Greyhawk Wars (game)
Encyclopedia
Greyhawk Wars is a fantasy
Fantasy
Fantasy is a genre of fiction that commonly uses magic and other supernatural phenomena as a primary element of plot, theme, or setting. Many works within the genre take place in imaginary worlds where magic is common...

 board wargame
Board wargame
A board wargame is a wargame with a set playing surface or board, as opposed to being played on a computer, or in a more free-form playing area as in miniatures games. The hobby around this type of game got its start in 1954 with the publication of Tactics, and saw its greatest popularity in the...

 published by TSR, Inc.
TSR, Inc.
Blume and Gygax, the remaining owners, incorporated a new company called TSR Hobbies, Inc., with Blume and his father, Melvin Blume, owning the larger share. The former assets of the partnership were transferred to TSR Hobbies, Inc....

 in 1991
1991 in games
This page lists board and card games, wargames, miniatures games, and table-top role-playing games published in 1991. For video and console games, see 1991 in video gaming.-Game awards given in 1991:* Spiel des Jahres: Drunter und Drüber...

. The game was designed by David Cook
David Cook (game designer)
David "Zeb" Cook is an American game designer best known for his work at TSR, Inc., where he was employed for over fifteen years.-Early life:...

 as a strategic simulation of the eponymous Greyhawk Wars
Greyhawk Wars
In the Dungeons & Dragons World of Greyhawk campaign setting, the Greyhawk Wars raged across the whole of the Flanaess from 582-584 CY.-History:...

 on the fictional world of Oerth
Oerth
In the Dungeons & Dragons roleplaying game, Oerth, pronounced as "Orth" or "oyth", is the name of the fictional planet on which one of the earliest campaign settings, the World of Greyhawk, is located...

, the World of Greyhawk campaign setting
Campaign setting
A campaign setting is usually a fictional world which serves as a setting for a role-playing game or wargame campaign. A campaign is a series of individual adventures, and a campaign setting is the world in which such adventures and campaigns take place...

 for the Dungeons & Dragons
Dungeons & Dragons
Dungeons & Dragons is a fantasy role-playing game originally designed by Gary Gygax and Dave Arneson, and first published in 1974 by Tactical Studies Rules, Inc. . The game has been published by Wizards of the Coast since 1997...

role-playing game
Role-playing game
A role-playing game is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting, or through a process of structured decision-making or character development...

.

Components

The game included two fold-out color paper maps; two sheets of cardboard chits
Chit (board wargames)
Chits are a type of wargame counter that are generally not directly representational but used for the following purposes:* Tracking, being placed on a numeric runner to indicate turn status, as in some rule variants for Squad Leader...

; several sheets of cards representing the various countries, events, mercenaries
Mercenary
A mercenary, is a person who takes part in an armed conflict based on the promise of material compensation rather than having a direct interest in, or a legal obligation to, the conflict itself. A non-conscript professional member of a regular army is not considered to be a mercenary although he...

, and treasures; a rule book; two ten-side dice, and a book containing a history of the war and a set of scenarios.

The maps depicted the various lands and nations involved in the war, and were joined together along the edge to form the full game world. The map is sub-divided into areas of roughly equal size, with edges often lying along various geographical boundaries such as nation borders or terrain features. The nations are divided into "good", neutral, and "evil" states, with green, gray, and red borders, respectively. The terrain types included plain
Plain
In geography, a plain is land with relatively low relief, that is flat or gently rolling. Prairies and steppes are types of plains, and the archetype for a plain is often thought of as a grassland, but plains in their natural state may also be covered in shrublands, woodland and forest, or...

s, forest
Forest
A forest, also referred to as a wood or the woods, is an area with a high density of trees. As with cities, depending where you are in the world, what is considered a forest may vary significantly in size and have various classification according to how and what of the forest is composed...

, marsh
Marsh
In geography, a marsh, or morass, is a type of wetland that is subject to frequent or continuous flood. Typically the water is shallow and features grasses, rushes, reeds, typhas, sedges, other herbaceous plants, and moss....

, mountain
Mountain
Image:Himalaya_annotated.jpg|thumb|right|The Himalayan mountain range with Mount Everestrect 58 14 160 49 Chomo Lonzorect 200 28 335 52 Makalurect 378 24 566 45 Mount Everestrect 188 581 920 656 Tibetan Plateaurect 250 406 340 427 Rong River...

s, hill
Hill
A hill is a landform that extends above the surrounding terrain. Hills often have a distinct summit, although in areas with scarp/dip topography a hill may refer to a particular section of flat terrain without a massive summit A hill is a landform that extends above the surrounding terrain. Hills...

s, lake
Lake
A lake is a body of relatively still fresh or salt water of considerable size, localized in a basin, that is surrounded by land. Lakes are inland and not part of the ocean and therefore are distinct from lagoons, and are larger and deeper than ponds. Lakes can be contrasted with rivers or streams,...

s, ocean
Ocean
An ocean is a major body of saline water, and a principal component of the hydrosphere. Approximately 71% of the Earth's surface is covered by ocean, a continuous body of water that is customarily divided into several principal oceans and smaller seas.More than half of this area is over 3,000...

s, and wastes. The major river
River
A river is a natural watercourse, usually freshwater, flowing towards an ocean, a lake, a sea, or another river. In a few cases, a river simply flows into the ground or dries up completely before reaching another body of water. Small rivers may also be called by several other names, including...

s are also depicted, usually along area borders. The map also contained a series of iconic symbols depicting the various capitols, ports, fortifications, and sites where treasure or mercenaries could be obtained.

In addition to their place on the map, each of the countries in the game is represented by a card. Each player starts with one or more country cards representing their home nations. Additional nations can be gained through alliance, conquest, or by liberating a conquered nation. The cards for these nations are placed under the home nation cards. Every nation card includes their Alliance ratings, which determine how easily good or evil nations can ally with it. The card also includes a modifier for alliance attempts to specific countries, and a roster of troops that the country can raise.

Each player has a set of hero markers that they can use for various purposes each turn. These represent a band of heroes that can perform various special actions. They can not be destroyed, although they can be hindered in various ways.

Armies are represented by colored chits that are printed with a shield symbol of the owning nation. These are placed on top of a stack of up to 5 troop units. Troop chits have a strength rating, a silhouette symbol for the creature type, and sometimes special information indicating a unique ability.

The color of the troop chits are based on the ethos
Ethos
Ethos is a Greek word meaning "character" that is used to describe the guiding beliefs or ideals that characterize a community, nation, or ideology. The Greeks also used this word to refer to the power of music to influence its hearer's emotions, behaviors, and even morals. Early Greek stories of...

 of the creature, with good-natured creatures being green, neutral creatures gray, and evil creatures in red (the same colors as the nation borders.) There are a number of different creatures represented by these chits, and the various races or species are drawn from the Greyhawk world setting. Thus there are Elves
Elf (Dungeons & Dragons)
In the Dungeons & Dragons fantasy role-playing game, elves are a fictional humanoid race that is one of the primary races available for play as player characters. Elves are renowned for their grace and mastery of magic and weapons such as the sword and bow...

, Bugbears
Bugbear (Dungeons & Dragons)
The bugbear is a type of fictional monster for player characters to encounter in the Dungeons & Dragons fantasy role-playing game.A bugbear is depicted as a massive humanoid distantly related to goblins and hobgoblins...

, Orcs
Orc (Dungeons & Dragons)
In the Dungeons & Dragons roleplaying game, orcs are a primitive race of savage, bestial, barbaric humanoid.-Publication history:The orc was one of the earliest creatures introduced in the D&D game. The D&D orc is largely based upon the orcs appearing in the works of J.R.R...

, Human
Human
Humans are the only living species in the Homo genus...

s, and so forth. There are also counters to represent fleets for nations along the coast.

The various scenarios require from 2 to 6 players, and the two-player scenarios only use one of the maps. Each scenario lists the initial set-up, any special rules, and the victory conditions. The scenarios attempt to replay the situations described in the war history.

Game play

Each turn of play represents a full year in the game setting, and is divided into a series of phases. Every player must complete the procedure for a phase before continuing to the next phase. The first phase is used to randomly determine the order that each phase will be performed. The remaining phases are used to place heroes, draw event cards, and perform actions, in that order.

A player's heroes can move across up to six contiguous areas each turn, although their path may be (optionally) blocked by the occupying armies of another player. Areas with terrain features cost more movement to enter, such as desert, hills, and forests, while swamp and mountains ends movement for the turn.

The event cards produce a random element that can positively or negatively affect a player's situation. These can range from additional forces joining your side, to a sudden attack or rebellion that draws off some of your forces. The cards can also affect the actions of heroes.

The main part of the game occurs during the action phase. Here the armies can move, attack, create fortifications, or disband. Likewise heroes can either aid the forces of the player's armies, recruit mercenaries, perform diplomacy, or search for treasure. The type of mercenaries recruited or the type of treasure found are determined by random card draws.

A player performs actions with their armies and heroes one at a time, with all actions being performed before moving to another marker. Armies and heroes that have completed their action are then flipped over to their white side.

Land armies can move through up to 3 areas in a turn (or 4 if they are all cavalry). Fleets can move up to 6 areas, but can never enter a land area. Ship markers can be used to carry troops that are in a port, and can unload them along a coast or on an island.

Combat occurs when an army enters an area occupied by the army of another player. The troop markers are lined up to the side of the map, with the attacker matching units against the deployed defending units. The forces on either side may also be modified by various event, mercenary, and treasure cards. The terrain can modify the strength of each attacking unit, as can magic cards and heroes. If the roll of a ten-sided die is at or below the resulting attacker strength rating, a hit is scored. The defender then gets a chance to reply, and the hits are applied. Many troops are destroyed when they take a hit, but a few have a back-printed reduced strength rating that can take a single hit and remain in the battle.

Certain special units have unique abilities in combat. Cavalry can pursue a retreating enemy or screen against pursuit (if the optional rule about pursuit is in play.) Marines can take part in sea battles. Scouts can attack first in a round and the result is applied before being attacked. There are also specific races that gain a combat bonus in their native terrain, such as dwarves in mountains or hills.

The battle continues for up to 3-4 rounds, or until either the attacker or defender retreats. The winner then takes possession of the area.

As the final step of the action phase, a player can heal damaged units, and raise new armies. The type of troops that can be raised is determined by the country card, and can only be raised by heroes or armies.

Relationship to WGS modules

The events described in the game occur chronologically just after the conclusion of Greyhawk module WGS2 - Howl from the North
Howl from the North
Howl from the North is an adventure module for the Dungeons & Dragons fantasy role-playing game, set in the game's World of Greyhawk campaign setting. The module bears the code WGS2 and was published by TSR, Inc...

. The WGS, or World of Greyhawk Swords series, was originally intended to be a trilogy of modules beginning with WGS1 - Five Shall Be One
Five Shall Be One
Five Shall Be One is an adventure module for the fantasy role-playing game Dungeons & Dragons, set in the game's World of Greyhawk campaign setting. The module bears the code WGS1 and was published by TSR, Inc...

. The third module in the series, which would have been coded WGS3, was never produced. Instead, the material originally intended for WGS3 was reworked and incorporated into the Greyhawk Wars game. As such, in some sense this game serves as the third installment in the WGS trilogy.
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