br /&gt;
9. Each side may play any number of cards&lt;br /&gt;
from their hands for RP's (re-build points),&lt;br /&gt;
using the points to flip depleted counters or&lt;br /&gt;
rebuild eliminated armies. Re-built armies&lt;br /&gt;
from the previous turn are placed.&lt;br /&gt;
10. Check for any automatic victory.&lt;br /&gt;
11. Each side may discard one card from his&lt;br /&gt;
hand and all discards are shuffled back into&lt;br /&gt;
the deck.&lt;br /&gt;
Using the Event Cards&lt;br /&gt;
There are 96 cards included in Paths of the&lt;br /&gt;
Lance. They represent items, events and&lt;br /&gt;
personalities from the War of the Lance. Players&lt;br /&gt;
control the flow of the game by playing these cards.&lt;br /&gt;
The number of cards in the Event Deck is affected&lt;br /&gt;
by the current era of the game. In the first era,&lt;br /&gt;
Autumn Twilight, only the cards with a red outline&lt;br /&gt;
around the event name at the top are included in the&lt;br /&gt;
deck. The blue-outlined second-era cards, Winter&lt;br /&gt;
Midnight, are shuffled into the deck when that era is&lt;br /&gt;
triggered. The third era, Spring Dawning, is&lt;br /&gt;
characterized by a green outline. These colors&lt;br /&gt;
correspond to the colors of the original Dragonlance&lt;br /&gt;
Chronicles novels.&lt;br /&gt;
When played, cards may be discarded (shuffled&lt;br /&gt;
back into the deck at the end of the turn) or&lt;br /&gt;
eliminated (removed from the game).&lt;br /&gt;
1&lt;br /&gt;
Assault&lt;br /&gt;
points&lt;br /&gt;
(APs)&lt;br /&gt;
Re-build&lt;br /&gt;
points&lt;br /&gt;
(RPs)&lt;br /&gt;
War status&lt;br /&gt;
number&lt;br /&gt;
Event title&lt;br /&gt;
Game effect&lt;br /&gt;
Cards may be played as an event, as assault points&lt;br /&gt;
(allowing attacks) or as re-build points (to reconstruct&lt;br /&gt;
destroyed armies). A card may only be played as one&lt;br /&gt;
of these three things. If a card is played for AP’s or&lt;br /&gt;
RP’s, it is discarded. A card’s value cannot be split&lt;br /&gt;
up – all points must be spent on either AP’s or RP’s.&lt;br /&gt;
Movement requires no cards.&lt;br /&gt;
If an activation card for a country that has already&lt;br /&gt;
joined the war is dealt to a player, the card is&lt;br /&gt;
eliminated and exchanged for another card.&lt;br /&gt;
1. Events&lt;br /&gt;
If the card is played as an event, it is removed&lt;br /&gt;
from the game, unless it has an asterisk by the event&lt;br /&gt;
title, in which case it is only discarded. Even though&lt;br /&gt;
the majority of card-play is limited to one phase per&lt;br /&gt;
turn, some cards (such as combat modifiers, initiative&lt;br /&gt;
modifiers, assault declarations, etc.) can be played at&lt;br /&gt;
the appropriate time.&lt;br /&gt;
During the Event phase (step 3 in the turn&lt;br /&gt;
sequence), if the drawn card has war status for one&lt;br /&gt;
side it is automatically given to that side in exchange&lt;br /&gt;
for a discard; if the card has no war status, the side&lt;br /&gt;
with initiative may trade one discard for it. To trade&lt;br /&gt;
a discard, the card must have the same AP+RP total&lt;br /&gt;
as the card being traded. Example: Fizban Appears is&lt;br /&gt;
drawn in the Event Phase. Since it has WS war status&lt;br /&gt;
on it, the WS player gets first shot at it no matter who&lt;br /&gt;
has initiative. The card has an AP+RP total of 6, so&lt;br /&gt;
the WS player discards Zhakar Joins the War&lt;br /&gt;
(AP+RP total of 6) and takes Fizban Appears.&lt;br /&gt;
If the card is a country activation, the side having&lt;br /&gt;
the initiative rolls to activate first (Diplomatic Coups&lt;br /&gt;
may be played). If the roll fails, the other side rolls&lt;br /&gt;
once. If both rolls fail, the card is discarded.&lt;br /&gt;
If neither side wants the card, it is discarded.&lt;br /&gt;
2. Assault Points&lt;br /&gt;
Any number of cards may be used for AP's in a&lt;br /&gt;
turn. Each cards AP's are denoted by the number of&lt;br /&gt;
crossbow icons on the card.&lt;br /&gt;
If the card is played as assault points, this allows&lt;br /&gt;
an equivalent number of stacks to be activated to&lt;br /&gt;
attack. These can be used for one attack or several&lt;br /&gt;
different ones. It is important to note that cards must&lt;br /&gt;
be declared for assault use during the movement&lt;br /&gt;
phase. Any movement from any stack into combat&lt;br /&gt;
must use an AP point, even if it is only one counter&lt;br /&gt;
from that stack.&lt;br /&gt;
3. Re-build Points&lt;br /&gt;
None of the replacement rules from the original&lt;br /&gt;
game are used. The HL player may not re-build until&lt;br /&gt;
the Dark Temple card is played.&lt;br /&gt;
During the replacement phase at the end of each&lt;br /&gt;
turn, players may discard any number of cards to rebuild&lt;br /&gt;
or replenish armies. Each RP (pick and shovel&lt;br /&gt;
icon on the card)may be used to re-build one strength&lt;br /&gt;
point of eliminated army or to replenish one point of&lt;br /&gt;
depleted armies/fleets.&lt;br /&gt;
Flying armies, leaders, undead, draconians and&lt;br /&gt;
Maelstrom fleets may not be re-built.&lt;br /&gt;
If RP's are used to re-build, the army is placed on&lt;br /&gt;
the next turn square on the turn track. An army must&lt;br /&gt;
be re-built to full strength; flipped armies cannot be&lt;br /&gt;
built. Re-built armies must be placed in or adjacent&lt;br /&gt;
to the capital appropriate to that nationality at the end&lt;br /&gt;
of that turn. Fleets must be placed in that country's&lt;br /&gt;
port city when re-built.&lt;br /&gt;
RP’s may also be used to replenish eligible&lt;br /&gt;
depleted (flipped) armies/fleets (see above for army&lt;br /&gt;
types that cannot be re-built). To be replenished, an&lt;br /&gt;
army/fleet must be in a city/port or fortress inside its&lt;br /&gt;
home borders.&lt;br /&gt;
Highlord mercenaries may be re-built and&lt;br /&gt;
replenished in Neraka, the Dark Temple or any&lt;br /&gt;
friendly human city. Knights may be re-built and&lt;br /&gt;
replenished in any knight nation.&lt;br /&gt;
RP's cannot be held over to the next turn and cards&lt;br /&gt;
may not be played as RP's unless the points are&lt;br /&gt;
needed to build.&lt;br /&gt;
4. Era Change&lt;br /&gt;
At War Status 15, the second-era cards are added&lt;br /&gt;
to the Event deck. At War Status 30, the third-era&lt;br /&gt;
cards are added to the Event deck. See Section H&lt;br /&gt;
under New Rules.&lt;br /&gt;
New Rules&lt;br /&gt;
A. Highlords&lt;br /&gt;
The Highlord player starts out with only Ariakas.&lt;br /&gt;
The other highlord counters must be brought into the&lt;br /&gt;
game through play of the dragonarmy wing cards.&lt;br /&gt;
There may only be six highlords in the game at&lt;br /&gt;
any one time: one highlord for each of the five&lt;br /&gt;
dragonwings plus Lord Ariakas. When a highlord is&lt;br /&gt;
eliminated, he or she is replaced according to this&lt;br /&gt;
table:&lt;br /&gt;
Original highlord Replacement highlord&lt;br /&gt;
Kitiara - blue Bakaris&lt;br /&gt;
Salah Kahn - green Topus counter (Kadagh&lt;br /&gt;
ogre HL)&lt;br /&gt;
Bolas counter (Lucien was&lt;br /&gt;
the actual HL) - black&lt;br /&gt;
Misif counter (Hullek&lt;br /&gt;
Skullsmasher half-ogre HL)&lt;br /&gt;
Feal-Thas - white (*Toede)&lt;br /&gt;
Verminaard - red As’p Tueng counter (Kolanda&lt;br /&gt;
Darkmoor actual HL)&lt;br /&gt;
The three highlord counters Misif, Bolas, and&lt;br /&gt;
As’p Tueng have been, to date, impossible to&lt;br /&gt;
identify. It is recommended to create new counters&lt;br /&gt;
with the same combat/movement ratings, but with the&lt;br /&gt;
names changed as in the chart above. The Toede&lt;br /&gt;
2&lt;br /&gt;
highlord counter must be made with ratings of 1&lt;br /&gt;
combat and 10 movement.&lt;br /&gt;
Replacement highlords are placed immediately in&lt;br /&gt;
the Dark Temple when their predecessor dies, and are&lt;br /&gt;
immediately available for movement and combat. If&lt;br /&gt;
the replacement highlord is eliminated, there are no&lt;br /&gt;
second-level replacements.&lt;br /&gt;
Only Ariakas can be in the same stack with&lt;br /&gt;
another highlord. The others are too jealous of each&lt;br /&gt;
other to stack together, but may participate in the&lt;br /&gt;
same assault from different hexes.&lt;br /&gt;
B. Activating Neutral Nations&lt;br /&gt;
Neutral nations may be activated by (1) card play&lt;br /&gt;
(2) war status or (3) invasion.&lt;br /&gt;
1. Card play activations&lt;br /&gt;
An activation card allows the side who played it to&lt;br /&gt;
roll the appropriate number or less on a d10 to bring&lt;br /&gt;
that country into the war. Various event cards,&lt;br /&gt;
particularly Diplomatic Coup, can modify these&lt;br /&gt;
numbers. Only one Diplomatic Coup card can be&lt;br /&gt;
played per activation attempt. A country whose&lt;br /&gt;
forces are activated cannot move or attack until the&lt;br /&gt;
next turn, as mobilization may take some time. If the&lt;br /&gt;
activation roll fails, place the card back into the deck;&lt;br /&gt;
if it succeeds, the card is discarded permanently.&lt;br /&gt;
2. Knight nation activations&lt;br /&gt;
Knight nations may be activated beginning in the&lt;br /&gt;
second era. On the War Status chart, each time a&lt;br /&gt;
knight activation is called for, the WS player&lt;br /&gt;
immediately rolls &amp;lt;= (1 for each nation conquered by&lt;br /&gt;
HL + 1 for each knight nation already activated);&lt;br /&gt;
various bonuses come into play such as Victory Point&lt;br /&gt;
status (see the War Status chart). This activates the&lt;br /&gt;
knight nation of the WS player's choice. Diplomatic&lt;br /&gt;
Coup cards may not be used with knight nations.&lt;br /&gt;
The activations are attempted immediately when&lt;br /&gt;
the war status hits a knight activation square. Thus, if&lt;br /&gt;
the war status goes from 15 to 18 in one turn, a roll is&lt;br /&gt;
made for reaching 16 and another one for reaching&lt;br /&gt;
18, regardless of the phase or whose turn it is.&lt;br /&gt;
Example: when the war status reaches 18 in turn&lt;br /&gt;
14, Lemish and Vingaard have been conquered and&lt;br /&gt;
Gunthar has been activated. The VP total is at 12 in&lt;br /&gt;
favor of the HL player, so the roll gets a further +1.&lt;br /&gt;
The WS player must roll a 4 or less to activate&lt;br /&gt;
another knight nation.&lt;br /&gt;
After war status reaches 30, there is no need for it&lt;br /&gt;
to be tracked. If there are any knight nations left to&lt;br /&gt;
activate, a normal knight activation roll is made at&lt;br /&gt;
+2 every time an event occurs that would increase the&lt;br /&gt;
war status (HL conquers a country, status card&lt;br /&gt;
played, etc.)&lt;br /&gt;
3. Activation by invasion&lt;br /&gt;
The Highlord player can activate nations by&lt;br /&gt;
invasion. When a neutral nation is invaded, the&lt;br /&gt;
Highlord moves all the forces he is going to use for&lt;br /&gt;
the invasion one hex inside the country’s borders and&lt;br /&gt;
stops, declaring an invasion roll.&lt;br /&gt;
Knight nations will never join the Highlord, and&lt;br /&gt;
automatically join Whitestone if invaded.&lt;br /&gt;
The activation numbers below represent the&lt;br /&gt;
unmodified d10 roll that must be made to bring that&lt;br /&gt;
country into the war on either side. Some countries&lt;br /&gt;
are more disposed to fight the Highlords, some are&lt;br /&gt;
more likely to join them:&lt;br /&gt;
Nation HL # WS#&lt;br /&gt;
Blode, Kern, Mithas, Sanction,&lt;br /&gt;
Throtyl 7 1&lt;br /&gt;
Kothas, Khur, Tarsis, Lemish 4 2&lt;br /&gt;
Thorbardin, Zhakar, Hylo,&lt;br /&gt;
Goodlund, Nordmaar, Vingaard 1 4&lt;br /&gt;
Silvanesti, Qualinesti, Kaolyn,&lt;br /&gt;
Palanthus&lt;br /&gt;
-1 5&lt;br /&gt;
The above numbers are modified by the actual&lt;br /&gt;
strength of the forces used by the Highlord for the&lt;br /&gt;
invasion. Combine the combat strength of every HLaligned&lt;br /&gt;
army that has crossed the border and find the&lt;br /&gt;
appropriate bonus to the Highlord activation roll:&lt;br /&gt;
Invasion with: Bonus:&lt;br /&gt;
1-6 points +2 to WS roll&lt;br /&gt;
7-12 +1&lt;br /&gt;
13-16 0&lt;br /&gt;
17-22 +1 to HL roll&lt;br /&gt;
23+ +2&lt;br /&gt;
The Whitestone player rolls first to see if the&lt;br /&gt;
country fights the HL player. Diplomatic Coup cards&lt;br /&gt;
may be used to modify this roll for the WS player,&lt;br /&gt;
but not the HL player. If the WS roll fails, the HL&lt;br /&gt;
makes a roll to see if the country joins the&lt;br /&gt;
dragonarmies. The roll goes back and forth until the&lt;br /&gt;
country joins one side or the other. The country’s&lt;br /&gt;
armies are placed as soon as it is activated.&lt;br /&gt;
The armies of a country activated by invasion are&lt;br /&gt;
not available for movement or attack until the next&lt;br /&gt;
turn, regardless of which side it joins.&lt;br /&gt;
C. Leader Elimination&lt;br /&gt;
Leaders in eliminated stacks can roll their combat&lt;br /&gt;
rating or less on a d6 to be immediately placed in the&lt;br /&gt;
nearest friendly stack rather than being eliminated.&lt;br /&gt;
D. Berem&lt;br /&gt;
Before beginning play, a Berem counter will need&lt;br /&gt;
to be created by marking one of the blank white&lt;br /&gt;
counters that come with the original game.&lt;br /&gt;
3&lt;br /&gt;
The Berem counter comes into play when the&lt;br /&gt;
Everman Found card is played. As the key to&lt;br /&gt;
opening the gateway for the Dark Queen to come&lt;br /&gt;
through, he is very important to both sides. Once&lt;br /&gt;
placed, he cannot move unless captured.&lt;br /&gt;
Berem is captured when an assault against the hex&lt;br /&gt;
he is in results in the elimination of all armies he is&lt;br /&gt;
stacked with; Berem must now stay with one of the&lt;br /&gt;
victorious stacks. Berem cannot be eliminated.&lt;br /&gt;
If Berem first appears in a hex that already has&lt;br /&gt;
any type of army (air or ground) in it, he is captured&lt;br /&gt;
immediately.&lt;br /&gt;
If the HL player moves the Berem counter into the&lt;br /&gt;
hex containing the Dark Temple, it is an automatic&lt;br /&gt;
HL victory.&lt;br /&gt;
Placing the Berem counter requires a d10 roll.&lt;br /&gt;
Consult the following chart:&lt;br /&gt;
Roll Location placed&lt;br /&gt;
1 Fortress on the Mithas island&lt;br /&gt;
2 Pax Tharkas&lt;br /&gt;
3 Fortress SW of Qualinesti&lt;br /&gt;
4 Kalaman&lt;br /&gt;
5 Palanthus&lt;br /&gt;
6 Kendermore&lt;br /&gt;
7 Hylo&lt;br /&gt;
8 Vingaard&lt;br /&gt;
9 WS choice*&lt;br /&gt;
10 HL choice*&lt;br /&gt;
* any neutral city on the continent – no islands; if&lt;br /&gt;
there are no neutral cities, roll again.&lt;br /&gt;
F. Dragon-to-Fleet Combat&lt;br /&gt;
Dragons may attack fleets but not vice-versa. The&lt;br /&gt;
dragons may pick which fleets to attack out of a&lt;br /&gt;
stack, but all fleets in the stack may fight back,&lt;br /&gt;
choosing which dragon to attack.&lt;br /&gt;
To assault fleets, the dragons may not move more&lt;br /&gt;
than half their movement rate for the turn. When the&lt;br /&gt;
battle is over, surviving dragons return to the land&lt;br /&gt;
hex from which they attacked.&lt;br /&gt;
The procedure is similar to fleet-to-fleet combat:&lt;br /&gt;
each dragon counter rolls its combat rating or less to&lt;br /&gt;
hit a fleet. Each fleet hits a dragon counter on a roll&lt;br /&gt;
of “1”. The dragons may withdraw from combat&lt;br /&gt;
after the first round, but fleets cannot. The combat&lt;br /&gt;
ends after two rounds regardless.&lt;br /&gt;
Leaders cannot benefit either side.&lt;br /&gt;
G. Victory Conditions&lt;br /&gt;
Automatic Victory:&lt;br /&gt;
The WS player may achieve automatic total&lt;br /&gt;
victory at any time by capturing the city containing&lt;br /&gt;
the Dark Temple, or by reaching 25 victory points at&lt;br /&gt;
the end of any turn. The HL player gets an automatic&lt;br /&gt;
total victory by bringing Berem to the Dark Temple,&lt;br /&gt;
or by reaching 25 victory points at the end of any&lt;br /&gt;
turn.&lt;br /&gt;
Victory Points and a Scored Victory:&lt;br /&gt;
The game begins with the victory marker on zero.&lt;br /&gt;
The game ends after Turn 30 if no side has won an&lt;br /&gt;
automatic victory. Whichever side has the victory&lt;br /&gt;
marker on his track has a varying degree of victory.&lt;br /&gt;
If the victory number is 1-12, it is a minor victory&lt;br /&gt;
with an uneasy truce. If the victory number is 13-24,&lt;br /&gt;
it is a major victory with the losing side unable to&lt;br /&gt;
recover for many years. If the victory number&lt;br /&gt;
reaches 25 for either side, the game is immediately&lt;br /&gt;
over in total victory.&lt;br /&gt;
Victory points are gained when a country allies&lt;br /&gt;
itself with one side – check the victory point chart&lt;br /&gt;
according to the country and move the victory&lt;br /&gt;
counter in that direction. If a country is conquered,&lt;br /&gt;
move the victory counter twice the normal victory&lt;br /&gt;
point value in favor of the conquering side.&lt;br /&gt;
Demi-human capitals that have been abandoned&lt;br /&gt;
are worthless, while the new capital sites are worth&lt;br /&gt;
the normal VP in addition to the VP for the city in&lt;br /&gt;
which they may be placed.&lt;br /&gt;
Maelstrom is considered conquered when the last&lt;br /&gt;
Maelstrom fleet is eliminated.&lt;br /&gt;
H. War Status&lt;br /&gt;
War status is a way of moving the game along in a&lt;br /&gt;
semi-historical manner. It represents the tensions on&lt;br /&gt;
Ansalon as countries fall to the Highlords and more&lt;br /&gt;
4&lt;br /&gt;
and more of the continent becomes embroiled in the&lt;br /&gt;
war by choosing a side.&lt;br /&gt;
War status begins at 1 and is increased by&lt;br /&gt;
activating and conquering nations. When a nation is&lt;br /&gt;
activated for either side, add one to War Status.&lt;br /&gt;
When a nation is conquered by either side, add one to&lt;br /&gt;
War Status.&lt;br /&gt;
The play of certain event cards can add war status;&lt;br /&gt;
these event cards marked with a blue or black oval in&lt;br /&gt;
the top middle add to the war status. When those&lt;br /&gt;
cards are played as events, war status goes up the&lt;br /&gt;
amount listed on the card. The Non-aggression Pact&lt;br /&gt;
card is an exception and actually subtracts 1 from war&lt;br /&gt;
status when played.&lt;br /&gt;
As mentioned before, when war status reaches 15,&lt;br /&gt;
add in the second-era cards; when it reaches 30, add&lt;br /&gt;
in third-era cards. After the changeover to the third&lt;br /&gt;
era, war status is no longer tracked, except for Knight&lt;br /&gt;
activation (see pg. 3 under Activating Neutral&lt;br /&gt;
Nations).&lt;br /&gt;
When the era changes, both sides show their hand&lt;br /&gt;
at the end of the turn, before RP's are played. If the&lt;br /&gt;
HL player is holding any cards with a WS war status&lt;br /&gt;
marker (in blue), those cards are immediately played&lt;br /&gt;
and take effect, including their war status value. The&lt;br /&gt;
HL player then receives a VP penalty equal to the&lt;br /&gt;
war status value of those cards. The WS player&lt;br /&gt;
likewise follows the same procedure for any cards&lt;br /&gt;
with a black oval. The Non-aggression Pact card is&lt;br /&gt;
not considered in favor of either side for purposes of&lt;br /&gt;
this rule.&lt;br /&gt;
Any war status card caught in the other side's hand&lt;br /&gt;
at the change of the era that cannot be played&lt;br /&gt;
immediately due to unfulfilled conditions, etc., is&lt;br /&gt;
discarded.&lt;br /&gt;
I. Starting Conditions&lt;br /&gt;
At the beginning of the game, the HL player&lt;br /&gt;
cannot use RP's until the Dark Temple card is played.&lt;br /&gt;
The WS player cannot attack an enemy hex with&lt;br /&gt;
armies from different countries until the Whitestone&lt;br /&gt;
Council card is played.&lt;br /&gt;
J. Naval Stacking&lt;br /&gt;
Only 4 fleets may stack in one hex.&lt;br /&gt;
Optional Rules&lt;br /&gt;
B. Winter&lt;br /&gt;
The winter turn affects several aspects of the&lt;br /&gt;
fighting.&lt;br /&gt;
1. All rivers/bridges/fords are frozen and can&lt;br /&gt;
be moved or fought across with no penalties.&lt;br /&gt;
2. Fleets are reduced to 1/3 movement (round&lt;br /&gt;
down).&lt;br /&gt;
3. All mountain passes are closed; no&lt;br /&gt;
movement or supplies can be traced through&lt;br /&gt;
them.&lt;br /&gt;
4. Dwarf and ogre armies can still attack across&lt;br /&gt;
mountain hexsides, but at a -2 penalty to the&lt;br /&gt;
roll.&lt;br /&gt;
5. Air armies are reduced to half their&lt;br /&gt;
movement.&lt;br /&gt;
C. Command and Control&lt;br /&gt;
Leaders not only use their rating for combat, but&lt;br /&gt;
also to command armies. Their rating is the range in&lt;br /&gt;
hexes over which they can exert control. Any army&lt;br /&gt;
that is not within the command radius of an eligible&lt;br /&gt;
leader cannot move or attack.&lt;br /&gt;
Leaders are also limited in the types of armies&lt;br /&gt;
they can command and/or give a combat bonus:&lt;br /&gt;
1. Any Highlord-aligned army can be&lt;br /&gt;
commanded by a highlord.&lt;br /&gt;
2. Any Whitestone-aligned army can be&lt;br /&gt;
commanded by a knight leader.&lt;br /&gt;
3. Maelstrom fleets can only be commanded by&lt;br /&gt;
the Maelstrom or minotaur leaders. The&lt;br /&gt;
Maelstrom leader cannot influence land&lt;br /&gt;
combat.&lt;br /&gt;
4. Draconians can be commanded by highlords&lt;br /&gt;
only.&lt;br /&gt;
5. A country leader can only command a stack&lt;br /&gt;
in which one of its armies is located.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tappajasorsa</name></author>
		
	</entry>
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