KINGS OF HYBORIA






INTRODUCTION
Live and fight as a King of Hyboria!

THE MAP
Many Conan Novels have a Complete Map of Hyboria after the Table of contents.
In this game each country is also referred to as a territory or region.
You may want to divide large territories into two or more smaller regions.
Individual cities may also be counted as being their own region.
Areas of Water may also be divided into lesser regions.
Map of Hyboria

PIECES
Use cardboard counters for pieces or as tokens.
Each player needs a set of counters of a unique color.
Each counter set must include the following 8 Unit Types: 
Army, Elite, Hero, Wizard, Monster, Ships, King, Fortification
Generic (non-player specific) Counters are also needed to represent:
Gold, Divinations, Storms, Curses, and Relics.
A set of Neutral Armies are needed.

DICE
Dice of several sizes are required.

UNIT TYPES
There are only several unit types:
Unit Name	Move	Init.	Attack	Chits	Notes
Army		1	1	8	30
Elite		1	2	6	20
Hero		2	5	4	10
Wizard		2	4	4	10
Monster		2	3	5	5	Attack twice per Battle Phase
Ships		2	3	6	10
King		2	5	4	1
Fortifications	0	0	0	15
Move = Maximum number of regions unit can move in Move Phase
Initiative = Determines order of attack
Attack = Minimum number that must be rolled to destroy a unit in Battle
Chits = Number of counters in a set.  A player can recruit no more. 

SET UP
Thumb wrestle to determine turn order.
Each player stars with 1 King and 1 Army in any region on the Map.
Place 1 neutral army on every unoccupied territory.
Neutral armies do not move.
A Neutral army must be destroyed to gain control of a territory.

TURN SEQUENCE
Players take turns.
Each turn has 7 Phases:
Fate Phase
Hero Phase
Wizard Phase
Recruit Phase
Move Phase
Battle Phase
Plunder Phase

FATE PHASE
If a territory has Storm tokens on it, discard one.
If a territory has Curse tokens on it, discard one.

HERO PHASE
Each Hero rolls once on the Heroic Actions Table
Max three rolls per region.

WIZARD PHASE
Each Wizard rolls once on the Wizard Magic Table.
Max three rolls per region.

RECRUIT PHASE
You control any region one of your units occupies and no enemy unit occupies.
For each country you completely control, roll once on the corresponding Recruit Table.
A Gold Token may be discarded to get an extra roll in a territory you control.
3 rolls max per region per turn.
Regions with storm or curse tokens may not recruit.

MOVE PHASE
There are no stacking limits.
Your units may move into but not through spaces occupied by opponents.
Units may not move into, out of or through a space with a storm token.
Only Ships may move in Water.
Each Ship may carry one Army, Elite, Hero, or Wizard.

BATTLE PHASE
If opposing units occupy the same region they will fight.
A battle is divided into rounds.
Rounds are further divided into Segments:
Hero Battle Action Segment
Wizard Battle Spell Segment
Attack Segment

HERO BATTLE ACTION SEGMENT
Each hero present may roll once on the Battle Action Table.
The King for all purposes is considered a Hero.

WIZARD BATTLE SPELL SEGMENT
Each Wizard present may roll once on the Battle Spell Table.

ATTACK SEGMENT
Units from all sides may attack.
The unit with the highest Initiative Rating may attack first and so on.
Attacks by units with the same Initiative rating are simultaneous.
For each attack roll 1D10.
If the roll is equal to or higher than the Attack Rating of the unit 
attacking, one casualty is inflicted.
The defender chooses which of his units are destroyed.
Fortifications are lost first.
After all surviving units have attacked, the round ends.
One of the sides may chose to retreat to an adjacent territory they 
control or a new round starts.
Rounds continue until only one side occupies the region.

PLUNDER PHASE
If the Defender is driven out or destroyed, the attacker gains 1 Gold.
If your King is killed, one of your other Heroes becomes the new king.
Except for the new King and the units stacked with it, all your other 
units are discarded, or if they are Armies, they become neutral.

HEROIC ACTIONS TABLE
1D20	Effect			Notes:
1	Training		Turn up to 2 fellow armies into elite units
2	Assassination		Kill Hero or Wizard in adjacent Territory
3	Forced March		Stack gains Move Rating +1
4	Recruit			Make an extra recruit roll in this Territory
5	Adventure		Kill Monster in adjacent Territory or Gain 1 Gold
6	Long Journey		Hero gets Move Rating +2 
7	Foment Rebellion	Put Army in adjacent Territory
8	Convert			Gain control of adjacent unit
9	Raiding			Adjacent Territory may not recruit this turn
10	Fortify			Place Fortification Token in this space
11	Piracy/Banditry		Gain 1 Gold or steal one of opponents Gold Tokens
12	Battle Plan		Hero may make 1 extra roll on the Battle Action Table
13	Untimely End		Hero Killed
14-20	Carousing		Nothing

WIZARD MAGIC TABLE
1D20	Effect			Notes:
1	Consumed by Demons	The Wizard is destroyed by his own Demons
2	Hunter Killer Demon	Kill Hero or Wizard in adjacent Territory
3	Forge/Discover Artifact	Wizard gets Relic Token
4	Great Curse		Put 1D6 Curse Tokens on adjacent Territory
5	Bind Monster		Recruit 1 Monster Unit
6	Summon Greater Demon	Recruit 1 Hero Unit	
7	Demon Horde		Recruit 1 Elite Unit
8	Plague			Destroy adjacent Army or Elite unit
9	Transmutation		Convert fellow unit into a Monster
10	Demonic Steeds		Stack gains Move Rating +2
11	Prophecy		Gain 1D3 Divination Tokens
12	Necromancy		Recruit 1 Army Unit
13	Mind Control		Gain control of adjacent unit
14	Magical Riches		Gain 1 Gold
15	Storms			Put Storm Token on adjacent Territory
16	Earthquake		Destroy adjacent Army or Fortifications
17	Sacrifice		Roll again and destroy a fellow unit
18	Insanity		The Wizard is destroyed
19	Frivolous Pursuits	Nothing
20	Ancient Lore		Pick one
Notes: 
Insanity and Consumed by Demons cannot be negated by Divination Tokens.
Discard a Divination Token to cause any Dieroll to be rerolled.
A Wizard with a Relic Token may roll an extra time on this table.

HEROIC BATTLE ACTIONS TABLE
1D6	Effect		Notes:
1	Slay		Kill target unit
2	Ambush		All your units get +5 Initiative this round
3	Rally		Gain back one army or elite unit ‘killed’ this battle
4	Direct Forces	All your units get +1 Init & +1 to their attack rolls this round
5	Outflank	All enemy units get -1 to their attack rolls this round
6	Lead Charge	All your armies & elites get +2 to their attack rolls this round

WIZARD BATTLE SPELL TABLE
1D20	Effect		Notes:
1	Illusions 	All your units get +5 Initiative this round	
2	Terror		Opponent Must retreat immediately
3	Restoration	Gain back one unit ‘killed’ this battle
4	Weakness	All enemy units get -2 to their attack rolls this round
5	Strength	All your units get +1 to their attack rolls this round
6	Confusion	Cause one other dieroll to be rerolled this round
7	Death		Kill target unit
8	Possession	Gain control of target unit for this round
9	Summon Demon	Gain 1 Hero for this battle
10	Raise Dead	Gain 1 Army for this battle
11	Transmute	Gain 1 Monster for this battle
12	Immobilize	Target unit may not attack this turn.
13-20	Preparations	Nothing



AQUILONIA RECRUIT TABLE
Recruit:	D12	Notes
Army		1	Bossonian Archers
Army		2	Gunderman Spearmen
Elite		3	Thandaran Rangers
Elite		4	Black Dragon Elite Troops
Elite		5	Black Legion Bodyguards
Hero		6	General
Wizard		7	Priest of Mitra
Fortification	8	Outposts & Walled Cities
Gold		9	Rich Agriculture
Gold		10	Organized Trade & Currency
Nothing		11-12	Internal Disputes
Notes: Includes the Provinces of Gunderland, Poitan, 
Bossonian Marches, Westermark, Tauran

ARGOS RECRUIT TABLE
Recruit:	D12	Notes
Army		1	Peltasts
Army		2	Marines	
Elite		3	Hoplites
Elite		4	Phalanx
Hero		5	Warrior
Wizard		6	Oracle
Ships		7-8	Triremes
Gold		9	Wine & Olives
Gold		10	Sea Trade
Nothing		11-12	Ghoul-haunted Forests

ASGARD RECRUIT TABLE
Recruit:	D12	Notes
Army		1-3	Hunters
Elite		4-6	Blonde Haired Fighters
Hero		7	Berserker
Wizard		8	Ice Witch
Nothing		9-12	Winter Wasteland

BARACHA ISLANDS RECRUIT TABLE
Recruit:	D12	Notes
Army		1-2	Pirates
Elite		3	Buccaneers
Hero		4	Pirate Captain
Wizard		5	Sea Hag
Ships		6-8	Pirate Ships
Gold		9	Piracy
Nothing		10-12	Treacherous Waters	
Notes: Also Lemuria

BLACK KINGDOMS RECRUIT TABLE
Recruit:	D12	Notes
Army		1-4	Savages
Elite		5-6	Noble Savages
Hero		7	War Chief
Wizard		8	Witchman 
Ships		9	Corsairs
Gold		10	Slavery
Nothing		11-12	Jungle
Notes: Also the Land of no Return
Including Suba, Atlata, Amazon, Kordafa, Wadai, Komara

BORDER KINGDOM RECRUIT TABLE
Recruit:	D12	Notes
Army		1-2	Nemedian Tribes
Army		3-4	Virunian Tribes
Elite		5-6	Cimmerian Tribes
Hero		7	Rogue Hero
Wizard		8	Warlock
Nothing		9-12	Bogs & Marshes

BRYTHUNIA RECRUIT TABLE
Recruit:	D12	Notes
Army		1-6	Levied Troops
Elite		7	Heavy Cavalry
Hero		8	Horseman
Wizard		9	Elementalist
Gold		10	Slave Girls
Nothing		11-12	Open Plains

CIMMERIA RECRUIT TABLE
Recruit:	D12	Notes
Army		1-3	Raiders
Elite		4-5	War Party
Hero		6-7	Barbarian
Wizard		8	Shaman of Crom
Nothing		9-12	Mountains

CORINTHIA RECRUIT TABLE
Recruit:	D12	Notes
Army		1-3	City Watch
Elite		4	City Guard
Hero		5	Captain of the Guard
Wizard		6	Sorcerer
Fortifications	7	City States
Gold		8	Road of Kings
Gold		9	Trade & Craftsmen
Nothing		10-12	Rugged & Mountainous

DARFAR RECRUIT TABLE
Recruit:	D12	Notes
Army		1-5	Cannibals
Elite		6-7	Demon Worshipers
Hero		8	Chaos Warrior
Wizard		9	Diabolist
Nothing		10-12	Primitive

HIMELIAN MOUNTAINS RECRUIT TABLE
Recruit:	D12	Notes
Army		1-2	Monks
Elite		3-4	Afghulis Rebels
Hero		5	Leader
Wizard		6	Black Seer
Nothing		7-12	Sheer Cliffs
Notes: also Talakma Mountains (Meru Peoples)

HYPERBOREA 	RECRUIT TABLE
Recruit:	D12	Notes
Army		1-3	Guards
Elite		4-5	Slave Raiders
Hero		6	Assassin
Wizard		7	White Hand Wizard
Fortification	8	Ancient Stone Keeps
Gold		9	Slavery 
Nothing		10-12	Cold Tundra	

HYRKANIA 	RECRUIT TABLE
Recruit:	D12	Notes
Army		1-4	Kuagir Nomads
Elite		5-6	Horse Warriors
Hero		7	Khan
Wizard		8	Priest of Erlik the Yellow God of Death
Gold		9	Plunder 
Nothing		10-12	Barren Steppes
Notes: Also the Great Desert & the Eastern Desert

IRANISTAN RECRUIT TABLE
Recruit:	D12	Notes
Army		1-4	Foot Soldiers
Elite		5-6	Camel Riders
Hero		7	Yezmite Assassin
Wizard		8	Son of Yezm Cultist
Gold		9	Exotic Delicacies
Ship		10	Galleys
Nothing		11-12	Deserts
Notes: Also Kosala

KESHAN RECRUIT TABLE
Recruit:	D12	Notes
Army		1-5	Lesser Caste
Elite		6	Servants of Bit-Yakin
Hero		7	Overlord
Wizard		8	Priest of the Oracle
Nothing		9-12	Primitive			

KHAURAN RECRUIT TABLE
Recruit:	D12	Notes
Army		1-4	Aboriginal Militia
Elite		5	Nobles
Hero		6	Steward
Wizard		7	Red Crescent Witch
Gold		8	Prosperous Agriculture
Nothing		9-12	Small Country	

KHORAJA RECRUIT TABLE
Recruit:	D12	Notes
Army		1-4	Standing Army
Elite		5	Zaheemi Tribe
Hero		6	Guardian
Wizard		7	Archmagi
Gold		8	Taxation of Caravans
Nothing		9-12	Small Country

KHITAI RECRUIT TABLE
Recruit:	D12	Notes
Army		1-3	Archers
Ship		4	Junks
Elite		5-6	Giant Sabermen
Hero		7	Warrior Monk
Wizard		8	Priest of Yag-Kosha
Gold		9	Exquisite Artisanship
Fortification	10	Great Wall
Nothing		11-12	Isolationist

KOTH RECRUIT TABLE
Recruit:	D12	Notes
Army		1-4	Infantry
Elite		5-6	Cavalry
Hero		7	Champion
Wizard		8	Priest of Ishtar
Fortifications	9	Tunnels & Citadels
Gold		10	Central Location
Nothing		11-12	Active Volcanoes

KOZAKI RECRUIT TABLE
Recruit:	D12	Notes
Army		1-4	Rogue Horsemen
Elite		5-6	Raider Band
Hero		7	Hetman
Ships		8	Pirates of the Vilayet Sea
Nothing		9-12	Turanian Steppes Outlaws

KAMBUJA RECRUIT TABLE
Recruit:	D12	Notes
Army		1-4	Spearmen
Elite		5-6	Armored Warriors
Hero		7	Sword Master
Wizard		8	Spirit Master
Gold		9	Silks & Precious Metals 
Ship		10	Junks
Nothing		11-12	Internal Warfare
Notes: Also Uttara Kuru

KUSH RECRUIT TABLE
Recruit:	D12	Notes
Army		1-4	Regiments
Elite		5-6	Black Spearmen
Hero		7	Commander
Wizard		8	Witchfinder
Ships		9	Corsairs
Gold		10	Craftsmen & Trademen
Nothing		11-12	Dry Grasslands

NEMEDIA RECRUIT TABLE
Recruit:	D12	Notes
Army		1-4	Feudal Troops
Elite		5-6	Free Companies
Hero		7	Adventurer
Wizard		8	Scholar
Gold		9	Great Kingdom
Gold		10	Treasure Houses
Nothing		11-12	Harsh Laws

OPHIR RECRUIT TABLE
Recruit:	D12	Notes
Army		1-3	Bows & Pikes
Elite		4-5	Shock Troops
Fortification	6	Strong Keeps
Hero		7	Myrmidon
Wizard		8	Magician
Gold		9-10	Mines of Gold & Gemstones
Nothing		11-12	Many Wars

PICTLAND RECRUIT TABLE
Recruit:	D12	Notes
Army		1-3	Naked Warriors
Elite		4-6	Warband
Hero		7	Strong Leader
Wizard		8	Ligurean Mystic
Ship		9	Marauders
Nothing		10-11	Untracked Wilderness
Nothing		12	Kill Strangers

PUNT RECRUIT TABLE
Recruit:	D12	Notes
Army		1-3	Arms Bearers
Elite		4-5	Emperors Guard
Hero		6	Slayer
Wizard		7	Fire Wizard
Gold		8-9	River Gold
Nothing		10-12	Deserts

SHEM RECRUIT TABLE
Recruit:	D12	Notes
Army		1	Zuagir Nomads
Army		2	Bandits
Army		3	Dervishes
Elite		4	Desert Raiders
Elite		5	Asshuri Mercenary Cavalry
Hero		6	Scourge
Wizard		7	Black Ring Cultist
Ship		8	Sea Robbers
Gold		9	Caravans
Nothing		10-12	Independent Areas

STYGIA RECRUIT TABLE
Recruit:	D12	Notes
Army		1-3	Heavy Infantry
Elite		4-5	Scythed Chariots
Hero		6	Serpentine General
Wizard		7	Black Circle Wizard
Wizard		8	Children of Set
Ships		9	Styx Barge
Gold		10	Gray Lotus
Nothing		11-12	Great Evil & Decadence

TURAN RECRUIT TABLE
Recruit:	D12	Notes
Army		1-4	Soldiers
Elite		5-6	Imperial Guards
Hero		7	Zealot
Wizard		8	Alchemist
Ships		9	Purpled Sailed Ships
Gold		10	Great Kingdom
Nothing		11-12	Internal Intrigues

VANAHEIM RECRUIT TABLE
Recruit:	D12	Notes
Army		1-3	Hunters
Elite		4-5	Red Bearded Warriors
Hero		6	Pathfinder
Wizard		7	Shaman of Ymir the Frost Giant
Gold		8	Slavers
Nothing		9-12	Tundra

VENDHYA RECRUIT TABLE
Recruit:	D12	Notes
Army		1-4	War Host
Elite		5-6	War Elephants
Hero		7	Armsman
Wizard		8	Hermit of Jelai
Gold		9	Good Agriculture
Ship		10	Skiffs
Nothing		11-12	Bureaucracy

ZAMORA RECRUIT TABLE
Recruit:	D12	Notes
Army		1-4	Cut-Throats
Elite		5-6	Fanatics
Hero		7	Rogue
Wizard		8	Priests of Yezud
Gold		9	Crime & Vices
Nothing		10-12	Intrigue & Despotism

ZEMBABWEI RECRUIT TABLE
Recruit:	D12	Notes
Army		1-5	Tribesmen
Elite		6-7	Veterans
Hero		8	Warlord
Wizard		9	Priest of Dagon
Nothing		10-12	Primitive

ZINGARA RECRUIT TABLE
Recruit:	D12	Notes
Army		1-3	Soldiers
Elite		4-5	Swordsmen
Hero		6	Duelist
Wizard		7	Enchanter
Ships		8-9	Freebooters
Gold		10	Sea Trade
Nothing		11-12	Feuds & Civil Wars

GREAT HEROES OF HYBORIA
Name:					Notes:
Conan, The Barbarian			Cimmerian, Born on a Battlefield
Belit, Queen of the Black Coast		Shemite Princess
Kull the Conquerer			Emperor of the Pre-cataclysmic Age
Red Sonja				Hyrkanian Wanderer & Sell Sword
Tranicos				Greatest of the Barachan Sea Pirates
Valeria					Aquilonian Red Brotherhood Pirate

COUNTER SET INCLUDED
Thanks Zak!
Click here for counter set.
24 counters: 3 sets of 8 each.

DISCLAIMER
Conan is a copyrighted/trademarked property.
This is only a fan site.









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