Dragonhunt: Rules

INTRODUCTION:
Centuries before the dawning of the New Age an awesome and terrible Dragon came to Arawan. To the villagers, he was fearfully known as Brimstone.

For countless years, Brimstone ravaged the land with sulphurous vapor and infernal flame. Finally, a great and powerful mage, the fabled Thucidibes, came forth to challenge the Dragon's pitiless reign.

With rites of unspeakable power, and swords of unparalleled worth, the mage launched his arcane assault against Brimstone. Swords scored the Dragon's body, fire rained against the mage's defenses and magic electrified the air. Each combatant strove with his mightiest efforts to end, forever, the other's deadly menace.

Days passed, the conflict raged unabated. Finally, the mage's defenses faltered before Brimstone's tireless assault. Seconds before meeting Death, the mage realized that his arsenal lacked one vital ingredient?the unquenchable flame of Heroic Valor. With his last mote of strength the dying mage dispersed his finest swords to the Kingdoms of Arawan and imbued them with protective cantrips and arcane power. In the embrace of Death, every man's lover, he hoped that the future would bring a man of awesome valor who would, by proven valor, earn one of these weapons and end forever Brimstone's reign of terror.

Centuries passed. The mage's death wish remained unfulfilled, Brimstone remained the true lord of Arawan. Finally, with the dawn of the New Age, man is struggling against Fear's sleepy grasp. Arawan's Hero?Kings, and their valiant followers, are contesting the Dragon's fearful imperium.

Will their valor, and the potent Mageswords, suffice against the power that IS Brimstone?

It is up to you!


OBJECT OF PLAY
DRAGON HUNT
is a game for TWO to SIX players. Each player portrays one of the valiant Hero Kings of Arawan. The winner of the game is the player who succeeds in slaying Brimstone the Dragon with his Kingdom's Magesword. He, and he alone, will be acclaimed by all as winner and Paramount King of Arawan.

EQUIPMENT
  24 Dragon Cards
  36 Movement Cards (6 per Player)
    6 Hero Counters (1 per Player)
    6 Magesword Counters (1 per Player)
  24 Sniper Counters (4 per player)
  72 Knight Counters (12 per Player)
144 Men at Arms Counters (24 per Player)
  10 Fantastic Being Counters       
    2 Being Control Markers
    4 Flame Markers
  18 Dragon Wound Markers
  12 Magic Defense Markers
    2 Dragon Counters
    6 Dragon Parts Counters
    1 Game Board
    2 Six sided Dice

A few extra Dragon Wound Markers and Magic Defense Markers have been added to the counter mix for your convenience.

THE PLAYING BOARD
The board depicts the six Castle Kingdoms of Arawan and terrain features of importance to play. Of these, the space labeled "LAIR OF BRIMSTONE" is his lair. The CAVE space and the HOLLOW TREE space are each the lairs of ONE FANTASTIC BEING.

The remaining spaces on the board are either Mountain, Forest, Swamp or Open spaces. These are depicted by representative pictures as shown in the terrain chart on page 16.

Each Castle Kingdom on the board is labeled. It consists of one castle, one village and one cottage. For further details on this, see section 3.

THE DRAGON COUNTERS
Two counters are used to depict Brimstone the Dragon.

The NORMAL counter, shown to the UPPER RIGHT, shows the entire Dragon. The ENRAGED counter, as seen in the LOWER RIGHT, shows only the Dragon's head and has a ? 2 on it.

The use of these counters will be explained in detail in later sections of these rules.

1) THE INITIAL SET?UP
1.1) Place the Normal Dragon Counter on the LAIR OF BRIMSTONE space.

1.2) Place the ten Fantastic Being counters face down at the side of the board. Mix them thoroughly and draw two of them from the pile.

1.21) Place the first counter selected face up in the board's CAVE space.

1.22) Put the second counter selected face up on the board's HOLLOW TREE space.

1.23) Leave the remainder of the Fantastic Being counters face down at the side of the board. They will be needed, in the course of play, to replace Fantastic Beings that are killed or that leave the board.

1.3) Shuffle the Dragon Cards and place them face down in the Dragon Cards space located on the board.

2) SET-UP ORDER DETERMINATION
The system detailed below is used, in the set?up only, to determine the order in which players will take their set?up turns. Once play commences, turn order is determined in a different manner.

2.1) Each player will roll one die. The player with the HIGHEST UNTIED roll will have the FIRST TURN in all phases of the set?up.
EXAMPLE: In a five player game the die rolls are ? 6,6,2,5,3. With this the case, the player that rolled the FIVE will have the FIRST TURN in the set?up. Five is the HIGHEST, UNTIED roll in this example.

2.2) If all of the players are tied, i.e. there is no untied die roll, then ALL PLAYERS will roll over until a highest, untied roll is generated.

2.3) Once the FIRST PLAYER, i.e. the player that has the FIRS'[ TURN, has been established set?upturns will pass to the LEFT, by seating position, throughout the set?up.

3) THE PLAYER SET-UP:
THINGS TO BE DONE BY ALL PLAYERS

3.1) Each player, in the turn order established in (2) above, selects a set of COLORED MOVEMENT CARDS, the SAME COLORED set of counters and a Kingdom.

Each Kingdom consists of One Castle, One Village and One Cottage, all bearing the same name. In example, SUNKEN CASTLE, SUNKEN VILLAGE and SUNKEN COTTAGE are, together, ONE KINGDOM.

3.11) As each player selects his kingdom, he will denote his choice by placing his HERO and FOUR KNIGHTS in his castle. He will also place TWO SNIPERS and SIX MEN AT ARMS in his village. No units may be placed, at this time, in his cottage.

3.12) When the units specified in 3.11 are in place, the next player may commence his part of 3.1. When all players have completed all phases of 3.1, go to 3.2.

3.2) When all players have completed 3.1 the unoccupied Castles and Villages must be garrisoned.

3.21) Place TWO KNIGHTS of any unused color in each vacant castle.

3.22) Place FOUR MEN AT ARMS of any unused color each vacant village.

3.23) When all vacant castles and villages have been occupied in this manner, go on to 3.3.

3.3) Each player now sets aside SIX MEN AT ARMS and TWO KNIGHTS. These counters will be placed on the board as delineated below:

3.31) Each player, in turn order starting with the FIRST PLAYER determined in (2), places ONE Men at Arms counter. This placement will continue, in rotation, until all of the players have placed all six of their men at arms counters.

3.32) When all of the Men at Arms have been placed, the FIRST PLAYER will place ONE Knight counter. The Knights are now placed by all players in the rotation used in 3.31.

3.4) PLACEMENT RESTRICTIONS
In placing the units allowed in 3.3, the following restrictions will apply to all players.

3.41) Counters may only be placed in vacant MOUNTAIN, FOREST, SWAMP or OPEN spaces.

3.42) No more than one unit may ever occupy any one space.

3.43) No unit may be placed in any CASTLE, VILLAGE or COTTAGE Space.

3.44) No unit may be placed in any space that is ADJACENT TO an ENEMY UNIT, CASTLE, VILLAGE or COTTAGE.

3.45) No unit may be placed ADJACENT TO the LAIR OF BRIMSTONE, the CAVE space or the HOLLOW TREE space.

3.5) FANTASTIC BEING CONTROL

3.51) The FIRST PLAYER will place the BEING CHOICE MARKER in his Home Castle. He will have his choice of the Fantastic Beings that are in play in the first turn of the game.

3.52) The player who had the LAST TURN throughout the set?up will place the SECOND BEING MARKER in his home castle. He will roll for the movement and, if any, combat of the Fantastic Being that is not controlled by the First Player in the first turn of the game.

4) This completes the set-up. Good Luck!

PLAY FLOW DIAGRAM
HAND
TURN ONE
- Brimstone's Round
- Fantastic Being Round
- Players Round
TURN TWO (as ONE)
TURN THREE (as ONE)
GROWTH PHASE
NEXT HAND

5) SEQUENCE OF PLAY
Play is divided into HANDS, TURNS and ROUNDS. The Hand will be explained in section 11.

Each turn consists of THREE ROUNDS ?1) BRIMSTONE's ROUND, 2) THE FANTASTIC BEING ROUND and 3) THE PLAYER'S ROUND.

These rounds will be detailed, in the order that they occur, in the sections that follow.

6) BRIMSTONE'S ROUND
This round consists of one Dragon move made by each player. The player who made the last placement in the SET?UP, or the player who moved LAST in the preceding PLAYER'S ROUND will move the Dragon first in this round.

6.1) The turns for moving Brimstone will pass to the RIGHT, from the player who moves him first, until all the players have moved the Dragon ONCE.

6.11) In a two player game, each player must move the Dragon twice each, not once.

7) HOW TO MOVE BRIMSTONE
Brimstone has two distinct types of movement. These are, NORMAL MOVEMENT (7.1 and 7.11) and ENRAGED MOVEMENT (7.2 and 7.21) Consult the sections indicated for moving the Dragon, depending on his status at the time.

7.1) When Brimstone's NORMAL counter is in play, his movement is normal.

7.11) To move a normal Brimstone each player, in his turn, will roll TWO DICE and choose ONE OF THEM to represent the Dragon's DIRECTION OF MOVEMENT. (Consult the boards Direction Hexagon in the Lake of the North.) When the player has chosen which direction to move the dragon, if he has an option, Brimstone's counter is moved one space in that direction.
EXAMPLE: Two dice are thrown. The result is a 1 and 2. The player will move Brimstone either ONE SPACE DUE NORTH (the 1) or ONE SPACE NORTHEAST (the 2).

7.2) When the Dragon's ENRAGED counter is in play, he will move in the enraged movement mode.

7.21) When the Dragon is enraged, all control over his direction of movement is lost. Each player will roll TWO DICE, one RED and one WHITE.

7.211) The RED die will indicate the Dragon's DIRECTION OF MOVEMENT.

7.212) The WHITE die will yield the number of spaces that the Dragon will move in the direction determined in 7.211 above.
EXAMPLE: The player rolls a RED 4 and a WHITE 6. Therefore, Brimstone moves (RED 4) to the SOUTH, (WHITE 6) SIX SPACES.

7.3) After all players have moved the Dragon once his round is over. Regardless of whether he is normal or enraged, all players will move him at least once. The combat table, Dragon Cards and section 7.4 delineate the only exceptions to this rule.

7.4) BRIMSTONE'S MOVEMENT CONDITIONS
7.41) Brimstone's movement is never affected by any terrain costs.

7.42) If the move rolled by a player would cause the Dragon to leave the board return his counter to his lair and roll over for his movement.

7.43) If Brimstone ends any part of his move on an occupied space, he will attack the counter that is occupying that space. Units that are subject to this attack include all player units and all Fantastic Beings.
EXAMPLE: With three players moving him, while enraged, Brimstone moves ONE SPACE NORTH, attacks any counter in that space, FOUR SPACES SOUTH, attacks any counter that is in the FOURTH SPACE of this part of his move and THREE SPACES NORTHEAST attacking any counter that is located in the THIRD SPACE.

7.44) Brimstone will not attack any counter or cottage that he passes over in his move. He will only attack these items if he lands directly on them or if he is directed to do so by a Dragon Card.

7.45) If the Dragon passes over ANY PART of a CASTLE or VILLAGE during any part of his round he will AUTOMATICALLY stop and attack that castle or village.

After resolving this attack, Brimstone will return to his lair. At this point his round will be over whether all of the players in the game have moved him or not.

7.46) At any time that Brimstone returns to his lair, and finds it occupied by another counter, he is ENRAGED and will attack the trespassing unit.

7.5) BRIMSTONE'S ATTACK
When the Dragon ends a part of his round on a space that qualifies, he will attack. A PART OF HIS ROUND is defined as one move made by one player. See 7.43, 7.44, and 7.45 for the rules that govern WHAT and WHEN Brimstone will attack.

(All attacks are resolved, using the BRIMSTONE THE DRAGON COMBAT TABLE, as detailed below.)

7.51) PLAYERS AND FANTASTIC BEINGS
Roll on the BRIMSTONE ATTACKS SINGLE PIECE section of the combat table. The roll is taken using two dice. Add the units strength value and any terrain advantages that may apply in the units favor. The player who owns the unit that is being attacked will take this roll.

If the counter being attacked is a Fantastic being, the following rules apply.

7.511) The player seated to the LEFT of the player that moved the Dragon onto the counter will roll for the Fantastic Being.

7.512) If the Fantastic Being has an attack and defensive strength listed on his counter, make sure that you use the Being's defensive strength in modifying your die roll above.

7.513) If the Fantastic Being is killed, remove it from the board and place it face down in the Fantastic Being pile at the side of the board. When it has been mixed in with this pile, select a new Being and place it in the old Being's lair.

7.514) If the Fantastic Being is wounded, place it in its lair.

7.52) If a player's unit is wounded place it in its home cottage.

7.53) COTTAGE, VILLAGE or CASTLE
An attack on these structures is resolved on the BRIMSTONE ATTACKS CASTLE, VILLAGE or COTTAGE section of the combat table. Roll two dice, adding the defensive value of the structure, to resolve the attack.

The player who owns the structure will take this roll. If the structure that is attacked is not owned by any player, the player to the LEFT of the player who moved the Dragon will roll for the structures inhabitants. If the structure is vacant, no roll is necessary.

7.531) The combat strength of units that are located in the structure that is attacked is NOT added to this roll. 7.54) ATTACK EFFECT ON FURTHER MOVEMENT 7.541) After attacking a CASTLE, VILLAGE or COTTAGE Brimstone will return to his lair and end his turn. Go immediately to the FANTASTIC BEING ROUND.

7.542) After he attacks a PLAYER UNIT or FANTASTIC BEING the Dragon will continue his move, if any parts of it remain. Pass the dice to the next player in the rotation. When all of the players have rolled for the Dragon, go to the Fantastic Being round.

7.6) THE DRAGON CARDS
DRAW A DRAGON CARD is a result that can occur on the combat table. This section of the rules describes the various cards contained in the Dragon Card deck and explains their meanings.

7.61) DO OR DIE
Whenever a card says "DO OR DIE" on it the attacking force must continue to attack the Dragon until 1) All attacking units are killed or wounded OR 2) The Dragon is wounded.

These attacks are always resolved using the DO OR DIE column on the combat table.

7.62) "YOUR CHOICE"
A card that states that Brimstone will attack a structure, of a given type, of YOUR CHOICE will allow you to select which of the possible targets the Dragon will attack.

In example, if the card states that he will attack a COTTAGE OF YOUR CHOICE you may select any cottage on the board to be the target.

The card where the Dragon will move five spaces of your choice allows you to move him. You will move him five spaces, as you desire. In doing so, no space may be moved through more than once. No other restriction on how he moves will apply. He will attack at the end of this move if he is on a qualified target. He must move five spaces.

7.63) "ATTACKS YOUR"
The Dragon will attack the structure, of the listed type, that is in your possession. If you have more than one of this type of structure, he will attack your home structure, i.e. the structure of the type listed that you started the game with.

7.631) If you have more than one of the structure type listed, but no longer control the HOME STRUCTURE of that type, the player to your left will decide which structure, of the specified type that you own, the Dragon will attack.

7.632) If you do not own a structure of the type listed on the card, the Dragon will attack your old home structure no matter who the current owner might be.

7.64) On those cards where Brimstone kills or wounds the attacking force, the following parameters will apply:

7.641) "ALL PIECES ADJACENT"
If the card states that the Dragon kills or wounds all adjacent pieces, any piece that is adjacent to the Dragon counter and NOT within a Castle or Village is affected.

7.6411) Any piece that is in a Castle or Village, and that participated in an attack on the Dragon, is affected regardless of its location. (They must, in effect, come out of the structure to attack the Dragon. Therefore, they can be affected.)

7.6412) Cottages will give no defense against this.

Units that are located in a cottage that is adjacent to the Dragon are affected if this card is drawn.

7.642) "WITHIN TWO SPACES"
All pieces that are within two spaces of the Dragon are affected by this card. The restrictions on this, cited in 7.641, apply here as well.

7.643) The effect specified in 7.641 and 7.642 will affect ALL counters in the indicated range whether they attacked the Dragon or not.

7.644) "ALL PIECES IN YOUR ATTACKING FORCE"
Only the attacking snits are affected. Any other units, regardless of owner or type, that are adjacent to the Dragon when this card is drawn are unaffected by it. There are no exceptions.

7.645) "KILLS TWO"
The Dragon will affect a MAXIMUM of two of the attacking units. He will only affect units that attacked him, he will ignore any other units that maybe adjacent. The player affected may choose which counters to eliminate. If only one unit attacked, only one unit will be killed.

7.65) "ATTACKS A COTTAGE"
If Brimstone attacks a cottage due to a Dragon Card, and the defender DOES NOT roll a 10 or higher, the cottage is FLAMED (see 7.68).

If the player succeeds in rolling a 10 or higher, the cottage is undamaged and no loss is inflicted by the Dragon.

7.66) "FLIES SIX SPACES (RANDOM DIRECTION)"
The player who drew the card will roll one die and consult the DIRECTION HEXAGON located in the Lake of the North. The Dragon will fly in the indicated direction.

On his flight, in exception to the general rule, he will ATTACK every qualified target that he passes over or lands on.
EXAMPLE: The player rolls a 1 so Brimstone will fly North for six spaces. In this flight's path, there is a Fantastic Being (space 2), a Hero (space 5) and a Knight (space 6). Normally, he would only attack the Knight. On this flight, he will attack all three targets.

7.67) "A NAP"
Brimstone will sleep. Unless he is attacked, he will lose any movement that remains for him in the round in which the card is drawn. He will also forfeit all movement normal in his next round. If he is attacked, he will wake ENRAGED and the attacker will be forced to roll on the DO OR DIE table against him.

If he is not awakened by an attacker, he will wake in NORMAL condition after the rounds above are lost.

7.68) "FLAMES COTTAGE"
When the card specifies that the Dragon flames a cottage, and no roll is specified on the card (as in 7.65), the cottage is automatically flamed.

When a cottage is flamed 1) ALL units that are in it at the time are killed. 2) The cottage is useless for healing until it is repaired (see 12.2).

This general rule will apply in all cases. There are no exceptions. A cottage can only be FLAMED as a result of a Dragon Card. If it is flamed, place a flame marker on it.

8) THE FANTASTIC BEING ROUND
During this round the players will move and utilize the Fantastic Beings that are in play on the board. This is done as detailed below:

8.1) The player who had the FIRST TURN in the previous PLAYER'S ROUND, or in the SET-UP (for the first Fantastic Being Round of the game only), controls the BEING CHOICE MARKER.

He has the right to SELECT, MOVE and USE one of the Fantastic Beings that is in play. He may move it, and use its power to his benefit, in any legal manner that he desires.

8.11) See section 15 for the attributes of the various Fantastic Beings.

8.2) When the First Player has moved, and used, his Fantastic Being the other Fantastic Being is moved as follows;

8.21) The LAST PLAYER in the previous PLAYER'S ROUND, or in the Set-Up, will roll two dice and choose one of them to represent the second Being's DIRECTION OF MOVEMENT.

8.211) The choice of the Being's direction of movement is the only control that the last player will have over its actions. He may not use its powers to his benefit.

8.22) When the direction of movement is determined, the last player will move it, up to its full movement ability, in the direction indicated by the chosen roll. (see 8.3)

8.23) The Being will move in a straight line path in the direction determined for it. It will not deviate from this path.

8.3) The Fantastic Being will continue to move until ONE of the following conditions is met:

8.31) Its full movement ability has been expended.
EXAMPLE: If the DEMON is moving to the south, it will stop after moving six spaces, its movement ability expended.

8.32) Its movement is blocked by a CASTLE, VILLAGE or COTTAGE space.

8.321) When this condition occurs, the Fantastic Being is immediately returned to its lair and its movement ends.
EXAMPLE: The Troll, by his roll, is required to move SOUTHEAST. Four spaces into its move it is blocked by a village space. He immediately returns to his lair, ending his move.

8.322) This rule applies to both Flying and Ground Beings. Both will return to their lair if their movement is blocked in this manner.

8.323) The Being may end its move adjacent to these structures if its movement is fully expended on reaching an adjacent space or as a result of victory in combat.

8.33) Its movement ability, and direction, cause it to leave the board. When this occurs, its counter is placed face down with the unused Fantastic Beings at the side of the board.

8.331) When the counter has been placed in this pile, and mixed thoroughly, a Fantastic Being is drawn from the pile and placed face up in the old being's lair.
EXAMPLE: The Paralyzer moves off the board. She is placed in the pile, face down, and mixed in. The player who moved the Paralyzer now selects a Fantastic Being counter at random and places it in her lair, face up.

8.332) The player moving the Beings may choose a direction, or move, that will take the Being off the board if they so desire and its movement is sufficient to leave the board.

8.34) The Being's movement is blocked by another counter, excluding BRIMSTONE THE DRAGON.

8.341) A FLYING BEING'S movement is only considered to be blocked if the blocking counter is located in the space that the being would normally land in. It will ignore any units that it passes over in the course of its move.

8.3411) Flying Beings are those counters whose movement number is followed by an (F).

8.342) A GROUND BEING'S movement is blocked by any counter that is located in its direction of movement within its range of movement. It will ignore no unit that meets this criteria.

8.3421) Ground Beings are those counters whose movement number is followed by an (M).

8.343) When this type of blockage occurs, the being will land/stop in the space directly adjacent to the blocking counter that is along the Being's chosen path of movement.

Depending on which Being has been blocked, blockage will have the following effect:

8.3431) The blocking counter is attacked if the Being is the DEMON, BERSERKER, TROLL or BANISHER.

8.3432) The Being uses its full power against all adjacent counters if it is the PARALYZER or DISPERSER.

8.3433) The Being does nothing if it is the EAGLE, DRAGON CHARMER, REVIVOR or TELEPORTER.

8.3434) Regardless of the result of any combat or power use, the movement of the Being is ended whenever it is blocked, whether the blocking counter survives or not.

If the effect on the blocking counter is a combat situation (8.3431), and the Being kills/removes it, the Being will occupy the defeated adversaries space.

8.35) If the Being's movement is blocked by BRIMSTONE THE DRAGON it will return to its lair (as specified for structures in 8.32).

9) THE PLAYER'S ROUND
This round is divided into four segments, 1) the CARD SEGMENT, 2) the MOVEMENT SEGMENT, 3) the COMBAT SEGMENT and 4) the DRAGON ATTACK SEGMENT.

The result of the CARD SEGMENT will I determine the order in which the players will, individually, perform the remaining three segments of the round. The segments are detailed, in order, in the following sections.

9.1) THE CARD SEGMENT
In this segment, players determine their round order. The MOVEMENT CARDS that each player has are used for this. As they are used, in 9.11 and 9.12, they are expended. They will remain out of play until the start of the next HAND (see 12.1).

9.11) CARD USE - In using the movement cards, each player will hold the cards in his hand such that no other player can see the numbers printed on them.

When ready, each player selects ONE card from his hand and places it face down in front of himself. (Any discussion as to who should play which card is forbidden.) When all players have made their selection, go to 9.12.

9.12) ROUND ORDER DETERMINATION- When each player has placed a card in front of himself, the cards are turned face up and compared. The player who plays the SINGLE LOWEST CARD wins the first turn.

9.121) By definition, the single lowest card is the LOWEST card played that is NOT TIED by any other player's card.

9.122) After the first player is determined, all other untied cards will be next in the round order. They will be taken in order from LOW to HIGH.

9.123) After all players with untied cards have been assigned their position in the round order, all tied cards will be considered. Ties will be rolled off in LOW TIE to HIGH TIE order to determine the player's position in the round order.
EXAMPLE: In a six player game, the cards were played in the following order: 7, 9, 12, 10, 10, 7 The SEVENS and the TENS are tied. The NINE is the single lowest card, the player who played it has the first turn. The TWELVE was not tied by any other player. The player who played it will take his round second. The SEVENS are the LOW TIE. The players who played them will each roll one die. The player who rolls the LOWEST number will be THIRD in the round order, the other will be FOURTH. Any ties on the die roll are rolled off immediately. The TENS are the HIGH TIE. The players who laid them roll as described for the sevens above. The player who rolls the lowest number will be FIFTH in the round order. The player with the high number is SIXTH and LAST in the round order.

9.124) If, when the cards are played, there is no single lowest card, the players with the LOWEST TIE will roll off and one of them will be the first player.

9.125) In all ties, each player will roll. The number of places available in the round order will equal the number of people that are tied. When more than two people are tied at the same number the rolls should be adjudicated in the same manner specified for the cards above.
EXAMPLE: Four players are tied at NINE. Their rolls are 3, 5, 3, 6. The players who rolled the three's will roll over and will follow the player who rolled the 5 and the player who rolled the 6 in the round order, i.e. UNTIED before TIED, LOW before HIGH at all times.

9.13) BEING CONTROL MARKERS
The player who wins the FIRST TURN in the round order will place the BEING CHOICE MARKER in his home castle or cottage. The player who has the LAST TURN in the round order will place the SECOND BEING MARKER in his home castle or cottage.

These markers denote which players will control the Fantastic Beings in the next Fantastic Being Round.

9.2) THE REMAINING SEGMENTS
The next three segments of the player's round are completed by each player, in turn, before the next player starts his round. Play does not pass to the next player in the round order until the player whose round it is has completed his MOVEMENT SEGMENT, COMBAT SEGMENT, and DRAGON ATTACK SEGMENT. These segments are completed by the player in the order listed?Movement first, Combat second and Dragon Attack last. If, in error, a player skips a segment it should be forfeited.

9.3) THE MOVEMENT SEGMENT
All player movement is taken in this segment. Movement points may never be expended in any other segment of the round. Other modes of movement may become available if you control the appropriate Fantastic Being or as a result of victory in combat. See sections 9.4 and 15.

9.31) MOVEMENT POINTS -  The number of movement points that you will have in your round is equal to the NUMBER printed on the card that you played in the preceding card segment. If your card is a 10, you will have 10 movement points to move your forces with.

9.311) USE OF MOVEMENT POINTS - The movement points that you have for your force, in any given round, may be allocated to one or more units in any manner that you desire. The total number of movement points that you expend may not exceed the number on the card that you played in the preceding card segment.
EXAMPLE: A player has NINE movement points in his round, i.e. he played the movement card that has a 9 printed on it. He chooses to move his Hero 3MP, a Knight 2MP and four Men at Arms 1 MP each. He could, just as legally, have moved any one piece 9MP or nine different pieces 1 MP each. He may move any amount less than or equal to nine, he may not exceed nine in his total movement for the round.

9.312) Movement is made from one space to any adjacent space that is NOT occupied by an ENEMY UNIT, FANTASTIC BEING or DRAGON.

9.313) Units may not be moved into ENEMY or NONPLAYER Cottages.

9.14) Units may not be stacked at the end of your movement. Unless units are located in a Castle, Village or Cottage, no more than one unit may occupy a space at the end of your movement segment.

If this rule is violated, ALL units in the space are removed from the board and placed in the players replacement pile.

9.32) MOVEMENT COSTS
The following movement costs, in movement points, will apply to movement. Consult the table below.

TERRAIN COST CHART
TERRAIN TYPE MP COST
OPEN 1
MOUNTAIN 3
DRAGON'S LAIR 4
EMPTY CASTLE 1
EMPTY COTTAGE NO
TERRAIN TYPE MP COST
FOREST 2
SWAMP 2
BEING LAIR 3
EMPTY VILLAGE 1
ENEMY COTTAGE NO

9.321) In the table above, NO means that no movement is allowed into these spaces at any time. (Due to the prevailing Chivalry of the age, no unit will ever violate the sanctity of any cottage, be they empty or enemy.)

9.322) A castle or village is considered to be empty if there are no units present in it.

9.33) CASTLE AND VILLAGE SPACES
Regardless of size, the cost to move through a friendly, or empty, castle or village is IMP. They are, in these rules, considered to be ONE SPACE regardless of their size.

9.4) THE COMBAT SEGMENT
During the Combat Segment, players will be able to attack other players units, structures and any of the Fantastic Beings. The following rules will apply in this segment.

9.41) PROHIBITION - A player may NEVER attack any unit that is located in a cottage.

9.42) ATTACK LIMITS - Combat is always resolved with no more than ONE of the attacking units against no more than ONE defending unit. This rule applies to all attacks allowed in either the FANTASTIC BEING ROUND or the COMBAT SEGMENT. It does not apply during the DRAGON ATTACK SEGMENT.

9.43) PROXIMITY LIMITS
- An attacking unit may only launch an attack against a defending unit if the attacking unit BEGINS the combat segment adjacent to the unit to be attacked.

EXCEPTION - See 15.62, the Berserker.

9.44) NUMBER LIMIT -  No player unit may make more than one attack, i.e. attack more than ONE defending unit, during the combat segment unless the defending unit is defending a castle or village. (In this case the attacker is, in effect, attacking the structure thus creating an exception to this rule.)

9.441) Units that engage in combat during the combat segment MAY engage the DRAGON in the DRAGON ATTACK SEGMENT if they end the COMBAT SEGMENT in a space that is adjacent to Brimstone's counter.

9.45) COMBAT RESOLUTION
To resolve combat, the attacker rolls ONE DIE and adds the strength of his unit (the number in the upper left hand corner of his counter) to the roll.

The defender rolls ONE DIE and adds his strength PLUS any applicable defensive terrain advantage (see 9.7) to the roll.

When both players have rolled, the DEFENDER'S TOTAL is subtracted from the ATTACKER'S TOTAL.

9.481) If the result of the subtraction is POSITIVE, the attacker wins. The defending unit is killed. The attacking unit MUST occupy the defending unit's space.

9.482) If the result of the subtraction is NEGATIVE, the defender wins. The attacking unit is killed. The defending unit may NEVER occupy the attacking unit's space as a result of victory.

9.483) If the result of the subtraction is ZERO, the units are tied. Both the attacking and the defending units are wounded. Place them in their HOME COTTAGES and see 9.5.

9.5) HEALING - Player units are healed in their home cottages. When they are wounded, they are immediately placed in this cottage. The unit will be ready to move again in the OWNING PLAYER'S next movement segment (whether or not this segment is in the same round as the round in which the unit was wounded).

9.51) Wounded FANTASTIC BEINGS are placed in their lair. They will be healed, and ready to move, in the very next Fantastic Being Round.

9.511) If a Being's lair is occupied by another counter, when it is wounded and must return, the occupying counter is automatically ambushed and killed.

If the occupying counter is Brimstone, the Fantastic Being is automatically killed.

9.52) The cottage that the player starts the game with is his ONLY cottage. He may not heal wounded counters in any other location. If this cottage is flamed by the Dragon, any units that are wounded before it is repaired are killed instead because they have no place to heal in.

9.6) SPECIAL SITUATIONS - The following rules cover special units, and types of combat, that will be used in the course of play.

9.61) CASTLE AND VILLAGE COMBAT - Attacks on these structures will be resolved in the following steps:
1)    The attacker will pick which of his adjacent units      will attack the structure.
2)    After (1) is done, the defender will choose which unit, located inside the structure, will defend against the attacking unit.
3)    Resolve combat as specified in 9.45.
4)    Return to (1) if the attacker wishes to continue the attack. The attack may continue as long as the attacker has any units adjacent to the structure OR as long as there are any defending units to attack.

9.611) The attacker may break off his attack at any time after the first attack is resolved.

9.612) If all defending units are eliminated, any or all attacking units that are adjacent to the structure may occupy it.

9.613) When a defending unit is wounded it is always given free passage to its cottage. Chivalry demands it. 9.614) When a defending NON?PLAYER counter is wounded it is taken out of play. (Non-player counters do not move. Therefore, the wounded counter remains in its cottage forever.)

9.615) If, when the last defender is wounded, there are no adjacent attacking units to occupy the structure, it is left vacant.

9.616) A Fantastic Being may never be used to attack a castle or village.

9.62) If a NON-PLAYER unit or a FANTASTIC BEING is attacked, the player to the LEFT of the attacker will roll for the defense.

9.63) Brimstone the Dragon may NOT be attacked during the COMBAT SEGMENT. See 9.8.

9.64) THE SNIPER - This is a special piece. The following rules and restrictions will apply in any use of this unit.

9.641) The sniper's normal combat strength is 1. It is capable of making ONE SNIPE ATTACK per round, during the owning player's combat segment only, at a combat strength of 4. Its defense strength is 1.

9.642) A Snipe attack may be made against any target except a Cottage or the Dragon. To make the attack, the sniper must be adjacent to the target to be attacked.

9.6421) In all snipe attacks, including attacks on structures, the sniping player is allowed to choose which defending unit he will fire at. The defending unit will receive any applicable defensive terrain values, and his strength value, that apply.
EXAMPLE: A Sniper fires at a Hero that is in a Castle. The sniper rolls adding 4. The Hero rolls adding 7, 5 for his strength and 2 for the castle.

9.6422) A player MUST make all of his sniping attacks BEFORE resolving any normal combat. If a normal attack is resolved first, the snipe option for the round is forfeited.

9.643) Regardless of the result of the snipe attempt, only the unit attacked can be effected. A Sniper is never subject to being wounded or killed as a result of his own sniping attack.

9.644) Snipers may engage in normal combat, with their normal combat strength of 1, in the same combat segment that they snipe. In any given combat segment, they may do both.

9.645) Snipers may not be used to attack any FANTASTIC BEING or the DRAGON. If they are attacked by either type of unit, and they survive, they will immediately flee to their home village. If they are wounded they will go to their home cottage instead.

9.7) DEFENSIVE TERRAIN VALUES
The following table lists the defensive value of the various terrain and structure types. The numbers listed in the table are added to the defender's roll in resolving combat (9.45).

DEFENSIVE TERRAIN VALUE CHART
TERRAIN TYPE VALUE
DRAGON'S LAIR +2
BEING LAIR +1
MOUNTAIN +2
FOREST +1
SWAMP +1
TERRAIN TYPE VALUE
CASTLE +2
VILLAGE +1
COTTAGE 0
OPEN 0

9.71) BRIMSTONE THE DRAGON is only allowed defensive terrain value when he is in his lair. This value is subtracted from the players roll on the BRIMSTONE THE DRAGON COMBAT TABLE. The Dragon will not receive defensive terrain benefits for any other type of terrain.

9.72) All defenders, except the Dragon, receive the listed bonuses when defending the terrain or structure types above.

9.8) THE DRAGON ATTACK SEGMENT
In this segment the player can make ONE ATTEMPT to wound Brimstone the Dragon. To attack the dragon, the player must have a unit, or units, adjacent to him.

If you do not have any units adjacent to the Dragon, your round is over. If you do, the following rules will apply.

9.81) ATTACK LIMITS - Players may attack the Dragon with more than one unit. Knights and Men at Arms may combine together in an attack on the Dragon. If your Hero attacks the Dragon, no other player unit may be involved in the attack.
EXAMPLE: The two legal methods of attack are:
1) With your Hero alone.
2) With any number of Knights and/or Men at     Arms that are adjacent to the Dragon.

9.82) THE ATTACK: To make your attack, total the combat strengths of your attacking units and add the total to the roll of two dice. (Remember to subtract the appropriate amounts if Brimstone is enraged and/or in his lair when you attack him.)

9.821) If you do not have a wound marker yet, the roll is checked in the ATTACKING TO WOUND BRIMSTONE ?1ST WOUND column of the BRIMSTONE THE DRAGON COMBAT TABLE.

9.822) If you do have a wound marker, the roll is checked on the 2ND or 3RD WOUND column of this table.

9.83) DRAGON WOUND MARKERS
- If the result on the table states that the Dragon is wounded, the attacking player will receive a DRAGON WOUND MARKER. When a player succeeds in collecting THREE wound markers he may use his Magesword (see 13) and attempt to kill Brimstone (see 14).

9.84) DRAGON MORALE - When a player wounds the Dragon, Brimstone becomes enraged. When this occurs, replace the Dragon's NORMAL counter with his ENRAGED counter.

9.841) Brimstone will remain enraged until the END OF HIS NEXT ROUND or until he attacks a CASTLE, VILLAGE or COTTAGE. Player units that are killed outside of these structures will NOT serve to appease his rage. Neither will the defeat of any Fantastic Being.

9.842) While Brimstone is enraged, the ? 2 value on his counter is applied against any rolls taken by, or against, him. He will become enraged whenever he is wounded AND after any attempt to kill him with a Magesword.

9.843) Brimstone returns to normal condition after 1) His ORION He has gained his revenge, as specified in 9.841.

9.844) When a morale change occurs, it occurs immediately.

9.85) A player may only make one attempt to wound the Dragon. Regardless of the result of this attempt, when the attempt has been resolved the player's round is over. Pass the dice to the next player in the round order. 9.86) If Brimstone is attacked while he is adjacent to the Castle, Village or Cottage of the attacker, the attacker may use ONE UNIT per ADJACENT STRUCTURE HEXSIDE in the attack.

9.861) Any unit in the structure, except a SNIPER, may engage in the attack as long as all rules governing DRAGON ATTACK are adhered to.

10) ENDING YOUR ROUND
When a player ends his part of the PLAYER'S ROUND, he will discard his movement card face down to his side forming his own discard pile. When he has done this, the next player may start his round with the movement segment. When all of the players have completed the Player's Round the turn is over.

11) THE HAND
A HAND consists of FOUR TURNS. At the end of the FOURTH TURN of each hand, players will receive the items detailed in section 12.

12) THE GROWTH PHASE
At the end of every hand players will receive replacements and reinforcements. The items received are detailed in the sections below.

12.1) RE-SUPPLY
- Each player returns the four movement cards that were used in the previous hand to his hand. All players will have all six of their cards to choose from in the first Player's round of the next hand.

12.2) REPAIR - Any cottage that was flamed in the last hand is repaired. Remove the Flame marker from the cottage.

12.3) REPLACEMENTS
- Each player will receive the following MAXIMUM number of units as replacements from their dead pile:
SIX MEN AT ARMS
THREE KNIGHTS
ONE SNIPER
ONE HERO

The units above are taken from those units that have been killed in the course of play. Make sure that your dead units are kept separate from those units that have not, as yet, been brought into play.

12.31) If the number of dead units that you have, of a given type, is less than the maximum number stated above, all of your dead units of that type are brought back onto the board.
EXAMPLE: During the previous hand a player lost FOUR MEN AT ARMS. He will bring all four back into play. The other two Men at Arms replacements possible are lost because there is nothing for them to bring back.

12.32) If the number of dead units, of a given type, is greater than the listed maximum you may only bring on the maximum number stated above during this growth phase. The remaining units must wait until the next growth phase to return.
EXAMPLE: A player has FIVE dead KNIGHTS. He may only bring THREE back into play. The others remain in the dead pile.

12.33) Men at Arms and Snipers may be brought on in ANY VILLAGE that you control, i.e. occupy.

12.331) If you do not control a village, your replacements of Men at Arms and Snipers are lost. You must control a village to receive these units.

12.34) Knights, and your Hero, may only be brought on in your HOME CASTLE. They may not be brought on in any conquered castle if you own your home castle.

12.341) If a player does not control his HOME CASTLE, he may bring on ONE KNIGHT in each castle that he controls and ONE KNIGHT, and his HERO, in his HOME COTTAGE. In taking these forces, he may not exceed the maximum limit of three knights in a given growth phase.

12.4) REINFORCEMENTS
After replacements have been placed, reinforcements are taken. The number of reinforcements that each player will receive is determined as follows:
ONE KNIGHT PER CASTLE OCCUPIED
TWO MEN AT ARMS PER VILLAGE OCCUPIED

12.41) Regardless of how little the player occupies, the MINIMUM reinforcement received will be ONE KNIGHT and TWO MEN AT ARMS. He may never receive less than this amount.

12.411) If a player has used all of his available reinforcements, i.e. all unused pieces have been brought into play, he will no longer receive reinforcements. He will continue to receive replacements.

12.5) REINFORCEMENT PLACEMENT
These units are placed in the manner delineated in sections 3.31, 3.32 and 3.4 of the PLAYER SET?UP. The player who had the LAST ROUND in the preceding hand will start the placement. From this player, turns will pass to the left.

12.51) Men at Arms are placed first, Knights are placed last.

12.52) If a player places all of a certain type of reinforcement before other players have placed theirs, he must wait for the other players to complete their placement of that type of unit.

12.53) After the placement of all reinforcements has been completed, the player who placed the LAST UNIT during placement will start the next hand by taking the first move in BRIMSTONE'S ROUND.

13) THE MAGE SWORDS
Each player's kingdom has a mage sword. This is the only weapon that can KILL Brimstone the Dragon. Until it has been earned, the Dragon can only be wounded.

The mage, before sending his swords to the Kingdoms, sealed them with an unbreakable protective cantrip. The parameters of this spell are such that the sword remains invisible, and inviolable, until the player has proven his kingdom's valor beyond doubt.

13.1) Before a player can use his sword to kill the Dragon his forces must succeed in wounding the Dragon three times. When this condition is met the sword is placed in his castle.

13.11) If, when a player earns his Magesword, he does not control his HOME CASTLE the sword will be placed in his HOME COTTAGE instead.

13.2) When your valor has been proven, the sword may be used by the man in your kingdom with the greatest valor, i.e. your HERO. While the Hero is alive, no other piece may use it.

13.21) If your Hero is killed while using the sword, or dead when it materializes, any Knight of your Kingdom may use it in his stead.

13.3) At anytime that the wielder of the sword is killed while using it, the sword will magically return to your home castle. It will remain there, immovable, until it is again taken up by your Hero or one of your knights.

13.31) If, when the wielder is killed, you do not control your home castle the sword will be placed in your home cottage instead.

13.4) The mage sword may only be used by one counter. When it is taken up by a counter, that counter is under a geas to attack the Dragon. It may not attack any other counter.

If the wielding unit is attacked by another unit it will defend adding TWO to its roll for the sword. (In addition to its normal strength and any terrain advantage.)

13.5) SWORD VS. DRAGON - When the sword is used against Brimstone, ONE DIE is rolled on the table below to determine the magical defense that the sword will give him. This roll is taken AFTER the unit has entered combat with the Dragon. (The variance is due to natural factors that effect the potency of the magic and that the wielder could not possibly understand.)

MAGE SWORD CHART
ROLL PLUS FACTOR
1 +2
2+3 +3
4+5 +4
6 +5

13.51) When this roll has been taken, add it to your units strength. The result is the number of magical defense counters that you will have in section 14. (see section 15.635 for possible modification of this.)

13.52) The roll above is taken EACH time that you attempt to kill the Dragon, i.e. a new roll is generated for each attack.

14) SLAYING BRIMSTONE THE DRAGON
With Mage sword in hand, the player may attempt to kill the Dragon. The following rules are used for resolving this combat.

14.1) Determine the Magical Defense of the attacker as specified in section 13.5.
EXAMPLE: A Knight attacks with the sword. His combat strength is TWO. His roll, in section 13.5, is 4. This yields +4 Magical defense. His total magical defense in the combat is 6. He will take six magical defense counters.

14.2) BRIMSTONE'S DEFENSE
Brimstone defends with the LARGE DRAGON PART COUNTERS contained in this game. These counters are numbered from 1 to 5. There are two such counters that bear the number ONE.

14.21) NORMAL DEFENSE - When the Dragon's morale is normal, he will use five dragon part counters in defense, one of each number from 1 to 5. The player to the attacker's left will set these up and roll for the Dragon in the coming battle.

14.22) ENRAGED DEFENSE
- When Brimstone is attacked while enraged, he uses all six of the dragon part counters. The player to the attacker's left will set them up, and roll for the Dragon, using both counters that bear the number one.

14.23) The Dragon Parts Counters are always set up face up so that all the players in the game can see them.

14.3) THE BATTLE
Once the preceding sections are completed, you are ready to fight the battle. The battle is conducted as follows.

14.31) Both the attacker and the Dragon will roll ONE DIE throughout the battle.

14.32) The attacker rolls first. If the number of his die throw MATCHES the number of a surviving DRAGON PART that part is removed.
EXAMPLE: The attacker rolls a4. The dragon part that bears the number 4 is removed BEFORE the Dragon's roll.

14.33) The Dragon counterattacks. If the player rolling for the Dragon rolls a SIX OR a number that matches one of its remaining dragon parts, the attacker loses ONE Magical Defense counter.
EXAMPLE: The Dragon, hit in the example above, rolls a 4. He misses. If he had rolled any other number the attacker would have lost one magical defense counter

14.34) Combat continues to alternate in this manner until ONE of the following conditions is met.
1)    The ATTACKER eliminates ALL of the Dragon's dragon parts. When this occurs, the Dragon is dead and the attacker wins the game.
2)    The DRAGON eliminates ALL of the attacker's magical defense counters. If this happens, the attacker is killed and Brimstone is automatically enraged. The game continues.

14.4) BATTLE RESTRICTIONS - The following restrictions will apply during this combat.

14.41) Only the unit that is wielding the sword is involved in the attempt to kill the Dragon. Any other player units that are adjacent at this time are ignored.

14.42) The attempt to kill the Dragon is made, instead of an attempt to wound, during the DRAGON ATTACK SEGMENT of the PLAYER'S ROUND only. To attempt to kill, the player must attack the dragon. If the dragon attacks the player the sword is NOT taken into consideration in resolving the combat. Simply roll on the BRIMSTONE ATTACKS SINGLE PIECE section of the combat table.

14.43) Any special magical defense that has been gained by the player is lost if the unit that uses it against the Dragon is killed. (see 15.635)

15) THE FANTASTIC BEINGS
These beings have a great deal of variety in their attributes. No more than two of them will be in play at any one time. The following general rules apply to some, or all, of the Fantastic Beings.

15.1) MOVEMENT - Each Fantastic Being uses one of the two possible movement methods, i.e. it either flys or moves on the ground. Which mode the particular being uses is denoted by a letter on its counter that is part of its movement rating. These are;

15.11) F-A counter marked NUMBER OF MOVEMENT POINTS/F is a FLYING BEING. (In example, the Demon is rated 6F. It is a Flying Being that has 6 movement points per turn.) The movement of Flying Beings is never affected by terrain movement costs.

15.12) M-A counter that is marked NUMBER OF MOVEMENT POINTS/M is a GROUND BEING. It moves on the ground and is affected by all terrain movement costs. (see 9.32)
(As an example, the Paralyzer is rated 8M for movement. It is a Ground Being with 8 movement points to expend per turn.)

15.13) SPECIAL - When, as a result of play, a Fantastic Being is required to return to its lair it will do so regardless of the distance. Ignore its movement point value and place it in the appropriate lair.

15.2) ATTACK CAPABLE BEINGS - Only the BANISHER, BERSERKER, DEMON and TROLL are capable of attacking other units. Their attacks are resolved using the rules contained in the COMBAT SEGMENT (9.4). It is done in the same manner as for any other unit.

15.3) FANTASTIC BEINGS AND THE DRAGON
No Fantastic Being will ever attack the Dragon. If they are attacked by the Dragon they will be allowed to defend themselves as for any other unit. Any power that they may have has no effect at this time (see 15.31).

15.31) Only the power of the DRAGON CHARMER will EVER have any effect on the Dragon. All other Being powers are useless against the Dragon.

15.4) PLAYERS AND THE FANTASTIC BEINGS
Players may attack these beings with their units. If a Being is killed, except the Demon, it is placed in the pile of unused Beings face down. The player who killed it will place it there, mix it in and pick a new Being from the pile. Place the Being selected in the old Being's lair. (The Being picked may be the same being that the player just killed.)

15.41) See the rules in section 8 for other Player/Being interaction rules.

15.5) POWER NEGATION - In all cases where the power of one Fantastic Being would seem to interfere with or negate the power of another Being, the power of the Being that is ACTIVELY being used will prevail over the other Being's power.

15.51) A Fantastic Being is only being actively used when it is controlled by the FIRST PLAYER during the FANTASTIC BEING ROUND.

15.52) If a Fantastic Being attacks a unit that is affected by the PARALYZER, the unit attacked is automatically killed. The power of the PARALYZER has no effect on any Fantastic Being.

15.6) FANTASTIC BEING DESCRIPTIONS
The following sections give the attributes, special value and any special rules that apply to the ten Fantastic Beings. Only the FIRST PLAYER may use these powers to his full advantage.

15.61) THE BANISHER
MOVEMENT = 5F
COMBAT STRENGTH =5/1
If the Banisher is moved next to any other piece, he may attack that piece. The attack occurs after all of his movement has been completed.

15.611) Combat is resolved as normal. If the Banisher wins, the player who is moving him may send the losing counter to any empty space on the board.

15.612) If the Banisher ties or loses, nothing happens to either unit.

15.613) The FIRST PLAYER may not use the Banisher to attack his own units.

15.614) The Banisher may only attack once per Fantastic Being Round. If it is attacked during the combat segment, and wins, the attacking unit is killed as per normal combat. The Banisher's power is only active when he is the attacker.

15.62) THE BERSERKER
MOVEMENT = 3M/3M
COMBAT STRENGTH = 4/1
This Being is allowed up to TWO moves and attacks per round.

15.621) If, after his move, he attack and kills a unit, he is allowed to move again. If, at the end of this second move, he is adjacent to another unit he may attack again.

15.622) When the Berserker is moving randomly, being moved by the LAST PLAYER, he is not allowed to take a second move. HOWEVER, if he kills a unit and there is another target adjacent to him, he will make his second attack. He must do so.

15.623) The second move is allowed ONLY when the Berserker is attacking under the control of the FIRST PLAYER.

16.624) The second move, and the second attack, are the result of battle fury. The Berserker must engage in combat to receive them.

15.63) THE DEMON
MOVEMENT = 6F
COMBAT STRENGTH =3
Any unit that is killed by the Demon, except the Hero, is killed PERMANENTLY. Take it out
play.

15.631) If the Hero is killed, he may be taken as a replacement.

15.632) The Demon is unaffected by any WOUND result in combat. It can only be KILLED by the HERO counter or the Dragon.

15.633) If the result of combat calls for any unit, other than the Hero or Dragon, to kill the Demon, it is wounded and returns to its lair.

15.634) When the Demon is killed by the Hero or Dragon it is taken out of play permanently. Once it is killed, it never returns to the board.

15.635) The Demon is an extremely potent creature. The player that succeeds in killing it can use certain portions of it to increase his defense when he attempts to kill Brimstone. Therefore, the player who KILLS the Demon will receive TWO MAGICAL DEFENSE MARKERS for his act. These are placed on the board, in the players MOME E COTTAGE, and must be picked up on the way to the Dragon. They are unaffected if the cottage is attacked or flamed by the Dragon.

15.64) THE DISPERSER
MOVEMENT = 7F
COMBAT STRENGTH =1
After the FIRST PLAYER moves the Disperser he may use its power to send all adjacent units, except the Dragon, up to FOUR SPACES directly away from the Disperser's counter.

15.641) At the end of this journey, the unit must end up in a vacant space. Castles, Villages and Cottages may not be counted among the spaces that the unit is dispersed through. The unit will stop in the vacant space CLOSEST to the structure when this case occurs.

15.642) In dispersing a unit, each space, regardless of terrain, is counted as one space. Units, when dispersed, must travel in a straight line directly away from the Disperser.

15.65) THE DRAGON CHARMER
MOVEMENT=8M
COMBAT STRENGTH =1
If the FIRST PLAYER moves the Dragon Charmer into a hex row that contains the Dragon, he may move Brimstone up to three spaces, either DIRECTLY TOWARDS or DIRECTLY AWAY FROM the Dragon Charmer's counter.

In using this power:
15.651) The Dragon may be moved onto another piece, or onto a structure, to attack it.

15.652) If the power is used on the Dragon while he is in his lair he will be effected by it but, when he lands, he will be enraged.

15.653) If Brimstone is asleep, due to the appropriate Dragon Card, the power will have no effect on him.

15.654) The power of the Dragon Charmer has no effect on any unit except the Dragon.

15.66) THE EAGLE
MOVEMENT = 8F
COMBAT STRENGTH = 2
This Lord of the Air can be used to fly any unit within eight spaces of it an unlimited distance.

15.661) The eagle will not enter a Castle, Village or Cottage.

15.662) Once the eagle has picked up a unit, it will take it to any space as long as 1) There is an empty, adjacent space for it to land in and 2) the space is not a Castle, Village or Cottage.

15.663) The eagle may not be used to move any units except units that belong to the owning player. He may not be used to move units on any turn that he harries an enemy unit.

15.664) The eagle may be used to harry any player unit. If this is attempted, a normal combat roll is taken. If the eagle wins or ties, the harried unit may not move in the next Player's round. If the eagle loses, he is wounded and returns to his lair.

15.6641) A unit that is successfully harried is turned over until the Player's round is over. After the harry attempt, the eagle is placed in any adjacent space.

15.665) A harried unit may not attack or move in the Player's round. It will defend subtracting TWO from its roll.

15.67) THE PARALYZER
MOVEMENT = 8M
COMBAT STRENGTH =0
When this being is adjacent to any player unit, the unit is paralyzed. It may not move or participate in any attack.

15.671) Any player unit that passes adjacent to the Paralyzer in its move is affected by her power.

15.672) Her power will not effect any unit that is in a CASTLE, VILLAGE or COTTAGE.

15.673) Her power will not effect the Dragon or any other Fantastic Being.

15.674) No unit that is paralyzed by her may attack her at any time. Units will remain paralyzed as long as they are adjacent to the paralyzer. If she moves, they will not move with her.

15.675) A unit that is wielding the Magesword cannot be affected by this Being due to the sword's magical power.

15.68) THE REVIVOR
MOVEMENT = 4F
COMBAT STRENGTH =1
When using the Revivor, the First player may bring one of his dead units back into play.

15.681) After the Revivor's movement has been taken, the revived unit is placed on any empty space ADJACENT to the Revivor's counter.

15.682) Units that are killed by the Demon may not be revived. The Revivor has no power in Hell.

15.69) THE TELEPORTER
MOVEMENT = 6F
COMBAT STRENGTH =1
When the First Player controls the Teleporter, he may teleport any ONE of his units to any space that is adjacent to the Teleporter.

15.691) Teleportation is done after the Teleporter's movement is completed.

15.692) A player may not attack the Teleporter on the same turn that he uses her power. He may attack her at any other time without restriction.

15.601) THE TROLL
MOVEMENT=6M
COMBAT STRENGTH = 5/2
Whenever the Troll is adjacent to a player unit it will attack. It is only allowed ONE attack per turn.

15.6011) The Troll is unaffected by any WOUND result. In all cases, including Brimstone, he is either Killed or undamaged.

15.60111) When fighting the Dragon, the Troll will subtract TWO from his roll. If the result is a wound, the Troll will retreat one space towards his lair. Which space is at the option of the last player who moved his counter, or the last player if it has not, as yet, moved. The retreat must be made into a vacant space.

15.7) FANTASTIC BEINGS AND STRUCTURES
No Fantastic Being may enter or attack a Castle, Village or Cottage. If this is called for by the move, they will return to their lair instead.

DESIGN CREDITS:
DESIGNER                Garrett J. Donner
DEVELOPMENT     Richard L. Snider, Richard Hamblen
ARTWORK                 Chris White
LAYOUT DESIGN    Richard L. Snider, Charles Kibler
Our thanks to Craig Ransom, Kenneth Vane and Gary Sipes for their help in developing this game.


A GLOSSARY OF IMPORTANT SECTIONS

                    SECTION                                      PAGE
                1) The Initial Set-Up                                 2
                2) Set?Up Order Determination                2
                3) The Player Set-Up                             2 + 3
                5) Sequence of Play                                 3
                6) Brimstone's Round                               3
                7) How to move Brimstone                      3
            7.4) Brimstone's Movement Conditions     3+4
            7.5) Brimstone's Attack                               4
            7.6) The Dragon Cards                             4+5
            8) The Fantastic Being Round                   5+6
            8.1) "The Being Choice Marker"                 5
            8.2) "Moving the Second Being"               5+6
            9) The Player's Round                                6
            9.1) The Card Segment                              6
        9.12) Round Order Determination                  6
        9.13) Being Control Markers                         6
            9.3) The Movement Segment                     7
        9.31) Movement Points                                 7
        9.311) Use of Movement Points                    7
        9.32) Movement Costs                                 7
            9.4) The Combat Segment                      7+8
        9.45) Combat Resolution                              7
            9.5) Healing                                            7+8
        9.61) Castle and Village Combat                   8
        9.64) The Sniper                                           8
            9.7) Defensive Terrain Values                    8
            9.8) The Dragon Attack Segment           8+9
        9.81) Attack Limits                                       8
        9.83) Dragon Wound Markers                      9
        9.84) Dragon Morale                                    9
            12) The Growth Phase                           9+10
        12.1) Re-Supply                                          9
        12.2) Repair                                                9
        12.3) Replacements                                     9
        12.4) Reinforcements                                 9+10
        12.5) Reinforcement Placement                   10
            13) The Mageswords                              10
        13.5) Sword vs Dragon                               10
            14) Slaying Brimstone the Dragon        10+11
        14.2) Brimstone's Defense                           10
        14.3) The Battle                                       10+11
        14.4) Battle Restrictions                              11
            15) The Fantastic Beings                      11-13
                "General Rules for the Beings"              11
        15.6) Fantastic Being Descriptions          12+13
    15.635) "Benefit for Killing the Demon"            12
BRIMSTONE THE DRAGON COMBAT TABLE    16
UNIT STRENGTH TABLE                                         16


THE GENERAL
Now that you know how to play the game, the next problem is probably who to play it with. We can help you with that problem and many others only through your subscription to our bi?monthly gaming journal, the GENERAL. In the GENERAL you'll not only read all there is to know about this game, but will also learn about our dozens of other exciting simulation games of skill. Every 4 color, forty?eight page issue is jammed full of professional articles on the strategy and tactics of Avalon Hill gaming. Look and see what the GENERAL offers:

ADVERTISING: Our Opponents Wanted Column allows you to advertise, for a minimal charge, for opponents, discontinued games, or competition of any sort. Each issue contains hundreds of ads which are read by our many readers worldwide. The fastest way to find an opponent for this game, whether it be across the street or the Atlantic Ocean, is in the pages of THE GENERAL.

CONTESTS: Every issue poses challenging game situations which you can enter and win free games utilizing your playing skills for this or any of Avalon Hill's many other games.

TACTICS & STRATEGY: Learn why you lose or how to win. The nation's best players and our official staff members write many thought?provoking articles on the winning ways of the entire gamut of Avalon Hill games. Each issue contains a "Series Replay" in which an actual move-by-move game is printed - profusely illustrated, and played by recognized experts.

HISTORY: Curious why one side always seems to win? Each issue contains in?depth historical material to enhance your background of the game situation.

GAME DESIGN: Wonder why this game was designed the way it was? Read THE GENERAL and find out! Our regular DESIGN ANALYSIS column features explanatory treatises by our designers. Only here can you find ready?to?play variations, new scenarios, and perhaps even more counters for this game.

QUESTIONS ANSWERED: In our Question Box you'll find the only official source of rules interpretations and changes for this and our other games.

PRODUCT REVIEWS: Interested in other Avalon Hill games? Check them out in the Reader's Buyers Guide. The RBG is a game review compiled by our subscribers at large?the people who play the games. Realism, complexity, play?balance, and excitement level are only a few of the categories rated in the RBG.

WHAT'S HAPPENING:
Like to know what's going on in the gaming hobby? Each issue contains an installment of the ' "Avalon Hill Philosophy" where we announce the new games, discuss possible new titles, and generally keep you informed. In addition, the lNFlLTRATOR S REPORT keeps you posted on tournaments, conventions, club news, and unusual happenings.

VALUE: In every issue you'll find a value coupon to be applied against the cost of postage when purchasing games directly from Avalon Hill. All of this for only just a few dollars. How can you lose? If you're convinced, send your check for a two year subscription which will save you lots of money off the individual copy price. SEE PARTS LIST FOR PRICES.

Since its inception in 1964, the GENERAL has stood the test of time. Increase your enjoyment of this and other Avalon Hill games many?fold with a subscription.

DESIGNER'S NOTES
Even before there was Brimstone, there Was one basic concept in my mind that excited me?hunting down and capturing a moving target whose movement you might be able to influence but never totally control. Then came the idea of making the moving target a Dragon. As time went on, this Dragon developed into Brimstone, an awesome and dreadful beast which had to be approached with great skill and courage. Finally, with the addition of six rival kingdoms and the ten Fantastic Beings, DRAGONHUNT was born. DRAGONHUNT is more than just a game, it is a real fantasy experience that I, personally, find very satisfying.

In playing the game, there seem to be two preferred strategies:

1) You may try to build a sizeable empire and lord it over the other players. This will give you the strength to make large attacks against Brimstone. It will also give you several power bases on the board, giving you greater flexibility in chasing after Brimstone, as well as other players.

2) You can ignore empire building and flail away at Brimstone every chance that you get, hoping that you'll have a few great dice tosses since your attacking strength will typically be small.

Carried out to their extremes, neither strategy appears to be optimal. Rather, a mixture of the two seems best?a mixture based on your experience with the game and your knowledge of your opponents.

A crucial aspect of the game is the play of the movement cards since they determine the exact order of play in each Player's Round. There are times when it is best to make a large troop movement and go last, and there are times (when Brimstone is normal and nearby, when a castle is vacant and nearby, etc.) when going first in the round is of VITAL importance. (Note that on occasion it is possible to go last in one round and first in the next, in effect taking two turns in a row.)

To improve your card play try to remember what cards your opponent's have played and then look on the board to see what kind of action each opponent is likely to take in the next round. Also, remember that only the first and the last players in the round get to move Fantastic Beings.

Be careful not to leave your home castle and village too weakly defended. A sudden sweep by Brimstone can wipe out a weak castle or village. Or, an aggressive opponent may take such an opportunity to storm your weak castle or village and take it over. This would hurt you, especially at troop replenishment time.

DRAGONHUNT would have been impossible to complete properly without the testing, feedback and assistance of many people. My thanks to the Random Games staff, especially Willis P. Carpenter and Michael S. Steer, the Ann Arbor area garners, the Detroit area garners and, specifically, to Jeff Moyer and Allan Rosenberg. Finally, I must add that it has been a pleasure working with Avalon Hill on this project.

The Avalon Hill Game Company
Baltimore, MD 21214 Printed in USA
©1982 The Avalon Hill Game Company


Brimstone the dragon combat table
Combat situation Attempting to wound brimstone Brimstone attacks  
Total offense 1st wound 2nd or 3rd wound Single piece or fantastic being Castle, village or cottage Do or die
6 or less All attackers killed. One attacker killed, brimstone attacks your castle and returns to his lair. Brimstone kills the defender Five occupants die. All attackers killed.
7 All attackers are wounded One attacker is wounded, brimstone attacks your castle and returns to his lair. Brimstone kills the defender Four occupants die. All attackers killed.
8 One attacker dies. All attackers are wounded. Brimstone kills the defender. Three occupants die. Three attackers are killed.
9 One attacker is wounded. All attackers are wounded. Brimstone kills the defender. Two occupants die. Two attackers are killed.
10 Draw a dragon card. One attacker killed. Brimstone wounds the defender. One occupant dies. One attacker is killed.
11 Draw a dragon card. One attacker is wounded. Draw a dragon card. One occupant dies. Draw a dragon card.
12 Draw a dragon card. Draw a dragon card. Draw a dragon card. Draw a dragon card. No casualties, attackAgain.
13 Brimstone is wounded, all attackers are killed. Draw a dragon card. Draw a dragon card. Draw a dragon card. Draw a dragon card.
14 Brimstone is wounded, one attacker is killed. Draw a dragon card. No casualties, brimstone makes additional move. No casualties, brimstone returns to his lair. Brimstone wounded, two attackers are killed.
15 Brimstone is wounded, one attacker is killed. Brimstone is wounded, one attacker is killed. Brimstone is wounded.The defender is killed. Brimstone is wounded. One occupant dies. Brimstone wounded one attacker is wounded.
16 Brimstone is wounded and returns to his lair. Brimstone is wounded and returns to his lair. Brimstone is wounded. The defender is killed. Brimstone is wounded. One occupant dies. Brimstone is wounded.
17 or more Brimstone is wounded. Brimstone is wounded. Brimstone and theDefender are wounded. Brimstone is wounded. One occupant is Wounded. Brimstone is wounded and returns to his lair.
UNIT STRENGTH TABLE
UNIT TYPE ATTACK DEFENSE
HERO 5 5
KNIGHT 2 2
MAN AT ARMS 1 1
BANISHER 5 1
BERSERKER 4 1
DEMON 3 3
DISPERSER 1 1
DRAGON CHARMER 1 1
EAGLE 2 2
PARALYZER 0 0
REVIVOR 1 1
TELEPORTER 1 1
TROLL 5 2
TERRAIN COST CHART
TERRAIN TYPE MP COST TERRAIN TYPE MP COST
OPEN 1 FOREST 2
MOUNTAIN 3 SWAMP 2
DRAGON'S LAIR 4 BEING LAIR 3
EMPTY CASTLE 1 EMPTY VILLAGE 1
EMPTY COTTAGE NO ENEMY COTTAGE NO
DEFENSIVE TERRAIN VALUE CHART
TERRAIN TYPE VALUE TERRAIN TYPE VALUE
DRAGON'S LAIR +2 CASTLE +2
BEING LAIR +1 VILLAGE +1
MOUNTAIN +2 COTTAGE 0
FOREST +1 OPEN 0
SWAMP +1
TERRAIN CHART
OPEN SPACE
MOUNTAIN SPACE
SWAMP SPACE
FOREST SPACE
MAGE SWORD CHART
ROLL PLUS FACTOR
1 +2
2+3 +3
4+5 +4
6 +5

 

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