Introduction...... 2 Admiral’s Fleet...... 5 Object...... 2 Assassin ...... 5 Equipment ...... 2 Fortification ...... 5 The Armies...... 3 Hero ...... 5 The Game Board ...... 3 Ambassador ...... 5 Empires and Territories...... 3 Event Cards...... 6 Independent Territories...... 3 The Attack ...... 7 Sea Zones ...... 3 Attacking ...... 7 Dotted Lines...... 3 Capturing a Territory ...... 7 Island Chains...... 3 Capturing a Stronghold...... 7 Starting the Game...... 3 Hidden Armies...... 7 Setup...... 3 Spoils ...... 7 Battle and Attack...... 3 Winning ...... 7 Order of Play...... 4 Alliances, Truces and Trades...... 8 The Cards ...... 5 Strategy Hints ...... 8 Battle Cards...... 5 Glossary...... 8 Mercenaries...... 5

Introduction Welcome to the WORLD OF . 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 1 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, 12 Mercenaries, Deck of 60 Event cards.

2 The Armies. There are six sets of armies. Each set contains single-army pieces and 10-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 11 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 1. 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 10 single-army pieces for a single 10-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 Order of Play 1. 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 1 Event Card and 1 Battle Card. 5. Collect spoils. This indicates the end of your turn.

4 The Cards

Battle Cards Mercenaries. Use to recruit additional armies to place in Admiral’s Fleet. Used to move your armies via the one or more territories you occupy. Admiral’s Fleet of ships from a territory on the sea. Play one or more before starting the FIRST attack of your • Play at any time during your turn to attack only. turn. (You cannot play mercenary cards on your turn once • NEVER USE SIMPLY TO RELOCATE ARMIES. you’ve made your first attack.) Once committed to the attack, you cannot withdraw the Place the card(s) under the numbered edge of the game fleet. You must continue the attack to the end. If you board, one card to each number, in numerical order. The lose all the armies in a ship, you lose the attack and the sum of the numbers above the cards you have played is the Fleet card. number of armies you get. • 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 Fortification. Used defensively to add 1 point to your defend against attackers Battle cards. high roll die. Play one or more at any time during your turn. Play when you’re attacked by another player. To spy against another player, the players hand is looked at Once played, the card is committed for the duration of the in secret. The attacker returns the cards to the player and attack. the spy is returned to the attacker's hand. The Fortification card is eliminated as soon as your When assassinating another card, the attacker chooses opponent rolls a number higher than you’re your high die either a card in play or a card in another player's hand. The roll, plus 1. You must discard the card. Then you can: play attacker must roll a successful attack roll with a +2 bonus. another Fortification card if you wish. On a successful assassination, let everyone see the card If the Fortification survives the attack, return it to your that has been eliminated (if from another player's hand), 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 +1 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.

Hero. Play at any time during an attack just before Ambassador. Used to force a truce with another player. rolling the dice. Play an Ambassador card on one or more players before Once committed to an attack, you cannot withdraw the starting the FIRST attack of your turn. You cannot play the Hero. Ambassador card on your turn once you’ve made your first If you attack again on that turn, you must continue to use attack. the Hero. At the end of your turn, return the Hero card to You cannot attack the player with whom you have a truce your hand, if he has survived. on this turn, nor can that player attack you on his next turn. Your high die roll, plus 1, must beat your opponent’s high THE TRUCE IS IN EFFECT FOR ONE COMPLETE die roll to keep using the Hero. The Hero card is eliminated ROUND OF PLAY. as soon as your opponent rolls a number higher than you’re Discard the Ambassador at the end of the round. your high die roll, plus 1. You must discard the Hero card. Do not use Ambassador in a 2 player game. 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.

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Event Cards QTY NAME ON CARD DESCRIPTION ON CARD 2 AMBASSADOR BLUNDERS Reveal Battle Cards in hand to other players. PLAGUE FROM THE Half of the armies in the territory of Oldred (EASTERN PACT) are destroyed. Round any 1 GNATMARSH losses down. (1 army must always remain.) No effect if a STRONGHOLD is present Half of the armies in HEPMONALAND are destroyed. Round any losses down. (1 army 1 SAVAGES ATTACK! must always remain.) Play FORTIFICATION card to block; discard both cards. Half of the armies in Kro Terlep (SCARLET BROTHERHOOD) are destroyed. Round any 1 MINIONS OF WASTRI ATTACK! losses down. (1 army must always remain.) No effect if a STRONGHOLD is present GIANTS FROM THE RAKERS Half of the armies in the Flinty Hills (NORTHERN PROVINCE) are destroyed. Round any 1 ATTACK! losses down. (1 army must always remain.) No effect if a STRONGHOLD is present RAIDERS FROM THE BONEWOOD FOREST Half of the armies in Ahlissa (SOUTH PROVINCE) are destroyed. Round any losses down. 1 ATTACK! (1 army must always remain.) No effect if a STRONGHOLD is present FROST BARBARIAN RAIDERS Half of the armies in Ratik are destroyed. Round any losses down. (1 army must always 1 ATTACK! remain.) Play FORTIFICATION card to block; discard both cards. 4 PEASANTS REVOLT! Player receives only half of spoils (round up) at end of turn. No player can move or attack from or into territories bordering the Azure Sea. No fleet can 2 AZURE STORMS! pass through the Azure Sea. Until end of your next turn. No player can move or attack from or into territories bordering the Solnor Ocean. No fleet 2 SOLNOR STORMS! can pass through the Solnor Ocean. Until end of your next turn. No player can move or attack from or into territories bordering the Aerdi Sea. No fleet can 2 AERDI STORMS! pass through the Aerdi Sea. Until end of your next turn. Your ships can move through an additional sea zone until end of your next turn. (ie From 4 FAVORABLE WINDS the Aerdi Sea to the Azure Sea) The Great Kingdom player has a -1 from the highest die roll for attack or defense. Until end 1 THE MAD OVERKING! of your next turn. FALL OF THE LORDSHIP OF Remove all armies from The Lordship of the Isles and replace one-to-one with armies from 1 THE ISLES the Scarlet Brotherhood. Remove 2 armies from each of the territories South Province, Glorioles, Sunndi and Medgia. (1 army must always remain.) If a territory is controlled by The Eastern Pact, add 2 1 OSSON'S RAIDERS armies. Remove 2 armies from each of the territories South Province, Iron Hills, Idee and Onnwal. 1 AID FOR THE IRON LEAGUE (1 army must always remain.) Or add 2 armies to territories controlled by The Iron League. Remove 2 armies from each of the territories Theacracy of the Pale, Flinty Hills, Ratik and Bone March. (1 army must always remain.) Or add 2 armies to territories controlled by The 1 GIANTS FROM THE RAKERS North Province. Remove all armies from The Sea of Medgia and replace one-to-one with armies from the 1 FALL OF MEDGIA Great Kingdom. 1 GRAYFLOOD OVERFLOWS! No armies may cross the Grayflood until end of your next turn. 1 MOUNTAIN STORMS! No player can move or attack from or into territories bordering the Rakers. Ivid unleashes the forces of the Abyss. The Great Kingdom player adds a +1 to the highest 1 DEMONS UNLEASHED! die roll for attack or defense. Until end of your next turn. Any player defending a wooded area (THEOCRACY, RATIK, ADRI FOREST, GRANDWOOD, BONEWOOD, SUNNDI, MENOWOOD, TARLAN) adds a +1 from the 2 WOODLAND DEFENDERS 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. (1 army must always remain.) ANCIENT CURSE Your armies have a -1 from the highest dice roll for defense (outside of your home country 3 UNLEASHED! only). Until the end of your next turn. Remove 1 enemy army from each territory bordering your home country and add 1 army for each enemy removed into adjacent home territories. If enemy is in control of any of your 4 ARMY DESERTERS home territories, remove 2 enemy armies. (1 army must always remain). Remove 2 armies from each of your coastal territories (1 army must always remain.) Play 4 PIRATES ATTACK! FORTIFICATION card to block; discard both cards. You have the favour of your Gods. Add a +1 to the highest die roll for attack or defense. 2 FAVOUR OF THE GODS! 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 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 1, 2 or 3 white dice for each battle, but you must have at least 1 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 1 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 1 army. If the defender’s die is higher, the attacker removes 1 army. A tie goes to the defender and the attacker removes 1 army. If you both rolled more than 1 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 1 army behind to occupy the territory from which you’ve attacked. (If your army is reduced to 1, 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 1 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 11 territories) 8 armies for every banner that control.

Winning The player who captures all the enemy strongholds on the board wins the game.

7 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 1 army—especially if the player’s territory acts as a buffer between you and another threatening territory. Remember, the player cannot attack with 1 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 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

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