ARMIES OF OZ
INTRODUCTION
Large scale warfare in the Land of Oz.
MAP
The map depicts an irregular, interlocked set of territories.
Each Territory compromises a small section of Oz.
Players will have to create their own Game Map.
The picture above shows a map of Oz taken from the
original books.
VICTORY
Destroy the opposing Great Leaders.
CONTROL MARKERS
Use chits to represent control markers (CM).
Each player has a set of control markers of a unique color.
CM are placed on settlements and stacks of units to
Indicate ownership.
UNITS
Use chits to represent units.
Units include Great Leaders, Minor Leaders & non-leader units.
GREAT LEADERS
Each player picks one Great Leader to start the game with.
Some Great Leaders available include:
Queen Ozma (Good)
Glinda the Good Witch of the South (Good)
Locasta the Good Witch of the North (Good)
Elphaba the Wicked Witch of the West (Evil)
Roquat the Red: The Nome King (Evil)
General Jinjur (Neutral or Good)
OTHER POSSIBLE GREAT LEADERS
Oscar the Wizard of Oz (Neutral or Good):
Possibly in place of Ozma or in a Prequel Setting.
In a Prequel setting he would not be a Spellcaster.
Remove him from the Good Character Army List.
Nessarose the Wicked Witch of the East (Evil):
In a Prequel Setting or reincarnated.
Kaliko: The Nome King (Neutral or Evil):
Replacement and Rival of Roquat.
The Tin Woodsman (Good):
Ruler of Winkie County after the events of the first book.
Remove him from the Good Character Army List.
ARMY LISTS
There are several separate Army Lists.
Great Leaders will only be able to recruit Units from
Certain Lists.
Great Leader: Army Lists Available:
Ozma Emerald City & Girl Army & Good Characters
Glinda Ouadling Country & Girl Army & Good Characters
Locasta Gillikin Country & Good Characters
Elphaba Winkie & Gillikin Country & Evil Minions
Roquat Nome Kingdom & Evil Allies
Jinjur Girl Army & Good Characters
Oscar Emerald City & Good Characters
Nessarose Munchkin Country & Evil Minions
Kaliko Nome Kingdom & Evil Allies
Tin Man Winkie County & Good Characters
An Army list is actually a pile of Unit Counters.
CONQUEST & ARMY LISTS
5 of the Army Lists depend on control of certain regions of Oz.
These include: The Emerald City, Munchkinland,
Winkie Country, Quadling Country, and Gillikin Country.
If you control at least 1 Settlement in one of these
regions, you may recruit units from its Army Lists.
These Units remain under your control even if you lose
control of your last settlement in the region, or even if
these units have to fight each other.
The other Army Lists are not territory specific, and
depend more on the alignment/politics of the Great Leader.
SPELL CASTERS
Some Units (Most Great Leaders, some Minor Leaders, and a few
Non-Leaders) will have Spell casting ability.
DECK
Players share an action deck.
Action cards are discarded as soon as they are used.
DICE
Six sided dice are needed.
GOLD
Use coins to represent Gold.
SETUP
Each player places his great Leader in a Settlement space.
Each player starts with 5 random Units from any Unit List
He can Use.
TURN SEQUENCE
Players take turns. Each turn has 7 phases:
Draw Phase
Move Phase
Battle Phase
Revenue Phase
Recruit Phase
Upkeep Phase
Control Phase
DRAW PHASE
First discard any cards you don't want.
Draw 3 cards.
Max hand size = 7. Discard excess cards.
If the deck runs out, shuffle the discard and draw from it.
MOVE PHASE
A Stack (Army) can only move if it contains at least one
Leader or Great Leader.
Units designated as Scouts can move without a Leader.
Each Unit has a Movement Point Allowance.
A Stack cannot move farther than its slowest Unit, unless
It leaves them behind.
Various Terrains have a Movement cost to enter.
Units (Stacks) can move into spaces containing opposing
Stacks, but cannot move any further.
Anytime you have a Scout unit adjacent to an enemy stack, you
May look at the Units in that Stack.
CROSSING RIVERS
A non-flying Unit must stop upon reaching a river, and
Must spend it’s whole MPA to move across it on it’s next turn.
FLYING UNITS
Always pay 1 MPA to move into a space.
They can fly over (past) enemy non-flying units.
BATTLE PHASE
When two opposing stacks occupy the same territory there
will be a battle.
Each unit (+ Items & Companions) has a force value.
Add up the total Force values for each side.
Players may play action cards to increase their force value.
Note: Spell cards can only be used if a Stack has a Spell Caster.
If one stack has a Leader and the other does not, the stack with the
Leader gets an additional 5 Force.
Each player rolls 2 dice and adds it to their total.
The side with the highest Battle Total (Force value) wins.
The losing stack has one unit destroyed.
The losing stack must retreat one space.
If the stack cannot retreat, it is completely destroyed.
Destroyed units are returned to their chit pile.
Leaders are always the last units to be destroyed.
REVENUE PHASE
Each Settlement you control generates a specified amount of Gold.
RECRUIT PHASE
Draw 1D6 random unit counters from an army List pile you can use.
Purchase units. A units cost in Gold is equal to its Force value.
If you purchased all the drawn units, draw another 1D6 random units.
Gold may be saved from turn to turn.
Discard unpurchased units back to the pile.
Units start in any Settlement you control.
The Good Characters Army List is Unique: You can only draw 1 Unit
From it per turn.
UPKEEP PHASE
Pay 1 Gold for each non-leader unit you control.
Discard Units you cannot pay upkeep for.
CONTROL PHASE
Place a control marker on each Settlement occupied by only your
your units. Remove any CM of an opponent.
Your CM remains until an opponent removes it by occupation.
SCRY ABILITY
Some spells and Items allow you to Scry.
When Scrying, you may do one of the following:
-Look at the next 7 cards in the deck
-Look at your opponent’s hand
-Look at the Units in any one stack
ITEMS
There is a separate Pile for Items.
They are acquired as a result of Action Cards.
Assign them to a specific Leader.
They may be kept to the side or stacked with the Leader.
COMPANIONS
Treat these like Items, except that they are living Creatures.
TERRITORY TYPES
MC = Movement Cost to Enter
DB = Force Bonus gained by Defenders
GR = Gold Generated in Revenue Phase
X = Space cannot be entered or moved through by non-flyers
XX = Space cannot be entered or moved through at all
Type: MC DB GR
Clear 1 - -
Water X - -
Mountain XX - -
Forest 2 1 -
Road ½ - -
Hills 1 1 -
Desert 2 - -
Village 1 - 2
Castle 1 4 4
Town 1 2 4
City 1 4 8
UNIT DECK ABBREVIATIONS
MPA = Movement Point Allowance
# = copies of this counter in pile
L = Leader
N = Non-Leader
A = Flying
F = Force
S = Scout
C = Companion
I = Item
W = Spell Caster (Witch or Wizard)
Carry = Unit may Carry Leaders increasing their MPA
GREAT LEADER UNIT STATS
Unit Name: MPA Force Notes:
Ozma 4 3W -
Glinda 5 4W -
Locasta 3 2W -
Elphaba 4 4W -
Roquat 5 5W All Units stacked with get MPA+1
Nessarose 3 3W -
Kaliko 3 4W -
MAGIC ITEM COUNTER LIST
Item Name: Notes:
Magic Belt In your Move Phase Teleport any 1 Unit you control Anywhere
Magic Broom MPA +4 & Flying
Powder of Life Gain 1D6 Gold then discard
Crystal Ball Scry once on your turn
Magic Picture Scry once on your turn
Magic Cloak F+4
Water of Oblivion One Use: Discard Opposing Stack
Silver Slippers Female Leader gets F+6
Hot Air Balloon Flying MPA = 6 & Carry
Magic Staff F+3 & Hand Size +1
Magic Wand Spells get F+2
Spell Book Draw 1 extra card per turn
Golden Cap Units in Stack get F+1
COMPANION UNIT LIST
Unit Name Type MPA Force Notes
Toto the Dog C 5 1 -
Bellina the Hen C 4 1 -
The Saw Horse C 10 3 Carry 1 Leader
Gump C 8F 5 Carry
GOOD CHARACTERS ARMY LIST
Unit Name # Type MPA Force Notes
Dorthy Gale 1 L 4 2 Starts with 1 Companion
The Tin Man 1 L 3 5 -
The Scarecrow 1 L 4 4 -
The Cowardly Lion 1 L 6 6 -
Wizard of Oz 1* LW 6F 3 -
General Jinjur 1* L 4 4 -
Tik-Tok 1 L 2 2 -
The Hungry Tiger 1 L 6 7 -
The Shaggy Man 1 L 4 4 -
* = Remove from pile if being used as a Great Leader
EMERALD CITY ARMY LIST
Unit Name # Type MPA Force Notes
Green Guards 6 N 2 4 F+2 if Defending
Balloon Brigade 2 N 6FS 4 Carry
Emerald Dragoons 4 N 6S 3
Royal Hussars 4 N 8S 2
Queen’s Lancers 2 N 4 6
Queen’s Coachmen 1 N 7S 1 Carry
Captain of the Guard 1 L 8 2
MUNCHKIN COUNTRY ARMY LIST
Unit Name # Type MPA Force Notes
Munchkin Militia 4 N 2S 2 -
Munchkin Brigade 4 N 2 3 -
Tin Soldiers 4 N 3 6 -
Blue Army 6 N 4 4 -
Blue General 2 N 4 2 -
WINKIE COUNTRY ARMY LIST
Unit Name # Type MPA Force Notes
Tottenhots 4 N 5S 2 -
Dragon Chariots 2 N 6F 7 Carry
Giants 2 N 5 8 -
Frogmen 4 N 4S 3 -
Yellow Army 6 N 4 4 -
Yellow General 2 L 4 2 -
GILLIKIN COUNTRY ARMY LIST
Unit Name # Type MPA Force Notes
Winged Monkeys 4 N 7SF 3 -
Loons 2 N 2 4 -
Dragons 2 N 6F 8 -
Flat Heads 2 N 4 3 -
Mist Maidens 2 N 4FS 1 Spellcasters
Giant Purple Spiders 2 N 6 5 Carry
Purple Army 4 N 4 4 -
Purple General 2 L 4 2 -
QUADLING COUNTRY ARMY LIST
Unit Name # Type MPA Force Notes
Hammerheads 4 N 3 5 -
Fighting Trees 4 N 2 6 -
Red Army 4 N 4 4 -
Red General 2 L 4 2 -
Horners 2 N 4 4 F+2 vs Settlements
Hoppers 2 N 2 2 -
Rabbit People 2 N 5S 2 -
ALL GIRL ARMY LIST
Unit Name # Type MPA Force Notes
Cadets 4 N 5S 2 -
Girl Soldiers 4 N 4 3 -
Suffragettes 4 N 4 4 -
Show Girls 2 N 5 6 -
Cow Girls 4 N 8S 4 -
Girl General 2 L 5 2 -
EVIL MINION ARMY LIST
Unit Name # Type MPA Force Notes
Swarm of Rats 4 N 4 3 -
Flock of Ravens 4 N 8FS 2 -
Bears 2 N 4 6 -
Wolves 2 N 6S 5 -
Goblin Guards 6 N 3 4 -
Goblin Commander 2 L 4 2 -
EVIL ALLIES ARMY LIST
Unit Name # Type MPA Force Notes
Whimsies 4 N 3 4 -
Growleywogs 4 N 4 6 -
Phanfasms 2 N 5 5 Spellcasters
Evil Spirits 4 N 4SF 3 -
Mangaboos 4 N 3 3 -
Oogaboo Army 2 N 4 3 -
NOME KINGDOM ARMY LIST
Unit Name # Type MPA Force Notes
Nome Slaves 4 N 3 2 -
Nome Diggers 4 N 3 3 F+3 vs Settlements
Nome Soldiers 4 N 3 4 -
Nome Lookouts 4 N 5S 1 -
Nome War Machine 2 N 2 10 -
Nome General 1 L 3 2 -
Nome Magician 1 L 3 1 Spell Caster
ACTION DECK CARD NOTATION
BS = Battle Spell
MS = Movement Spell
B = Battle Action
R = Event that occurs in Recruit Phase
RS = Spell played in Recruit Phase
BT = Battle Total
SX = Spell Anytime
ACTION DECK CARD LIST
Card Name: Type: Notes
Invisibility BS Unit gets F+7
Forge Item SR Gain a Random Item
Find Item R Gain a Random Item
Gateway SR Gain a Random Unit from one of your Lists
Call Aid SR Gain 2D6 Gold
Illusions BS BT +8
Fire BS BT +9
Cyclone BS BT +10
Earthquake BS BT +7
Storm BS BT +6
Protective Magic BS Defending Unit gets F+10
Disenchant BS Destroy Item
Summon BS Move one of your Units from anywhere to you
Dispell BS Negate Target Spell
Transformation BS Destroy Random Enemy Unit
Pet R Gain a Random Companion
Flying MS Target Unit gets MPA +6 & Flying
Teleport MS Stack can move to any Location
Float MS Target Unit in stack gets MPA +2 & Flying
Haste MS Target Units in stack get MPA +4 & F+2 this Turn
Cause Fear BS All Enemy Units are F-2
Courage BS All Friendly Units are F+2
Ambush B Defender BT +8
Trap B Defender BT +9
Surprise B Attacker BT +8
Raid B Scouts get F+4
Sorcery BS BT +5
Giant Size BS Target Unit F+8
Vanish SX Move Spellcaster to any other Space
Mesmerize BS Random Enemy Unit has F=0 for Battle
Wish SX Search deck for card & keep it
Vision SX Scry
Forget SX Opponent must discard 3 random cards
Sleep BS Automatically Win Battle
Fog SX No enemy Units may enter Spellcasters space
Incantation SR Draw 3 cards
NONESTICA
Oz is part of the larger continent of Nonestica and is surrounded by other
Countries (Such as the Nome Kingdom) each with its own Leaders and Armies.
LINKS
Land of Oz