SCORTCH
INTRODUCTION
Module for the Warp Empires system.
You must use the Warp Empires system to play this game.
Based on the animated film WIZARDS by Ralph Bakshi.
Wizards is a trademarked, licensed property. This is merely a fan site.
One player is the good Wizard Avatar.
The other player is his evil brother Blackwolf.
Both battle for world domination.
On Avatar’s side is Magic, Elven Races, and Faerie Folk.
Blackwolf's armies are filled with Mutants, Demons, and Ancient Technologies.
MAP
The land of Halcionia is divided into two main areas: Scortch and Montagar
Scortch is southeast of Montagar.
Note: Rivers may cross multiple spaces.
LOCATION TYPES
0-3+ = Revenue generated by the site
H = Hostile terrain: Units must stop when entering this space
D = Difficult terrain: Units must stop when entering this space
X = Barrier: No units may enter this space
SCORTCH
Location Type Notes
Black World Mountains H North
Glass Wastes H South
Bogs D West
Steam Lake X West
Cnidair River D West
The Spine Mountains H Southeast
The Crypts of Doom 2 Scattered
The Greater Crater X Central
The Glass Wastes H Central
The Black River H West Central; Terrible Smell
The Hot Lands H East & Central
The Great Depression H North Central
Hellmouth 2 North; One Demon unit per turn costs -1
Scortch-1 3 Capital city; Blackwolf’s starting Location
Skir 0 Fishing Village; Faerie sympathizers
Theca 0 Village; Hunters & Trappers; Faerie sympathizers
Queenston 1 City; One Technology unit per turn costs -1
Phyte 1 City; On the Black River
Accked 1 City; One Mutant unit per turn costs –1
MONTAGAR
Location Type Notes
City of Montagar 2 Capital City
Breeding Wye 2 Mining Town; One Dwarf unit per turn costs –1
Rana Bottom 1 University Town
Seaport 2 Coastal Town
Summer Home 0 Town; Avatars Starting Location
Perthswale 2 Trading Town
Wendl 1 Trading Post
Blossom 1 Faerie Town
Toothache Mountain H East: Runs North South
Footprint Lakes D North
Salamander River D Surrounds the city of Montagar
Novay Onwl River D Central
Lostwoods D Central
No Return H Cliffs; Borders Scortch
Whisper Falls D One Faerie unit per turn costs –1
Western Highlands D Southwest
Faun’s Shoulder 0 Landmark for sailors
Fog Dragon Downs D North
Ariath River D Bridged in several places
VICTORY
Blackwolf must destroy all opposing units to win.
The Avatar player automatically wins if Blackwolf is destroyed.
SETUP
The Evil player starts with Blackwolf and 15 random units.
The Evil player distributes his units throughout Scortch.
The Good player starts with Avatar and 7 random units.
The Good player distributes his units throughout Montagar.
ACTION DECK
Players have seperate action decks.
REVENUE PHASE
You cannot generate income from enemy cities.
(You only deprive your opponent of the income.)
RECRUIT PHASE
Montagar units may start in any non-hostile, non-difficult space in Montagar.
(Their populations are spread out)
Scortch units must start in Scortch-1 (the City)
MOVE PHASE
Flyers can move up to 4 spaces.
Flyers can jump over enemy units, hostile and difficult terrain.
BATTLE PHASE
Towns & Cities give defending units +1 Force each.
UNIT & CARD TYPE NOTATION
L = Leader
K = Knowledge
A = Armies
P = Place
E = Event
T = Technology
X = Magic
S = Strategy
R = Resources
M = Morale
BLACKWOLF UNIT LIST
Unit Name #/Speed Type Force Notes
BlackWolf 1F L 15 Wizard
Lich General 2F L 10 Demon
Demon Warlord 1F L 8 Demon Armies get Force +1
Demon Technomage 2F L 5 Technology units get Force +1
High Mutant Officers 4M L 6 Mutants
Toadies 2M A 3 Mutants
Low Mutants 4M A 3 Mutants
Reich Henchmen 2M A 4 Mutants
Reptilions 2M A 6 Mutants
Dream Machine 1M T 12
Panzer Tanks 2F T 12
Howitzers 2S T 10
Luftwaffe planes 2FF T 10
Machine Guns 2M T 8
Salamander Riders 2F A 5 Mutant Cavalry
Wolfmacht 2F A 3 Mutant Cavalry
Max & Fritz 1M A 2 Mutants
Demon Shock Troops 2M A 7 Demons
Goblin Mob 2M A 4 Mutants
Fascist Pig Mutants 2M A 6 Mutants
Nazi Black Guard 2M A 7 Demons
Reptilion Rex 1M A 8 Mutant
Pit Roaches 2F A 10 Cavalry
Robots 1M T 9 Robots
BLACKWOLF ACTION DECK CARD LIST
Card Name: # Notes
Quick Victories 10 Move 1 Stack
Operational Maneuvers 4 Move 2 Stacks
Full Scale Invasion 2 Move 3 Stacks
Robot Assassins 1 Opponent must discard 2 cards
Dictatorship 1 Gain 3 Revenue points this turn
Pistols & Rifles 1 Battle: Armies get Force +1
Propaganda 1 Recruit a Mutant Unit for Free
Mutants Rule! 1 Battle: Mutant Armies get Force +1
Messenger 1 Search chit pile for unit and put it in play
Technomancy 1 Recruit a Technology Unit for Free
Black Arts 1 Battle: Technology Units get Force +1
Plunder Ancient Ruins 1 Recruit a Technology Unit for Free
War Machine 1 Gain 3 Revenue points this turn
Wild Rumors 1 Battle: Opposing Armies get Force -1
Betrayal 1 Discard opposing Leader & Draw a card
Journey into Hell 1 Recruit a Demon Unit for Free
Spies 1 Look at opponents hand
Scortch Wildlife 1 Negate move of Target Stack in Scortch
Radiation 1 Kill target Army unit in Scortch Hazard Space
AVATAR UNIT LIST
Unit Name #/Speed Type Force Notes
Avatar 1F L 17 Wizard
Necron 99 (Peace) 1F L 10 Robot
Red Elves 4M A 6 Elves
Yellow Elves 2M A 5 Elves
Brown Elves 2M A 7 Elves
Blue Elves 2M A 5 Elves
Satyrs 2M A 5 Satyrs
Dwarves 2M A 6 Dwarves
Gnomes 2M A 4 Gnomes
Mountain Faeries 2FF A 2 Faeries
Meadow Faeries 1FF A 1 Faeries
Sawmp Faeries 1FF A 2 Faeries
Wood Faeries 2FF A 2 Faeries
Knights of Stardust 2FF A 3 Faeries
Heavy Infantry 2M A 6 Elves
Ross Cavalry 2F A 5 Elves
Centaurs 2F A 8 Centaurs
Archers 2M A 7 Elves
Royal Guard 2M A 8 Elves
Genarian 1M L - PresidentofMontagar; Elf Armies get +1 Force
Bayard 1F L 10 Prince of Montagar; Elf Armies get +1 Force
WeeHawk 1F L 13 Elf Hero
Hartmoon 1F L 9 Relative of WeeHawk
Jephyr 1F L 6 Faun King; Satyr Armies get +2 Force
Elinore 1F L 7 Half-breed; Mage
Reenah 1F L 5 Gnome Mage
Sayriah 1FF L 4 Archer; Faerie Armies get +2 Force
Swift-As-Sound 1F L 11 Centaur Scout; Centaur Armies get +2 Force
Wind Catcher 1F L 10 Cavalry & Centaur Armies get +1 Force
AVATAR ACTION DECK CARD LIST
Card Name: # Notes
March 20 Move 1 Stack
Grand March 8 Move 2 Stacks
Union of the Tribes 4 Move 3 Stacks
Fireballs 1 Battle: Spell; Force = 12
Gnome Tutors 1 Look at next 10 cards in your deck & put 1 in your hand
Lightning Bolts 1 Battle: Spell; Force = 10
Giant Pink Rat 1 Battle: Spell; Force = 5
Magic Arts 1 Mage, Faerie, and Elf Units get Force +1
Illusions 1 Battle: Spell; Enemy armies are –1
Healing Arts 1 Battle: Take one less Casualty
Wizards Wrath 1 Battle: Spell; Force = 15
Banish 1 Discard opposing Demon
Lost 1 Negate Move by target Stack
Cutting Sarcasm 1 Battle: Leader gets Force +3
Medieval Weapons 1 Battle: Armies get Force +1
Valiant Determination 1 Battle: Armies get Force +3
Fortifications 1 Battle: If Defending in Montagar, Armies get Force +2
Counterattack 1 Battle: If Defending, Armies get Force +2
Panic the Mutants 1 Battle: Mutants armies get Force –2
Mutants Desert 1 Discard target Mutant Army
Oil Shortage 1 Negate Move by target stack containing Technology Units
Ammo Shortage 1 Battle: Opposing armies get Force –2
Radiation Sickness 1 Mutant Units get Force –1
Break Mutant Ranks 1 Battle: Force +10
Elven Spies 1 Look at top 7 cards of opponent’s deck
The Good Lands 1 Gain +5 revenue this turn
Charm 1 Battle: Spell; Gain control of Target non-leader unit
Bewilder 1 Battle: Spell; Opposing armies get Force –2
Scouts 1 Look at top 5 cards of opponents deck
Breakdown 1 Battle: Discard opposing Technology Card
Weather Dragon 1 Look at top 4 cards of opponents deck & discard 2
Rescue 1 Search Unit pile for a Leader and put it in play
East Elfland 1 Recruit an Elf unit for Free
Blue Elf Saboteurs 1 Opponent gets –3 Revenue this turn
Use Captured Weapons 1 Battle: Armies get Force +2
They’ve Killed Fritz! 1 Discard opposing Mutant Army
Fight the Good Fight 1 Recruit a unit for Free
Felsing the Wise 1 Look at Opponents hand
Scouts 2 Look at target Stack
Note: Only Wizards, Mages, Elf armies & Faerie armies can cast spells.
================================================================================
WARP EMPIRES RULESET
INTRODUCTION
Generic ruleset for a series of empire building/conquest games.
MAP
The map depicts an irregular, interlocked set of territories.
CONTROL MARKERS
Use chits to represent control markers.
UNITS
Use chits to represent units.
Units include Leaders & non-leader units.
DECK
Players share an action deck.
In some games, each player will have their own action deck.
The action deck cards allow you to move your units.
SETUP
Most Leader units will be in play.
Others will be mixed into the unit chit pile.
Each player will start with several non-leader units in play.
Starting points of units will be determined by the scenario.
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.
Each player draws 5 action cards.
Max hand size = 7. Discard excess cards.
If the deck runs out, shuffle the discard and draw from it.
MOVE PHASE
Use Action cards to move stacks or units in stacks.
A Fast unit can move 1-3 spaces.
A Medium speed unit can move 1-2 spaces.
A Slow unit can move 1 space.
Units can move into but not through opposing stacks.
Fortifications cannot move (Move = 0).
Your opponent can only look at the top unit of your stacks
BATTLE PHASE
When two opposing stacks occupy the same territory there will be a battle.
Each unit has a force value.
Add up the total Force values for each side.
Players may play action cards to increase their force value.
If one stack has a Leader and the other does not, the stack with the
leader gets an additional 5 Force.
The side with the highest force value wins.
The losing stack must retreat one space.
The losing stack loses half of its units. The winner picks the first
unit lost, the loser picks the remainder.
Fortification units in the losing stack are destroyed automatically.
The winning stack loses units with a force equal to at least half the force
total lost by the losing stack. The winner decides which units are lost.
Destroyed units are returned to their chit pile.
Captured leaders are set aside and not returned to the chit pile.
After a battle both sides replenish their hands to 7 cards.
REVENUE PHASE
Gain revenue points for every revenue generating territory you control.
RECRUIT PHASE
Draw 5 random units from the unit chit pile.
Purchase units. A units cost is equal to its Force value.
If you purchased all the drawn units, draw another 1D6 random units.
Revenue may be saved from turn to turn.
Discard unpurchased units back to your unit chit pile.
Units start in any revenue generating territory you control.
UPKEEP PHASE
Number of Units that automatically receive upkeep = 5 x total Revenue.
Discard excess units.
Example: You generate 10 revenue points per turn...
You may have up to 50 units.
CONTROL PHASE
Place a control marker on every revenue generating
territory occupied by one of your units.
Only one control marker per space.
UNIT DECK ABBREVIATIONS
S = Slow
M = Medium speed
F = Fast
F = Force
F = Fortification
# = Number of that unit in the chit pile.