Islands of War Campaign Rules

These are strategic rules developed to allow players to play D&D miniatures in a series of connected skirmish battles. The goal of the campaign is to gain control of the Town of Scrubhurst, and 50% of the other objectives (4 Major battlefields, 8 Lair/Dungeons, and 2 Villages). An alternative method of victory is available in the form of finding and reassembling the three parts of the Crown of Halin, This artifact will allow you to subvert the forces of all other players and rule the HalinIslands. Each turn is a month in the game. Bold typed items have definitions at the end of the rules.

Players are leaders who have come to the HalinIslands to gain their fortunes and become the Duke of the Halin.

Set-up:

Players use their own D&D minis for their forces. They start with one warband which must be designed within the following limits:

- No Gargantuans or Aspects
- No more than 200 points total may be spent for the warband

- Any points not spent become part of the player’s treasury.

- Faction rules are in force. Generally speaking you will only be able to recruit from a specific alignment. Commanders of individual warbands are allowed to use warband building adjustments (like ignoring alignment of a specific type of miniature) in their own warband.

- No more than 140 points per miniature.

- 8 miniatures maximum

- The first person to select a unique may have it in their warband.

- Any unique killed in the campaign may not be recruited by another player.

- Players will be randomly assigned a location for their home tower.

- The player must designate a commander in the warband as a Senior Commander.

- If a warband does not have a commander the player may designate a miniature as a defacto commander (Value 0) and this miniature will also serve as Senior Commander.

- If your Senior Commander has no name give him/her one.

- Each player should give their warband a designation. Examples: The Followers of St. Cuthberts Cudgel, King Obould’s Army, Snig’s Wolf Raiders

- Each player should name their tower.

Strategic turn:

- A strategic turn represents a month in game time. Two weeks in real time.

A - Players receive their turn sheets. Income for the last turn,maximum number of warbands your holdings can support and locations of your warbands, their composition and commanders.

B - Players write their movement and recruitment orders and send them to the GM within three days. E-mail is preferred but phoning in orders might work.

C – TheGM informs players of discoveries and combats for the turn on day 4.

D - Players fight battles and inform the GM of the results by the two week time limit.

E – Turn Ends

Movement:

Land Movement:

- Each miniature has movement points equal to two times their speed on land.

- As a creature or warband moves through a hex it searches it automatically.

- Flying creatures not searching terrain may move at the cost of 1 point per hex.

- Different terrain has different costs for movement.

- ½ point for moving on a road into a hex.

- 1 point for moving into plains

- 2 points for moving into scrub or desert

- 3 points per hex for moving into hill, rough, swamp or forest hexes.

- 4 points and movement stops when a figure or group enters a mountain hex

- If you are moving a warband and not an individual miniature overland the warband moves at the speed of the slowest miniature.

Sea Movement:

- Players who wish to move by Sea may either purchase or rent a Sailing Ship at Scrubhurst. (See Economics/Expenses for cost).

- Each sailing ship can carry enough troops to fit into a four by sixteen square area (64 medium or smaller size creatures)

- Sailing ships are only limited in movement by having one hex along a coast where they pick-up a force and one hex along a coast where they land troops

Spotting:

- Warbands or individual minis moving through a hex have a chance to spot enemy forces and Major Objectives/Lairs/Dungeons in that hex. The chance for each is 10%, due to the size of the hexes.

- Flying creatures have a separate 25% chance of spotting enemies and Objectives/Lairs/Dungeons.

- Any miniature that is a scout will have a separate 10% chance of spotting enemies and Objectives/Lairs/Dungeons.

- If enemy forces are both moving on the same road in the same hex a battle will automatically occur.

- If an enemy is spotted your forces will avoid conflict and continue with their assigned journey unless you have written that they should engage enemies when they encounter them.

- If an objective/lair/dungeon is spotted, the force will complete its journey and the player will be informed of the discovery during phase C.

Recruitment:

- Each miniature has a listed point value. A point equals 1 SB (Silver Bar). Players must pay the point value of the miniature as listed.

- You can only recruit in your alignment. LE, LG, CG or CE. If the warband you are recruiting for has a commander with a WarbandBuilding ability, exceptions are allowed.

Battles:

- Both/all players will be informed of their battle, the battlefield and/or set-up.

- Battlefields that are not standard will be available at Adventures in Gaming. Once the players are finished they should return the battlefield to the folder at the store.

- All rules are per D&D miniature rules.

- The players need to contact me with the results of the battle. Which miniatures were slain, which routed, and which survived. Point values for all slain miniatures are needed.

Economics:

- Basic assumption, each point is one bar of silver – (1SB = 200 GP value)

Income:

- Each tower a player controls delivers an income of 10 points per turn.

- The four major objectives: Demongate, Dragon Shrine, Field of Ruin and TeleportTempleeach deliver an income of 5 Points per turn. As long as the player retains control of them (Defeat all comers).

- 8 Lairs/Dungeons each deliver an income of 2 Points per turn. As long as the player retains control of them (Defeat all comers).

- The Town of Scrubhurst will deliver an income of 25 points per turn.. As long as the player retains control (Defeat all comers).

- The Villages of Rushbere and Sandyset each deliver an income of 10 points per turn. . As long as the player retains control of them (Defeat all comers).

- Player will gain the point values of enemy miniatures they slay in a battle if they are victorious in the battle (Destroy, rout or force the withdrawal of all enemy miniatures).

- A player defeated in battle will only collect half the value of the enemy miniatures they slay.

Expenses:

- By paying the points a miniature is worth you may recruit it. Remember that alignment restriction to recruitment apply to individual commanders in each warband. The exceptions must remain with that specific commander. If that commander goes so do the miniatures in their warband that remain due to those exceptions.

- Players may purchase or rent a sailing ship to transport their troops. Rent is 7 points per turn, Purchase of a ship costs 55 Points.

- Players may build a new Tower. They must maintain control of the construction hex during construction. The cost is 150 points and takes 24 turns. For double the cost you will half the construction time (12 turns). For 5 times cost construction will take 6 months of time (6 turns).

- A player may build a road, the cost and time varies with the terrain of the hex, see the following:

points for building a road into plains hex

points for building a road into scrub or desert hexes

points for building a road into hill, rough, swamp or forest hexes

points for building a road into mountain hexes

Definitions:

Senior Commander: A miniature that is in charge of all other commanders and miniatures in your warband. All commanders and non-commanders serve this miniature. Certain commanders, such as King Obould, have the special ability of domineering. These commanders must become your senior commander or they can’t be recruited. In addition no other commander can be on the same battlefield.

Support: In this campaign a player starts with one warband as assembled according to the rules in the set-up. As long as a player retains control of their home tower they are allowed an additional warband. For every objective (the major battlefields, the town of Scrubhurst, the two villages, or an enemy tower) will allow you to build another warband.

Tower: A fortification. Each army has a tower as its capital. If this tower is captured by an enemy your leader becomes a bandit leader.

Turn: Each turn in this game is a month, 12 turns (months) equal a game year.

Warband: Each warband under your command must be designed according to the rules in the Set-up section.