Amazon Nation
The Amazons begin the game with two huntresses.
Jungle Witch: Jungle Witchs are single units that move 2. Jungle Witchs can allow up to 3 Huntresses and/or Huntress Archers to move up to 2 with them (and unlimited Amazon singles). A speed spell cast on a Jungle Witch will double her movement and will also effect those that she is moving with her. It is permissible for her to cast it on herself and carry units up to four spaces. A Jungle Witch can cast a spell called Savagery at the beginning of the Amazons attack phase which will grant up to 3 Huntresses and/or Huntress Archers a bonus of +1 on their attack on the first round. Savagery can only be cast once per battle (per Jungle Witch). Jungle Witches have two normal spells to choose from, which they can cast from the back row with unlimited usage. They may cast a frozen bolt spell which attacks at a 2 or a wind blast which can stun up to 2 units for one combat turn. The wind blast hits at a 2 and is a red spell. Stunned units defend normally, but forfeit their next combat round.
Jungle Witches can become normal druids after they attain 35 XP. So they technically are normal druid without spells and start with negative 35 XP.
Cultivist: A temple of nature, a temple of earth, and a temple of water is needed before this unit can be purchased. This unit can only be purchased in one of those temples (or in the Temple Roots or Unity after the other temples have been built). The Cultivist uses magical powers to create jungle terrain. The cultivist can do this after the end of the movement and/or combat phase (just before purchase phase). A jungle terrain marker is placed where the Cultivist is on a roll of a 2 or less. The Cultivist can only cultivate plain territories, not forest, mountain or any territories where any city or structure has already been built. The Cultivist can also cast heal spells on any of the Elven treants (twice per battle) or any other allied plant based unit.
Jungle Spirit of Fire: This unit is a combination of plant, animal and mineral. This unit is a potted magical plant-beast suspended in air in a huge container of sulfuric soil. It can only be killed by magic and uses a fire based flame strike to attack enemies at 2. It also provides an costs immunity to all fire based attacks to any Amazon unit in the city. Because it cannot move a ward spell will effectively kill this unit. This unit can only be placed after the Temple of Fire has been built and one less if it is placed in the Temple of Fire. It is immune to fire based magical attacks. A ward spell will effectively kills this unit.
Ambassador: The only role of an Ambassador is to create an embassy with an allied nation. Once the Ambassador does this, they are removed from the board. There is no additional cost to create an embassy for the Amazons, only the loss of the Ambassador.
Rogue: This unit can only be purchased if the temple of Air has been constructed. The Rogue must be purchased in the temple of Air (or in the temple of Roots or Unity after the temple of Air has been built). Rogues can infiltrate enemy positions and attempt to steal wealth and/or information. A Rogue can only be detected on a roll of two 1s (snake eyes). This roll can be made by the enemy once per turn, on the enemies turn and only if the enemy is in a territory occupied by the rogue. If a Rogue is detected they are killed immediately. If a Rogue infiltrates a city of an enemy they will negate the private conversation privilege that an embassy would normally grant. Furthermore they can attempt to steal money from the city each round. They can steal up to 1 to 6 of any money that has not been spent. They are successful on a roll of 4 or less. The money goes directly to the Amazon Nation. They can attempt to assassinate any single unit in the territory they are occupying (does not have to be city). They are successful on a roll of 1. The attempt is unsuccessful on a roll of 2-4, but they are not detected. They are killed on roll of 5 or 6. This unit cannot assassinate flying, units only hit by magic or invisible units. There can only be one Rogue per enemy city.
Angel of Judgment: Angel of Judgments (AoJ) can only be purchased if a temple of Air and a temple of Fire are on the board. This unit must be purchased in the temple of Fire or Air (or in the temple of Roots or Unity after the temples of Air and Fire have been built). These units can fly and move 3. They have the following spells they can use once per battle: Flaming Darts and Flaming Arrow. They also can cast a single fire dart with unlimited usage. This attack is at 2. They have another special spell, called Noose of Paralysis they can use unlimited times per battle. They can use their Noose of Paralysis to capture enemy units on a roll of 4 (as a red spell) with no extra defense for the unit being captured. Each AoJ can only capture one unit at a given time. Once captured with the Noose of Paralysis enemy units can be flown away by the AoJ. All spells can be cast from the air. The AoJ can capture an enemy unit and retreat out of battle with it in the air. Units that are captured are suspended off the ground (slightly), but will not be harmed if the AoJ is killed. If an AoJ releases their captives into a territory where there are no allied conquering units then the captive unit will be able to move on their turn. If the captive is released in a territory with units that are allied with the AoJ, then the captive becomes the prisoner of those units. The Noose of Paralysis attacks at only a 2 against units that cost 20 or more.
Angel Templara: The Angel Templara may only be purchased if a temple of Air and a temple of Water are on the board. This unit must be purchased in the temple of Air or Water (or in the temples of Roots or Unity after the temple of Air and Water have been built). This unit flies and can move 3. This unit has a special attack called ice storm, which can be used once per battle. The ice storm attacks up to 5 enemy front row units at a 2. This units normal melee attack is not considered magical.
Dryad: Dryad are winged fairy-like creatures that can fly and move 3. They can only be obtained after a temple of Air, a temple of Earth, and a temple of Nature have been constructed. This unit can only be purchased in the temples required or in the temples of Roots or Unity after the required temples have been built. Dryads are primarily spell casters that can attack from the back row. They have the following magic powers: Entangle (once per battle), Flaming Arrow (twice per battle), Charm (once per battle). In addition they have a flame strike attack that hits at two and can be used unlimited times.
Centaur Druidess: This unit can only be purchased if the temple of nature has been constructed. This unit can only be purchased in the temple of Nature or in the temples of Roots or Unity after the temple of Nature has been built. The Druidess has the following magical powers: Entangle (once per battle), Shield (once per turn), Shockra (once per battle). This unit does not gain levels. This unit can carry one single unit with it, but the effect of carrying will reduce movement to 3.
Druidess Acolyte Defender: This Druidess has a primary focus on defensive magic. She does not level like normal casters. She has a defense of 3. She starts with one shield spell. She can also cast a Barkskin spell which will give up to 4 Amazon Huntress units a bonus of +1 on defense. Barkskin can only be used once per battle and only lasts for the duration of the battle. Barkskin cannot stack with other shield/protection spells. She can cast a lightning based magic spell called Force of Nature which hits at a 2 (unlimited usage). She is like a normal Druid, but starts with negative 30 XP and cannot choose any Druid spells until her XP is at zero.
Merith the Flame Caller: Merith is a level one wizard that only has access to fire based spells. She also can access any fire based druid spell. She can only be purchased if the temple of fire has been built. She can only be purchased in the temple of Fire or in the temple of Roots or Unity after the temple of Fire has been built.
Vencia Twistblades: Vencia is a hero type unit. As she gains new levels she can choose from any of the following abilities: increase movement to 2, increase her hits by one, increase her attack value for both of her attacks to 4(-1) or both of her defenses to 4(-1) (These two choices may only be selected at level 3 and beyond).
Dessa Lionsoul: Dessas spirit is spread across two entities of flesh, an Amazon huntress with spear and a lion. These two entities are forever connected and they must always remain together. They are counted as one single unit for the purposes of speed and teleport spells. If one entity falls in battle, the other one can only survey for the duration of the battle and will perish at the conclusion of the battle. Both the huntress and the lion each attack at 4 and defend at 4(-1). This unit is experienced in Goblin slaying and if it hits a goblin unit on a 1 then the unit will defend at one less. The lion entity can roar once per battle and it will effect any front row goblin unit that costs 6 or less as if it were a Ward spell, however Dessa would need to roll a 1 per unit to have it be effective. Units would save as they normally would against Ward. This unit can only be purchased in the temple of Nature or in the temple of Roots or Unity after the temple of Nature has been built.
Myrago, Huntress of the Plains: Myrago is a hero unit. Myrago fights very well in the open. In the plains she attacks and defends at a 4. In any rough terrain including jungle she attacks and defends at a 2. She does not receive a defensive bonus in cities. She can move 3 spaces as long as all 3 spaces are plains territories, otherwise she can move 2. As she gains levels she can choose from the following powers: increase her hits to kill in a battle by one, increase her movement on the plains by one (max. 4), increase her attack or defense by (-1) (attack/defense may only be adjusted once). This unit can be purchased in any temple after the temple of Air has been built.
Bretchin the Crazed Shamaness: Bretchin is a druid unit. She is a bit crazy. Each turn before she moves she must roll a 4 or less. If she rolls a 5 or 6, she sits and drools and cannot function on that turn. During any combat situation she can function fine. She starts with three level one druid spells and 20 XP. This unit can only be purchased in the temple of Nature or in the temple of Roots or Unity after the temple of Nature has been built.
Mist Ranger: This unit can only be summoned by Stormy and only after the temple of Air has been created. Stormy can summon this unit from any location, but if she does it from the temple of Air the unit will cost one less. Stormy receives 3 XP (multiplied by her level) for summoning this unit. The Mist Ranger appears in an unoccupied jungle territory (Random Jungle Table). It cannot appear in an enemy city. This unit can fly and become invisible at will. This unit can cast stun blast once per battle, sleep once per battle and can cast a Thunderclap once per battle if she rolls a 1.
Qlara: Qlara is the Ranger-Hero of the Amazon (see section on hero units for additional details). Qlara never suffers a movement penalty in any rough terrain and can guide allied units through rough terrain without any penalty for them as well. Her bow is magic and can hit units that are only effected by magic. She has the ability to move in stealth when she chooses. In this mode she can pass through enemy units undetected unless they roll a 2 on 2 dice (snake eyes). She has a special "ambush" attack that she can use from any rough terrain. In order to use this attack she must be in rough terrain and her target must be in any adjacent territory. This special attack allows her to get 3 attacks in before the enemy can react. Also if she rolls a 1 before combat she can attack a unit in the second row (only when executing the ambush attack). She may only execute an ambush if alone or with other single type units. If Qlara is attacked while she is in rough terrain, she can steal the first attack from the attackers on a roll of 4 or less (She is only able to do this for herself and not for any allied troops with her). She has a "charismatic aura" (see the spell of the same name) at all times. Qlara is a hero unit. At level 2, she can choose one first level Druid spell. At level 3, she may increase her movement to 3. At level 4, her defense is increased to 5(-1). At level 5 and for every level there after she may choose another first level Druid spell. The temples of Air, Earth, and Nature are required before Qlara can be purchased. Once those temples are on the board she may be purchased in any temple.
Klea: Klea is a hero-knight unit for the Amazons. She is skilled in battle against Drow Elves. She gets a bonus of +1 on her attacks against that race. As she levels she may choose among the following abilities: -(1) bonus on her attack or defense or + 1 hit. Her attack and defense bonuses may only be selected once.
Elementalists: Knurga and Stormy are both Elementalists. Each Elementalist has specific abilities unique to themselves. In addition each Elementalist can control up to 2 elementals at any given time. An elemental can be summoned only during the placement phase of the Amazons turn. If an elemental is lost during a battle it can be resummoned on the Amazons next placement phase. Elementals must always remain in the same territory as the Elementalist that controls them. If they become separated for any reason they will be dispelled immediately. Elementalists gain levels as normal wizards and are considered wizards for any other purpose. Each level they receive an elemental point. Elemental points are used immediately upon leveling. The Elementalist must decide how they will allocate their elemental point. Once they are allocated they cannot be reallocated. At level 1 they choose to summon a lessor elemental. At level two they must decide to either be able to summon two lessor elementals (of different types only) or upgrade their existing lessor to a regular elemental (tier 2). Upon reaching level 3 they could upgrade their regular elemental to a greater elemental (If they had a regular elemental) or if they had two lessor elementals they could upgrade one of them to a regular elemental. This process would continue until level 6 at which point they should have two greater elementals. They do not gain XP past level 6. Elementalists can bring their summoned creatures into dungeons with them.
Knurga: Knurga is the Elementalist of earth and fire. She can only be purchased in the Temple of Earth or Fire (or in the Temples of Roots or Unity after either the Temple of Earth or Fire has been built). She has the ability to summon Earth and Fire elementals (see Elementalists for more details). She has the following innate abilities:
1. Shield of Elements: Knurga and all Amazon troops with her are immune to all fire attacks (magical and non-magical) and are immune to the following spells: Mud, Entangle, Avalanche, and Petrify. This is constant and does not require casting.
2. Mountain passage: All units with Knurga do not receive a movement penalty in the mountains.
3. Flame Shield: Once per battle Knurga can cast a damage shield on a friendly unit that attacks any unit that hits that unit at a 2(-1). This attack goes off regardless if the unit defends or not (and will get one last attack if the unit is killed).
4. Flame Strike: magical attack at 2 with unlimited usage.
Stormy: Stormy is the Elementalist of air and water. Stormy can only be purchased in the Temple of Air or Water (or in the Temples of Roots or Unity after either the Temple of Air or Water has been built). She has the ability to summon Air and Water elementals (see Elementalists for more details). She has the following innate abilities:
1. Shield of Elements: Stormy and all Amazon troops with her are immune to Blizzard, Tornado and any ice/cold based spells.
2. Water Passage: Stormy and all allied units with her will not receive a movement penalty when crossing a stream.
3. Ice Blast: magical attack at 2 with unlimited usage.
4. Wind Walk: Can fly 3 spaces and take 2 units with her and unlimited singles, but must land at the end of movement phase. This power is successful only on a 4 or less, at level 3 successful on a 5 or less and at level 5 always successful. This roll does not conclude the movement phase.
Lessor Fire Elemental: This unit can only be summoned by Knurga. This unit can only be hit by magic. This unit is a back row unit. It can attack using a flaming dart or a flaming arrow spell each round. This unit defends at 1 against magic (red spells) and also defends at 1 vs. ward.
Fire Elemental: This unit can only be summoned by Knurga. This unit can only be hit by magic. This unit is a back row unit. It can cast flaming darts and flaming arrow each combat round or it can cast rain of fire. This unit defends at 2 vs. magic (red spells) and also defends at 2 vs. ward.
Greater Fire Elemental: This unit can only be summoned by Knurga. This unit can only be hit by magic. This unit is a back row unit. It can cast either 3 flaming darts per turn or 1 fireball. This unit defends at 3 vs. magic (red spells) and also defends at 3 vs. ward.
Lessor Earth Elemental: This unit can only be summoned by Knurga. This unit is a front row unit. It takes 2 hits in one battle to kill this unit. This units attacks are not considered magical.
Earth Elemental: This unit can only be summoned by Knurga. This is a front row unit. It takes 3 hits in one battle to kill this unit. This unit saves at a 4 against ward. This units attacks are considered magical.
Greater Earth Elemental: This unit can only be summoned by Knurga. This is a front row unit. It takes 4 hits in one battle to kill this unit. This unit defends at a 5 against ward. This units attacks are considered magical.
Lessor Air Elemental: This unit can only be summoned by Stormy. This unit can only be hit by magic. This unit is a back row unit. This unit can cast one of the following spells per combat round: Stun (red spell attacks at 5(-2) if it hits the unit will forfeit its next combat round, but will not be killed by the attack), or it can cast a spell called Lessor Deflection. Lessor Deflection will allow 3 allied units to defend at a (-1) bonus for one battle. This spell can only be cast one time per unit. This unit defends at 1 against magic (red spells) and also defends at a 1 vs. ward.
Air Elemental: This unit can only be summoned by Stormy. This unit can only be hit by magic. This unit is a back row unit. This unit can cast stun blast twice per battle. This unit can also cast Deflection, which will allow 5 allied units to defend at a (-1) bonus for the entire battle. This spell can be cast unlimited times, but only once per unit. This unit can cast a Stun once per round similar to that of a Lessor Air Elemental. This unit defends at 2 vs. magic (red spells) and also defends at a 2 against ward.
Greater Air Elemental: This unit can only be summoned by Stormy. This unit can only be hit by magic. This unit is a back row unit. This unit can cast one of three spells on any combat round. This unit can cast stun blast up to three times per battle. It can cast Greater Deflection, which provides a defensive bonus for up to 6 allied units of 1(-1) with a maximum defense of 5. It can cast Bitter Gust once per battle. Bitter Gust attacks up to 6 enemy units at a 4 (red spell). If the enemy units are hit with a roll of 1 and do not defend they are killed. If the enemy units are hit on a roll of 2 through 4 and do not defend then they are blown into another territory (friendly or neutral) of Stormys choosing (not into battle). All units that are blown away will go to the same territory. This unit can cast a Stun once per round similar to that of a Lessor Air Elemental. This unit defends at a 3 vs. magic (red spells) and also defends at a 3 against ward.
Lessor Water Elemental: This unit can only be summoned by Stormy. This unit can only be hit by magic. This unit is a back row unit. This unit can cast Ice bolt which attacks at a 3(-1) as a red spell. It can also cast Bone Chill. Bone Chill will reduce the defense of up to 4 enemy units by 1 for the duration of the battle. This spell hits on a 4(-1) as a red spell. Each enemy unit can only be effected by Bone Chill once at any given time. This unit can cast these spells with unlimited usage. This unit defends at 1 vs. magic (red spells) and also defends at a 1 against ward.
Water Elemental: This unit can only be summoned by Stormy. This unit can only be hit by magic. This unit is a back row unit. This unit can cast Ice Lance which attacks at a 4(-1) as a red spell. This unit can also cast Bone Rust. Bone Rust will reduce the defense of up to 6 enemy units by 1 for the duration of the battle. This spell hits on a 5 (-1) as a red spell. Each enemy unit can only be effected by Bone Rust once at any given time. This unit can cast these spells with unlimited usage. This unit defends at 2 vs. magic (red spells) and also defends at 2 against ward.
Greater Water Elemental: This unit can only be summoned by Stormy. This unit can only be hit by magic. This unit is a back row unit. This unit can cast Ice Comet which attacks up to 2 units at a 4(-1) as a red spell. This unit can also cast Bone Freeze. Bone Freeze will reduce the defense of up to 8 enemy units by 2 for the duration of the battle. This spell hits on a 5(-2) as a red spell. Each enemy unit can only be effected by Bone Freeze once at any given time. This unit can cast these spells with unlimited usage. This unit defends at 3 vs. magic (red spells) and also defends at 3 against ward.
Beastriss: Beastriss is the mistress of nature. Beastriss can only be purchased in the Temple of Nature (or in the Temples of Roots or Unity after the Temple of Nature has been built). She can call forth the power of animals to aid her. She can summon one animal during the placement phase of the Amazons. If an animal is killed she may summon it back on her next placement phase. She moves two as do all the animals with her. Unless otherwise stated all animals must remain with her or they will vanish (including being warded). Beastriss levels like a normal druid (and is a druid for all other purposes), but does not receive druid spells. Beastriss starts with 6 (plus 1 to 3) nature points. Additional nature points are awarded as she levels. Nature points must be allocated immediately upon leveling. Points that are not used can be saved, but cannot be allocated until Beatriss reaches another level. Beastriss also has a basic lightning based magical attack called Force of Nature. This attack hits at a 2. For the cost of 2 nature points she can upgrade her Force of Nature to Fury of Nature which is a lightning based magical attack that hits at a 3. For the cost of an additional 2 points Fury of Nature can be upgraded to Bolt of Natures Fury which is a lightning based magical attack that hits at 4. Beastriss can cast one Entangle spell for each level she has (one casting per level). Upon reaching level 2 she would receive 1 additional Entangle spell, etc Beastriss can teleport back to the Temple of Nature at any time. If she attempts to teleport as a retreat in battle she will only be successful on a roll of 4 or less. If she fails, she may make another attempt on the following combat round. Beastriss never receives a rough terrain penalty and she can guide any allied unit through any rough terrain without penalty.
Level        Nature Points Awarded
1        6 + (1 to 3)
2        15+ (1 to 3)
3        20+ (1 to 3)
4        30+ (1 to 3)
5+ 35
Recon Raccoon: The Recon Racoon can only be summoned by Beastriss. The Recon Raccoon (RR) does not have to remain with Beastriss. It can move on its own. It moves 1 normally, but can move up to 2 spaces on a roll of 3 or less during its movement phase. This roll does not conclude the movement phase. RR can move among enemy units without being detected so long as the enemy does not roll two 1s on two dice (snake eyes). This roll is made on the Amazons turn when they move through or end their movement in a territory that has an enemy unit. If RR is detected the enemy will have first attack. RR can retreat in a similar fashion as it moves (up to 2 spaces on a 3 or less). The function of RR is to get into an enemy city. Once RR is in an enemy city, the enemys collection is reduced by two. If RR is in an enemys capital city the collection is reduced by 4. RR also prevents enemies who have an embassy to speak privately if the RR is in any of the enemys cities (regardless of where the embassy is). This only effects an embassy that is related to the enemy race that the RR has infiltrated. The nature point cost to summon this mischievous vermin is 1.
Hyena: Beastriss can summon a group of Hyena to aid her in battle. It costs 3 nature points to summon these beasts.
Lynx: Beastriss can summon a group of Lynxes to aid her in the field of battle. All though not the mightiest of the great cats that she can summon, the Lynx unit will allow her to conquer. The nature point cost to summon this unit is 4.
Lioness: Lionesses can only be summoned by Beastriss. It costs 7 nature points to summon this unit.
Guard Dog: If the Amazons are attacked and they have the Guard Dog with them they are allowed to roll on the below noted table. This only applies if the Amazons are attacked, not if they are the attackers.
Roll Result
1 The Amazons steal the first attack !
2-5 All attackers get a -1 applied to their attack on the first round
6 Guard Dog is not effective, no result
The Guard Dog is the only other animal besides the Recon Raccoon that can operate independently of Beastriss. The Dog can move on its own, but only moves 1. If the Dog is with Beastriss it can move 2. The cost to summon this unit is 11 nature points.
Great Lion: These ferocious beasts take 3 hits in one battle to kill. They can only be summoned by Beastriss and require 20 nature points to summon.
Mystic Kitten: The Mystic Kitten can choose 1 first, 1 second, and 1 third level wizard spell. The Kitten also advances as a level 1 wizard would. The kitten can only be summoned once per game. If it is lost, it is lost for good.
The Amazons begin the game with two huntresses.
Jungle Witch: Jungle Witchs are single units that move 2. Jungle Witchs can allow up to 3 Huntresses and/or Huntress Archers to move up to 2 with them (and unlimited Amazon singles). A speed spell cast on a Jungle Witch will double her movement and will also effect those that she is moving with her. It is permissible for her to cast it on herself and carry units up to four spaces. A Jungle Witch can cast a spell called Savagery at the beginning of the Amazons attack phase which will grant up to 3 Huntresses and/or Huntress Archers a bonus of +1 on their attack on the first round. Savagery can only be cast once per battle (per Jungle Witch). Jungle Witches have two normal spells to choose from, which they can cast from the back row with unlimited usage. They may cast a frozen bolt spell which attacks at a 2 or a wind blast which can stun up to 2 units for one combat turn. The wind blast hits at a 2 and is a red spell. Stunned units defend normally, but forfeit their next combat round.
Jungle Witches can become normal druids after they attain 35 XP. So they technically are normal druid without spells and start with negative 35 XP.
Cultivist: A temple of nature, a temple of earth, and a temple of water is needed before this unit can be purchased. This unit can only be purchased in one of those temples (or in the Temple Roots or Unity after the other temples have been built). The Cultivist uses magical powers to create jungle terrain. The cultivist can do this after the end of the movement and/or combat phase (just before purchase phase). A jungle terrain marker is placed where the Cultivist is on a roll of a 2 or less. The Cultivist can only cultivate plain territories, not forest, mountain or any territories where any city or structure has already been built. The Cultivist can also cast heal spells on any of the Elven treants (twice per battle) or any other allied plant based unit.
Jungle Spirit of Fire: This unit is a combination of plant, animal and mineral. This unit is a potted magical plant-beast suspended in air in a huge container of sulfuric soil. It can only be killed by magic and uses a fire based flame strike to attack enemies at 2. It also provides an costs immunity to all fire based attacks to any Amazon unit in the city. Because it cannot move a ward spell will effectively kill this unit. This unit can only be placed after the Temple of Fire has been built and one less if it is placed in the Temple of Fire. It is immune to fire based magical attacks. A ward spell will effectively kills this unit.
Ambassador: The only role of an Ambassador is to create an embassy with an allied nation. Once the Ambassador does this, they are removed from the board. There is no additional cost to create an embassy for the Amazons, only the loss of the Ambassador.
Rogue: This unit can only be purchased if the temple of Air has been constructed. The Rogue must be purchased in the temple of Air (or in the temple of Roots or Unity after the temple of Air has been built). Rogues can infiltrate enemy positions and attempt to steal wealth and/or information. A Rogue can only be detected on a roll of two 1s (snake eyes). This roll can be made by the enemy once per turn, on the enemies turn and only if the enemy is in a territory occupied by the rogue. If a Rogue is detected they are killed immediately. If a Rogue infiltrates a city of an enemy they will negate the private conversation privilege that an embassy would normally grant. Furthermore they can attempt to steal money from the city each round. They can steal up to 1 to 6 of any money that has not been spent. They are successful on a roll of 4 or less. The money goes directly to the Amazon Nation. They can attempt to assassinate any single unit in the territory they are occupying (does not have to be city). They are successful on a roll of 1. The attempt is unsuccessful on a roll of 2-4, but they are not detected. They are killed on roll of 5 or 6. This unit cannot assassinate flying, units only hit by magic or invisible units. There can only be one Rogue per enemy city.
Angel of Judgment: Angel of Judgments (AoJ) can only be purchased if a temple of Air and a temple of Fire are on the board. This unit must be purchased in the temple of Fire or Air (or in the temple of Roots or Unity after the temples of Air and Fire have been built). These units can fly and move 3. They have the following spells they can use once per battle: Flaming Darts and Flaming Arrow. They also can cast a single fire dart with unlimited usage. This attack is at 2. They have another special spell, called Noose of Paralysis they can use unlimited times per battle. They can use their Noose of Paralysis to capture enemy units on a roll of 4 (as a red spell) with no extra defense for the unit being captured. Each AoJ can only capture one unit at a given time. Once captured with the Noose of Paralysis enemy units can be flown away by the AoJ. All spells can be cast from the air. The AoJ can capture an enemy unit and retreat out of battle with it in the air. Units that are captured are suspended off the ground (slightly), but will not be harmed if the AoJ is killed. If an AoJ releases their captives into a territory where there are no allied conquering units then the captive unit will be able to move on their turn. If the captive is released in a territory with units that are allied with the AoJ, then the captive becomes the prisoner of those units. The Noose of Paralysis attacks at only a 2 against units that cost 20 or more.
Angel Templara: The Angel Templara may only be purchased if a temple of Air and a temple of Water are on the board. This unit must be purchased in the temple of Air or Water (or in the temples of Roots or Unity after the temple of Air and Water have been built). This unit flies and can move 3. This unit has a special attack called ice storm, which can be used once per battle. The ice storm attacks up to 5 enemy front row units at a 2. This units normal melee attack is not considered magical.
Dryad: Dryad are winged fairy-like creatures that can fly and move 3. They can only be obtained after a temple of Air, a temple of Earth, and a temple of Nature have been constructed. This unit can only be purchased in the temples required or in the temples of Roots or Unity after the required temples have been built. Dryads are primarily spell casters that can attack from the back row. They have the following magic powers: Entangle (once per battle), Flaming Arrow (twice per battle), Charm (once per battle). In addition they have a flame strike attack that hits at two and can be used unlimited times.
Centaur Druidess: This unit can only be purchased if the temple of nature has been constructed. This unit can only be purchased in the temple of Nature or in the temples of Roots or Unity after the temple of Nature has been built. The Druidess has the following magical powers: Entangle (once per battle), Shield (once per turn), Shockra (once per battle). This unit does not gain levels. This unit can carry one single unit with it, but the effect of carrying will reduce movement to 3.
Druidess Acolyte Defender: This Druidess has a primary focus on defensive magic. She does not level like normal casters. She has a defense of 3. She starts with one shield spell. She can also cast a Barkskin spell which will give up to 4 Amazon Huntress units a bonus of +1 on defense. Barkskin can only be used once per battle and only lasts for the duration of the battle. Barkskin cannot stack with other shield/protection spells. She can cast a lightning based magic spell called Force of Nature which hits at a 2 (unlimited usage). She is like a normal Druid, but starts with negative 30 XP and cannot choose any Druid spells until her XP is at zero.
Merith the Flame Caller: Merith is a level one wizard that only has access to fire based spells. She also can access any fire based druid spell. She can only be purchased if the temple of fire has been built. She can only be purchased in the temple of Fire or in the temple of Roots or Unity after the temple of Fire has been built.
Vencia Twistblades: Vencia is a hero type unit. As she gains new levels she can choose from any of the following abilities: increase movement to 2, increase her hits by one, increase her attack value for both of her attacks to 4(-1) or both of her defenses to 4(-1) (These two choices may only be selected at level 3 and beyond).
Dessa Lionsoul: Dessas spirit is spread across two entities of flesh, an Amazon huntress with spear and a lion. These two entities are forever connected and they must always remain together. They are counted as one single unit for the purposes of speed and teleport spells. If one entity falls in battle, the other one can only survey for the duration of the battle and will perish at the conclusion of the battle. Both the huntress and the lion each attack at 4 and defend at 4(-1). This unit is experienced in Goblin slaying and if it hits a goblin unit on a 1 then the unit will defend at one less. The lion entity can roar once per battle and it will effect any front row goblin unit that costs 6 or less as if it were a Ward spell, however Dessa would need to roll a 1 per unit to have it be effective. Units would save as they normally would against Ward. This unit can only be purchased in the temple of Nature or in the temple of Roots or Unity after the temple of Nature has been built.
Myrago, Huntress of the Plains: Myrago is a hero unit. Myrago fights very well in the open. In the plains she attacks and defends at a 4. In any rough terrain including jungle she attacks and defends at a 2. She does not receive a defensive bonus in cities. She can move 3 spaces as long as all 3 spaces are plains territories, otherwise she can move 2. As she gains levels she can choose from the following powers: increase her hits to kill in a battle by one, increase her movement on the plains by one (max. 4), increase her attack or defense by (-1) (attack/defense may only be adjusted once). This unit can be purchased in any temple after the temple of Air has been built.
Bretchin the Crazed Shamaness: Bretchin is a druid unit. She is a bit crazy. Each turn before she moves she must roll a 4 or less. If she rolls a 5 or 6, she sits and drools and cannot function on that turn. During any combat situation she can function fine. She starts with three level one druid spells and 20 XP. This unit can only be purchased in the temple of Nature or in the temple of Roots or Unity after the temple of Nature has been built.
Mist Ranger: This unit can only be summoned by Stormy and only after the temple of Air has been created. Stormy can summon this unit from any location, but if she does it from the temple of Air the unit will cost one less. Stormy receives 3 XP (multiplied by her level) for summoning this unit. The Mist Ranger appears in an unoccupied jungle territory (Random Jungle Table). It cannot appear in an enemy city. This unit can fly and become invisible at will. This unit can cast stun blast once per battle, sleep once per battle and can cast a Thunderclap once per battle if she rolls a 1.
Qlara: Qlara is the Ranger-Hero of the Amazon (see section on hero units for additional details). Qlara never suffers a movement penalty in any rough terrain and can guide allied units through rough terrain without any penalty for them as well. Her bow is magic and can hit units that are only effected by magic. She has the ability to move in stealth when she chooses. In this mode she can pass through enemy units undetected unless they roll a 2 on 2 dice (snake eyes). She has a special "ambush" attack that she can use from any rough terrain. In order to use this attack she must be in rough terrain and her target must be in any adjacent territory. This special attack allows her to get 3 attacks in before the enemy can react. Also if she rolls a 1 before combat she can attack a unit in the second row (only when executing the ambush attack). She may only execute an ambush if alone or with other single type units. If Qlara is attacked while she is in rough terrain, she can steal the first attack from the attackers on a roll of 4 or less (She is only able to do this for herself and not for any allied troops with her). She has a "charismatic aura" (see the spell of the same name) at all times. Qlara is a hero unit. At level 2, she can choose one first level Druid spell. At level 3, she may increase her movement to 3. At level 4, her defense is increased to 5(-1). At level 5 and for every level there after she may choose another first level Druid spell. The temples of Air, Earth, and Nature are required before Qlara can be purchased. Once those temples are on the board she may be purchased in any temple.
Klea: Klea is a hero-knight unit for the Amazons. She is skilled in battle against Drow Elves. She gets a bonus of +1 on her attacks against that race. As she levels she may choose among the following abilities: -(1) bonus on her attack or defense or + 1 hit. Her attack and defense bonuses may only be selected once.
Elementalists: Knurga and Stormy are both Elementalists. Each Elementalist has specific abilities unique to themselves. In addition each Elementalist can control up to 2 elementals at any given time. An elemental can be summoned only during the placement phase of the Amazons turn. If an elemental is lost during a battle it can be resummoned on the Amazons next placement phase. Elementals must always remain in the same territory as the Elementalist that controls them. If they become separated for any reason they will be dispelled immediately. Elementalists gain levels as normal wizards and are considered wizards for any other purpose. Each level they receive an elemental point. Elemental points are used immediately upon leveling. The Elementalist must decide how they will allocate their elemental point. Once they are allocated they cannot be reallocated. At level 1 they choose to summon a lessor elemental. At level two they must decide to either be able to summon two lessor elementals (of different types only) or upgrade their existing lessor to a regular elemental (tier 2). Upon reaching level 3 they could upgrade their regular elemental to a greater elemental (If they had a regular elemental) or if they had two lessor elementals they could upgrade one of them to a regular elemental. This process would continue until level 6 at which point they should have two greater elementals. They do not gain XP past level 6. Elementalists can bring their summoned creatures into dungeons with them.
Knurga: Knurga is the Elementalist of earth and fire. She can only be purchased in the Temple of Earth or Fire (or in the Temples of Roots or Unity after either the Temple of Earth or Fire has been built). She has the ability to summon Earth and Fire elementals (see Elementalists for more details). She has the following innate abilities:
1. Shield of Elements: Knurga and all Amazon troops with her are immune to all fire attacks (magical and non-magical) and are immune to the following spells: Mud, Entangle, Avalanche, and Petrify. This is constant and does not require casting.
2. Mountain passage: All units with Knurga do not receive a movement penalty in the mountains.
3. Flame Shield: Once per battle Knurga can cast a damage shield on a friendly unit that attacks any unit that hits that unit at a 2(-1). This attack goes off regardless if the unit defends or not (and will get one last attack if the unit is killed).
4. Flame Strike: magical attack at 2 with unlimited usage.
Stormy: Stormy is the Elementalist of air and water. Stormy can only be purchased in the Temple of Air or Water (or in the Temples of Roots or Unity after either the Temple of Air or Water has been built). She has the ability to summon Air and Water elementals (see Elementalists for more details). She has the following innate abilities:
1. Shield of Elements: Stormy and all Amazon troops with her are immune to Blizzard, Tornado and any ice/cold based spells.
2. Water Passage: Stormy and all allied units with her will not receive a movement penalty when crossing a stream.
3. Ice Blast: magical attack at 2 with unlimited usage.
4. Wind Walk: Can fly 3 spaces and take 2 units with her and unlimited singles, but must land at the end of movement phase. This power is successful only on a 4 or less, at level 3 successful on a 5 or less and at level 5 always successful. This roll does not conclude the movement phase.
Lessor Fire Elemental: This unit can only be summoned by Knurga. This unit can only be hit by magic. This unit is a back row unit. It can attack using a flaming dart or a flaming arrow spell each round. This unit defends at 1 against magic (red spells) and also defends at 1 vs. ward.
Fire Elemental: This unit can only be summoned by Knurga. This unit can only be hit by magic. This unit is a back row unit. It can cast flaming darts and flaming arrow each combat round or it can cast rain of fire. This unit defends at 2 vs. magic (red spells) and also defends at 2 vs. ward.
Greater Fire Elemental: This unit can only be summoned by Knurga. This unit can only be hit by magic. This unit is a back row unit. It can cast either 3 flaming darts per turn or 1 fireball. This unit defends at 3 vs. magic (red spells) and also defends at 3 vs. ward.
Lessor Earth Elemental: This unit can only be summoned by Knurga. This unit is a front row unit. It takes 2 hits in one battle to kill this unit. This units attacks are not considered magical.
Earth Elemental: This unit can only be summoned by Knurga. This is a front row unit. It takes 3 hits in one battle to kill this unit. This unit saves at a 4 against ward. This units attacks are considered magical.
Greater Earth Elemental: This unit can only be summoned by Knurga. This is a front row unit. It takes 4 hits in one battle to kill this unit. This unit defends at a 5 against ward. This units attacks are considered magical.
Lessor Air Elemental: This unit can only be summoned by Stormy. This unit can only be hit by magic. This unit is a back row unit. This unit can cast one of the following spells per combat round: Stun (red spell attacks at 5(-2) if it hits the unit will forfeit its next combat round, but will not be killed by the attack), or it can cast a spell called Lessor Deflection. Lessor Deflection will allow 3 allied units to defend at a (-1) bonus for one battle. This spell can only be cast one time per unit. This unit defends at 1 against magic (red spells) and also defends at a 1 vs. ward.
Air Elemental: This unit can only be summoned by Stormy. This unit can only be hit by magic. This unit is a back row unit. This unit can cast stun blast twice per battle. This unit can also cast Deflection, which will allow 5 allied units to defend at a (-1) bonus for the entire battle. This spell can be cast unlimited times, but only once per unit. This unit can cast a Stun once per round similar to that of a Lessor Air Elemental. This unit defends at 2 vs. magic (red spells) and also defends at a 2 against ward.
Greater Air Elemental: This unit can only be summoned by Stormy. This unit can only be hit by magic. This unit is a back row unit. This unit can cast one of three spells on any combat round. This unit can cast stun blast up to three times per battle. It can cast Greater Deflection, which provides a defensive bonus for up to 6 allied units of 1(-1) with a maximum defense of 5. It can cast Bitter Gust once per battle. Bitter Gust attacks up to 6 enemy units at a 4 (red spell). If the enemy units are hit with a roll of 1 and do not defend they are killed. If the enemy units are hit on a roll of 2 through 4 and do not defend then they are blown into another territory (friendly or neutral) of Stormys choosing (not into battle). All units that are blown away will go to the same territory. This unit can cast a Stun once per round similar to that of a Lessor Air Elemental. This unit defends at a 3 vs. magic (red spells) and also defends at a 3 against ward.
Lessor Water Elemental: This unit can only be summoned by Stormy. This unit can only be hit by magic. This unit is a back row unit. This unit can cast Ice bolt which attacks at a 3(-1) as a red spell. It can also cast Bone Chill. Bone Chill will reduce the defense of up to 4 enemy units by 1 for the duration of the battle. This spell hits on a 4(-1) as a red spell. Each enemy unit can only be effected by Bone Chill once at any given time. This unit can cast these spells with unlimited usage. This unit defends at 1 vs. magic (red spells) and also defends at a 1 against ward.
Water Elemental: This unit can only be summoned by Stormy. This unit can only be hit by magic. This unit is a back row unit. This unit can cast Ice Lance which attacks at a 4(-1) as a red spell. This unit can also cast Bone Rust. Bone Rust will reduce the defense of up to 6 enemy units by 1 for the duration of the battle. This spell hits on a 5 (-1) as a red spell. Each enemy unit can only be effected by Bone Rust once at any given time. This unit can cast these spells with unlimited usage. This unit defends at 2 vs. magic (red spells) and also defends at 2 against ward.
Greater Water Elemental: This unit can only be summoned by Stormy. This unit can only be hit by magic. This unit is a back row unit. This unit can cast Ice Comet which attacks up to 2 units at a 4(-1) as a red spell. This unit can also cast Bone Freeze. Bone Freeze will reduce the defense of up to 8 enemy units by 2 for the duration of the battle. This spell hits on a 5(-2) as a red spell. Each enemy unit can only be effected by Bone Freeze once at any given time. This unit can cast these spells with unlimited usage. This unit defends at 3 vs. magic (red spells) and also defends at 3 against ward.
Beastriss: Beastriss is the mistress of nature. Beastriss can only be purchased in the Temple of Nature (or in the Temples of Roots or Unity after the Temple of Nature has been built). She can call forth the power of animals to aid her. She can summon one animal during the placement phase of the Amazons. If an animal is killed she may summon it back on her next placement phase. She moves two as do all the animals with her. Unless otherwise stated all animals must remain with her or they will vanish (including being warded). Beastriss levels like a normal druid (and is a druid for all other purposes), but does not receive druid spells. Beastriss starts with 6 (plus 1 to 3) nature points. Additional nature points are awarded as she levels. Nature points must be allocated immediately upon leveling. Points that are not used can be saved, but cannot be allocated until Beatriss reaches another level. Beastriss also has a basic lightning based magical attack called Force of Nature. This attack hits at a 2. For the cost of 2 nature points she can upgrade her Force of Nature to Fury of Nature which is a lightning based magical attack that hits at a 3. For the cost of an additional 2 points Fury of Nature can be upgraded to Bolt of Natures Fury which is a lightning based magical attack that hits at 4. Beastriss can cast one Entangle spell for each level she has (one casting per level). Upon reaching level 2 she would receive 1 additional Entangle spell, etc Beastriss can teleport back to the Temple of Nature at any time. If she attempts to teleport as a retreat in battle she will only be successful on a roll of 4 or less. If she fails, she may make another attempt on the following combat round. Beastriss never receives a rough terrain penalty and she can guide any allied unit through any rough terrain without penalty.
Level        Nature Points Awarded
1        6 + (1 to 3)
2        15+ (1 to 3)
3        20+ (1 to 3)
4        30+ (1 to 3)
5+ 35
Recon Raccoon: The Recon Racoon can only be summoned by Beastriss. The Recon Raccoon (RR) does not have to remain with Beastriss. It can move on its own. It moves 1 normally, but can move up to 2 spaces on a roll of 3 or less during its movement phase. This roll does not conclude the movement phase. RR can move among enemy units without being detected so long as the enemy does not roll two 1s on two dice (snake eyes). This roll is made on the Amazons turn when they move through or end their movement in a territory that has an enemy unit. If RR is detected the enemy will have first attack. RR can retreat in a similar fashion as it moves (up to 2 spaces on a 3 or less). The function of RR is to get into an enemy city. Once RR is in an enemy city, the enemys collection is reduced by two. If RR is in an enemys capital city the collection is reduced by 4. RR also prevents enemies who have an embassy to speak privately if the RR is in any of the enemys cities (regardless of where the embassy is). This only effects an embassy that is related to the enemy race that the RR has infiltrated. The nature point cost to summon this mischievous vermin is 1.
Hyena: Beastriss can summon a group of Hyena to aid her in battle. It costs 3 nature points to summon these beasts.
Lynx: Beastriss can summon a group of Lynxes to aid her in the field of battle. All though not the mightiest of the great cats that she can summon, the Lynx unit will allow her to conquer. The nature point cost to summon this unit is 4.
Lioness: Lionesses can only be summoned by Beastriss. It costs 7 nature points to summon this unit.
Guard Dog: If the Amazons are attacked and they have the Guard Dog with them they are allowed to roll on the below noted table. This only applies if the Amazons are attacked, not if they are the attackers.
Roll Result
1 The Amazons steal the first attack !
2-5 All attackers get a -1 applied to their attack on the first round
6 Guard Dog is not effective, no result
The Guard Dog is the only other animal besides the Recon Raccoon that can operate independently of Beastriss. The Dog can move on its own, but only moves 1. If the Dog is with Beastriss it can move 2. The cost to summon this unit is 11 nature points.
Great Lion: These ferocious beasts take 3 hits in one battle to kill. They can only be summoned by Beastriss and require 20 nature points to summon.
Mystic Kitten: The Mystic Kitten can choose 1 first, 1 second, and 1 third level wizard spell. The Kitten also advances as a level 1 wizard would. The kitten can only be summoned once per game. If it is lost, it is lost for good.
IC - LoAKnurgle R6 Priest,Qlar R6 Assassin,Plubio R6 Druid,Saruis R5 Bard.
