A DRAGONLANCE™ Strategic Fantasy Wargame LIMITED WARRANTY Strategic Simulations, Inc. ("SSI") warrants that the diskette(s) on which the enclosed program is recorded will be free from defects in materials and workmanship for a period of 30 days from the date of purchase. If TABLE OF CONTENTS within 30 days of purchase the diskette(s) prove defective in any way, you may return the diskette(s) to Strategic Simulations, Inc., 675 Almanor Avenue, Sunnyvale, CA 94086-2901 and SSI will replace the diskette(s) free of charge. In addition, if the diskette(s) prove defective at any time after the first 30 days, INTRODUCTION ...... 1 return the diskette(s) to SSI and SSI will replace the diskette(s) for a charge of $10.00 (each disk) plus $3.00 for shipping and handling. California residents, add applicable sales tax. OBJECTIVE ••••••••••••••••••••••••••••••.••..•..•••••••••••••••••.••••••••••••••••••••••••• •••• ! GETfING STARTED ••••••••••••••••••••••• •••.•••••••••••••••••••••••.••••••••••••••••••••.•• I SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT TO THE SOFTWARE PRO GRAM RECORDED ON THE DISKffiE OR THE GAME DESCRIBED IN THIS RULEBOOK, THEIR QUALITY, APPLE INSTRUCTIONS •••••••••••••.•.•••..••••••••••••••••••••••. •••••••••••••••.•.••• •••• 2 PERFORMANCE, MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE. THE PROGRAM COMMODORE 64/128 INSTRUCTIONS ••.••••••••••••••••••••••••••••••••••••••••• 2 AND GAME ARE SOLD "AS IS." THE ENTIRE RISK AS TO THEIR QUALITY AND PERFORMANCE IS WITH THE BUYER. IN NO EVENT WILL SSI BE LIABLE FOR DIRECT, INDIRECT, INCIDENTAL, OR CONSEQUEN SETfING UP THE GAME •••••••••••• •••• •.....•..•..••••••••••••••••••••••••••••••••••••••• 2 TIAL DAMAGES RESULTING FROM ANY DEFECT IN THE PROGRAM OR GAME EVEN IF SSI HAS BEEN GAMEPLAY •••••••••••••••••••••••••••.•••.••••..•••••••••••••••••.••••••••••••••••••••••••••••• 3 ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. (SOME STATES DO NOT ALLOW THE EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAG ES, MESSAGE .••••.•••••••••••••••••••••••..•••••••...•.....•...•...•...••••••••••••••••...••••••••• 3 SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU.) QUEST PHASE •••••••••••••••••••••••.•••.••.•....••••••.••.••.•••••••••••••••••...•...... •...• 3 The enclosed software program and this Rule Book are copyrighted. All rights are reserved. This Rule Book CHAMPION STATUS ••••••••••••••.••••...... •••..••••••• •••••••••••••••••••• •.••• 5 may not be copied, photographed, reproduced, or translated or reduced to any electrical medium or machine readable form, in whole or in part, without prior written consent from SSI. The program accompa REINFORCEMENTS/REPLACEMENTS PHASE ••••••••••••••••••••••••••••••••••••• 5 nying this Rule Book may be copied, by the original purchaser only, as necessary for use on the computer SUBVERSION PHASE •••••••••••••••••••••••••••••••••••••••.••••••••••• •••••••••••••••••••. 6 for which it was purchased. DIPLOMATIC PHASE ••••••••••••••••...••...... ••••••.••..••••••••••••••••••••••••••••• 6 ADVANCED DUNGEONS & DRAGONS, AD&D, DRAGONLANCE and the TSR logo are trademarks owned by and under license from TSR Inc., Lake Geneva, WI USA. COUN1RY STATUS •••••••.••••.••••••••••••••••••••••••••••••••••••••••••••••••..••..••...•.. 8 VICTORY PHASE ••••••••••••••••••••••••.•••...... •...... •••••••••••••••• ••• ••••••••••••• 8 Copyright ©1989 SSI. All Rights Reserved. Copyright ©1989 TSR, Inc. All Rights Reserved. INITIATIVE PHASE •••••••••••••••.•••• •••••.•.•••••.••••••••••••••••••••••••••• •••.•.•••••••. 8 WHAT TO DO IF YOU HAVE A DEFECTIVE DISK RECOVERY PHASE ••••••••••••••••••••••••••••••.••••••••••••.•.•.•••••••••••••••••••••••••• 8 Each of our games undergoes extensive playtesting prior to its release. Through this process we hope to MOVEMENT PHASE .••••.•••••••••••••••••.• •••.••••••••••••••••.••.....•••.•.•.•••••••.••.. 8 uncover and correct any errors in programming. However, due to the complex nature of our simulations, some program errors may go undetected until after publication. In addition to errors in the program, there COMBAT PHASE ••••••••••••• •••••••••••••••••••••••.••.•••••.•.••••••••••• •••••••.•••••••.• 14 are occasionally problems with the disk itself. We experience the industry standard of approximately a 3 to APPENDIX •..•.....••••••••.••.••...... •...•.•••••.••••••••••••••••••••.....•••••.• 18 5% failure rate of duplicated disks. Before assuming that a disk is defective, make sure to check your disk drive. Up to 95% of the disks returned to us as defective will run fine on our computer systems. Often the problem is with a disk drive that needs servicing for alignment, speed, or cleaning.
Should you have a defective disk, please return the disk only (keep all other parts of the game) to our Customer Support Department, along with a note describing the problem you have encountered. A replace ment disk will be provided upon our receipt of the defective disk. APPLE II AND IBM COMPATIBLE COMPUTER INFORMATION: Should you uncover an error in the program, return both your game disk and any "save game" disks to our Many of our games will work on Apple II and IBM compatible computers. Most of our games will work on Customer Support Department. Please enclose a description of what was taking place in the game when the an Apple II GS In the Apple II emulation mode. error occurred. Upon correction of the program error, we will return an updated disk to you. If you own an Apple II GS. Apple compatible or IBM compatible computer we suggest that you consult with our Technical Support Staff by calling our Hotline at (408) 737-6810 any workday between the hours of 11am. and 5p.m., Pacific Time, to see If an SSI game you're considering purchasing is compatible with your computer. If we have Insufficient data to determine Always make sure to include your name, address, and daytime telephone number with any correspondence. compatibility, you may wish to purchase the game and test for compatibility yourself. If the game proves to be We will do our best to see that any problems are corrected as soon as possible. Incompatible, you may return it within 14 days with your dated receipt and we will refund your money. Or, If you return the game within 30 days, you may exchange the game for another. INfKODUCTION: OBJECTIVE: APPLE INSTRUCTIONS: Joystick and Keyboard: To move the cursor use the joystick, cur Welcome to SSI's ADVANCED DUNGEONS WAR °" m~ LANcz is a one or two player Loading: sor keys, or the following keys: l!t DRAGONS~ computer product, WAR °" game, allowing you to choose sides STEP 1: To start the game insert your copy nm IR!a, a DRAGONLANCE"' strategic fan. against another human player or to com of the game disk, label side up, in Drive U I 0 tasy wargame. The War of the Lance ha5 its mand Whitestone (the forces of good) # 1 and tum on the machine. The game J K NM , origins in the Great Cataclysm, where the against the computer. The full campaign will boot automatically. empires of old were shattered, and the game lasts for 6 game years (30 turns). When instructed to select something press STEP 2: Answer the verification question dragons were banished for more than a Players may engage in battles to conquer the joystick fire button or hit the
5 6 is the total number of diplomat rating can be assigned to a negotiation (too many Deploying Units: INITIATIVE PHASE: points you have sent to that counby. To cooks spoil the soup). As allegiance goes When a counby first becomes your ally, select a counby and attempt alliance use from one extreme to the other, the diplo The program will determine which army you may deploy its units anywhere within has initiative. The side with initiative gets the menu bar on the bottom of the mats become less persuasive. that nation's borders. The game will go to screen: the first movement and combat phases, From the diplomats screen, the Highlord the map screen, place units in their start and receives a 25% bonus for the opera COUNTRY ALLY MAP EXIT player only also has the option to declare ing positions, and then display this menu: tion points for all units. war on one nation per turn. Remember MOVE UNIT EXIT COurrIRY: This allows you to select a neu that you cannot move troops into or RECOVERY PHASE: tral counby for an alliance attempt through a neutral nation. When Highlord MOVE UNn': Allows you to deploy units. declares the nation may either auto During this phase units get all of their ALLY: Attempt to create an alliance with war. The map cursor will highlight the current matically ally with Whitestone or decide to operation points back and recover some the selected counby. When you success unit's position, and a unit summary will be go with Highlord, depending on allegiance of the fatigue they received during move fully ally with a nation, all of its troops and displayed Move the unit to its new loca and a random 'die roll'. By declaring war, ment and combat from the previous tum. diplomats are at your disposal. If you are tion, and select that square. After moving the Highlord player may gain many allies The amount of recovery is based on the successful you will be allowed to deploy a unit you will return to the move unit early in the game, but sometimes it will number of operation points left unused the troops of your new ally (see Deploying menu. Selecting MOVE UNIT again will go backfire. Sometimes countries with strong by the unit from the prior tum and the Units). to the next unit Selecting the units starling following rules: Highlord allegiance will side with position will allow you to go to the next MAP: Allows you to move around the map. Whitestone in the face of a war declara unit without moving the first • Units recover slower if they continue to tion. Also, as the game progresses, and EX!l': Go to the diplomatic menu. move, if they are in an enemy wne of the influence of the Highlord spreads, EXIT: Returns you to the previous screen. control and the further they are away /Yegotlatlon and Declaration of more and more of the unallied nations will The fleets at Maelstrom are automatically from their home capital. shift towards the Whitestone alliance. War: deployed and cannot be moved until the • Units from nations with fleets are less After attempting to ally with a nation it is The menu bar at the bottom of the screen players movement phase. affected by distance from home. time to send diplomats to the capitals of controls all of your diplomatic options: neutral nations. The diplomats screen COUNI'RY STATUS: • Units do not recover fatigue points COUNTRY DIPLOMAT TRANSFER MAP EXIT WAR during winter months. shows a list of neutral nations, their alle This screen is a summary of the nations, giance and alliance levels, and the total COUI'ffRY: Select a counby for diplomat and shows all allied, conquered, and • Units recover at a faster rate if they are in number of diplomat rating points assigned transfer or war declaration. neutral countries. a city, port city, fortress, tower, or to that nation. Also on this screen your dwarven fort current diplomat is displayed above the DIPWMAT: Cycle through the available menu bar. The computer will also display diplomats and select the one you wish to VICTORY PHASE: • Units receive a 4% combat strength loss a number of diplomats that are not cur transfer. The victory screen shows a summary of per fatigue point, and a 20% reduction if rently on missions. These diplomats are the overall forces for both players, with they enter combat with 0 operation TRANSFER: Send the selected diplomat to either newly acquired allies, or are the total killed or captured and remaining points. the selected counby. assigned to a nation that is now allied. troops of each unit type. This screen also MAP: Go to the map. shows the turn date, current score and MOVEMENT PHASE: You receive two diplomats from each victory status. Points are gained for every nation allied to you, and each diplomat has EXIT: Exit the Diplomatic Phase. During the movement phase you may en~my champion captured or killed, troop a rating. Diplomats are more effective in move troops, load and unload transport WAR: (Highlord only) Declare war on the killed, successful conquest and alliance. swaying neutral nations (those with an alle units (fleets, pegasi, griffons, and citadels), selected counby. The selected counby will The point values for each uni~ type are giance of 4, 5, or 6). You may assign more and designate combat There are several automatically ally with Highlord or displayed in the column to the right of the than one diplomat to help speed negotia menus and displays to guide you through Whitestone. The allied side may immedi unit names. Highlord victory points are tions, but only 25 diplomat rating points cill the options. ately deploy that nation's units (see negative, while the Whitestone points are Deploying Units). positive, so a net score of zero is a tie.
7 8 MliliYS
Kothas ~
•
l*i Fortified City Silvanesti WCapital • J, l*i Port City WPort City Capital @ Dwarven Fort Capital
WFortr ess/Tower
A • N • S • • L • O • N Movement Menus: MOVE: Move the selected unit. After This menu will appear after a unit has NO: Cycle to the next available unit. selecting this option, move the cursor moved: The following menus control all actions EX.TI': Return to the previous menu. during the movement phase: from square to square until the unit is EXIT ABORT ABORT1 SQ AUTO MOVE where you want it or it has run out of UNLOAD UNIT EXIT NEXT SQUARE CURSOR GET RECON LAST QUAD MAP MENU operation points. After moving a unit you Exm End movement for the current unit may AUTO MOVE the other units in the UNLOAD Ul'f!I': Unload the unit displayed and return to the move menu. CURSOR: Move the cursor around the original stack or abort the move. The next above the menu bar. map. menu will describe AUTO MOVE. For ABORT: Abort entire move back to the EX.JT: Return to the previous menu. OET': Select a unit from the current cursor information about movement restrictions, original square. Abort will sometimes dock square. look at the Movement Rules section. your unit 1 fatigue point when it is used. NEXT SQUARE:: (fleets and Citadels only) Cycle through all the legal destination EX.TI': Return to the cursor menu. ABORT 1 SQ: Move back one square. RECON: Determine the approximate squares for unloading. enemy strength in the cursor square. ATTACK- Designate an attack on an adja AUTO MOVE: Have the next unit in the If you select rIBM to transfer an item cent enemy unit. After selecting this original stack automatically follow the unit LAST: Return the curaor to the last square between units, this menu will appear. a unit was selected in. option, move the cursor to the enemy that has just moved. square and select it. The attack menu will TRANSFER TO UNIT? NO YES EXIT After selecting AITACK the following menu QUAD: Center the curaor in selected then come up. will appear: quadrant of the map. NO: Cycle to the next available unit. NEXT: This command will cycle through all TARGET UNIT TARGET ALL NO ATTACK EXIT MAP: Switch between the tactical and of your units. It is especially valuable to YES: Transfer item to the unit displayed strategic maps. above the menu bar. review the status of your troops. TARGET UNIT: Attack an adjacent. enemy MENU: Go to the next menu. fIBM: Transfer a magic item from the cur square with only the selected unit. EX.JT: Return to previous me_nu. rent unit to another. Transfers may be If you selected MENU from the cursor TAROET ALL: Attack an adjacent. enemy Stacking Limitations: menu this will appear: made between units up to 4 squares square with all units in the same square as Most terrain types have a limit of 2 for the apart. A menu will allow you to select and the selected unit. COMBAT SAVE MENU DELAY(#) JOYfl(EY verify the target unit. fleets, griffons, and number of infanby and/or cavalry that pegasi cannot transfer items. NO ATTACK- This will remove existing may be stacked together. Also, you may COMBAT: Go to the combat phase. attack orders. stack 2 flying units (together with infanby/ (Ul'f)WAD: (fleets, Griffons, Pegasi, and cavalry) plus leaders and/or wizards for a SA VE: Save the game in progress to Citadels only) This allows you to load and Exm Return to the previous menu. total of 10 units per square. In cities and another disk. unload units for transport. See (UN)LOAD Selecting (UN)LOAD will display this menu ports you may stack 3 infanby and/or menus for option descriptions. MENU: Go to the previous menu. for transport units: cavalry. DELAY(#): Change the game delay to PATROL: (fleets only) Selecting this option DISPLAY UNITS LOAD UNLOAD EXIT Unit Summary: speed up or slow down response time. toggles whether or not you want the selected fleet to automatically engage When you select a unit to move, The values cycle from 1 (fastest) to 9 DISPLAY UNITS: Look at the troops cur load/unload, etc. there will be a summary (slowest). enemy fleets. If Patrol is set to yes, any rently loaded on selected transport unit. time an enemy fleet comes within 1 above the menu bar that looks something JOY/KEY: Change between joystick and square, the enemy ships will stop and your WAD: Go to the Load Menu. like this: keyboard input. This may not be available unit will attack them during the combat UNLOAD: Go to the Unload Menu. NERAKA 1ST MERCENARY CAVALRY 1:200 on your system. phase. If enemy ships enter the Combat QUALITY: 3 FATIGUE: 5 OP: 0 FORT: NO NO ATTACK ITEM: ARMOR When you GET a unit the following menu Phase within 4 squares of a fleet with EXIT: Return to the previous Menu. will appear: patrol on, your ships will automatically LOAD UNIT? NO YES EXIT move and attack. Ships with patrol on may The first line of the summary gives the MOVE EXIT ATTACK NEXT ITEM (UN)LOAD PATROL nationality, type, and the numberof pass by enemy ships which are not YES: Load the unit displayed above the troops in the unit. patrolling. See Naval Combat section for menu bar. Except fleets and citadels, all details. transport units only load troops stacked in the same square.
11 12 The second line gives the quality (combat from movement or combat and is shown Citadels are the exception and may carry on. If a fleet is within range of an enemy effectiveness rating from I to 7), fatigue on the unit summary. Units gain fatigue 3 large combat units plus leaders and fleet with patrol on, the enemy ships will level (ranging from 0 - rested to 24 - somewhat randomly during movement. wizards for a total of I 0 units. automatically move in and engage if they exhausted), and the operation points have sufficient OP to do so. After naval The following is a summary of the rules • fleets can only move in sea, coastal, remaining. for infantry and cavalry units battles are finished, you may either contin and restrictions for movement: river, or port city squares. Air units may this line will indicate if a unit has had time ue on to land and air combat, or return to pass over but not end movement in to create defensive fortifications in its the movement phase. In this way it is pos • Units cannot move off the map. these squares (except port cities). square (see Combat Phase). If the unit is a sible to fight your way past blockades of fleet then the f'ORT information will be • Units cannot move into a neutral coun • fleets may load/unload from adjacent enemy ships, and land troops in one tum. replaced with PA'IROL information show try. A neutral country is one that is listed squares or the same square if it is a After the computer has found a naval ing whether the fleet is currently on patrol on the diplomatic or alliance screens, port city. encounter, it will automatically run the first or not. and currently is unallied. Note that there · • When a fleet moves into the Maelstrom it round of combat, after which the following are many areas of the map that both The third line indicates whether or not the automatically stops (see Naval Combat menu bar will appear. armies may move through freely. These unit will attack during the next combat Section for more information). areas will not have a country listed with CONTINUE COMBAT WITHDRAW phase, and whether or not the unit is car the terrain description at the bottom of • If a fleet unit passes within I square of rying a magic item (see Quest Section). the screen during cursor movement. an enemy fleet, which has patrol set to If both players withdraw, the computer will Also, this line will indicate if a transport on, then the unit will stop until the naval break off combat and reposition both unit is carrying other units. • Units cannot stack with enemy troops. combat phase (see Naval Combat fleets. If only one player withdraws, there is Terrain Description: • Normal movement cost is I OP per section for details). a chance the enemy fleet will follow and continue the attack. At any time during the As you move the cursor or units around square. forest squares cost 2 OP (except • Citadels may only load/unload from naval encounter; fog may come in and end the map you will see a summary line, for elven and kender units which cost 1). adjacent squares. the battle. After the combat is finished the describing the current cursor location, that Movement for air units costs I OP for all player whose tum it is will get the following looks like this: terrain types. • Pegasi an$1 griffons may only load/unload from the same square. menu bar: FOREST (SILVAN EST!) • Moving from one enemy roe to another costs 3 OP in addition to normal • Wizards can move with 0 OP cost MOVE UNITS COMBAT Knowing the terrain type is important when movement costs. (unlimited movement). MOVE UNITS: Return to the Movement planning movement or battles. National • The only ground units that may move • Wizards and citadels do not gain fatigue Phase. borders are critical, as you may not move through mountain squares are: dwarf, points. troops through neutral countries. ogre and wizards. COMBAT: Go to the Combat Phase for land and air battles. Movement Rules: • No ground units may enter sea, coast, COMBAT PHASE: A primary mission for you as commander, river, or swamp squares (except wizards The time for diplomacy has past. Plans During naval battles, fleets will lose ships is effectively moving your troops to who may move through, but not end have been made. The lines are drawn ... and carried troops may also suffer losses. accomplish your objectives. Moving units movement in them. Also ground units let the battle begin. During the combat These ship losses decrease the amount of are restricted by their number of may move across river squares if doing phase you will resolve the battles, on land, damage a fleet will do during combat, but Operation Points(OP), by terrain and by so on a fleet). at sea or in the air, that have been initiated do not affect how many troops may be during the previous movement phase. The carried by the fleet. enemy zones of Control (WC). OP are the • There are 3 basic types of units: Ground, first part of the combat phase is naval base number of squares a unit may move Air, and fleet. The first type are limited to Land and Air Battles: during a tum. Moving through forest and combat. ground movement only. After naval encounters, it is time to fight enemy roes cost a unit additional OP. Naval Combat: your land battles. The program will look roes are the 8 squares surrounding a unit • Air units move and attack from the air, around the map. When it finds a conflict into which it can attack. fatigue is gained but always end a movement phase by Naval combat will occur during this phase landing. whenever a fleet is acljacent to an enemy fleet or if enemy fleets are within 4 • Transport units may load I large combat squares of each, and one fleet has patrol unit (infantry or cavalry) and up to 9 additional leaders, and or wizards.
13 14 there will be a display of the troops for MAP: Go to the map. Units: Fleets: Can only attack other fleets, but may be attacked by adjacent land troops. both sides and the attacker will get this The dragons of fuynn are power incarnate, Many units have specigil abilities,limits, or menu: and the very sight of them will strike fear effects on other troops. The following Terrain: summarires these units: RETREAT LIGHT HEAVY ABORT MAP into the hearts of any foe • Dragon Fear it The following summarires the terrain is called Dragons fighting side by side Leaders: These units will cause a small effects on combat. RETREAT: The attacker has reconsidered with your troops will, with flashing talons increase in the overall effectiveness of and devastating breath attacks, increa5e Defender Defender Strength Bonus the wisdom of this engagement. Selecting other units in the square. Leaders may not Terrain Type Small Medium Large Very Large this option will cause all frienclly units in the enemy casualties. But the fear of attack alone. Dwarven Fort x dragons is so great that many times the the battle to retreat one square on the Dwarven Tunnel x map to avoid combat. The defender has wise commander will only have the Wizards: Wizard magic will greatly increase the overall effectiveness of other Fortress x the option to counterattack and may still dragons fly over the battle field to paralyre Fortified City x engage. the enemy troops with fear and not units in the square. Wizards may not Port City x actually risk these mighty beasts in direct attack alone. Wizards may move across Tower x LIOlfT: This battle posture will cause lower combat. The following menu will appear any type of terrain (including water), but Forest X losses on both sides. This option may be for each army that contains dragons: must end movement on land squares. Mountain X useful for attacks designed to harass the Steppe X enemy or whittle him away for a later, DRAGON FEAR ATTACK Infantry: Infantry units may build defen Mountain Pass X larger force. sive forts if they remain in one square long Tunnel Entrance X enough. DRAGON FEAR: This will cause the dragons Attacker Defender Strength Bonus HEAVY: This is a fully committed attack. to fly over the battlefield and paralyre Terrain Type Small Medium and will produce the greatest losses to cavalry: Cavalry receives a small strength enemy troops. The Dragon Fear will cause bonus in open tenain (not tunnels, dwar· River x both sides. the enemy to fight poorly, and not fighting ven forts, etc) where horses may be used Stream x Bridge ABORT: Abort the battle with no retreat. directly will minimire any potential losses effectively. Cavalry units may build defen x to dragon units. sive forts if they remain in one square long MAP: Go to the map. Maelstrom: ATTACK: This selection will send your enough. The Maelstrom is a mysterious region of After the attacker chooses his strategy, dragons to the front lines of the battle to Dwarves and Ogres: These units both raging seas and violent winds. fleets the following menu will appear for the maximire enemy losses at the risk of los receive a large strength bonus in moun entering the Maelstrom will be thrown defender. ing dragons. With this selection armies still tain squares. Only these ground units may from it in a random place, but not before RETREAT STAND COUNTERAITACK MAP gain the benefit of Dragon Feat move in mountain squares. possibly losing ships. After both sides have selected their strate RETREAT: The defender retreats one Elves: Elves receive a large strength Forts: gies there is an option to have the combat bonus in forest squares. square to avoid combat. The attacker may results displayed graphically: When infantry or cavalry units are left in still engage, but losses will be cut. Kender: Kender receive a large strength one square long enough without moving DISPLAY BAffiE? NO YES, STA!fD: The defender stands his ground bonus in forest squares. Kender troops they will automatically dig defensive forts. and receives the enemy attack. With this have a chance, when being attacked by A unit with a fort will indicate it on the unit NO: The losses for both sides will be several stacks of troops of taunting the summary. Forts greatly increase defensive option the defender will receive all displayed unit by unit. defender bonuses. The defender should troops into impetuously attacking with one bonuses and are especially useful for units always select stand if he is attacked while YES: The battle will be fought graphically, stack at a time. that must face the withering attacks of enemy dragons in open tenain. Units in in any fortified square (city, port, tower, with the computer moving the troops Dragons, Griffons, and Pegasi: Receive cities, ports, towers, fortresses, and etc), as any other choice may move units automatically. a strength bonus in open tenain where dwarven fortresses do not get an into poorer tenain. they may use their air attacks (not tunnels, If the defending unit is destroyed the additional fort bonus. COUN'IBRATTACK: A counter attack has attacker will automatically advance one dwarven forts, etc). Only these units may the potential of inflicting heavy losses on stack of troops into the square (except into attack citadels. enemy armies, at the expense of giving up mountains). After advancing, the attacker Citadels: Act like fortified cities for carried the defender's bonus. will sometimes be allowed to attack again troops. Only troops in citadels may attack if more enemy units are in range. from desert squares.
16 15 Surroiindlng Enemy Units: To capture Silvanesti, you must also hold .APPENDIX If a unit or stack of units is completely the fortress to the northwest of the main capital and the two towers to the south in UNITS: surrounded by enemy ZOCs its strength TOTAL UNITS AND TYPE BASE NUMBER QUALITY drops dramatically. This is valuable when addition to the capital. attacking fortified squares like cities and The Knights of Solamnia are the most BLODE 7 OGRE INFANTRY 130 4 towers. tenacious of the Highlord's foes. These CAERGOTH 3 ELITE HUMAN INFANTRY 140 5 nations start the game with high 2EUTEHUMANCAVALRY 130 5 Experienced Troops: Whitestone allegiance levels, and before GOODLUND 4 KENDER INFANTRY 130 2 When troops experience combat they may any Knight countries can be considered GUNTHAR 3 HUMAN INFANTRY 140 3 randomly gain quality levels. conquered, all of the Knight countries plus 2 ELITE HUMAN INFANTRY 140 5 the Clerist Tower fortress with its infantry Conquered IYations: units (near Palanthus) must fall. The 2 ELITE HUMAN CAVALRY 130 5 WAR or THi I.Mia is a game of conquest Knight countries are: Caergoth, Northern 2 HUMAN FLEET 20 4 When your armies crush enemy nations, Ergoth, Solanthus, and Gunthar. Also, HYLO 6 KENDER INFANTRY 130 2 the enemy alliance loses that nation's before Solanthus is conquered, enemy KAOLYN 5 DWARF INFANTRY 180 troops and diplomats. Most nations will troops must hold both the capital and the KERN 5 OGRE INFANTRY 130 fall when the capital is captured and held fortress to the southwest. KHUR 5 HUMAN INFANTRY 130 2 by enemy troops until the beginning of the next tum. A few countries have more To conquer Neraka you must hold the 1 HUMAN CAVALRY 130 2 than one location that must be held capital and the tower to the northwesl KOTHAS 4 MINOTAUR INFANTRY 110 simultaneously. 4 MINOTAUR FLEET 20 LEMISH 4 HUMAN INFANTRY 130 2 2 HUMAN CAVALRY 130 2 MAELSTROM 6 HUMAN FLEET 20 4 MITHAS 4 MINOTAUR INFANTRY 110 6 4 MINOTAUR FLEET 20 5 NERAKA ERCENARY INFANTRY 200 3 150 3 3 2 BLUE DRAGON 3 G!l;EN DRAGON 4 1 BLACK DRAGON 4 1 WHITE DRAGON 5 NORDMMR 4 HUMAN INFANTRY 130 2 HUMAN CAVALRY 130 N. ERGOTH 3 ELITE HUMAN INFANTRY 140 5 2 ELITE HUMAN CAVALRY 130 5 2 HUMAN FLEET 20 4 PALANTHUS 5 HUMAN INFANTRY 130 3 4 HUMAN FLEET 20 5 QUAUNESTI 4 ELF INrANTRY 180 3 4 PEGASUS 84 1 SANCTION 3HUMANIN F. 130 2 4 HUMAN FLEET 20 4
17 18 NATION TOTAL UNITS AND TYPE
4 GRIFFON 240 1 4 ELF FLEET 20 3 SOLANTHUS 3 ELITE HUMAN INFANTRY 140 5 2 ELITE HUMAN CAV, RV 130 5 TARSIS 3 HUMAN INFANTRY 130 2 3 HUMAN CAVALRY 130 2 CREDITS THORBARDIN 4 DWARF INFANTRY 180 3 THROTYL 7 HOBGOBLIN INFANTRY 150 2 VINGMRD 3 HUMAN INFANTRY Game Design & Programming David Landrey 1 HUMAN CAVALRY ZHAKAR 5 DWARF INFANTRY 180 Initial Game Design & Graphics 4GRIFFON 240 Chuck Kroegel Game Development 9jAAZ DRACONIAN 200 3 Bret Berry 10 KAPAK DRACONIAN 150 4 Manual 2S UNDEAD INFANTRY 120 7 Richard Wilson 3WIZARD 1 Playtesteis 3CITADEL 1 James Kucera. Kick White, Cyrus Harris, Robert Daly, Don McClure, WHITESTONE 3 TOWER INFANTRY 140 4 Dan Cermak, Richard Wilson 3 1 GOLD DRAGON Customized Disk Operating System 1 BRONZE DRAGON 3 (Apple Veision) 1 SILVER DRAGO 3 Roland Gustafsson 2 COPPER DRAGON 3 Art & Graphic Design 2 BRASS DRAGON 3 Louis Saekow Design: Peter Gascoyne 3WIZARD Bt David Boudreau Desktop Publishing Peter Gascoyne Bt David Boudreau Printing A&a Printers and lithographers
19 COMBAT UNIT ICONS
%..., / ~ ~ ·~· ~ Human Ogre Minotaur . Elf Dwarf Kender Infantry Infantry Infantry Infantry Infantry Infantry
tt -i ~ ~ ~ ;2: Hobgoblin Human Drac.onian Pegasus Griffon Dragon Infantry cavalry
'A .,. ~ ~ ® tY Wizard flying Leader l'leet Whltestone Hlghlord Citadel Stack Stack
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