The Rules and the Game set up
Game Rules {Simplified Morval Earth!}
Game Objective
On hearing the doom bell ringing, each Queen will realise that this is her
chance to become Ruler of Belmain, a wealthy and powerful Chaotic Realm. To do
so she and her followers need to find the hidden Elvish Sceptre and take it and
her Orb of authority, to the Regal Orb in the Great Hall. There, a successful
Acceptance Spell will confirm her succession and all other persons are bound to
support her. Each Queen may try to recruit followers from persons encountered.
The Swartze Swestrin {Black Sisters} have ensured that each queen has a copy of
the Accession Spell. They report that
the Elvish Sceptre may be in one of six places. In the great chest in King
Grocus’ Bed Chamber, in the great chest in the Council Chamber, hidden in the
desk in the Bell Chamber, hidden in the high table in the Great Hall, hidden in
the sideboard in the Great Hall or hidden in Gro Abh the Vizier’s desk in the
Great Hall. It will best be detected with a
Detect Magic spell. To locate
manually throw a pair of Mystic Dice each move, until told it is there or it
definitely is not. {equivalent of
D6 with 5+ result sure}
Movement
Move distances as on the characters card, with one free double move permitted
per game, any subsequent double deducts 1 from melee & 1” accumulative from
normal moves for the rest of the game. Deduct 1” for ascending stairs and 2” for
a ladder or newel stair. (There are free additional double moves in the chance
cards)
Recruiting
Queens can try to recruit Courtiers, Commoners and Guards verbally, one per
Round (2 rounds per move), D6 needing 6 for High Courtiers having
followers (Morale +2) or 5+ for lower ranks (Morale 0) if not. If a 1 is thrown,
the courtier will run away, or if of knightly rank will attack the queen.
Otherwise the figure remains strictly neutral. On a High Courtier being
recruited, D6 for each of his or her followers, 4+ they join the Queen,
3- they remain neutral. They can be recruited magically with the use of a
Charm Spell, D10 + Factors
needing 3+ for success. Factors: High Courtiers -1, Courtiers with magic powers
-1. Failures remain neutral.
Missiles & Magic Spells
D10s thrown after moving and before melees. Missiles thrown for hits as
on the card and then D10 + missile strike factor, compared with the
targets Dead-Crippled-Wounded statistics. Spell results as in the Spell Table.
Melees
Two rounds of melee per move when the sides are within 1” of one another, D10
for each figure, applying melee strengths. The difference plus any weapon
strike, give the effect against the loser. Then possible chance dicing for
shield parries. Odds of two to one, mean the two scores and add 3. Dice for who
gets the blow in with differing weapon strikes! Three to one add 5. Four to one
add 6.
Morale
Whenever a party has someone killed, the survivors must each throw for morale
with a D10 + Factors adding their Morale value. Factors, figure wounded -1, each
figure in the party already crippled or killed -1, party has removed a rival
Queen +2.
Results 6+ OK, 5 stand
demoralised (-2 in melee) two rounds, 4 drop hand held items & stand demoralised
four rounds, 3- flee a double move or surrender. If a Queen is killed,
surrenders or flees, that party is out of the game! Players at a hopeless
disadvantage may surrender. Figures may need to dice for morale when a Terror
Shriek Spell has been cast within 6”.
Game Start
GMs draw cards for the
position of Elves Sceptre and the Vizier Gro Abh. Players draw the cards for
which Queen and where she and her party start.
Chance Cards
Are drawn for each player, each move outside the buildings!
Breaching
D10 + implement Breaching Strike (BS) - Doors Breaching Resistance (BR)
-1- failed, 0 BR reduced by 1, +1+ door breached!
Implements: 2H axe -1, axe -2, Mace -3, 2H sword
-2 sword -3, 3 person table ram 0
Doors Resistance, Hall main door, can be barred
BR8, Hall small doors & Palace front door have bolts BR6, Palace side doors
bolts & BR5. BR 4, Doors with locks
Viziers Office & bed chamber, All Queen’s bed chambers, Kings bed chamber,
Council Chamber and the cellar. All other doors BR have (unshot) bolts.
King
Grocus Game Spells D10 used to cast spells, mostly needing 3+ to
work
Acceptance Spell
The Claimant puts one
hand on her orb of authority and holds the Elvish Sceptre touching the Regal Orb
with the other. The Magician then recites “Queen ------- claims suzerainty over
all the Realm of Belmain?” D10 thrown, 3+ the Regal Orb glows, the Doom
Bell stops tolling and the Regal flame on the tower relights! 2- failed, try
again!
Once a Queen has been
accepted by the Orb, her player wins and the game is over!
Blinding Flash
Cast 1” in front of the Magician. D10 needing 3+, They will temporarily
blind all within 4” unless warned to shut their eyes!
-4 for first round of melee, -2 for the second. 2- fail.
Charm Spell
Cast within 4” of one person. D10 + Factors needing 3+ for success with
the person. They then follow the Queen with a morale of + 1. Factors: High
Courtiers -1, Courtiers with magic powers -1. Failures remain neutral.
Detect Magic
D10 needing 3+ for it to work. Cast within 3” of the suspect person or
object. If magic is present it will reveal a purple haze around it. Used to find
the sceptre.
Magic Bolt
D10 needing 3+ to fire. Range 6” against one person, D10 – wound
value resistance, each excess point gives one round stunned & then two rounds
demoralized -2 in melee. Breaching strike +1.
Sleep Spell
Range 4” D10 + Factors needing
3+ to apply, Factors: caught unawares +1
Moving 3”+ -1, Moving 6”+
-2. When asleep GM D10 each move
9 wakes up! One move dazed (-2 in melee)
Terror Shriek
D10 needing 3+ to happen. All un-warned within 6” of the caster
must throw for morale. See Game Rules.
Trip Spell
Range 15” D10 + Factors: figure static -2, figure double moving +2
Results 2- fails, 3 drops hand held items {1 round to pick them up}4+ falls {1 move to get back up} 6+ falls and stunning strike of D10 -4 {each excess point gives one round stunned & then two rounds demoralized -2 in melee.