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Wizardkings Rules
Wizardkings Rules
CHAR
MER A+ LOW G
UARD C1 DEATH
BOW A1
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2 1 3
HUSC
ARL C2 RANG
ER A2 SHAK
LA A+ KNIGH
T B2
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5-Maps
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priority is to a friendly hex, then a neutral Desert. They are threatening to swarm over
hex. Retreats are made along roads when the wall and into the Amazon heartland. INDEX
possible. Their Vikings threaten to outflank the wall. Allies 4.9
Amphibians 2.34, 3.14
Build Phase is normal. Gold Markers See page 4, siderbar for special rules about
Aquatics 2.38
are used to save GPs as needed. Elves can the Wall. Armies 1.22, 2.0
build 2 additional Gladers and a Castle Deploy all Amazon blocks at their
Artifacts 2.7
in a Friendly city. No new Undead blocks Bridges 3.16
noted strengths, with at least 1 block in Build Phase 6.0
are allowed. Eliminated Undead blocks each of the 7 cities. Building Costs 2.14, 6.2
must be rebuilt to strength 1 before steps
Deploy the 6 Barbarian blocks in the Block Types 2.3
are added to existing blocks. Remaining Castle 2.4, 6.0
Undead GPs are spent on the cheapest two Sobara Desert hexes. The Viking must
Chaos Blocks 2.5
blocks first and saved only if no building is be in the coastal hex.
Cities 3.2, 6.4
possible. Barbarians move first; Amazons do City Folk 2.35
There are other instances when not move in Turn 1. Barbarian gold for Clerics 2.36
Undead "choices" must be resolved with a the Build Phase is generated only from Coastal Hexes 3.18
captured Amazon cities. Combat 5.0
die roll, such as retreat hexes, building, or
Battle Sequence 5.1
when there are more blocks able to attack Eliminated blocks are permanently out Combat Rating 2.12
a hex than hexside limits or stacking allow. of the game. Barbarians win by destroying Combat Resolution 5.3
Determine the "odds" as in the example the Amazon castle. Amazons win if they Combat Round 5.21
above. Moving blocks one at a time will hold five or more cities at the end of any Combat Strength 2.11, 5.31
resolve most issues. Undead losses are game turn after Game Turn 5. Combat Turns 5.2
applied to cheapest blocks first. Use Hit Allocation 5.32
common sense where necessary. Targeting 5.33
Desert 3.12
With 2 players, the player handling Desert Folk 2.33
the Undead has normal control. Initiative Disbanding 6.5
sequence and victory remain the same. Dispel p2 sidebar
Enemy Hexes 4.4
7.4 BARBARIAN RAID
Map 16, 2 Players
CREDITS Flyers 2.37
Forest 3.13
Game Design: Tom Dalgliesh Forest Folk 2.31
AMAZONS Grant Dalgliesh Friendly Hexes 4.4
Block Combat Steps Developers: Ferkin Doyle Gold Points (GP) 6.1, 6.3
Cal Stengel Havens 2.39, 4.81
Charmer A+ 2 Hex Control 4.4
Amazon C1 4 Art/Graphics: Ed Beard, Jr. Hexside Limits 4.6
Heather Bruton Initiative 4.1
Amazon C1 3 Nicole Cardiff Lake 3.17
Amazon C1 2 Chris Moeller Maps 1.21, 3.0
Joe Veen Merging 6.5
Guardian C2 1 Mountain 3.15
Contributors: Curtis Anderson Mountain Folk 2.32
Guardian C2 2 Joel Burslem Move Phase 2.13, 4.0
Bowlyn A2 1 Bart Breedyk Pinning 4.7
Dai Chaplin Ports 3.2, 4.81
Castle C4 2
Eric Dalton Regrouping 5.5
Chris Farrell Retreats 5.4
Michael Magnin Rivers 3.16
BARBARIANS Scott MacGregor Roads 3.3
George MacLure Scenarios 1.1, 7.0
Block Combat Steps Niko Ruf Sea 3.17
Ed Thilenius Sea Transport 4.8
Runeka A+ 4
Bryan Weese Shoals 3.19
Huscarl C2 4 Ellis Werchan Spellcasting 2.2, 5.34
Greg Willaby Stackng Limits 4.5
Spearmaid C1 4 Strength 2.11
Chris Wilkes
Spearmaid C1 4 Swamp 3.14
Terrain 3.1, 4.3
Cleric C2 3 COLUMBIA GAMES, INC Treasure 2.6
Viking B2 3 POB 3457, BLAINE Victory Conditions 1.23
WA 98231 USA Waterfalls 3.16
The Amazons have become Wizards 2.2
complacent, believing that Niko’s Wall 360/366-2228 Spellcasting 2.22
protects them from all threats. A large 800/636-3631 (toll free) Henges 2.23, 6.6
www.columbiagames.com Wizard Elimination 2.24
Barbarian force has gathered in the Sobara