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ALAMAZE 3 rd Cycle: The Choosing New Rules and Abilities Supplement Updated 11/20/2015 We are pleased to present The Choosing, the initial scenario in the brand new Alamaze 3 rd Cycle, carrying the Alamaze franchise into the beginning of its fourth decade of providing unique strategy gaming entertainment set in the fantastic world of Alamaze. We hope you get great enjoyment from the emergence of this special release which sees new advances in game play, the user interface and overall player experience. The Rules for Alamaze 2 nd Cycle (The General Rules and The Commands) remain in place except where superseded by the Rules in this document. Kingdoms: The Kingdoms and how they are defined through Traits and Abilities are the main crucible* of The Choosing. There are 24 possible kingdoms of which 12 are active in any one full game. (There are no 15 kingdom games in this scenario.) 12 new kingdoms are introduced to Alamaze in this scenario, while many “veteran” kingdoms play quite differently in their new starting zones. Game setup protocol has 12 positions structured within possible kingdom pairs, of which one of each pair is chosen by a player in any game. So for example, each game will have either the High Elves or the Druid, but not both. While a 15 kingdom 2 nd Cycle of Steel game had a single fixed kingdom roster, there are 4096 (2 12 ) different potential kingdom combinations in The Choosing. We hope players will challenge themselves to experience all 24 kingdoms in The Choosing, and if the designer is successful, they will be equally attractive, though for different reasons and requiring different strategies. Zone 1: High Elves or Druid Zone 2: Cimmerians or Necromancer Zone 3: Dwarves or Warlock Zone 4: Sorcerer or Amazon Zone 5: Black Dragon or Sacred Order Zone 6: Demon Princes or Atlantians Zone 7: Gnomes or Halflings Zone 8: Ranger or Illusionist Zone 9: Lizard Kingdom or Dark Elves Zone 10: Nomads or Ancient Ones Dispersed: Underworld or Pirates

Transcript of ALAMAZE 3rd Cycle - fallofromegame.comfallofromegame.com/alamazeorders/downloads/3rd... · ALAMAZE...

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ALAMAZE 3rd Cycle:

The Choosing

New Rules and Abilities Supplement Updated 11/20/2015 We are pleased to present The Choosing, the initial scenario in the brand new Alamaze 3rd Cycle, carrying the Alamaze franchise into the beginning of its fourth decade of providing unique strategy gaming entertainment set in the fantastic world of Alamaze. We hope you get great enjoyment from the emergence of this special release which sees new advances in game play, the user interface and overall player experience. The Rules for Alamaze 2nd Cycle (The General Rules and The Commands) remain in place except where superseded by the Rules in this document.

Kingdoms: The Kingdoms and how they are defined through Traits and Abilities are the main crucible* of The Choosing. There are 24 possible kingdoms of which 12 are active in any one full game. (There are no 15 kingdom games in this scenario.) 12 new kingdoms are introduced to Alamaze in this scenario, while many “veteran” kingdoms play quite differently in their new starting zones. Game setup protocol has 12 positions structured within possible kingdom pairs, of which one of each pair is chosen by a player in any game. So for example, each game will have either the High Elves or the Druid, but not both. While a 15 kingdom 2nd Cycle of Steel game had a single fixed kingdom roster, there are 4096 (212) different potential kingdom combinations in The Choosing. We hope players will challenge themselves to experience all 24 kingdoms in The Choosing, and if the designer is successful, they will be equally attractive, though for different reasons and requiring different strategies. Zone 1: High Elves or Druid Zone 2: Cimmerians or Necromancer Zone 3: Dwarves or Warlock Zone 4: Sorcerer or Amazon Zone 5: Black Dragon or Sacred Order Zone 6: Demon Princes or Atlantians Zone 7: Gnomes or Halflings Zone 8: Ranger or Illusionist Zone 9: Lizard Kingdom or Dark Elves Zone 10: Nomads or Ancient Ones Dispersed: Underworld or Pirates

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Dispersed: Red Dragon or Tyrant

* Crucible: A place or occasion of severe test or trial. "the crucible of combat"; A place or situation in which different elements interact to produce something new. Kingdom dossiers (setups) are in a separate document. The long names for the new kingdoms and their kingdom abbreviation are shown below:

AM The Proud Matriarchy of the Amazon Warriors AT The Legendary Civilization of the Atlantians CI The Ruthless Cimmerians from the Hinterlands DR The Great Natural Following of the Great Druid HA The Mercantile and Stout Kingdom of the Halflings IL The Illusionist of Limitless Dimensions LI The Ancient Culture of the Dynastic Lizard Kings NE The Necromancer, Granter of Eternal Damnation NO The Nomads of the Desert Storms PI The Pirates of Avalon and Beyond SA The Holy Alliance of the Sacred Order of Knights TY The Domination Wrought by The Tyrant of Gor

Kingdom Traits Kingdom Traits are in three main categories:

• Terrain Adeptness, which determines movement rates, masking, and combat adjustments; • Magical Prowess, which determines starting spellcasters, research cost, assured power limit, and

highly correlated with available spell lists per power level; • Cultural Traits, which are quite varied and may affect all aspects of a campaign not covered by

Terrain Adeptness or Magical Prowess. Terrain Adeptness: Movement Cost:

Plains Forest Mountains Swamp Desert Sea Flight 2.5 2.5 3.5 2.5 2.5 2.5

Supremacy 3 4 5 4 4 3 Mastery 3.5 5 6 5 5 3.5

Advantage 4 6 7 6 6 4 Standard 5 7 8 7 7 5

Disadvantage 5.5 8 9 8 8 5.5 Adversity 6 9 10 9 9 6

Supremacy: Greater masking, +30% in terrain, Evasion in terrain.

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Mastery: Greater masking, +20% in terrain. Advantage: +10% in terrain, Lesser masking. Standard: No adjustment. Disadvantage: -10% in terrain. Adversity: -20% in terrain. Note: Flight applies only to the movement points, and Flight gives a 20% bonus vs. PC’s. Note: Mastery at sea provides the movement bonus only. Other bonuses are likely provided by Sea Faring and perhaps other traits. Magical Prowess: Assured Power Research $ P4 P3 P2 P1 A Supremacy 9 7000 1 2 2 2 Mastery 7 8000 1 1 2 2 Advantaged 6 9000 2 1 2 Standard 5 10,000 1 2 1 Substandard 4 11,000 2 2 Disadvantaged 3 12,000 2 1 Non-magical 2 13,000 1 1 Note: A kingdom has a 50% chance of exceeding is Assured Power by one level. If it attains that, it has a 25% of achieving a second level above the kingdom assured power. It has a 12.5% chance of gaining a third power level above its assured power. Cultural Traits: Most known characteristics of kingdoms are captured by traits, but not those unique abilities of a single kingdom, like what Demon Princes can do. Those are called Special Abilities and are shown on that kingdom’s dossier. Acuity: Groups are never surprised, treat as entrenched. Agents have -10 points from capture chance. Political emissaries get +5 to their die rolls on good day / bad day. Characters who are prisoners from this kingdom get 15 points added to their chance of escape. Adventurers: +10 points in Unusual Sighting encounters. Does not require a wizard capable of Light of the Evening Star or Bridge of Mist where normally required. +10 points to leadership promotion and -10% to leader and wizard death in unusual encounters. +10 points to Rescue and Escape attempts. The warriors are worth +5 in Unusual Sighting Encounters. Archers: Kingdoms with the Archers trait get 50% of missile value at long range in the forest (normally 0%) and 100% at short range missile (normally 50%) in the forest. They get 75% long range missile fire in the mountains (normally 50%), also 75% in short range missile fire. They provide excellent rear-guard action, so their kingdom suffers only 50% of normal casualties in retreat (cumulative with other traits). Charismatic Ruler: +1 Influence. This is a kingdom customization option.

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Cunning: +15% bonus to Incite Rebellion (#320) and Stir Unrest (#315). +3 levels to max agent training. Agent training -1000 gold.

Devout: HP does not cost Influence. HP only gets Exhausted 25% of time (normally 50%). Declared enemies get -3 morale in controlled regions if they are Suspicious or -5 morale if Hostile per turn the group is in the region. Cost of Attract Maiden and Test for the Gift is 50% of normal and no influence cost. Cost of building a temple is 50%. Success in the Test for the Gift is +15 points. Cost of using the High Priestess to divine is 50%. They gain the Lesser Angel and Avenging Angel spells. Devout kingdoms have -2 to maximum trainable agent level and +1000 to magic research cost. They have only two skeletons in the closet - one major and one minor skeleton. Feudal. The kingdom has a more developed societal and noble system that provides it with additional members of its noble court and additional influence. The kingdom begins with an additional Baron, Ambassador, and +1 Influence. Flight: Great movement abilities, +20% attack value vs. PC’s. Recon own group area as L1. All brigades in a group must have flight to enable the group to have the Flight benefits. Flying groups are immune to Earthquake. Patrols have 32 movement points. Intercept range is +2. (Base is 3 so Flight intercept is 5).

Foreknowledge – some kingdoms will have the short name or general location (region) of one or more specific artifacts.

Forethought: 2 additional Standing orders allowed at onset, +1 per region controlled over standard. +3 (instead of 2) orders allowed over Influence. Healing: Some kingdoms have the ability to reduce attrition to their groups. 3% attrition is eliminated automatically at the end of the turn to each kingdom-named brigade, e.g. Elves and additionally the kingdom may issue a special order to a group to further reduce attrition by kingdom brigades a further 5%. Leaders and Wizards that have a result of killed in battle get a “saving throw” which gives a 20% chance of surviving their wounds instead of being killed. Heroic. Kingdom starts with an additional leader who is a Marshal, its leaders always advance in rank in Unusual Encounters when they don’t issue the most cautious tactic (currently “1”), and advance at a +10 point chance in all battles until reaching Marshal rank, then as normal (no bonus) for advancement. Odds of Rescue and Kidnapping success are increased 15 points and the chance of capture reduced 15 points for its agents and fanatics. Industrious: +10% food and gold production and defensive value of all controlled PC’s. Increasing production or defenses costs 2000 less gold per issuance. Magic Resistances (33% failure when targeted) and Magic Immunities (auto failure when targeted). Kingdoms may have one or more of these Resistance Traits:

• Resistant to Sleep • Immune to Sleep • Resistant to Death Magic • Immune to Death Magic • Resistant to Battle Magic

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• Susceptible to battle magic (+33% damage from battle magic) Military Tradition: Adds a Marshal to the 1st Group and a General to the 2nd Group. Leaders promote at +10 points, emerge at +10 points, and have 10 points better survivability. Brigades advance in experience at 10 points greater than others from battle experience. Warriors are worth +3 in Unusual Encounters. Order: +2 to starting Influence. Controlled PC’s have 10 points intrinsic counter espionage in addition to any agent counter espionage, and intrinsic 3 points Maintain Status Quo (so about like a Baron maintaining status quo in a Tolerant region’s PC). Research cost and Agent Training +1000 per level (i.e., a penalty due to the imposition of maintaining order). Oratory: +15% to Maintain Status Quo (#310) and Usurp Control (#330). +1 to starting Influence. Riders: Patrols get 32 movement points. Cavalry values for these kingdoms are higher. +1 to emissary and agent range. Groups with brigades get +2 movement points, so 22 for normal movement and 27 for forced march. Intercept range is +1 (so with kingdom base 3, Riders get 4 for intercept range). Ruthless: Cause Fear (-10% to morale of groups or 10% to PC defense). +4 points intrinsic status quo to controlled PC’s. +10 points to Threaten. Seafaring: +3 to starting quality, -2k gold to fleet construction. Interdict at 80%, own patrols interdicted only 50% of normal (so if normally patrols are interdicted 30% of the time, Seafaring nations would have theirs interdicted 15% of the time). Sea Patrol Interdiction is the entire sea as in 2nd Cycle. They begin with an additional fleet in each sea where they have a fleet. Secretive. The kingdom begins with a hidden capital (Glyph of Concealment) and an additional L4 agent. Siege Engineering: Bonus to laying siege: a town can be sieged in two turns (instead of 3). Enemy emissaries have a 20% lower chance of escaping during the 2nd or 3rd turn of a siege, and a 40% greater chance of being captured when the siege is completed. Declared enemy emissaries attempting to relocate from a population center under siege will undergo a 30% chance of capture (potentially modified by traits). Upon the successful completion of a siege all non-allied emissaries located within will undergo a 50% chance of capture. For kingdoms with Siege Engineering, the chances are 50% while under siege, and 70% upon successful completion. Towns and cities attacked (#150 or derivative orders like #170) by a kingdom with Siege Engineering have 10% subtracted from their defense. Any war machines they possess will give +15% to base in attacks. Spy Network. The kingdom has gone to lengths to establish a network of agents. It begins with an additional Level 6 and Level 3 agent at the capital. The cost for the kingdom’s agent training is reduced by 20%. Stalwart: Immune to Fear and Chaos. 25% reduction to harmful magic (4000 magic damage would become 3000). +15 points leader promotion and emergence, -15 points leader and wizard death (improved survivability to combat damage and kill leader / kill wizard).

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Trackers: Provides an intrinsic (no order required) L4 Recon of each active group area. Detects groups in Ambush, but not invisible groups. Trick of the Trade. Gets 25% more in a trade with another kingdom that does not possess the same trait (Trick of the Trade). than the indicated amount (this does not come from the other player’s treasury). Agents have -25% to being captured (So a 20% chance of capture becomes 15%). Sea movement -25% less likely to be interdicted.

_________________________ Special Character Abilities. Are not covered by traits. At this point, likely just the abilities of the Ancient Ones Consuls and the Demon Princes such as Gaiting: Special characters such as Demon Princes can enter a PC without being blocked by foreign groups. There may be artifacts which provide this ability. Special Kingdom Abilities. These are typically advantages a kingdom gets without possessing an entire trait. For example, The Sacred Order can use the flanking tactic without possessing the Riders trait. Additionally, they may have an ability that is not covered by a trait, such as the Necromancer being able to transmute the Companion brigade type called The Damned to a Zombie brigade. Turn 1 Kingdom Customization: Each kingdom may customize their position, but only on Turn #1, by issuing Order #11. Details shown in the New Orders section of this document, below. _______________________ Military Changes:

• Groups can hold up to 10 brigade types. • Brigades can be of four experience levels: Green, Regular, Veteran, and Elite. Elven Elite and

Elven Veteran are two brigade types, for example. • Kingdoms will have a variable number of groups available, from 4 to 6. Generally, dispersed

kingdoms will have 5 groups available, and The Tyrant has 6 groups. • The generic “Recruits” and “Veterans” will be replaced by several new recruitable brigade types

which vary by region: Northmen, Huns, Zamorans, and Westmen. • New 565 model and brigade types. 24 “Companion” brigades that have terrain, leadership, and

kingdom brigade requirements in order to retain their services. • Some kingdoms have special tactics available and advantages in the summer or winter. Tactics

include Flanking, Barrage, Winter Attack, Summer Attack, Night Attack, and Fight to the Last. • Changes to Intercept, generally default intercept range is 3 and becomes 4 with the Rider trait

or 5 with the Flight trait. • Changes to battle phases. Charge replaces Cavalry phases, and there are long and short range

missile phases. • Changes to all brigade defense values, and to brigade strength per phase. • Starting kingdom brigades might be about 1 fewer, and turn 5 reinforcements about 1 higher. • Evasion is limited for those kingdoms that enjoy the ability (i.e., with supremacy in a particular

terrain), to groups below army sized (so up to 5 brigades).

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• 565’s (Companions) cannot be done before turn 4, cannot recruit more than 3 per group per turn subject to overall limit of the Companion type, and must be in the wild – not in an area with a PC or sanctuary, along with other terrain and kingdom requirements.

Can Hire Adepts or Centurions. With group at capital and available slot. Centurions cost 10k and 0.1 Influence. Adepts cost 20k and 0.5 Influence. Neither can be hired before turn 10, cost 0.5 influence. Either can only be hired beginning on Turn 10 (not on turns 1 through 9). Adepts may only be hired if the kingdom has no more than 4 wizards including adepts. Each brigade type now has its own morale/attrition values so keep that in mind if you are going to train or transfer troops. Morale/attrition gain/loss from battle is rolled separately for each brigade type to represent how well/badly the battle went (within parameters of the battle). The overall group morale is checked for stuff like morale level to allow force march. Attrition in combat is assigned to brigades inversely to its toughness. Note: starting (turn 0) brigades and reinforcements have regular training level, newly recruited troops are green, 565 companion and magically summoned troops are regular, and ESO awarded brigades are regular. Advancement of brigade training level is not automatic and becomes more difficult at the higher level. If your group doesn't have an open slot for the higher training level, the brigade will stay at its current level and not advance.

Healing and Regeneration formula affects the kingdom brigades of the kingdom with Healing, as well as a few Companion brigade types, Such as Trolls, but not brigades of other types. New Leader Titles: 5 Centurion 6 Captain 7 Captain Major 10 General 11 Major General 12 Commander 15 Marshal 16 Grand Marshal 17 Lord

Commander 25 Warlord Default Leadership. Before any modifications like for Military Tradition or Heroism:

• Major General (1st Group, starts at capital) • General (2nd Group, starts at 2nd town) • Captain Major (3rd group, at 1st village) • Captain (1st group) • Centurion (2nd group)

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Special abilities of non-kingdom brigade types defined. All Companions, Recruited Brigades and Summoned brigades have a special ability. See Excel file Brigade Abilities. Smaller initial military. Start with -1 beginning kingdom brigade and +1 to reinforcements. 3rd Cycle Tactics Attacking a kingdom-controlled population center. 2nd Cycle: In order to attack the PC, your group may not have retreated or taken a defensive stance (Order #120 or #121) in group combat earlier in the turn. In 3rd Cycle, your group must “drive-off”, i.e., force to retreat by attacking, any defending groups of the kingdom controlling the PC, as well as your attacking force not having retreated in any group battle. In order to attack a PC at sea, your navy must not have withdrawn from naval combat. FLANKING. Group vs. group attack that requires the Riders trait, a Marshal or better (Marshal+) in the group, can only be done in plains or desert. Cannot be used against another kingdom with the Riders Trait (reverts to Standard Battle Plan). Cannot be used against an enemy group with a Warlord who is healthy (not stunned). Charge phase for flanking force is at 200%. Enemy losses in retreat are x3. Changes enemy Organized Withdrawal to Stand and Defend. Use Tactic 4. Own group retreat percentage is as Standard Battle Plan. If Flanking group retreats, its own losses in retreat are 2x

NIGHT ATTACK. Group vs. group attack available to Necromancer, Cimmerian, Warlock and Tyrant. Requires a Marshal+, 2 or more veteran+ kingdom brigades, cannot be done in summer. Causes Fear (-10% morale for enemy in battle), enemy missile phases are at -75%, own missile phases are -33%, enemy leadership values reduced 33%, enemy retreat losses are x2, enemy characters have +10 points to death chance from battle. Use Tactic 5. Order #110, Tactic 5. Retreat as tactic 2 SUMMER / WINTER ATTACK. Group vs. group attack ability. Group must attack (not defend). Summer attack is available to Nomad or Amazons in summer. Winter available to Cimmerians or Necromancer in winter. Only in regions effected by the season, so Summer in summer in regions 7-10, winter attack in winter in regions 1-6. Happens automatically if kingdom, region and season qualifies – no special tactic. Kingdom using an attacking tactic (not defense) with the advantage gets +20% to both attack and defense values and causes Fear (-10% morale for battle) to enemy if kingdom attacks at 2+. Can stack with Flanking or Night Attack. BARRAGE: Can be used either against PC’s or groups. Requires Siege Engineering trait, Marshal+, a veteran+ war machine brigade. Attacker with Barrage gets 200% long range missile, +150% short range missile. Retreat is like standard battle plan. Use Tactic 6.

FIGHT TO THE LAST: Defensive group vs. group tactic. Requires Stalwart, no Green Brigades, at least two Veteran Kingdom brigades, and a Marshal. Use Tactic 7. Is a defensive tactic (does not initiate combat), Provides an additional +15% to defense over normal defensive bonus, and retreat becomes 90%.

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Naval Changes: Trade Mission. Fleets can be sent on a Trade Mission to trade local luxuries and bring in 1000 gold per fleet for the mission, per turn used – new order number #711. The Trade Mission must begin with a controlled coastal or sea area PC, and name 5 contiguous (and unique) sea areas. It can be interdicted by a Sea Patrol in those areas.

Sea Patrol has a finite range within the sea. The default is 8 contiguous areas (seas average about 27 areas). A Sea Patrol would have the chance to interdict any group that has sea movement through any of those areas. Two kingdoms both on sea patrol involving any same area have a 90% chance of engaging in a sea battle. Some kingdoms may have a different range for sea patrol.

Elite Ship. A kingdom may construct one elite, custom cutter (ship) to transport its patrols in that sea. The ship is of advanced technology and so, expensive. Such equipped patrols will not be interdicted by sea patrol. They evade combat if their turn is ended in the same area as an attacking navy, if they issue the order to Evade. The elite ship can be sabotaged, however, in which case its protections cease (and it is destroyed) until a replacement elite ship in that sea is built. Costs 6k, one per sea max per kingdom. Players are asked to name their elite ship when constructing it. Order #749. Column A: Sea Abbreviation (D, F, M or T) Column B: Name the ship (up to 20 characters) Column C: Location of kingdom owned PC within 1 area of Sea square Column D: Area adjacent to PC in Col B that is in the Sea in Col A Resource Cost: 6000 gold Political and Emissary Changes No Natural Enemies. Starting Influence is 11 for all kingdoms unless altered by traits. #315 Stir Unrest. This is the opposite of Maintain Status Quo: the noble is attempting to prepare the populace to overthrow the current authority. Actually causing that to happen requires an Incite Rebellion or Usurp Control order by another noble, this order makes those tasks easier. The noble provides his Power to Stir Unrest, i.e., to make the PC more susceptible to Incite Rebellion or Usurp Control. Like Maintain Status Quo, the noble’s Power is divided by his King’s RR in the region. So a Baron of a King with 12 Influence and RR of Tolerant (2) in the region of the PC would provide 6 / 2 =3 points of Power toward Stir Unrest in the PC in which he is based. More than one noble can contribute his power to Stir Unrest – all such efforts are cumulative. Column A – The first two letters of the emissary’s name to perform Stir Unrest Resource Cost – Per that of the rank of the emissary performing the mission

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Secret Victory Conditions award 3000 status points and Valhalla recognition, but do not end the campaign. The order to claim the Secret Victory (#995) may be issued at any time during the game – there is no longer a restriction to not claim Secret Victory before turn 20. High Priestess. Weary and Exhausted health status instead of death through divination, refinements to divinations and artifact classes, possible levels to HP and possibly requiring a temple built in PC to hire or divine. Captured HP’s become active of the capturing kingdom. The #790 (Divine short name) order will be modified to provide more precision. High Priestess no longer die from divinations but now has a health status: GOOD: May perform any action (becomes WEARY as a result of any action, including Relocate) WEARY: If no action taken then becomes GOOD the following turn. If action was taken then there is a chance (50% barring a trait such as Devout) of becoming EXHAUSTED. EXHAUSTED: no action may be performed, health becomes WEARY the following turn (end of turn). The Sequence of Events to Establish a High Priestess: First turn in sequence; Build a temple at a kingdom-controlled city or town with order #611 (below). Second turn in sequence; Hire a Noble Maiden via Order #510 (below). Third turn; Test for the Gift #509 (below). Fool. Envoys have been eliminated and the new title of Fool replaces it. A kingdom that loses a Fool loses 0.3 Influence. Captured or kidnapped Fools switch to the kingdom capturing the Fool and provide +0.3 influence. Fools cannot relocate, must always be at capital, and can undertake only one order, the new order #483: Entertain Royal Court. For 3000 gold, the Fool (through his acclaim as a performer and lifting the spirits of the Ruler) has a 25% chance of raising Influence by 0.3, a 50% chance of raising Influence by 0.2, a 75% chance of raising it 0.1. There remains a 25% there is no benefit from the order. Fools cannot be titled. Fools cannot be bribed and they may not be used to reveal a skeleton of another kingdom. They may not assume succession as regent No starting Prince. Gaining a Prince is an ESO reward. Succession. When a Ruler is killed or captured, the succession that in 2nd Cycle happens immediately if in the conquest of a capital, where the highest noble is relocated to the capital, in 3rd Cycle waits in abeyance until the end of king orders, so the program order (not a player order, like kingdom production, etc.). If a Prince or Princess succeeds, the kingdom’s influence loss is only 1.0 point. If a Duke succeeds, the loss is 3.0 but not below 9.0, if Count, the loss is 4.0 but not before 9.0, if Baron, 5.0 but not below 9.0, Governor, 6.0 but not below 9.0. Some starting capitals have a Glyph of Concealment – those with the Secrecy trait. Glyph’s are permanent with the PC: they cannot be moved or stolen: they are permanent and cannot be dispelled. Glyphs are permanent possessions of a PC acts as a continuous boon for an area: Glyph of Protection is a potential customization choice on turn 1 and adds +7000 to the capital’s defense, and also provides intrinsic counter-espionage as an L3 agent. Default Range for Agents and Emissaries is 8. There can be kingdom traits that alter this and potentially artifacts for an individual emissary that can alter the default range.

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A kingdom may have a maximum of two declared enemies. If two are already declared, one must be declared neutral in order to declare a new enemy. Declaring an enemy costs 0.3 Influence. Default Political Emissaries. At setup, before any trait modifications like Feudal or Dynasty or kingdom specials (like Consuls and DE Princes), this is the default court:

• Ruler (by kingdom name and gender) • Duke (at capital) • Count (at capital) • Provincial Governor (at 2nd town) • Provincial Governor (at capital region’s village) • Ambassador (at 2nd village) • Fool (always only at a capital)

Smaller starting noble court. It’s expected most kingdoms will not start with a Baron or a Count as they did in 2nd Cycle. Humans have a controlled town and village in each region. The Humans have a slightly larger presence, making taking the region a bit harder and fewer neutral PC’s might raise the banner on the region being controlled without action against the human PC’s. Agent and Covert Actions Agent Team Survival. An agent team above level 6 loses 4-6 levels instead of being wiped out entirely, except for the most dangerous missions such as assassinating/kidnapping a king/queen/regent/consul/demon prince/prince, assassinating a warlord/pwr5+, or stealing an artifact of above FINE level. Default Agent Team. Before modification for traits and kingdom specials, this is the default agent roster:

• L3 (at capital) • L2 (at capital) • L2 (at 2nd town) • F2 (at capital) • L1 (at 2nd village)

Base success chance for all agent actions is reduced by 10 points (including recon) and the chance of capture is reduced by 10 points for all missions. Advanced Recon (Order #979) requires L7 agent and performs all functions of orders 976 – 978 in four contiguous areas as an L1 agent. #920 Counter-Espionage in 3rd Cycle – is revised favorably. See below in Changes to Orders.

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All agent/fanatic missions has 10 points less chance of succeeding (including recon), but also 10 points less chance of being captured. Fanatics now have only a 10 point increase in the chance of being captured (instead of 20 points as in 2nd Cycle), while retaining their 10 point chance increase in completing the mission. Because of the requirements of patrolling the whole PC and stopping all sorts of trouble, the range for Counter-Espionage is 3 areas. CE by an agent at the PC location itself give +10 points. Most agent missions have a range of 8 in 3rd Cycle. The Guard Mission (#925) is still required to protect emissaries in non-controlled PC’s. Otherwise, Counter Espionage should be the choice in controlled assets. Magic Changes: There are now 24 new spells. There are some changes to 2nd Level Spells, as well. Range for some/many spells that had none, including Sleep and Ward – Range 10. Intrinsic Magic Abilities – similar to Presence, these do not have to be cast as the sole spell, but are abilities at different levels. Presently these are for the spells required to engage in Excellent and superior unusual sightings for kingdoms that do not have the Adventurer trait.

Magically summoned troops are limited to the total number of brigades in group and does NOT consider training level so if a group had 5 Ghoul Elites, the wizard will NOT be permitted to summon a new ghoul brigade into the group.

New Spells. #87 Destroy Undead – 1 brigade per power level above P2 targeting skeletons first, then Zombies, then Ghouls. Only a few kingdoms have this spell. The spell occurs before combat, the wizard’s group must have combat with the target group, although the spell results are put in effect before the combat begins. #89 Wind Storm – Disrupts missile phases in that enemy long range archery is reduced 50%, friendly 25%, short range missile is reduced 25% for enemy, and 10% for friendly. Generally a P2 or P3 spell for several kingdoms. #90 Flash Flood – Reduces Charge phase for both sides by 75%. Not possible in mountains or desert. #93 Instant Summon Phantoms - A pre-group battle spell where 1 phantom brigade appears per 2 levels of wizard power for the duration of turn or when killed in battle. (Not permanent – all Phantom brigades destroyed at end of turn. #97 Crack the Sky – High level spell that does Fear, Chaos and Lightning Strike (The standard fear and chaos restrictions regarding stalwart/warlords preventing chaos or undead troops preventing a portion of the fear effect if in a mixed group apply.)

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#112 Raise Zombies. A battle spell that happens after the battle, creating a zombie brigade for each destroyed enemy brigade if the caster’s group does not already have more than 5 Zombie brigades, and any new Zombie brigades created by this spell cannot bring the group total over 5 Zombie brigades. #132 Light of the Evening Star – Needed to overcome obstacles in Excellent Class unusual sightings for kingdoms without the Adventurer trait. Generally a P1 or P2 with being intrinsic (no spell required) at P2 or P3. If spell is cast, rather than the intrinsic ability, the wizard is at risk, but provides no benefit in any ensuing Unusual Encounter combat. #133 Bridge of Mist - Needed to overcome obstacles in Superior Class unusual sightings for kingdoms without the Adventurer trait. Generally a P2 or P3 with being intrinsic (no spell required) at P3 or P4. #138 Mirror Image – This is a spell available for Unusual Encounters that provides the full wizard power as in Spell 139, but at 1/3 the normal chance of death for using 139. #211 Dire Wolf Familiar – Provides counter espionage to the group as an L4 agent. Provides recon on the group location as an L4 agent. #349 Conceal Emissary – Emissary is not detected by PC on relocation or by Agent Recon below L7. The emissary’s starting location must be no more than 3 areas from the casting wizard. #659 Summon Kraken – Is a high percentage sea patrol interdiction to non-allied fleets in an 8 contiguous sea area that does 30 points of damage – so 5 fleets at quality 12 with a General (+10%) interdicted by a Kraken would suffer 45% losses. Elite Ships are not susceptible. All the sea areas used (up to 8) must be within 8 areas of the caster. Not widely available – an Atlantian and Pirate specialty, possibly also Cimmerian at higher levels, maybe a couple wizard kingdoms. #860 Summon Minotaurs - Summoning spell allowed only in forest or mountains. Creates a brigade of Minotaurs. #864 Summon Specters – can fly (Move as Flight), if all brigades in the group can fly, the group has Flight with all the benefits of the Flight trait. Up to 5 brigades of Specters per group. #865 Summon Rock Golems – Summoning spell allowed only in mountains. Creates a brigade of Rock Golems. #871 Transform to Lich – like Wraith Form, but generally at P7 (Witchlord) to P9, changes wizard to P7 Liche. Can only be killed by assassination with the agent equipped with a magical weapon or be killed by a kill leader/wizard spell. #875 Sacrifice – A spell to sacrifice a general to make another general in the group a Marshal. Can sacrifice a Marshal to make another Marshal in group a Warlord. Must name the leaders (by name not rank) to be both sacrificed and elevated. So the group needs either two Generals or two Marshals in it, one is sacrificed, the other elevated. At either rank, it can be any of the three rankings within, for example, can be General, Major General or Commander.

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#877 Transform to Nazgul. Spell to convert a Grand Marshal I or higher leader into a Nazgul leader one rank lower. Like Wraith for leaders: cannot be killed except by magic weapon or Kill Leader spell, but cannot advance in rank. A Warlord becomes a Nazgul Lord Commander, a Lord Commander becomes a Nazgul Grand Marshal, a Grand Marshal to a Nazgul Marshal. #882 Project Image of Group – An imaginary group shows up on foreign intel in range 3 from the casting wizard. Requires an inactive kingdom group which shows up as the projected group and as masked on intel but is removed at the end of the turn (after intel results). The inactive group utilized in this way is not available for other commands such as receiving transfers in. #887 Eagle Familiar – Range 10 and Recon or Advanced Recon (4 contiguous areas) as L7. The wizard casting Eagle Familiar can choose to either Recon one area up to 10 areas away as an L7 agent, therefore detecting masked groups and ambushing groups in the single area. Or the wizard can direct the Eagle to do an Advanced Recon, where four contiguous areas, all within a 10 area range of the wizard’s group, revealing population centers, groups, and unusual sightings that are not hidden, as an L1 agent #933 Imp Familiar – Can carry out Assassination as an L7 agent. Range 8. Not detected as to kingdom if unsuccessful. #966 True Seeing – Allows the wizard’s group to see everything in his group’s area as it is: invisible groups, hidden capitals, masked groups, illusionary groups, concealed emissaries will all be seen plainly and accurately.

Revisions to 2nd Cycle Spells:

Spells 96, 99, and 155 each require the spellcaster’s group to have at least one brigade or they fizzle.

#107 Fear – 5% loss of morale in the battle or to PC defense per level of the spellcaster up to a max of 25%. Ineffective against kingdoms with Stalwart and potentially other traits as well as against Undead – reduce effect by the percentage of undead in the group.

#155 Meteor Strike PC - The three “Destroy” spells become one spell: “Meteor Strike PC”. The target PC must be in the same area as the wizard’s group. The spell permanently reduces the PC defense by a base of 4000 plus 2000 per wizard power level over power 5. So a power 7 wizard would inflict 8000 damage directly against the PC defense. If a PC’s defense is reduced to 0, the PC is destroyed, eliminated from the game, with each emissary located there having a 50% of being killed, or else relocating to their capital. Eliminate spells 156 and 157 that have been incorporated into #155.

#301 Ward and #305 Sleep have a range of 10.

#660 Storm at Sea – A spell that cancels sea movement in the 8 contiguous areas identified all within 8 of the Spellcaster. If a group using sea movement would have entered an area under Storm at Sea, it does not move at all and remains at its starting location. Does not stop a patrol with an Elite Ship from moving at sea. Has no effect on Dragon or other flying group movement.

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New and Altered Commands

Order #11Columns A-B or A-C as required to expend customization points. Assets are assigned to Capital (C) or 1st Group (G).

Code Customization Subject Points Ability Code Customization Points Ability

G1 Champion Stallions 1

Gives patrol +7 movement points in addition to any other bonuses and +5 to morale of group in possession

G2 Valyrian Steel 1

Gives party +12 points to their group strength value when investigating Unusual Encounters

C1

Cloak of Disguise 1

Gives emissary (political or agent) a 75% reduced chance of detection when relocating, only 25% chance name revealed when rebel or usurp

C2 Red Elk Mount 1

Gives emissary a range of 11 on relocation (political or agent), gives an Agent a range of 10 on his missions

C3 Gold 1

20,000 gold added to treasury per point spent (may be selected more than once)

C4

Mist Talisman 1

Magically hides emissary (political or agent) to be immune to a wizard's Locate Character spell or a High Priestess' Divine Artifact Location divination

G3 Knowledge Totem 1

Provides L4 Recon when in possession of a character or group (not pc)

C5 Expert Administration 1 Adds a Provincial Governor

C6 Scrying Mirror 1

Acts as a Palantir artifact (L1 recon, use Order #972, put the short name in Column "A", area to be viewed in Column "B", no range limit)

C7 Charismatic Ruler 1 +1 Influence

C8 Noble Family Swears Fealty 2 Adds a Baron

C9 Amulet of Protection 2

Provides -50% (40% becomes 20%) to attempts to assassinate or kidnap the emissary in possession & 50% sleep resistance.

C10

Onyx Amulet 2

Gives possessing emissary (political or agent) the ability to Demonic Gate (pass through military groups at pop centers without the possibility of detection) with an 8 area range, use Order #351 rather than #350

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C11 Guardian Talisman 2

Acts as a constant ward spell for the possessing emissary

C12 Glyph of Protection 2

Capital gains +7,000 defense and L3 intrinsic counter-espionage (permanent effect for pop center, does not transfer if capital is relocated)

Order #302 (Bless) This High Priestess ability protects up to two emissaries of any one kingdom up to 8 areas from the black magic of an opposing spellcaster, and helps guard against foul play of the more earthly variety. Spells directed against the warded emissaries will be ineffective, and other attacks (such as an assassination attempt against them will have a 40% diminished chance of working). A bless effectively hides an emissary from a locate spell. The priestess bless effect supersedes a wizard's ward spell (they don't stack) so the target receives the highest protection available (from bless) if both were done on the same emissary. Column A: priestess ID Column B: location of emissaries no more than 8 areas from the priestess Column C: kingdom abbreviation of the emissaries to be blessed Column D: abbreviation of the first emissary to be blessed Column E: leave blank or abbreviation of second emissary to be blessed Resource Cost: 7,000 gold Order #315 (Stir Unrest) This is the opposite of Maintain Status Quo: the noble is attempting to prepare the populace to overthrow the current authority. Actually causing that to happen requires an Incite Rebellion or Usurp Control order by another noble, this order makes those tasks easier. The noble provides his Power to Stir Unrest, i.e., to make the PC more susceptible to Incite Rebellion or Usurp Control. Like Maintain Status Quo, the noble’s Power is divided by his King’s regional reaction in the region. So a Baron of a King with 12 Influence and regional reaction of Tolerant in the region of the PC would provide approximately 3 points of stir unrest in the PC in which he is based. More than one noble can contribute his power to Stir Unrest, all such efforts are cumulative.

Column A: emissary ID

Resource Cost: per that of the rank of the emissary performing the

Order #350: The default range for all agents and emissaries is now 8 areas (was 10 in 2nd Cycle). This value may change depending upon the traits assigned for your kingdom and/or turn 1 customization possibilities. Order #440: A kingdom may have a maximum of 2 declared enemies. If two are already declared, one must be declared neutral in order to declare a new enemy. Declaring an enemy costs 0.3 influence. If not enough influence is available to declare a new enemy, the order will fail. Order #483 (Entertain Royal Court) The Fool (through his acclaim as a performer and lifting the spirits of the Ruler) has a 25% chance of raising Influence by 0.3, a 50% chance of raising Influence by 0.2, a 75% chance of raising it 0.1. There remains a 25% there is no benefit from the order.

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Column A: fool ID Resource Cost: 3000 gold Order #509 (Test for the Gift) The test is not 100% successful though kingdom traits may improve her chances. If successful, the noble maiden becomes a high priestess with full abilities. This is a sole order for the maiden so if she is slept, she cannot perform her test. The new high priestess cannot divine in the turn she becomes a priestess since her sole action is used for The Test. Column A: noble maiden ID Resource Cost: 8,000 gold and 0.2 Order #510 (Hire Emissary) The hire emissary order was changed to reflect that fools replaced envoys and noble maidens replaced high priestesses (use same symbols as before). Attract a noble maiden with order 510 (cost is 6,000 gold and 0.2 influence), must be ordered in a controlled pc with a temple. If no controlled pc has a temple, she cannot be hired. If kidnapped, she joins the kidnapping kingdom. She may be guarded, warded, slept, etc. The only order allowed for a noble maiden is her Test for the Gift (#509). Fools must be located at the capital and can only relocate with a capital relocation. Order #511 (Retain New Centurion or Adept) With a group at the capital and an available slot. Centurions cost 10k and 0.1 Influence. Adepts cost 20k and 0.5 Influence. Neither can be hired before turn 10. Either can only be hired beginning on Turn 10 (not on turns 1 through 9). Adepts may only be hired if the kingdom has no more than 4 wizards including adepts. If the supplied name is not unique across all groups (not just the specified group) then a random name will be generated. It is possible that combat earlier in the turn may create a new leader with the same two initials which will cause the specified name to be replaced with a random one. Hiring a new figure with this order will not prevent ambush nor will it ruin the chances for a successful rest with order 745. Column A: group ID (must be at the capital, may be an inactive group) Column B: (optional) new figure's name of length 4-12 characters, no spaces first two characters, or leave blank and a random name will be generated for you. Order #550 Order 550 (train recruits) was changed to accommodate multiple brigade types that may be trained from Green to Regular. Veteran and Elite status can only be granted through combat performance. New syntax is:

Column A: group ID.

Column B: brigade ID

Column C: "A" to train all green brigades of this brigade type or leave blank to train one brigade.

Cost is the same for each brigade type so it costs 4,000 gold and 3,000 food per brigade trained.

Order #560: Recruit Troops from PC. Was changed to accommodate having multiple troop types, the new syntax is:

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Column A: group ID Column B: brigade ID. Reference your kingdom setup for more info on recruiting from pop centers with this order. Order #565 (Recruit Companions) IDReference your kingdom setup file on what troop types are permitted for your kingdom (as well as their recruit cost and other requirements). Use the brigade ID's listed on the kingdom setup to identify the particular brigade (t's not always the first two characters). Use this order to recruit companions in the specified terrain anywhere on the map excluding PC’s starting on turn 4 at the earliest.565’s (Companions) cannot be recruited done before turn 4, cannot recruit more than 3 per group per turn subject to overall limit of the Companion type, and must be in the wild – not in an area with a PC, along with other terrain and kingdom requirements. Column A: group ID Column B: brigade ID Order #611 Construct Special Building Column A: "T" for Temple, "H" for Hobbit Trading Company (Halflings only) Column B: kingdom-owned city or town (not village or sanctuary) Resource Cost: temple (5,000 food, 10,000 gold), trading company (10,000 food, 15,000 gold) Note: temples are permanent structures and if the pc is conquered, the victor inherits the building.

Orders #699/702/743 Transfer Orders now consider brigade training level:

Column A: sending group ID

Column B: receiving group ID

Column C: brigade ID

Column D: # of brigades

Column E: brigade training ID

Column F: H, L, leader ID

Column G: power-level or wizard ID

Orders #700/741

Column A: sending group ID

Column B: receiving group ID

Column C: 1st brigade ID

Column D: 1st # of brigades

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Column E: 1st brigade training ID

Column F: 2nd brigade ID

Column G: 2nd # of brigades

Column H: 2nd brigade training ID

Order #705 Sea Patrol has a finite range within the sea. The default is 8 contiguous areas (seas average about 27 areas). A Sea Patrol would have the chance to interdict any group that has sea movement through any of those areas. Two kingdoms both on sea patrol involving any same area have a 90% chance of engaging in a sea battle. Some kingdoms may have a different range for sea patrol.

Order #711 Merchant Trade Mission. Fleets can be sent on a Trade Mission to trade local luxuries and bring in 1000 gold per fleet for the mission, per turn used – new order number #711. The Trade Mission must begin with a controlled coastal or sea area PC, and name 5 contiguous (and unique) sea areas. It can be interdicted by a Sea Patrol in those areas.

This trading mission may not be conducted if a kingdom's sea patrol (order #705) is active on the sea. If not interdicted by a foreign sea patrol, the gold awarded from trading goods through this mission will be listed in the "Amounts From Late Sources" of the totals section on the kingdom report. Only one trading mission may be performed on a given sea at a time. If a Storm At Sea spell is active on the sea (by any kingdom), it will prevent all trading missions on that sea. Column A: sea abbreviation (D, F, M, T) Column B: location of kingdom-owned pc within 1 area of a sea square Column C: area adjacent to pc in column B that is in the sea in column A Columns D,E,F,G,H: must be five contiguous (and unique) sea areas from column C (may start with the same value as column C)

Order #749 Construct Elite Ship. Elite Ship. A kingdom may construct one elite, custom cutter (ship) to transport its patrols in that sea. The ship is of advanced technology and so, expensive. Such equipped patrols will not be interdicted by sea patrol. They evade combat if their turn is ended in the same area as an attacking navy, if they issue the order to Evade. The elite ship can be sabotaged, however, in which case its protections cease (and it is destroyed) until a replacement elite ship in that sea is built. Costs 6k, one per sea max per kingdom. Players are asked to name their elite ship when constructing it. Column A: Sea Abbreviation (D, F, M or T) Column B: Name the ship (up to 20 characters) Column C: Location of kingdom owned PC within 1 area of Sea square Column D: Area adjacent to PC in Col B that is in the Sea in Col A Resource Cost: 6000 gold

Order #775 (Summon Lesser Angel) Only a Devout (trait) kingdom’s High Priestess can summon a Lesser Angel. The Lesser Angel appears for only the turn summoned and will visit a PC controlled by her

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kingdom no more than 8 areas from the HP and increase its defense, food, and gold production by 1,000 each. The visitation awes the surrounding population, increasing census by 1,000 as well. Column A: priestess ID Column B: kingdom-controlled pc no more than 8 areas away from the priestess Resource Cost: 7,000 gold Order #790 Divine artifact name has been changed to be narrower within a specific region if desired (so you may pick it up if it were nearby). It is possible nothing will be divined if the restrictions dictate no artifact qualifying to the specs exist. For example, seeking a King artifact in Region 1 in the Wild may well turn up nothing, if there were no King artifact in the wild in Region 1. Column A: priestess ID Column B: leave blank (for random artifact) or artifact type (COVERT, WIZARD, ...etc) Column C: leave blank (to search entire map) or region number (1-10) to only search that region Column D: leave blank (for any artifact) or "W" for wild, "K" for kingdom-owned other than priestess kingdomResource Cost: 7,000 gold #920 Counter Espionage An agent on Counter Espionage attempts to protect the characters (leaders and wizards) and artifacts in a single kingdom controlled group, or all kingdom characters in a controlled population center as well as protecting the PC from theft and sabotage. Further, if the PC with counter-espionage is a coastal or sea area based PC, the counter-espionage also lends its protection to the fleets and any Elite Ship of the kingdom in that sea from sabotage. Collectively, these are significant increases in capability for Counter-Espionage from 2nd Cycle. If a foreign agent attempts to perform a mission in this protected area, his success chance is reduced 5% plus 5% per level of the agent on counter-espionage. (The sum of the agent on counter-espionage is subtracted from the foreign agent's chance of success.) Additionally, the foreign agent has his chance of being caught increased by the same amount: 5% plus 5% per level of the agent on Counter-Espionage. Further, if the agent on counter espionage is based in the PC he is protecting, an additional 10% is added to his counter-espionage efforts. There is risk in this mission: if an agent is able to successfully complete an espionage mission (not recon) in a PC or group despite the efforts in counter-espionage, there is a 20% chance that an agent, and a 30% chance for a Fanatic on Counter-Espionage to be killed during the mission. The chance of a recon by a foreign agent being intercepted is the same – so while an agent reconning a PC with no counter espionage will always succeed in the mission, a PC with counter espionage will reduce the chance by the counter espionage percentage. So with an L2 on counter espionage (20% counter esp), an L1 would have his 100% chance reduced to 80% chance of success, and a 20% chance of being captured. An L5 doing the recon would have a base chance of 120% (100% for L1 plus 4 levels at 5%) – the 20% CE for a net of still 100%. Foreign agents captured by an agent on counter espionage have a 75% chance of revealing their kingdom (normally 50%). Fanatics will never reveal their kingdom if captured. If a PC with active counter-espionage is successfully reconned, the agent report will reveal that there was active counter-espionage there and the name of the agent team conducting it.

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The chance of detecting an emissary relocating to the PC is increased by the counter espionage percentage. Counter espionage from the previous turn effects the following turn up through order #399 of the following turn. Order #935Changed the syntax of the agent sabotage sea-power to allow for specifically targeting the elite ship instead of the general fleet.Column A: agent IDColumn B: kingdom IDColumn C: sea abbreviation (D, F, M or T)Column D: "E" to target elite ship or leave blank to target general fleet

Order #979 – Advanced Recon. An agent of L7 or greater can produce reconnaissance produced by orders 976, 977, and 978 but at an L1 level, meaning this order will not reveal hidden groups, hidden PC’s or hidden Unusual Sightings.

Appendix: Brigade Ratings and Special Abilities

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Alamaze: The Choosing Brigade Ratings

TYPE ABB Defense LR Missile SR Missile Charge Value 1st Melee 2nd Melee Combined Storm PhaseMammoths MA Excellent Good Above Average Excellent Good Above Average Good Good

Phoenix PH Excellent Average Above Average Very Good Above Average Good Good GoodSaurus SU Above Average Very Poor Above Average Very Good Above Average Good Above Average Good

Hill Giants HI Very Good Good Above Average Good Good Very Good Good Very GoodRohirrim RO Above Average Above Average Average Good Above Average Average Above Average Above AverageWyvern WY Above Average Average Average Good Above Average Above Average Above Average Above AverageTrolls TR Very Good Below Average Average Above Average Good Very Good Good Very Good

Wildlings WL Average Below Average Average Above Average Above Average Good Above Average Above AverageApes AP Average Very Poor Below Average Above Average Above Average Above Average Above Average AverageOgres OG Above Average Below Average Average Above Average Good Good Above Average Above Average

Centaurs CE Above Average Good Above Average Above Average Average Average Average AverageOrcs OR Average Average Above Average Average Above Average Above Average Above Average Average

Warg Riders WR Above Average Average Above Average Above Average Above Average Average Average AverageScorpions SC Good Very Poor Average Average Good Good Above Average Above AverageGreat Bats GR Average Very Poor Below Average Average Below Average Average Average AverageDamned DM Below Average Below Average Below Average Below Average Below Average Average Average Below Average

Wood Elves WO Average Very Good Good Below Average Average Above Average Above Average AverageChameleons CH Average Average Average Average Average Above Average Average AverageSwampmen SW Average Average Average Below Average Above Average Above Average Above Average Average

Zealots ZE Below Average Average Average Below Average Average Average Average Below AverageGoblins GO Below Average Good Above Average Very Poor Average Below Average Below Average Below Average

War Machines WM Below Average Ultimate Good Absent Not a factor Absent Very Poor GoodRed Dragons RD Superior Good Excellent Ultimate Good Good Excellent RenownedSacred Order SA Very Good Good Above Average Awesome Good Above Average Good Above AverageBlack Dragons BL Good Above Average Good Excellent Average Above Average Above Average Good

Amazons AM Average Good Good Very Good Above Average Above Average Above Average Above AverageCimmerians CI Above Average Very Poor Average Excellent Good Good Good Good

Rangers RA Good Excellent Above Average Good Above Average Above Average Above Average Above AverageNomads NO Average Good Good Good Average Average Above Average AverageDwarves DW Above Average Good Above Average Good Good Good Good Above Average

Dark Elves DA Above Average Renowned Good Good Above Average Average Above Average Above AverageTyrant TY Average Above Average Above Average Good Average Above Average Above Average Average

Lizard Men LI Average Below Average Above Average Above Average Above Average Above Average Above Average Above AverageElves EL Above Average Awesome Very Good Above Average Above Average Above Average Above Average Above Average

Ancient Ones AN Above Average Good Above Average Above Average Above Average Above Average Above Average AverageDemon Princes DE Average Average Average Above Average Average Average Average Average

Druid DR Average Average Above Average Above Average Average Above Average Average AverageWarlock WA Average Average Average Average Above Average Average Average Average

Necromancer NE Average Average Average Average Average Average Average AverageAtlantians AT Above Average Very Good Above Average Average Above Average Above Average Above Average AverageGnomes GN Average Average Average Very Poor Average Average Average AveragePirates PI Average Good Above Average Below Average Average Average Average Average

Illusionist IL Average Good Above Average Below Average Average Average Average AverageUnderworld UN Below Average Above Average Average Very Poor Average Average Average Average

Sorcerer SO Below Average Below Average Average Very Poor Average Average Below Average Below AverageHalflings HA Above Average Average Above Average Not a factor Below Average Below Average Below Average Below Average

Huns HU Above Average Very Good Good Good Average Below Average Above Average Below AverageWestmen WE Above Average Average Average Above Average Average Above Average Average AverageNorthmen NM Above Average Average Average Above Average Above Average Above Average Above Average Above AverageZamorans ZA Average Above Average Good Average Above Average Above Average Average AverageMinotaurs MI Good Below Average Below Average Very Good Above Average Above Average Above Average Above Average

Wights WT Above Average Very Poor Below Average Above Average Above Average Above Average Above Average Above AverageGhouls GH Above Average Very Poor Below Average Below Average Average Average Average Average

Phantoms PT Average Below Average Average Average Average Average Average Above AverageZombies ZO Below Average Very Poor Very Poor Below Average Average Average Average Average

Rock Golems RG Good Below Average Below Average Very Poor Above Average Above Average Above Average Above AverageSkeletons SK Below Average Below Average Below Average Very Poor Average Average Below Average Below Average

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Special Abilities of Companion, Recruited, and Summoned Brigades Brigade Type

ABB

Type

Ability

Apes AP C In forest, adds 10% to group attack and defense for each regular+ ape brigade Centaurs

CE C A group with 2+ Centaur brigades may issue the Flanking tactic regardless of the kingdom having the Rider trait.

Chameleons

CH C Chameleons do not show up on foreign intel.

Damned

DM

C Damned can be "converted" to zombies via a special order #551

Goblins GO

C 3+ Goblin brigades increase the enemy retreat % by 5% per Goblin brigade over 3. So 5 goblin brigades change enemy retreat in Org Withdrawal from 15% to 25%.

Great Bats

GR C Fly. Flight bonus vs. PC's.

Hill Giants

HI C Stalwart, so reduce any Fear effect against them by their % of group composition. Also cause Fear to enemy if 2+ Hill Giant brigades.

Mammoths

MA

C Cause Fear. Trample if enemy retreats: 2x losses in retreat phase if 2+ mammoth brigades.

Ogres OG

C Increase Threaten and Parlay % by 10% per Ogre brigade.

Orcs OR C Increase morale for the battle for each Orc brigade over 4 by 5% per. Phoenix PX C Fly. Flight bonus vs. PC's. Very strong. Rohirrim

RO C A group with 2+ Rohirrim brigades may issue the Flanking tactic in plains or desert regardless of the kingdom having the Rider trait except against a Rider trait kingdom.

Scorpions

SC C Enemy leaders and wizards have 10 points added to their chance of death for each Scorpion brigade.

Saurus SU C Saurus are Stalwart, so Fear is reduced by the % of Saurus brigades. Swampmen

SW

C +25% to Swampmen brigade strength when fighting in Swamp.

Trolls TR C Group gets +10% attack vs. PC for each Troll brigade Wildlings

WL

C +5% per Wildling brigade to attack and defense in Winter months in regions effected by Winter.

War Machines

WM

C +10% to Threaten and Parlay for each War Machine brigade.

Wood Elves

WO

C Wood Elves do not show up on foreign intel if in forest. Excellent missile fire.

Warg Riders

WR

C A group with 3+ Warg Rider brigades may issue the Flanking tactic in plains or desert regardless of the kingdom having the Rider trait except against a Rider trait kingdom.

Wyvern WY

C Fly. Flight bonus vs. PC's.

Zealots ZE C Are Stalwart: reduce Fear effects by % of Zealots in group. Huns H R If Huns are the most numerous brigade type in a group, the group may execute the

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U Flank tactic if it has a General (the kingdom doesn't need Rider trait). Northmen

NM

R All battles in regions in winter with 2+ Northmen brigades give the group +10% to defense and +10% to Charge phase.

Westmen

WE

R 3+ Westmen Regular + brigades provides +10% Shield bonus and reduces enemy missile phases 10% due to their large shields.

Zamorans

ZA R 3+ Zamoran Regular+ brigades provides a 10% Valor bonus due to the war cries and bravery.

Ghouls GH S If 2 or more Ghoul brigades, cause Fear to enemy groups (-10% morale for the battle), unless trait (Stalwart)

Minotaurs

MI S When attacking group or PC, 2+ Minotaur brigades treated like L3 Valor spell.

Phantoms

PT S A pre-group battle spell where 1 phantom brigade appears per 2 levels of wizard power for the duration of turn or when killed in battle. (Not permanent)

Rock Golems

RG S If battle in mountains, Rock Golems add an additional 10% to defense of group for each Rock Golem brigade.

Skeletons

SK S Attrition assigned to Skeletons (not eliminated brigades) is reduced to 0%.

Wights WT

S Wights are anti-magical and reduce any enemy combat damage to the group by the % of Wights in the group.

Zombies

ZO S Change 2 killed enemy brigades into 1 zombie brigade on victory, requires at least 2 zombie brigades to activate.

Spectres

SP S Have flight. If all brigades have Flight, group can move via Order #726 to fly. Cause fear, like all undead, immune to death magic.