Arena: Advanced Rules

From IFki

Welcome to Arena, the game of ever-changing strategy. This is the Advanced Rules page.

Advanced Rules


The Board

In the Advanced Game, the board is larger (view the board), and all players' items and creatures start on the same square as their king, rather than on adjacent squares, and players may move or keep creatures on their king hex. Note that for victory to occur, the winning player must occupy the land hex of their opponent's king, not the airspace above.

Advanced Creature Attributes

In addition to the basic attributes of Power, Move, and Terrain, creatures in the Advanced Game may have additional attributes:


Certain creatures have the special ability of flight. All flying creatures have a flight duration and a flight speed.

During the movement phase, flying creatures may choose to fly. At the beginning of the movement phase, they take off, they may then move up to their flight speed in hexes, and at the end of their movement they may land. Takeoff only occurs at the beginning of movement, and landing only occurs at the end.

While in the air, flying creatures may pass over terrain of a type they would not normally be able to enter. They may also pass over enemy creatures without entering combat or stopping their move, and enemy creatures may pass under them in the same way. In essence, the airspace above a hex is considered a separate hex.

Example: A pegasus has a flight speed of 2. The pegasus could take off, move two hexes through the air over terrain it could not enter occupied by enemy creatures, and land, all in one turn.

Example: A hot air balloon has a flight speed of 0. The hot air balloon could take off and occupy the air space above the hex where it launched, but could not move to another hex.

If a player's creature flies over a hex, the hex is considered controlled that player, unless the opposing player has a creature on the ground in the same hex.

Example: Player 1's giant bird flies over a hex that was previously controlled by player 2. Control goes to player 1.

Example: Player 1's gargoyle flies over a hex that contains player 2's kobold below. Control goes to player 2.

Flying creatures may only remain in the air as many turns as their flight duration. If a flying creature has been in the air for as many turns as its flight duration, it must land. If a flying creature is unable to land (for example, because it loses a battle and was forced to retreat back into the air, or because it cannot enter the terrain type of the hex below), it dies.

Example: A dragon has a flight duration of 1. It must land at the end of each turn.

Example: A manticore has a flight duration of 2. It may choose to remain in the air at the end of the turn it took off, but it must land at the end of its next turn.

Flying creatures must stop their moves and engage in combat when occupying the same space as an enemy flying creature, just as on land. Flying creatures who land engage in ground combat just as a grounded creature. Standard retreating rules apply to flying creatures - for example, if a flying creature is forced to retreat from the airspace above a hex, it may land in the hex below, or retreat to the airspace of an adjacent hex, depending on which hexes are under that players control and which ones contain enemy creatures.

During the Terrain Change phase, a player may choose to add a storm to any hex that does not currently have one, or remove a storm from a hex that currently has one. The cost is the same as the cost for changing terrain, i.e. 4 hexes of control for the player's own hex, 6 for an uncontrolled hex, and 8 for an opponent's hex.

Any airspace that contains a storm acts as impassable terrain for all flying creatures, with all the same rules for impassable ground terrain, i.e. a flying creature may not enter the airspace of a storm hex, and must retreat if in a hex that contains one (although, as with impassable ground terrain, creatures do not need to retreat in the same turn that the storm is created).

Example: Player 1 creates a storm in a hex where Player 2's Pegasus is in the air and Player 1's giant bird is on the ground. Neither creature needs to retreat during Player 1's turn, but Player 2 must move his Pegasus away from the hex during Player 2's turn. Player 2's giant bird does not need to move away, since it is on the ground. However it may not take off while the storm is present.

If not removed sooner, storms last for 3 turns (including the turn that they are created) and then disappear.

Example: Player 1 spends 8 hexes of control at the beginning of his turn to create a storm over the hex where Player 2 has a helicopter (turn 1). The helicopter may not take off during Player 2's turn (turn 2) unless Player 2 removes it. The storm is still there during Player 1's next turn (turn 3), but it will disappear in time for Player 2 to take action during the following turn.

Attack Type

In the Advanced Rules, a creature's Power is one of three attack types: Standard, Targeted, or Blunt.


Standard Attacks follow the basic combat rules. This is the default attack type.


Certain creatures have the attack type "Targeted." Targeted attacks follow the same basic combat rules, except that when a creature with targeted attack is part of a victorious force in combat, it can use its power to kill a specific enemy creature.

Whenever a creature with the targeted attack ability is part of a winning force, the player who controls that creature may choose one of his opponent's creatures to be killed instead of having a random creature die. However, the Power of the creature chosen must be less than the Power of the targeted attack.

Example: A Swordmaster has a Power of 2 and the Targeted Attack ability. He enters combat against a kobold (Power 0) on a warhorse (Power 1). The Swordmaster wins the combat and may choose to kill either the kobold or the horse.

Example: An Assassin has a Power of 1 and the Targeted Attack ability. He attacks two enemy orcs (each Power 1), with the help of an Ogre (Power 3). The Assassin and Ogre have a combined Power of 4, defeating the orcs. However, the Power of the targeted attack is not greater than either of the orcs' Power, so the player with the Assassin may not choose which orc dies.

In the case of multiple creatures that have the targeted attack ability participating in the same combat, the Power of all the targeted attacks are summed to determine what creatures could be targeted.

Example: Two Elf Lords (each with Targeted Attack 3) attack a giant (Power 5) and 3 kobolds (Power 0). The elf lords have total Power 6 vs. 5 for the giant and kobolds, so the elf lords win the attack. The total targeted power is 6, which is higher than the giant's power of 5, so the elf lords could decide that the giant dies as a result of the lost combat.

Note that as with normal combat, targeted attacks will not kill any creature unless the total Power is greater than the opponent's total Power.

Example: An Elf Lord (Ranged Targeted Attack 3) attacks a kobold (Power 0) riding an Elephant (Power 3). The Power of the attack is not greater than the Power of the defenders, so the attack has no effect.

If the Power of a creature with the Targeted Attack ability is increased by an item, the Power of the targeted attack also increases.

Example: An Swordmaster (Targeted Attack 1) drinks a potion of Giant Strength (+1 Power). His attack has a targeted Power of 2.


Certain creatures have the attack type "Blunt." Blunt attacks add their Power for purposes of determining who wins a combat, but they cannot be used to kill enemy creatures.

When a player is victorious in combat, the margin of victory is compared to the total Power of the Blunt attacks on his side. If the Blunt is greater or equal to the margin of victory, no enemy creature is killed.

Example: A Wall of Stone has a Blunt Power of 3. Two orcs (Power 1 each) attack it. The wall's total Power (3) is greater than the orcs' total Power (2), so the Wall wins the combat and the orcs are forced to retreat. However, because the total Blunt Power (3) is equal or greater than the margin of victory (1), no orcs are killed.

Example: Two Robbers (Blunt Power 1) and an orc (Power 1) set upon an elf. The robbers and the orc (total Power 3) beat the elf (Power 1) and force him to retreat, but because the Blunt attacks made up the margin of victory, the elf survives.


Certain creatures have the special ability of poison. All poisonous creatures have a poison strength associated with their attack.

Whenever a poisonous creature is involved in combat, the determination of victory is made normally. If the player with the poisonous creature loses or ties, and if the margin of victory is less than the poison bonus, the other player loses a creature (randomly determined).

Example: A giant spider has a Power of 1 and a poison bonus of +2. It attacks two orcs. The spider has a Power 1 and the orcs have Power 2, so the spider loses and is killed. However, the margin of victory for the orcs was only 1, less than the poison bonus of 2, so one of the orcs also dies.

Example: A giant snake has a Power of 1 and a poison bonus of +1. It attacks 2 elves (Power 2). The snake loses the combat (Power 1 vs. Power 2), and dies. Since the poison bonus (+1) is not greater than the margin of victory (1), the poison has no effect.

Example: A giant snake has a Power of 1 and a poison bonus of +1. It attacks 2 kobolds (Power 0). The snake wins the combat (Power 1 vs. Power 0), so one of the kobolds dies and the other is forced to retreat. Since the snake won, there is no extra effect of the poison.

If there are multiple poisonous creatures on one side in a given combat, the poison bonus is equal to the sum of all the poison bonuses of the player's creatures.

Example: A giant snake (Power 1, Poison +1) and a giant spider (Power 1, Poison +2) fight an ogre with a magic sword (total Power 4). The combat is Power 2 vs Power 4, so the player with the snake and spider loses and one of the two creatures dies. But the margin of victory is 2, which is less than the total poison bonus of +3 (1 + 2), so the ogre also dies.

Poison can be applied to a Standard or Targeted attack type, but not to Blunt attacks. If a Targeted attack is poisonous, the Poison bonus is added to the targeted attack Power for purposes of determining whether the player may choose which opponent creature is killed (this is true regardless of whether or not the attack was successful).

Example: A giant scorpion (Power 1, Targeted, Poison bonus 2) fights a Hellhorse (Power 2) mounted by a human Pilot (Power 0). The scorpion is killed (Power 1 vs. Power 2), but the poison bonus causes the other player to lose either the Hellhorse or the Pilot. The giant scorpion's Power plus poison bonus is 3, which means that the player controlling the scorpion could decide to kill either the Pilot (Power 0) or the Hellhorse (Power 2). (If the giant scorpion had won the engagement with the help of other creatures, the player could still choose to kill either the pilot or the Hellhorse).

Creatures with the "undead" or "machine" attributes are immune to poison, so if the determination is made for them to die by poison, the poison has no effect.

Ranged Attacks

Certain creatures have the special ability of a ranged attack. The ranged attack allows them to attack a hex without moving into it.

All creatures with a ranged attack have a minimum and maximum range. Creatures can only attack hexes that are within their maximum range and not within their minimum range. The default minimum and maximum ranges are 1 (currently only a min and max range of 1 are supported in our playtest environment).

Example: An archer has a ranged attack power of 1, and a minimum and maximum range of 1. The archer can fire into any adjacent hex.

Example: A catapult has a ranged attack power of 3, and a minimum and maximum range of 2. The catapult can fire into a hex two spaces away, but not into an adjacent hex.

All creatures with a ranged attack have a ranged Power, which may or may not be the same as the normal Power of the creature. A ranged attack adds the ranged Power to any force controlled by that player in the target hex.

Example: A player moves his giant (Power 5) into a hex occupied by an opponent's dragon (Power 7). The player also attacks with a catapult (ranged Power 3) into the same hex. The player has a total Power of 8 (5 + 3) compared to his opponent's Power 7, so the player wins and the dragon is killed.

If there are no other forces controlled by the same player in the hex attacked by a ranged attack, the ranged attack will act as attack with the ranged Power. However, no creature with a ranged attack may be forced to retreat or killed as a result of a combat involving the ranged attack.

Example: A player has two archers (ranged Power 1 each) shoot into a hex occupied by an opponent's ogre (Power 3). The total Power is 2 vs. 3, and the ogre wins the combat. However, neither archer is killed or forced to retreat, as they are not occupying the hex.

Ranged attacks occur after movement, as part of the combat phase. If a creature with the ranged attack enters a hex with an opponent during the movement phase, the creature may not use the ranged attack and fights as normal instead. No ranged attacks may be used by a defending player.

A ranged attack may be used to attack a hex of a terrain type the attacker cannot enter.

Example: An elven archer (who cannot move on Rocky Terrain) stands on a Grass hex and shoot his bow into an adjacent Rocky hex.

A grounded creature may use a ranged attack on a creature flying above the same hex. A flying creature may use a ranged attack on a creature grounded in the hex below.

A ranged attack may be of type Targeted or Blunt, and may also be poisonous (whether or not the creature's standard attack is Targeted, Blunt, or poisonous). The standard rules for attack type and poison apply to ranged attacks.

Example: A Sniper has Ranged Attack Power 2, type Targeted. Two Snipers attack an orc (Power 1) riding a warhorse (Power 1). The player controlling the Snipers wins the attack (Power 4 vs. Power 2) and may choose to kill either the orc or the horse.

Example: An orcish archer has a Ranged Attack Power 1, with a poison bonus of +1. He shoots into a group of Human pilots (Power 0) with a Human grunt (Power 1). The attack does not force a retreat (Power 1 vs. Power 1), but the poison bonus of +1 kills one of the creatures. If the orcish archer had the Targeted Attack ability, the player could decide which one died.


Each creature has a size.

If creatures of differing sizes occupy the same hex during the Equip and Mount phase (before movement), the smaller creature(s) may mount the larger creature. Creatures may also dismount before moving (and may dismount one creature and mount another, if all creatures are in the same hex).

Each creature may serve as a mount to a single creature of one size smaller, two creatures of two sizes smaller, four creatures of three sizes smaller, etc. Creatures of different size could be mixed and matched within these sizes.

Example: An airship (size 4) could serve as a mount to a single drake (size 3), two ogres (size 2), four human grunts (size 1), an ogre and two grunts, etc.

When a creature is mounted, the creatures move together as a single unit, with the speed and restrictions of the larger creature.

Example: a robot solider (size 1) mounts a pegasus (size 2). The pegasus takes off and carries the robot soldier through the air.

If a flying mounted creature is killed in the air (including on takeoff but not including landing), any non-flying creatures that had been mounted on it also die.

Unlike non-mounted creatures, whose retreat is determined separately per creature, mounted creatures retreat with their mounts. Each mount and mounted creature is a separate unit for the purpose of retreat.

Creatures may not be mounted by an opposing player's creatures, unless the mounted creatures is a vehicle (see below).


Certain types of creatures are considered "vehicles". Vehicles are creatures such as animals and machines that do not act on their own; instead, they must be mounted by a non-vehicle creature to act. In order to mount and control (i.e. pilot) a vehicle, a creature must have the attribute "hands" and must control the creature in the "mounting" phase of play. A player's vehicles may be controlled by an opposing player.

Unless a vehicle is currently mounted on or by a non-vehicle creature, it may not move, add its Power to any combat, control hexes, or use any special abilities.

The standard rules for moving and fighting on mounted creatures apply to vehicles, except that if all the creatures mounted on and capable of controlling a given vehicle are killed, the vehicle does not retreat.

Example: A human soldier (Power 1, Move 1, Size 1) occupies a hex with a warhorse (Power 1, Move 2, Size 2). The soldier mounts the horse at the beginning of the Movement phase. The pair may now move up to 2 hexes per turn through any terrain that the horse can move through, and attack with a combined Power of 2. If they are defeated in combat, either the horse or the soldier (decided randomly) is killed. If the soldier is killed, the horse does not retreat, and may be later mounted by an enemy.

During the combat phase, a player may choose to make an attack directly on an uncontrolled vehicle if there are no opponent creatures in that hex. If the power of the attack is greater than the power of the vehicle, the creature is killed. Otherwise, there is no effect, and no retreat.

Example: A Gunship (ranged Power 2) attacks a kobold (Power 0) on a riding horse (Power 0). The gunship kills the kobold (decided randomly) and the horse does not retreat. The next turn the gunship decides to attack the same hex again and kill the horse, to make sure that no other creature will be able to mount it.

Magic Abilities and Spells

Certain creatures may have innate magical abilities or the ability to cast magic spells. See "Magic" below.

Other Attributes

Creatures may have other attributes, such as "Good", "Evil", "Undead", "Holy", "Animal", "Machine", "has hands", etc. These additional attributes do not affect gameplay directly, but may interact with certain magical abilities or items, as described in the details of the particular item or spell.

Example: A magic sword may only be used by creatures with the attribute "has hands".

Example: The Control Animal spell only affects creatures with the attribute "animal".


Certain cards are items. Items are not creatures and cannot move independently.

In the Equip and Mount phase, before movement, a creature may "equip" any item in its hex, or drop an item in its possession. Items may be equipped by creatures of either player, regardless of who owns the item. The same item may be dropped and equipped in the same turn, and creature may drop and equip multiple items.

Certain items have restrictions on what creatures can equip the item, for example, only creatures of a certain size, only creatures with hands, only evil creatures, etc.

Once an item is equipped, it travels with the creature and that creature may gain any benefits from having it. Only one of the same type of item may be used by the same creature during the same turn (e.g. a creature could not use two magic swords, or two potions of speed, at the same time).

Certain items have a limited number of uses; in that case, the player always has a chance to declare the use of that item whenever relevant.

Example: A grenade adds +3 Power to its user in combat, but may only be used once. Three elves (Power 1 each) attack a kobold with a grenade. The player controlling the kobold has the choice to declare to use the grenade, or not. The player chooses to use the grenade, because otherwise the kobold will be killed and the elves gain the grenade. The elves have a total power of 3 (1+1+1), and the kobold has a total Power of 3 (0+3), so no one is killed, but the elves are forced to retreat and the grenade is lost.

If a creature with an item equipped is killed, the item is dropped on the ground, in the hex in which the creature died. If an item is dropped in the airspace above a hex, and not equipped in the same phase, the item is dropped on the ground on the hex below.


The Magic Pool

Each player has a magic pool which is defined at the beginning of the game according to the rules for creating armies (see below). The magic pool is reduced whenever one of the player's creatures casts a magic spell. It does not get replenished and may not go below 0.

Forms of Magic

There are two forms of magic: magical abilities and magic spells.

Magical abilities are attached to a particular creature or an item. They can be either of continuous, unlimited use or have a certain number of uses. The creature or item costs points to include in an army (see Creating Armies below), but the ability itself has no cost to use.

Magic spells are separate "cards" not attached to a particular creature or item. They cost nothing to include in an army, but can only be cast by creatures with the spellcasting power of the appropriate type and level (see below), and only if the player's army has the card associated with that spell. Each spell has a cost, and the cost comes out of the player's magic pool at the time casting is begun. Once the player's magic pool is empty, the player may no longer cast spells.

Example: A creature who wears a Ring of Regeneration may not be slain in combat unless retreat is impossible. This is a Level 3 Creature ability, but the creature wearing the ring does not need to have any spellcasting power for the ring to work. The player pays no cost when the creature wearing the ring is regenerated.

Example: "Resurrect" is a spell that returns a dead creature to life. It is a Level 3 Holy spell, and may only be cast by a creature who has the ability to cast Level 3 Holy spells. It has a cost of 15, which means that each time the player casts it, the player's magic pool is reduced by 15. Once the magic pool falls below 15, the player may no longer cast the spell.

Unlike creatures and items, the spells in a player's army are not revealed to the opposing player at the beginning of the game. However, once a player's creature begins casting a spell, the spell is revealed.

Types and Levels

Each magical effect, whether ability of spell, has one and only one of the following nine types and is of level 1 through 3:

  • Charm
  • Creature
  • Death
  • Destruction
  • Holy
  • Illusion
  • Meta
  • Nature
  • Spacetime

Any spellcasting creature has a level associated with each spell type. In order to use a spell during a game, the spell must be “cast” by a creature under the player’s control who has the spellcasting ability of that type and of at least that level.

Example: A druid has Creature level 2 and Nature level 2. Any Creature or Nature spells of level 1 or 2 in the player's army could be cast by the druid.

Example: A necromancer has Death level 3. Any Death spells in the player's army could be cast by the necromancer.

Creatures with certain attributes are unaffected by certain types of spells unless otherwise noted:

  • Undead are not affected by Charm, Creature, or Death spells
  • Machines are not affected by Charm, Creature, or Death spells
  • Animals are not affected by Charm spells

Example: A Ring of Regeneration (which has type Creature) has no effect if worn by a zombie (which has the attribute Undead).

There is a tenth type, Tech, which is used as a placeholder for special effects that are non-magical, e.g. using a grenade. There are no Tech spells, and Tech effects cannot be blocked by spells and magical effects that block magic. However, in casting time, order, sequence of declaration, etc. Tech effects function just like magical effects, and the term "magical effects" in the rules below is used to include them.

Casting Time

Each magical effect, whether spell or ability, has a casting time that determines when it can be used and when it takes effect. Any effect fails if the caster is engaged in combat, killed, or otherwise prevented from casting (e.g. from an enemy spell) before the magic takes effect, or if the player decides to stop casting. In either case, if the magic effect was a spell or a limited-use item, it counts as having been cast.

  • Continuous: This applies only to magical abilities, not spells, and only those that are "always on." Abilities with Continuous casting are always in effect, and do not need to be cast.

Example: A Magic Sword gives the bearer +1 Power. It has a Continuous casting.

  • Counterspell: This applies only to magical spells. Those with the casting time Counterspell can be declared and take effect in the Magic Phase 1 or 2, by either the player or the opponent.
  • Instant: Instant activation may apply to either spells or magical abilities. Like Counterspells, Instants can be declared in Magic Phase 1 or 2, by either the player or opponent, and are effective the same phase that they are declared. (The difference between the two is that Counter spells take place before Instants. See Order and Timing below).

Since Counterspells and Instants take effect in the same phase in which they are cast, creatures may move or fight in the turn in which they use an Instant or Counterspell spell or ability. However, they may never use more than one Instant or Counterspell effect in the same turn.

  • Half Turn: Half Turn is a longer casting time that applies only to spells. Half Turn spells can only be declared in Magic Phase 1, and only by the player whose turn it is. A spell or ability with a casting time of a half-turn takes effect in Magic Phase 2, in the same turn in which it was cast.

Since a half-turn magic effect is being cast during the Movement Phase and Magic Phase 2, the caster may not pilot a vehicle, move under their own power, or use another magic spell or ability, in the same turn that they cast the spell. They may be borne on a non-vehicle mount or on a vehicle piloted by another creature, and they may take part in combat (since the combat phase is after the spell takes effect).

Example: A Necromancer is casting Create Zombie, which has a casting time of a half-turn. The Necromancer begins in Magic Phase 1. He does not move or declare another spell, and the spell takes effect in Magic Phase 2 of the same turn. The zombie is created and is able to engage in combat that turn.

  • [N] Turns: Like Half-turn magic, any magical effects with the casting time of some number of turns must be declared in the Magic Phase 1, and only by the player whose turn it is.

The spell or ability takes effect in the player's Magic phase 2, N turns from now - after all movement and combat for this turn, and after all movement and combat in at least one of the opponents' turns, has passed.

The creature invoking the magical effect may not pilot a vehicle, move under their own power, engage in combat, or cast another magic effect, while casting the magic. They may be borne on a non-vehicle mount or on a vehicle creature piloted by another creature.

Example: A Wizard is casting an Anti-Magic spell that has a casting time of 1 Turn. He begins casting in the Magic Phase 1. The player finishes his turn, the player's opponent then takes his complete turn, and the spell goes off in the player's next Magic Phase 2. If the Wizard were engaged in combat at any point before spell took effect, it would be lost.

Order and Timing

Sometimes, multiple magic effects will be declared or take place during the same phase (either Magic Phase 1 or Magic Phase 2).

The following rules govern the declaration of magic use:

  • All declarations occur before any magic takes effect.
  • The player whose turn it is always declares all the magic they choose to first during a given phase.
  • Then the opponent declares any Instant or Counter magic they choose to.
  • If the opponent does not declare any magic in response, the declaration phase is over and the player cannot then add magic. If the opponent has declared magic in response, the player may declare additional magical effects.
  • The process of declaration goes back and forth between the player and the opponent until one of them chooses not to declare any further magic, at which time the declaration is complete and all the magic for that phase takes effect.

Example: Player 1 chooses not to declare any spells during his Magic Phase 2. However, Player 2 uses a Quick Growth Instant magical ability that one of his defending creatures has to increase his Power by 2. Player 1 responds by casting a Block Magic spell (casting time Counter) to stop the Quick Growth from taking effect. Player 2 chooses not to respond, and the declaration phase is over.

The following rules govern in what order magic will take place in a given phase:

  • Magic takes effect in the order of casting time, shortest to longest, i.e. all Continuous magic takes effect first, followed by all Counterspell magic, followed by Instant magic, followed by (in Magic Phase 2) all Half-turn magic, one-turn magic, two turn, etc.
  • Within all the Counter effects, magic takes effect in the reverse order in which it was declared, i.e. the last Counter effect declared takes place first.
  • Within every other group, magic take effect in the same order in which it was declared, e.g. the first Instant effect declared this phase, followed by the next, etc.

Example: During Magic Phase 2, Player 1 declared a Counter Block Magic spell and Player 2 declared an Instant Quick Growth ability. Player 1 also has two more magical effects: a Disenchant spell (half-turn casting time) that he started in Magic Phase 1 of this turn (i.e. half-turn casting time) and a Resurrect spell that he started last turn (1 turn casting time). Player 1's Block Magic spell occurs first, canceling Player's 2 magic ability (which would otherwise go next). Then the Disenchant spell takes effect, finally followed by the Resurrect.


Each effect will target only one of the following types of targets:

  • Self: Spell affects the caster/user of ability only.
  • Creature: A single creature, of the player’s army or their opponent’s.
  • Corpse: When a non-undead creature is killed, a creates a corpse is created on the ground in the hex in which they died. This may be targeted by some (mostly Death) spells.
  • Item: An item, currently equipped by a creature or not.
  • Hex: A hex in the playing field.
  • Creatures in hex: All creatures currently occupying a hex.
  • Multi-hex: A hex and all adjacent hexes.
  • Creatures in multi-hex: All creatures currently occupying a hex and all adjacent hexes.
  • Enchantment: When a spell has a duration of “until dispelled,” it creates an enchantment attached to its target. Some spells (such as “dispel magic”) may target this enchantment.

The particular target for a given effect must be declared at the time the casting is begun.


Each spell has a range (in hexes) and the spell is only cast if the target is in range at the time that the casting is complete (if the target is out of range, the magic fails, but the player regains any lost points from their magic pool).

For purposes of determining range, the airspace above a hex is considered 1 hex away from the ground hex below it.

Example: a Fireball spell has a range of 2. A wizard could cast it into the airspace of a hex adjacent to the Wizard.

For magical effects targeting Walls, both hexes must be within range for the spell to work.


Each magical effect has one of the following durations:

  • Continuous: This applies only to magical abilities, not spells, and only to those that are "always on".

Example: A Protection from Magic amulet renders its bearer immune to direct targeting by magic spells. It has a duration of Continuous.

  • Instantaneous: Has an immediate effect. These spells may be countered but may not be “dispelled,” since their effects are non-magical once the spell occurs. All other durations are subject to dispelling, such as by an item or a spell.

Example: A Cripple spell reduces the Move of the target creature by 1. It has a duration of "Instantaneous" - once it goes off, there is no way to undo the spell and restore the target's move.

  • 1 phase: Lasts until the end of the phase after which the effect is triggered. 1-phase spells taking effect in Magic Phase 1 last until the end of the Movement phase; those taking effect in Magic Phase 2 last until the end of the Combat phase.

Example: A Free Movement spells allows its target to cross any terrain. If cast in Magic Phase 1, it would allow the target to move freely during that time.

Example: A Bless spell gives its target +2 Power. If cast in Magic Phase 2, it would effect the player's combat that turn, but not any subsequent turns.

  • Until dispelled: Magical effects with a duration of “until dispelled” are permanent until dispelled.

Example: A Slow spell reduces the Move of the target creature by 1. It has a duration of "Until dispelled" - after it takes effect, a Dispel Magic spell could restore the target's move to normal.

  • Instantaneous, repeating: Effects with this duration cause an immediate effect, followed by the same effect in every future Magic Phase 2 of the player in whose turn the spell first took effect (i.e. either the player's or the opponent's turns, but not both). If the enchantment is dispelled, the spell causes no further effect, but any effects that have already taken place are not reversed.

Example: A Sickness spell reduces the Power of its target by 1 with a duration of "Instantaneous, repeating." A player casts on his opponent's giant during his opponent's turn. It immediately reduces the giant's Power from 5 to 4. During the player's turn the giant's Power does not decrease, but in Magic Phase 2 of the opponent's next turn it drops to 3, etc. Dispelling the magic would cause the giant's Power to stop decreasing, but would not restore the Power already lost.

Sequence of Play

The sequence of play for the Advanced Game is as follows:

  • Terrain Change - as in Basic Game
  • Equip and Mount - Player may drop or equip any items, mount or dismount any creatures.
  • Magic Phase 1
    • Declaration of magic (all casting times for player, instants and counters for opponent)
    • Magic effects (instants and counters only)
  • Movement - for flying creatures, all takeoff occurs at beginning of movement, all landing at end.
  • Magic Phase 2
    • Declaration of magic (instants and counters only)
    • Magic effects (all casting times for player, instants and counters for opponent)
  • Combat - as in Basic Game
  • Retreat - as in Basic Game
  • Equip and Mount - Player may drop or equip any items, mount or dismount any creatures.
  • Winning - as in Basic Game

Creating Armies

In the Advanced Game, each item and creature has a cost. Before the game begins, each player has a certain number of points to spend on "buying" his army. Any points not spent on items and creatures becomes the player's Magic Pool, which may be spent to cast spells as per the rules above.

Players may agree to give one player a handicap by allowing him fewer points to spend.