WARANGEL HOW TO PLAY and TOURNAMENT RACES

Each player chooses a race and takes its REFERENCE SHEET and its COUNTERS. The Master of your race represents you inside the battle.
Each player chooses 1 MAP or takes the specific map of its own race.


Place a screen, or the Warangel 2000 box, between the territories, not to see the enemy placement.
Place your FORTRESSES on your map, at least 6 hexes of distance among them (adjacent are considered at distance 1). So leave at least 5 free hexes between the fortresses.


Secretly hide a RESOURCE POINT counter with value from 1 to 3 under each your fortress. If you have the
woodcounters you can paste the Resorce Point counter under the woodblock of your fortress. You can also hide a warrior, mounted as well on his woodblock, under each fortress, as you can see in the picture.

At the beginning of every battle, each race starts with 10 RPs, hidden in its fortresses.
Place your WARRIORS on your map, considering that the only passages throught the territories are the
BLUE HOLES. Each Hole has its corrispondent one in the enemy maps (see first picture).
Not any counter must be placed on the Blue Holes.
If you have OBSTACLE counters (clouds, webs, barriers...) don't place them now.
The first player who ends his placement, declares it to other players: he'll be the first to move.
The second player who ends its placement will be the second and so on.
When all players end their placement, you have the turn sequence.
Move away the screen and start the battle.

VICTORY: control, at the beginning of your turn, a minimum of 12 Resource Points.
This means to have an own warrior placed in different fortresses (own and enemy) so that the total value stored in them is 12 Resource Points at least.
Winner may have only a part (or none) of the fortresses he had at the beginning of the battle: it’s important to control IN TOTAL 12 Resource Points at least.
Who wins in this way is worth to be called a WARANGEL.
You can also win exterminating the enemy army (or armies, when playing with many players) but remember: this is not the goal you have been called for.

On the REFERENCE SHEETS you find the characteristics of each warrior in this order:

Pow. Power: the strenght and the skill when fighting in close combat.

Vit. Vitality: the number of wounds necessary to eliminate the warrior.

Mov. Movement: the Movement Points the warrior can spend to enter in the various hexagons of the maps. Each hex has an own cost you see on the Movement Table at page 14.

Wrs. Warriors: the number of warriors of that type you can place on your map at he beginning of each battle.

Val. Value: the cost of the warrior for the recruitment phase present in the Warbeast system of play.

Spe. Specializations: the hexagons on which the warrior can re-flip its Destiny Shields both on Attack and on Defence and where he always spends only 1 Movement Point.

During your turn you are on Attack and you can move all your warriors or only a part of them.
During enemy turns you are on Defence.
On Attack each warrior can play these ACTIONS, in the sequence he prefers:
MOVE, FIGHT in close combat, and if he is able, play other actions such as throw a weapon.
Each warrior may play every own action only 1 time per turn, in the sequence he prefers, also during the Action sequence of another own army companion. The Actions are explained in the next pages.

CLOSE COMBAT The warrior on Attack must be, or move, IN CONTACT with the Defender, in a hex adjacent to it, DECLARE the target and flip a number of DESTINY SHIELDS equal to his own Power.
If the number of wounds is equal or higher to target's Vitality, the Defender is eliminated.
You can add the wounds obtained with different attacks on a single target only during the turn of your race.
You can play a group attack moving two or more Attacker adjacent to the target.
On defence, the warrior has the right to cast its Power Shields, at the same time he suffers a close combat attack (single or group attack).
The combat Action always hits A SINGLE warrior that must be declared BEFORE flipping the Shield, both on offence and on defence.
All wounded but not eliminated warriors, at the end of the turn, still have their Vitality totally restored.

The Defender cannot cast any Shield if it is attacked with other Actions, different to close combat, with Physical or Mental Weapons, also if they are launched from an adjacent hex.
PHYSICAL WEAPONS must be launched along a straight line, free by obstacles, toward the target.
MENTAL WEAPONS pass throuhg obstacles and can be launched also not along a straight line.

All MASTERS have Power 7 Movement 12 and Vitality 6.
Each fortress may keep a warrior, hidden under it (it can be placed also at the beginning of the battle).
This warrior is named GARRISON and has Vitality and Power upgraded by 1, both on defence and on offence.
Both Masters and Garrisons may not be hit by any kind of Mental Weapons.
Moreover Masters and Garrisons can be hit by Physical Weapons only if they're launched from an adjacent hex.

TERRITORY You can use the territory of your own army (they all are available, on request) or you can try to play on a different territory, good for the specializations of your warriors.
Each teritory is like an enormous island, sorrounded by a radioactive ocean (the wavy border of all maps) that noone can trespass.

BLUE HOLES are the only passages that connect the territories.
They are blue, shining, energetic clouds that teleport from a territory to another, spending 3 Movement Points.
Each map has 10 Blue Holes.
Each Hole is connected and teleports in the corresponding hole of all other maps.
Keep the upper left corner with the name of the race as referment or numerate the holes from 1 to 10 clockwise.
Example: if a warrior enter in his own hole # 7, he spends 3 Movement Points and can exit in the hole # 7 of any other enemy map in game, he chooses.

TOURNAMENT RACES

For tournaments and battles of about 1 hour with 2 players, we set up these armies that are the result of years of playtest.

Having less warriors to place, you'll get shorter battles, perfect to learn and "show the game" at your luding events and tournaments, allowing you to experiment several races in a shorter time. The number substitute the "warriors" (Wrs) on your reference sheets; Masters are always included.

If you have woodcounters, you may use these formations to obtain more races.

INSETTI Mantide 4 - Scarabeo 5 - Vespa 8 - Formica 13
TENTACOLATI Tentacolato 7 - Piovra 5 - Seppia 7- Calamaro 14
FANTASMI Fantasma 4 - Vampiro 6 - Scheletro 7 - Non Morto 12(13)
FELINII Leone 5 - Tigre 5 - Ghepardo 8 - Puma - 16
BARBARI Barbaro 5 - Mammuth 6 - Rennarciere 7 - Alabardiere 13
CENTAURI Centauro 6 - Unicorno 7 - Sagittario 8 - Crinierato 15
NINJA Ninja 4 - Drago 5 - Lancialame 9 - Nunchako 14
SIRENE Sirena 6 - Incantatrice 5 - Squalo 7 - Ninfea 16
GLADIATORI Gladiatore 4 - Mastino 7- Lancere 8 - Bulldog 16
AQUILE Aquila 5 - Condor 7 - Arciere 7 - Sparviero 15

CHELATI Chelato 5 - Scorpione 8 - Granchio 5 - Acaride 15
RATTI Ratto 8 - Ragno 5 - Verme 5 - Topo -15(17)
SAURI Tirannosauro 3 - Triceratopo 5 - Pteranodonte 6 - Raptor 15
MISTICI Mistico 3 - Sacerdotessa 3 - Cobra 5 - Adepto 15
RETTILI Testuggine 4 - Coccodrillo 6 - Anaconda 6 - Tartaruga 15
ALIENI Madre 3 - Raggiatore 6 - Larvide 3(8) - Alieno 12(14)
AUSTRALI Australe 6 - Canguro 7 - Emù 7 - Aborigeno 15
IDRE Idra 4(8) - Medusa 7 - Corallo 5 - Alga 15
POLARI Polare 5 - OrsoBianco 4 - Orca 6 - Pinguini 15
RASTA Rasta 6 - Gorilla 6 - Canna 8 - Masai -16

TEMPLARI Templare 2 - CavalloAlato 6 - Balestriere 6 - Scudiero 16
VALCHIRIE Valchiria 5 - Dragone 7 - Vulcanoide 5 - Fantessa 15
CAOTICI Elfo 5 - Orco 6 - Wolfrat 7 - Goblin 16
TAURI Tauro 5 - Ariete 7 - Gazzella 6 - Manzo -13
RODITORI Lepre 7 - Istrice 6 - Castoro 6 - Spina 15
ANFIBI Rospo 7 - Salamandra 6 - Camaleonte 6 - Rana 15
DEI Zeus 3 - Eolo 5 - Ermes 6 - Ares -12
STRAZIATORI Squartatore 4 - Richiamatrice 5 - Mostro 5 - Straziatore 13
PIANTE Antrofite 6 - PiantaCarnivora 5 - Muffa 4(8) - Rovo 15
MAESTRI Maestro 2 - Arcangelo 9 - Leotauro 5 - Discepolo 10(14)

ATLANTIDEI Tritone 5 - Balena 5 - CavalloMarino 5 - Delfino 15
SAVANIDI Giraffa 6 - Bufalo 5 - Gnu 7 - Zebra 15
SUIDI Porco 7 - Facocero 6 - Cinghiale 6 - Maiale 15
ABISSALII Capodoglio 4 - Kraken 5 - Ingollatore 7 - Vipera 14
SULTANI Sultano 2 - Grifone 5(6) - Dromedario 7(8) - Odalisca 13(14)
DIAMANTI Diamante 4 - Quarzo 7 - Ametista 4 - Granito 13
MAGHE Maga 3 - Ciclope 6(7) - Arpia 8(9) - Corvo 15(16)
PRIMITIVI Megaterio 4 - Brontoterio 6 - Diatrima 7 - Smilodonte 15
NORDICI Odino 2 - Thor 5 - Loky 5 - Valkyria 11

TORPEDINI Torpedine 5 - Manta 6 - PesceSega 6 - Razza 14
SAMURAI Samurai 6 - Fumago 4 - Gheisha 5 - Dragarciere 13
NOTTURNI GattaNera 7 - Gufo 5 - Nottuide 6 - Pipistrello 13
EGIZI Horus 3 - Sobek 6 - Anubi 4 - Sfinge 13
IMMORTALI Immortale 5 - Druido 3 - Nessie 7(8) - Bravo 14
FARFALLE Macaona 7 - Cilestrina 4 - VanessaVulcano 7 - Cavolaria 15
CACCIATORI Lupo 5 - Iena 7 - Volpe 5 - Coyote 12
CORAZZATI Gliptodonte 5 - Tridacna 5 - Nautilo 6 - Pangolino 14
PELLEROSSA Bisonte 5 - Grizzly 5 - Falco 6 - Wapity 13

MAGI Mago 3 - DragoFulminatore 5(6) - Fata 4 - Armatura 13(14)
PACHIDERMI Elefante 4 - Rinoceronte 5 - Ippopotamo 5 - Bufaga 15
INDIANI Kali 5 - Ganesh 6 - Ananta 5 - Demone 12(13)
METALLICI Lanciatore 4 - Incudine 5 - Martello 6 - Chiodo 12
GLACIALI Stambecco 5 - Yak 6 - Leopardo 8 - Yeti 13
PIRATI Ara 7 - Murena 5 - PesceVela 6 - Macaco 15
ELEMENTALI Fuoco 3 - Aria 5 - Acqua 7 - Terra 14
SCIMMIE Orango 5 - Mandrillo 4 - Babbuino 7 - Gibbone 14
COSMICI Cosmico 5 - Equilibratore 5 - Bonificatrice 4 - Biochirurgo 13

GOBLINS Scraniatore 6 - Roteatore 5 - Sputazzatore 7 - Rosicchiatore 15
MEZZELFI Mezzelfo 6 - Evocatore 5 - DonnaCigno 6 - Elfina 15
CIODAS Ruttobomba 7 - Ciotalpa 5 - Cuoco 4 - Cioda 14
MIKIMUSHERS Mikimusher 5(8) - Porcino 7 - Allucinogeno 5 - Chiodino 15
FLYINGSMOKERS FlyingSmoker 4 - Genetista 4 - Coloritrice 6 - Sgorbio 15
OMBRE Ombra 2 - Golem 7- Loi 7 - Halloween 12
SEAMONKEYS Seamonkey 6 - Sealion 5 - Sharktiger 6 - Barracuda 16
VAMPIRE Zanzara 8 - Cimice 5 - Libellula 6 - Pulce 15
IMPESTATORI Impestatore 6 - MuccaVolante 6 - Boassa 6(8) - Jaboas 15

GIGANTI Uragano 4 - Montagna 4 - Lava 5 - Gigante 12
ARTROPODI Ragnorco 6 - Astice 5 - Scolopendra 7 - Millepiedi 15
SOLARI Sole 3(3) - Aurea 5(6) - Raggio 6(7) - Riflesso 14(15)
COLONI Quadropode 4 - Bipode 4 - Aeroslitta 4 - Colono 19
FLUIDI Fluido 6(7) - Lumacone 6(7) - Chiocciola 6(7) - Ameba 13(17)
BIOINGEGNERI Regina 5(5) - Transilluminatore 7(7) - Enzima 7(7) - Virus 13(14)
SOTTERRANEI Grillo 6 - Grillotalpa 6 - Acida 9 - Termite 12
FIORI Rafflesia 6 - Orchidea 5 - Rosa 7 - Cannabis 13
UCCELLI Albatros 5 - Quetzalcoatlus 4 - Struzzo 7 - SerpentePiumato 13
PESCI Combattente 7 - Elettroforo 7 - SqualoBalena 5 - PesceVolante 12

CHIMERE ChimeraLeone 5 - ChimeraScorpione 5 - ChimeraLibellula 5 - Chimera 12 (14)
VELENOSI Basilisco 6 - Migale 5 - Mamba 7 - Bombo 15
STAGIONI Primavera 4 - Estate 5 - Inverno 5 - Autunno 15
THUNDRICI Alce 6 - Ghiottone 6 - Foca Leopardo 7 - Lontra 13
STELLE Stella 5 - Cometa 4 - Meteora 6(7) - Meteorite 10(12)
DESERTICI Saguaro 6 - Eloderma 5 - Crotalo 5 - Lince 13
ATOMICI Atomico 5 - Nube Radioativa 5 - Acceleratrice 6 - Mina Atomica 14
ULTRASONICI Ultrasonico 5 - Delfino Fluviale 6 - Urlatrice 6 - Furia 10
SERPENTI Cobra Reale 5 - Ouroboros 6 - Serpente Marino 7 - Aspide 13
DONNE DRAGO Donan Drago 5 - Draga D'Aria 5 - Draga D'Acqua 7 - Uomo Drago 11

GORGONI Gorgone 6 - Oloturia 5 - Sanguisuga 6 - Lampreda 14
SARGONIDI Astarte 5 - Adad 5 - Sargonide 8 - Muccapra 14
BONERS Boner 6 - Bone Dragon 5 - Skinner 7 - Rider 13
DREAMERS Dreamer 5 - Risvegliatrice 4 - Danzatore 8 - Gabbiano 12
KAPPA Kappa 4 - Manuka 5 - Dominatore 7 - Triko 12
EROI Ercole 4 - Bellerofonte 5 - Perseo 6 - Orfeo 12
ARBORICOLI Koala 7 - Eucalipto 5 - Scoiattolo 8 - Opossum 12(14)
ATHENE NOCTUE Athena 6 - Illuminatrice 5 - Olivo 7 - Civetta 13
CIVILIZZATORI Centurione 3 - Schiavo Centimano 6(7) - Bicefalo 6 - Legionario 12
MAGNETICI Magnete 5 - Maschile 6 - Femminile 6 - Calamita 12


For any info: anporaz@tin.it