Introduction
THREE YEARS BEFORE THE FOURTH GREAT STORM COVERED THE
WORLD OF MENNARA, THE SCRIBES OF TAMALIR PRESERVED THIS
TRANSCRIPTION OF THE KNIGHT CAPTAIN ALCARAN’S PLEA TO THE
DAQAN LORDS OF TERRINOTH.
Some say the dragons made them, but they lie.
The so-called dragon runes are pieces of a much older history. The dragons,
curse them, carved the runes, but they did not spawn the stones. Their
markings are blemishes on shards of far greater artifacts.
My Lords, I say we should not shun these objects as the mere baubles of
dragons, nor should we fear their potency. They are eminently more useful
to the realm of man than what you perceive. Our mages should study
them, harness their power, so that we may add their strength to our own
‘ere it’s too late.
Now, I’ve yet to hear word of my requested reinforcements to the North. In
fact, I’ve yet to see ANY effect of my countless letters to you. Thus I come
here in person to implore you to take action. To summon the banners of
Terrinoth and STRIKE while the initiative is ours. I come here in person,
though I’d rather fight the evil that encroaches on our land… before it
grows beyond our control, as it has done throughout history.
Thrice have great wars ruined the lands of our forefathers. Shattered
continents! Destroyed entire civilizations! Will you renege on the solemn
duty to, at all costs, prevent such travesties from scouring mankind again?
Shame! Shame on those who would!
My men. My knights. On the borderlands. They now fight with the last
of their strength. They have seen, they have defeated, horrors that you
cannot imagine. Barons of Daqan, I have seen horror that would curdle
your loins. Let this be my testimony before you. Here. Now. The seeds of
darkness are quickening, their roots taking hold.
If we gather our wits, if we muster our strength, if we use the dragon
runes, we may yet avert disaster.
Know this. The great shards which we now call “dragon runes” were not
always known by that name. A thousand years ago, pure, unblemished,
they were called the “Stars of Timmorran.” This may not ring familiar to
your ears, but “Timmorran” was a name once known by all. This truth
has been shown to me.
Timmorran Lokander! A name that should not have been forgotten.
He was the greatest wizard the world has ever known. A scion of
power that successfully united men, elves, and dwarves against the First
Darkness. Against Llovar of the Locusts himself.
After that first war, that first storm, Timmorran presided over a great
communion of peace. One that embraced Mennara for more than a
hundred years, from the wastes of Isheim to the jungles of Zanaga. Not
just peace in Terrinoth, or in the Torue Albes. Peace everywhere. In time,
the people forgot about evil and the war. Thought it history, myth. That
evil had been abolished forever.
But of course it had not.
Though stronger and older than any man, Timmorran was not immortal.
As he waned in years and felt his life ebbing to the end, he made a grave
error. It was his dream, you understand, that his students retain his powers
to sustain the peace.
To this end, he channeled all of his powers into a crystal artifact – an
orb he called the Orb of the Sky. It was his plan that after his death the
orb remain within his tower, managed by a conclave of lawful wizards. It
would be a shining beacon of powerful peace to last until the end of the
world. Some of Timmorran’s more senior students feared the responsibility
of being stewards of so powerful an object. They shuddered at the thought
of what would happen if the orb should fall into the wrong hands.
Timmorran dismissed their fears; flesh was fragile, he said, only an object –
such as the orb – could be made to last forever.
On the Night of Betrayal, Timmorran finally came to realize the folly of
his creation.
That fateful night, Waiqar the Betrayer… Yes, you know him as Waiqar
the Damned, Waiqar the Necromancer, Waiqar of the Mists; he has
many names. That night, the great general stunned the world as he revealed
his true guise: as the heir of Llovar Rutonu.
Without hesitation, Waiqar struck into the wizard vale with a great army
to capture Timmorran’s orb.
Cornered, betrayed, heart-broken, Timmorran had no choice but to
destroy his creation. He hurled the orb against the steel floor where the
orb splintered into thousands of fragments, each one a sliver of the
wizard’s magical essence.
As Waiqar’s minions breached the tower gates, Timmorran gathered
the shards in a velvet bag with help from his acolytes. He entrusted
the bag to his most able student, Lumii Tamar, telling the frightened
youth to hide the shards across all the lands, to entrust each piece
only to the wise and the noble.
With the shards scattered in this way across the world,
Timmorran hoped their powers would stay out of evil’s reach.
As the great oaken door to his upper chambers finally began
to collapse under Waiqar’s assault, Timmorran walked to
a tall window at the rear of the chamber. With a whistle,
he summoned aid. Soon, a vast cloud of mountain crows,
stretching for miles, descended into the valley. The countryside
around the tower suddenly throbbed with flickering masses of
black feathers, the drone of their flapping wings was as the
roar of a tempest.
2
3
Timmorran took a single shard from Lumii’s bag. Using it, he
transformed the acolyte so that he might escape. With a final blessing from
his master, Lumii Tamar, now in the guise of a mountain crow, spread
his newfound wings and leapt from the tower window, escaping the butchery
that would follow.
Unnoticed in the cacophony of brethren birds, Lumii escaped the eyes and
the arrows of Waiqar’s forces. He flew across plain and mountain to do
Timmorran’s final bidding, and he did not fail. His story is an interesting
one, but not one for this day.
Upon entering the upper chamber and discovering Timmorran’s final
gambit, Waiqar’s howls of rage could be heard for miles.
Later, the Betrayer wrested a single crystal shard from Timmorran’s
tortured decomposing body. Clasping it, he swore a black oath; to not rest
until he had recovered every shard, to allow the fires of his hate to burn
until he had hunted down every last one, even if it took him to the end of
time itself.
And so it came to be that Waiqar Sumarion denied death. He rules now,
in a deathless state, over the land of mist. He’s biding his time, waiting.
He will not rest, he CANNOT rest, until Timmorran’s Stars are his.
On the Night of Betrayal, evil returned again in force to the world. Under
Waiqar’s wrath, the second great war, for the Stars of Timmorran, roiled
the lands.
To our fortune, those we know as the Elder Kings won the war. Once
again, evil had been turned aside by the strength of men, elves, dwarves,
and the assistance of Lumii Tamar and the council of wizards. Yet,
the victory came at a terrible cost. Countless lives had been extinguished,
many of Timmorran’s Stars had been lost, and half a continent had been
swallowed by the sea. Many of the remaining Stars were placed under the
protection of the Elder Kings, who swore to keep them safe.
Of course, as you know, the Elder Kings were destroyed by the Dragons.
Margath, Levirax, Baalaesh, Zir, Gehennor... The Dragonlords unleashed
war without warning. They scorched the earth, flattening entire cities, seeking
Timmorran’s Stars. When a star was found, the dragons would carve their
runes onto the crystals. Dragon runes. Marks of power, adding their fiery
energies to that of Timmorran’s magic, amplifying their power.
In the expanse of those years, the dragons even split many Stars into
thousands of smaller fragments. They engraved these with runes of lesser
power and gave them to their human allies, such as the Black Legion,
the barbarians of the wastes, and the few living lieutenants of Waiqar.
These were the minor rune-stones, eagerly sought by our magic users to
this day.
It was Zir the Black who first learned about the shards. In them, she
saw the chance to dominate the Dragon order. Zir may have thought
herself quite cunning in her plans, but it was Waiqar’s scheming
that truly was to blame. The Betrayer was the shadow who spoke
in the Dragon’s dreams, prodding her, luring her, not only to war
with Terrinoth, but into a war against her own kin.
Two important events ultimately turned the tide of war against
the Dragonlords. First, laying aside old hatreds, the orc nations
joined swords with the dwarven, elven, and human realms.
Second, in a grand turn of fate, the Dragon Rex, Shaarina,
killed Zir in battle. With Zir gone, Waiqar lost his ability
to lead by suggestion, and soon enmity grew rampant
among the forces of evil. Rather than face the loss of yet
another war, deathless Waiqar retreated to the fortress
Zorgas, an unholy fog falling over the lands behind his
forces. He still dwells there, deep in his land of mist.
And now, here we are! I don’t claim to understand what new evil stirs in
the bowels of the Ru Steppes. Demons, beasts, and vile things are crossing
our borders in ever-increasing numbers. The fog of Waiqar’s lands is
expanding. It has already engulfed our oldest bastion from which we have
now retreated. I personally led a raid into those land of mists where I saw
tell-tale signs of deathly mustering and preparations for war.
My Lords, we stand here in the hall of our fathers. Will you not heed my
warnings? Will you not sound the horns? I urge you to call our banners.
To send riders to the Latari and the Dunwarr. Yes, their arrogance has
only grown, but we may need their arrows and axes in the years to come.
This… This is our chance. This is the time. Let us act before we are
smitten, let us purge before we are sickened, strike before we are struck.
Will you heed me, my Lords? I implore you…
AS CAPTAIN OF THE NORTHERN BASTIONS, ALCARAN WAS KNOWN BOTH AS
“THE WISE KNIGHT” OR “ALCARAN THE GLOOMY,” DEPENDING ON WHO
YOU ASKED. IN HIS YOUTH, IT WAS SAID HE FOUND THE LEGENDARY ORACLE
OF THE HILLS, AND WHAT HE LEARNED FROM THE ORACLE UTTERLY
CHANGED HIM. WHAT IS CERTAIN, IS THAT ALCARAN DEDICATED MOST OF
HIS LIFE TO FIGHTING THE ENEMIES OF TERRINOTH, HIS ZEAL WINNING HIM
MILITARY COMMAND OF THE BORDERLAND REGIONS ALONG TERRINOTH’S
NORTHERN AND NORTHWESTERN BORDERS. THERE, HE FOUGHT BOTH THE
WALKING DEAD AND THE ABOMINATIONS THAT HAD BEGUN EMERGING
FROM THE RU, PRESAGING THE SECOND COMING OF THE UTHUK Y’LLAN.
TO HIS DEATH, ALCARAN SOUGHT TO WARN HIS FELLOW MEN OF IMPENDING
DANGER AND SOUGHT TO CONVINCE THE DAQAN LORDS TO ENGAGE THE
ENEMY WITH FORCE. HE WAS UNSUCCESSFUL IN HIS PLEAS.
CAPTAIN ALCARAN DIED FIGHTING A VAST MOLLUSK-WORM THAT
HAD BEEN FEEDING ON BOTH LIVESTOCK AND POPULATION OF
NORTHWESTERN ROUGHWARRI.
HE HAD NO LAST WORDS. HIS ACTIONS SPOKE FOR HIM.
4
Game Overview
In Runewars, two to four players control factions of fantasy
armies in the land of Terrinoth. Each player starts with control
over his home realm and must spread his fledgling empire through
the land, conquer territory, recruit heroes, and ultimately acquire
enough dragon runes to dominate Terrinoth and win the game.
Component List
36 Beige Plastic Neutral Units consisting of:•
8 Beastmen -
4 Dragons -
4 Giants -
4 Hell Hounds -
8 Razorwings -
8 Sorcerers -
36 Blue Plastic Human Units consisting of:•
8 Bowmen -
16 Footmen -
8 Knights -
4 Siege Engines -
36 Green Plastic Elf units consisting of:•
16 Archers -
4 Pegasus Riders -
8 Sorceresses -
8 Warriors -
36 Purple Plastic Undead Units consisting of:•
4 Dark Knights -
8 Necromancers -
16 Reanimates -
8 Skeleton Archers -
36 Red Plastic Uthuk Units consisting of:•
16 Berserkers -
4 Chaos Lords -
8 Flesh Rippers -
8 Warlocks -
12 Grey Plastic Heroes•
5 Sheets of Punchboard consisting of:•
16 Activation Tokens (4 per faction) -
1 Battle Marker -
7 City Tokens -
26 Damage Tokens -
8 Defeated Hero Markers -
20 Development Tokens (5 per faction) -
35 Exploration Tokens -
4 Faction Sheets -
4 Home Realm Setup Markers -
40 Influence Tokens -
13 Map Tiles (each ranging from 2 hexes to 4 hexes) -
12 Resource Arrows (3 per faction) -
38 Rune Tokens (21 dragon runes, 17 false runes) -
16 Stronghold Tokens (4 per faction) -
24 Training Tokens -
4 Reference Sheets•
56 Bridge-sized Cards consisting of:•
32 Order Cards (8 per faction) -
24 Quest Cards -
168 Small Cards consisting of:•
30 Fate Cards -
12 Hero Cards -
8 Evil Objective Cards -
8 Good Objective Cards -
25 Reward Cards -
8 Spring Season Cards -
8 Summer Season Cards -
8 Fall Season Cards -
8 Winter Season Cards -
50 Tactics Cards -
3 Title Cards -
12 Plastic Dial Connectors•
10 3D Plastic Mountains•
Component
Breakdown
Plastic Units
These plastic figures represent
military units, which are used
to conquer territory and start
battles against enemy units.
The figures come in five colors,
one color for each of the four
different factions and a fifth color (beige) for neutral units.
Plastic Heroes
These grey plastic figures represent
the different heroes that players can
command. Heroes can duel opposing
heroes, complete Quests, and examine
enemy rune tokens.
Plastic Mountains
These plastic pieces are inserted
nsns
into various map tiles before
playing the game (see page 7).
They add a three-dimensional
element to the game board and
mark which hex borders of the
game board are impassible.
Activation Tokens
These tokens mark areas of the game board that a
player’s units have moved into during the game’s
current year. Units may not usually move out of
an area containing a friendly activation token.
5
Battle Marker
This marker is placed in an area when a battle is
started. Its purpose is to remind players where
the battle is taking place and where to place any
surviving units.
City Tokens
These tokens represent neutral
settlements and are placed on specific
areas of the game board during setup.
By controlling these areas, players can
rally support to acquire influence, Tactics
cards, neutral units, or Quest cards as listed
on the city token.
Damage Tokens
These tokens are placed on Hero cards, or
adjacent to units, to mark the amount of
damage that a hero or unit has been dealt.
Defeated Hero Markers
These markers are placed in areas where a
hero was defeated and dropped his Reward
cards. Any hero who enters an area with a
defeated hero marker may take the Reward
cards that belonged to the defeated hero.
Development Tokens
These tokens represent improvements
to areas containing friendly strongholds.
Each development provides a special
benefit, including additional resources,
influence, or Tactics cards or a defensive
bonus during battle.
Exploration Tokens
These tokens are used when playing
with the “Exploration Tokens”
optional rule and provide random
effects and narrative for heroes as
they explore the land of Terrinoth.
Home Realm Setup Markers
These markers are used during
MMMM
setup to indicate where players
are allowed to place their home
realms. The first player decides
where to place each of these
markers. Starting with the player
to the left of the first player, each player then chooses one of these
setup markers to replace with his home realm (see “Map Setup” on
pages 8–9).
Influence Tokens
These tokens are acquired from a number
of sources and are used by players to
attempt diplomacy with neutral units, acquire
Title cards, and bid for certain game effects.
Map Tiles
These large cardboard pieces are
used during setup to create the
game board. Each map tile contains
from two to four hex areas. Each
faction has one home realm map tile
(marked with the faction’s color and
symbol) where the faction’s starting
units and stronghold begin the game.
Resource Arrows
Three of these arrows are
attached to each faction sheet and
are used to mark the player’s
current level of food, wood, and
ore, which are the three basic
resources in Runewars.
Instructions for attaching these
arrows can be found on page 7.
Rune Tokens
These tokens have a common back and
either a dragon rune (blue gem) or false
rune symbol (blank) on their face. A player
wins the game if he controls six areas that
contain dragon rune tokens.
Stronghold Tokens
These tokens represent fortresses
that can be built in friendly areas of the
game board. They allow their controller to
recruit units and build a development in the
area, as well as provide their controller with
a defensive bonus during battle.
6
Training Tokens
These tokens are used to mark when a
hero’s strength, agility, or wisdom has been
increased.
Faction Sheets
These sheets list important information
about the four factions, such as their
unit details, alignment, and starting
Tactics cards and influence. The dials
on these sheets are used to keep track
of the players’ current resources (food,
wood, and ore).
Reference Sheets
These sheets list important information about
the neutral units and provide a summary of how
to perform diplomacy. On the back of each sheet
is a summary of all exploration token abilities.
Fate Cards
These cards are used as a
randomizer for resolving combat,
diplomacy, and Quest cards.
Hero Cards
These cards list the attributes,
alignment, and special abilities of
each hero.
Objective Cards
One of these cards is given to each
player at the start of the game.
These cards match the factions’
alignments (either good or evil) and
provide dragon runes if their criteria
are fulfilled.
Order Cards
Players use these cards to
secretly choose what action
they will perform during the
current season. Each faction
has an identical hand of eight
Order cards, one of which is
used each season.
Quest Cards
These cards represent the
different tasks that heroes can
undertake to receive Reward
cards. They often require heroes
to travel to specific areas and
then test one of their attributes.
Reward Cards
These cards are usually acquired by
heroes who complete Quests. They
can provide dragon runes or other
special bonuses.
Season Cards
These cards represent what special
events are happening in the land
of Terrinoth during each game
round. They are divided into four
decks: Spring, Summer, Fall, and
Winter. At the start of each season,
one Season card is drawn from
the corresponding deck and is
immediately resolved. These cards not only provide unique
events that the players must adapt to, but each card’s secondary
ability triggers special steps each season (such as retrieving
activation tokens).
Tactics Cards
These cards represent powerful and
unexpected abilities that any player
can acquire and use. These cards are
provided by a number of sources and
are discarded after use.
Title Cards
These cards assist players in gaining
more dragon runes. These cards are
never shuffled and can be obtained
by players who use “Acquire Power”
Order cards.
7
Object of the Game
The first player to control six areas containing dragon runes
immediately wins the game. Each player begins the game with
two dragon runes and can acquire more by conquering opponents’
areas, obtaining Reward cards, fulfilling criteria on Objective
cards, and as prompted by Season and Title cards.
Pre-game Setup
Some assembly is required before playing your first game of
Runewars.
Each faction sheet has three resource dials that need to be
assembled. Each of the four factions has unique arrows that need
to be attached to their faction sheets as follows:
First, push one side of a plastic connector through the back of 1.
one of the holes in the faction sheet.
Then, attach one of the faction’s resource arrows onto this 2.
connector (on the front of the faction sheet).
Lastly, attach the othe
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