Greyhawk Wars (game) - Game Play

Game Play

Each turn of play represents a full year in the game setting, and is divided into a series of phases. Every player must complete the procedure for a phase before continuing to the next phase. The first phase is used to randomly determine the order that each phase will be performed. The remaining phases are used to place heroes, draw event cards, and perform actions, in that order.

A player's heroes can move across up to six contiguous areas each turn, although their path may be (optionally) blocked by the occupying armies of another player. Areas with terrain features cost more movement to enter, such as desert, hills, and forests, while swamp and mountains ends movement for the turn.

The event cards produce a random element that can positively or negatively affect a player's situation. These can range from additional forces joining your side, to a sudden attack or rebellion that draws off some of your forces. The cards can also affect the actions of heroes.

The main part of the game occurs during the action phase. Here the armies can move, attack, create fortifications, or disband. Likewise heroes can either aid the forces of the player's armies, recruit mercenaries, perform diplomacy, or search for treasure. The type of mercenaries recruited or the type of treasure found are determined by random card draws.

A player performs actions with their armies and heroes one at a time, with all actions being performed before moving to another marker. Armies and heroes that have completed their action are then flipped over to their white side.

Land armies can move through up to 3 areas in a turn (or 4 if they are all cavalry). Fleets can move up to 6 areas, but can never enter a land area. Ship markers can be used to carry troops that are in a port, and can unload them along a coast or on an island.

Combat occurs when an army enters an area occupied by the army of another player. The troop markers are lined up to the side of the map, with the attacker matching units against the deployed defending units. The forces on either side may also be modified by various event, mercenary, and treasure cards. The terrain can modify the strength of each attacking unit, as can magic cards and heroes. If the roll of a ten-sided die is at or below the resulting attacker strength rating, a hit is scored. The defender then gets a chance to reply, and the hits are applied. Many troops are destroyed when they take a hit, but a few have a back-printed reduced strength rating that can take a single hit and remain in the battle.

Certain special units have unique abilities in combat. Cavalry can pursue a retreating enemy or screen against pursuit (if the optional rule about pursuit is in play.) Marines can take part in sea battles. Scouts can attack first in a round and the result is applied before being attacked. There are also specific races that gain a combat bonus in their native terrain, such as dwarves in mountains or hills.

The battle continues for up to 3-4 rounds, or until either the attacker or defender retreats. The winner then takes possession of the area.

As the final step of the action phase, a player can heal damaged units, and raise new armies. The type of troops that can be raised is determined by the country card, and can only be raised by heroes or armies.

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