|
This product is actually 2 separate games in a single box. |
|
Imperial Governor is a game of intrigue and conquest for three to six players. Technicalities have been kept to a minimum
in order to lay greater stress on the diplomatic interplay between the combatants and players should resolve any difficulties
in the spirit of the game rather than in the letter of the rule. Each player takes the part of one of the emergent or
declining nations in the Mediterranean during the last three centuries before Christ and his objective is to become the
predominant power, using honest force of arms, augmented by threats, subterfuge and general skullduggery. |
|
The two player version of 'Imperial Governor' is 'Strategos', which shares the same basic rules as the parent game. The
element of diplomacy is omitted but a number of special rules are added to give the full flavor of the period. |
|
The game compents are: 1 map sheet (533 X 899m) for Imperial Governor, 1 map sheet (533 X 739m) for Strategos, 2 sheets of die
cut counters (520 counters total), 1 pack of 100 Fates Cards, 1 pack of 30 Embassy Cards, 1 rulebook, and 1 6 sided die. |
|
Gamesale
is an excellent source for used Philmar/Ariel games. |
|
|
A fantasy role playing adventure game for use by a Gamemaster
and any number of players (ages 12 and up). LANDS OF ADVENTURE includes all
rules necessary for the creation of characters, encounters, combat, magic, and
adventure. It is a unique game in that it has been designed for adaptability
of world background. |
|
Modular 'Culture Packs' detail the necessary changes
and additions to the basic system to add on new 'worlds' from myth and legend.
Each such world background is carefully researched and presents an in depth
survey of the culture, religion, and social framework of the society portrayed. |
|
This package comes complete with the basic rules to
LANDS OF ADVENTURE and a double culture pack detailing the epic worlds of Mythic
Greece and Medieval England (with an additional section on the England of King
Arthur). Thus, even the basic game is playable in a world of the Gamemaster's
creation or in either of the two cultural backgrounds provided. |
|
Included in LANDS OF ADVENTURE are the 32 page rulebook,
the 30 page double culture pack, a cardstock character sheet, a pair of 6 sided
dice and a pair of mini-20 sided dice. |
|
|
Wargame Rules for Ancient Battles on the Grand Tactical
Scale. |
|
Legion is the result of years of frustration with the
inaccurate scale of existing wargame rules for the ancient period. For example,
Roman Armies would never field less than a full legion for any battle, in fact,
they generally fielded several legions on a battlefield. The need for a system
to allow gamers to use a sufficient number of units to more accurately simulate
the maneuvers and grand tactical formations of the period was obvious. By increasing
the scale, using fewer figures to represent a unit, it becomes possible to greatly
increase the number of units on the wargame table. |
|
Our first play test session was interrupted by screams
when a Gallic medium unit defeated a Roman heavy cohort in melee. In fact, this
happened frequently. As our scale is grand tactical, we are not primarily concerned
with any one isolated melee. It is not the goal of these rules to make heavy
units always defeat medium units. Rather, our goal is to allow large numbers
of units to be involved so that heavy units will win a majority of melees against
medium units. Thus, the accuracy of the simulation comes with the overall result
along a battle line. |
|
Our second play test saw the Carthaginians successfully
use a double envelopment maneuver to defeat two Roman legions. This reproduction
of a classic maneuver and the idea of several legions on the field at the same
time completely sold us on the project. |
|
Al Margolis has statistically broken down the probable
results of melee between various types of units, taking into account their armaments,
and has designed the percentage system for melee included in these rules. During
a large scale battle, the results of all melees will correspond, on the whole,
to the results that one would expect in a tactical level game. Thus, the gamer/commander
need not be concerned with single unit formations as the results of all melees
involving these small units will be statistically accurate. This allows commanders
to concern themselves fully with grand tactical maneuvers and formations, placing
them in control of full armies as is appropriate for the scale of the game. |
|
Now, some fifty play test sessions later, the result
of this project is in your hands. We are quite sure that the grand tactical
level and accuracy of this system will make this a set of rules you use again
and again. We hope that you enjoy Legion as much as we do. |
|
Scott Bizar |
|
One inch represents slightly less than 10 yards. Each
figure vaguely represents a range of numbers of men from 50 up to 100. This
ratio is not important for these rules because it is the unit that is the basic
concept. Legion is designed for use with 15 mm or 25 mm miniature figures. |
|
Includes 2 double sided card stock sheets of reference
charts and tables. |
|
|
CONQUER AND RULE AN EMPIRE! |
|
Mighty, magical holocausts, awe-inspiring Dragons, weird
and terrible monsters, military battles on a grand scale. |
|
An exciting, fast moving game of movement and combat
in a fantastic world, where skill and strategy will decide the winner. |
|
Lords and Wizards is probably unlike any other game you
have ever bought. It is a game of 2 to 6 players, each player being represented
by 2 leaders in the game (a Lord and a Wizard). A player must decide whether his leaders
are to follow Order, Neutrality, or Chaos. These three alignments determine what magical artifacts
the leaders can use and what races of troops they can command. |
|
Each leader receives a few army forces, referred to as
"units", and these forces are represented by the die-cut playing pieces included
in the game. A leader also receives money in the form of "Gold Talents", or
GTs, with which he must pay his troops and bargain with cities, monsters, or
other leaders. Leaders who are wealthy will find that they have more power in
the game, while those who are not must try to ally themselves with those who
are powerful. A leader gains money by receiving taxes from cities which he controls.
He may attempt to gain more money through the dangerous task of doubling or
even tripling taxes, chancing a rebellion. |
|
The most complete fantasy boardgame ever produced! |
|
Comes with 3 cardstock reference sheets printed on both
sides and a turn track cardstock sheet printed on one side. Also includes 4
sheets of die cut counters (800 counters in all!) and a foldable paper map (22"
by 28" in size). |
|
FGU has recently sold out of Lords and Wizards. However, Noble Knight Games has a few copies. |
|
The Sentry Box has a few copies of this game. |
|
The Dragon Trove has a few copies of this game. |
|