Dragon Rage Game Manual: Read T His First
Dragon Rage Game Manual: Read T His First
Designer Biography : Dr. Lew Pulsipher started playing boardgames more t han 50 years ago. He designed his own games, t hen discovered st rateg ic "realist ic" gaming wit h early Avalon Hill wargames, and ult imately earned a Ph.D. in military and diplomat ic history at Duke Universit y. His first commercial t it le was published in 1980. He is designer of Britannia, Dragon Rage, Valley of t he Four Winds, Swords and Wizardry, and Diplomacy Games & Variants. After a 20 year hiatus from game design to teach himself comput ing and work as a programmer and chief of PC support at a major Army medical center, Lew has come back to designing games. Britannia (2nd edit ion appeared in ) 2006 wit h foreign edit ions , (German, French, Spanish, Hungarian in 2008. Britannia is ) among t he games covered in t he book Hobby Games: The 100 Best, edited by James Lowder. It was described in an Armchair General online review of a 2006 edit ion as "ready to cont inue on as one of t he great t it les in t he world of games".
Designed by Lewis Pulsipher, designer of the classic game 'Britannia', Dragon Rage was published in 1982 by Dwarfstar, an imprint of Heritage Models. Heritage was primarily a miniatures producer run by Duke Seifried. Shortly after the initial release of Dragon Rage, the company went bankrupt for reasons not related to the boardgames and the game became unavailable. Dragon Rage is a good introduction to the world of hex-and-counter wargames with a very strong theme and deep, yet simple gameplay. I was thrilled when the occasion to publish a new edition of this classic presented itself. Dragon Rage is now available again, about 30 years after the original publication. To some of you it'll be a fond memory of the past, and to the others it will be a new game altogether. I hope all of you will enjoy it the same. The rules book has been rewritten from the ground up, with only minor modifications to the game system. This revised edition includes a remake of David Helber's original map and counters that is very close to the classic Heritage edition. However, the counters are two-sided, and include brand new art by Lionel Liron on the back, in full color. I also developed an optional campaign system, allowing to play a few linked games whose outcome influences the next as the campaign unfolds. The last addition to this revised edition is a new original map on the back of the Esirien map, Nurkott, along with new scenarios. I hope you'll enjoy this new edition, and that you'll have a lot of fun with it! Eric Hanuise, FlatlinedGames. If any parts to this game are missing or damaged, please return them to: Dragon Rage Customer Service , Flatlined Games, 39 rue gheude, 1070 brussels. Your damaged part will be replaced free of charge, as will missing parts.
The Dragon Rage rules are organised in two books : - Game manual : this manual introduces the main game components and leads you step by step trough your first games of Dragon Rage using the main scenario of two dragons attacking the city. This is the 'user manual' for the game, and will teach you the basic rules. - Rules reference : this manual holds the detailed rules covering every aspect of Dragon Rage. It is organised in subsections for easy reference during gameplay : Rules reference, Scenarios and appendixes, Campaign rules, Tournament rules, etc.
Rules organisation
The game
Missing parts
The counters
Last damage pointer This counter is used to mark the last game turn the invader destroyed a VP Hex on the track printed across the bottom of the mapboard. If ten turn pass without the invader destroying a VP hex., he loses the game. Broken pointer Is used to show when a door or gate is broken open. Use the top of the arch on the counter to point to the broken hexside.
Troops & individual characters counters City Defender troop units are orange and characters yellow. Unit types include CAVcavalry, INF-infantry, MILmilitia, ARH-archers, HEROdefender hero, WZD-defender wizard. Combat ability, Escape and Movement are printed on the counters. Each city defender counter provides the unit's statistics as follow :
Burned bridge markers Are placed on wooden bridges that are burned down. Wounded markers Are placed on top of a hero when he receives a wound (a hero who is wounded again is killed).
Each unit has two movement point (MP) values. The first number "C" is the normal number of hexes the unit may move. The second, parenthesized "(D)" number is road movement : if the unit starts on a road Hex and follows the roads for its whole movement, use that number instead. Dragon counters The dragons have no numerical values on the counter itself. See the rules and tables for information about their capabilities. All Dragons have a facing direction, as shown by the colored arrowhead, and an "in flight" version (use whichever counter is appropriate for the monster's current status). Heart counters These counters are used to track the dragon's damage on the play aid. SP counters These counters are used to track the wizard's remaining spell points.
Destroyed / Victory points markers Are placed in a city Hex when the invader "destroys" it to gain its victory points value. Note that destruction (for victory points) has no additional effects terrain is unchanged, the invader simply scores the appropriate victory points, represented by placing a marker of the appropriate value in the Hex.
Setup
great victory (invader title : the death from above) - Dragons destroy all Vp's : Invaders ultimate victory (invader title : the bane of Esirien) After a few plays, the invader player should aim for at least a 20 VP great victory. The ultimate victory has so far never been claimed, so if you do manage that rare feat, by all means send us a session report! The game turn The game turn sequence is organised in 9 phases as follow :
(1) Invading player movement phase The invading player moves his dragons on the map, and resolves any overrun attacks. (2) Dragonfire phase The invader player resolves any dragonfire flame attacks.
Victory points The dragons win by destroying parts of the city : certain hexes have victory points marked (Numbers 1-5 in blue), and when the Hex is destroyed, a victory points marker is placed on that Hex. The Dragons destroy a victory point Hex by walking into the Hex and spending one MP in it (in that or some later turn), or by slithering into it. Landing from flight or a bound in an unoccupied Hex will destroy it. Dragonfire into a Hex will always destroy it, except for towers, where only dragonfire breathed through an open entrance will destroy the Hex. A Whirlwind spell cast by the defending wizard will destroy all victory points in a Hex it occupies.
(3) Invading player melee phase The invading player may resolve any melee attacks made by his units.
(4) City forces spell-casting phase The city player may cast a spell with his wizard. (5) City forces reinforcements phase On turns 10, 14, 18, 22, 26, 30, and so forth the city player receives reinforcement units.
(6) City forces movement phase The city player may move his units on the map. (7) City forces archery phase The city player resolves any archery attacks. (8) City forces melee phase The city player resolves any melee attacks made by his units.
Victory conditions City defenders win the game when all invaders are destroyed, if 10 game turns pass in which no victory points are destroyed, or if 10 game turns pass in which no (grounded or airborne) invader units are within the walls of the city. Invaders victory is assessed using the following criteria : - Dragons destroy less than 16 VP's : Invaders are defeated (invader title : featherless chicken) - Dragons destroy 16 VP's : Invaders marginal victory (invader title : dragon whelp) - Dragons destroy 18 VP's : Invaders normal victory (invader title : destroyer of cities) - Dragons destroy 20 or more VP's : Invaders
(9) Advance turn pointer At the end of the turn, the city player moves the turn pointer to the next box on the turn record track. Game turns are repeated, one after another, until either the invader concedes defeat, or gains sufficient victory points to win. - If all invaders are killed, the city forces player automatically and instantly wins. - If ten or more turns pass without any invaders within the walls of the city, the city
Roads Any units can move along a road, following it from Hex to Hex The road passes through walls at the gates, and actually passes through the lower floors of the towers in 0914,1310, and 1511. The road does not enter any other towers, so units entering or leaving other towers cannot use road movement. All three bridges have roadway over them, so road movement can continue across bridges. A unit that follows the road for its entire move uses its road MP value. Note that the Dragons have no special road MP value, and thus gain no benefit from moving along a road. Entrances to walls & towers Entrances include both large gates (red) and small doors (blue). Towers may have either type of entrance on one or more sides, while wall hexes sometimes have a gateway (red) through them. Entrances are indicated by a colored glow on the map. Only a unit against that hexside (or moving over that hexside) can use the entrance. The City Defender automatically controls all tower entrances, and can use them freely, at no movement cost. The player who last had a unit in the Hex on the inside part of a wall gateway controls that gate, and can use it freely. If a player does not control an
River No unit can enter a river Hex However, a unit can enter a bridge or ford hex., but only from the hexsides where the bridge or ford is connected to the banks of the river. The Dragon may walk, slither, bound, or land on a bridge, but it cannot enter the ford. Of course, the Dragon could bound or fly over the river instead.
Smashing doors (blue) A Dragon automatically smashes open a door by simply facing it at any time during movement (or at the end of its move). No MP cost is required, and the Dragon can continue moving into the tower if desired (if the tower is occupied, see Overrun rules : a dragon may not overrun in a tower).
Smashing gates (red) A Dragon can attempt to smash a gate by moving to face it while walking, and then spending one or more MPs (from its remaining MPs that move) to "smash" it. If there is no City Defender unit on the other side of the gate, after one MP is spent smashing the gate automatically shatters. Otherwise, when the MP expenditure is made, one die is rolled. If the roll is equal to or less than the MPs spent, the gate is smashed; otherwise it is unaffected. Smashing MPs cannot be accumulated from turn to turn, and each Dragon must resolve its attempt separately. Movement could continue through the gateway (if any MPs remain). A Dragon with all legs destroyed can still try to smash a red gate. Unguarded red gates can be broken on a 6+ on 1d6, and gates with city guards on the other side can be broken on 11+ on 2d6. Opening an entrance A City Defender unit in a tower or behind a gate may open it during its own player-turn during combat, to make an attack out to an enemy on the opposite side of the entrance. In this case, the entrance remains open throughout the following enemy (Invader) player-turn, allowing the enemy to move (by Overrun, unless the unit is in a tower) and attack through it. Destruction of bridges The wooden bridges (on hexes 1407 and 1413) can be destroyed. Troops A unit of troops can destroy a bridge by moving onto it, and not making any normal melee or missile attacks that player turn. Instead, place a "broken" marker underneath. On the following player-turn, if the unit is undestroyed, when it moves off, the bridge is wrecked behind it, replace the "broken" with a "burned" marker.
The 'terrain and movement' section above describes the effects of terrain on movement during this phase.
Dragon Facing A Dragon must face toward one of the six adjacent hexes with the front (top) of the counter. Facing is important in movement and combat: if a Dragon is faced ambiguously, the opposing player decides which hexside it faces toward. Rear Face
Dragon Movement modes Each turn, a Dragon may use only one of the following four movement modes: Walk, Slither, Bound, or Fly.
Walk An undamaged dragon can walk 4 MP on his turn. the Dragon damage record sheet tracks the remaining MPs according to the leg damage sustained so far. A walking dragon gets one free 60 rotation before each Hex movement, and spends 1 MP for each Hex entered. He may also make additional 60 turns at the cost of 1MP each. Movement and extra turning can be combined in any order during a Walk move.
Slither (no attack) A slithering Dragon may go forward, snakelike, 1 Hex (directly forward, no turn allowed); or turn 60 once while remaining in place. A slithering Dragon cannot move further, nor make any attacks the same player-turn it slithers. As a result, slither moves are generally a "last resort" used by a Dragon unable to
Crash A bounding or flying Dragon will "crash" if it is in the same Hex as a Whirlwind spell, or is in flight and has its wing points reduced below half. When it crashes, the Dragon lands in that hex., and suffers 2d6 wound points. The Dragon player determines how these damage points are distributed over its body. If the Dragon crashes into any river or sea hex., it instantly dies. Units in the crash Hex must roll to "escape" or are killed, and any victory point locations or wooden bridges are destroyed (scored). To escape, a unit must roll its escape number (printed on the counter) or more on 1d6 or be destroyed. Each unit has its "escape" determined separately. A Dragon in a tower with one or more wing points remaining may deliberately fall out of the tower in any direction and crash into the neighboring Hex below. Of course, the Dragon must suffer the crash result (2d6 damage). Crashing replaces the normal move of a Dragon. Overrun attacks and movement Overrun attack or movement only applies when walking on the ground, never when slithering, bounding, or flying.
Fly (no attack) At least half the Dragon's wing points must be intact to permit flying. Furthermore, to take off at least half the leg points must also be intact, or the Dragon must be making a take off from a tower. The Dragon may either take off or land in addition to flying, but cannot both take off and land during the same movement phase. In a flying move, the Dragon must move straight forward at least two hexes, then it can turn 60 left or right, then it can move another two hexes, turn again, etc. No other turns are allowed while flying, even if taking off or landing also. Overall, a Dragon can fly up to 6 hexes each turn. A Dragon in flight is denoted by using the "in flight" version of the counter. This shows it is at 60-90 meter altitude. A Dragon in flight is flying above all terrain and units, it can ignore both. A Dragon that
overrun attacks A Dragon may make an overrun attack only while walking. This allows the Dragon to move into the Hex occupied by any enemy unit, at a cost of 1 MP extra. A Dragon cannot bound or fly into an enemy-occupied Hex. A Dragon cannot overrun inside a tower, due to the small space, but it can overrun through an open or smashed gate in a wall. An overrun attack is resolved the instant it occurs, with the Dragon worth six combat strength for this purpose. See Combat resolution Table for details on how to resolve it. After the attack, the Dragon may continue moving, or simply sit there (on top of the enemy, if the attack failed).
A Dragon that is neither flying nor slithering may "breathe fire" with its head. This is done in the dragonfire phase before normal melee combat in the Invader's playerturn. A flying Dragon may breathe fire onto a tower Hex if the Dragon neither took off nor landed that turn. Only tower hexes can be hit by fire from a flying Dragon. The head has a combat strength of zero (0) on the turn it breathes fire -- in effect, the head cannot be used for other attacks for the remainder of the turn.
Types of Dragon attacks Each area of the Dragon, except its belly, can be used for an attack. The head can bite, the wings buffet, and the legs claw and kick. Each area has one or more "groups", each with a combat strength for attacks. As an area takes damage, groups are destroyed, and thus the combat strength for attacks will decrease. The head of the Dragon is one group, with a combat strength of 3. The wings of the Dragon form two groups, each with a strength of 2. The legs of the Dragon form four groups, each with a strength of 1. Attack limitations Each type of group can only attack certain hexes, depending on the facing of the Dragon, and terrain. See the diagram below for the terminology used for various directions and facings:
Range Dragonfire is breathed into any one of the three hexes to the front of the dragon. It then extends to a second Hex directly beyond the first, in a straight line from the Dragon. The dragonfire cannot be breathed into the Hex the dragon occupies. A Dragon cannot breathe fire through a wall or into a tower except through an open entrance. If breathing fire into a tower, if that is the first Hex (of the two), the fire stops within the tower, and travels no further.
Around means all six hexes surrounding the Dragon. Underneath means the Hex the
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Multiple areas attacks Two or more areas can combine combat strengths to attack one enemy. If two or more enemy units are stacked in the same hex., they must be attacked as one combined group. Two or more different hexes with enemies must be attacked separately (a different attack against each hex.). Each area can only make one melee attack per turn, no matter how many enemies may be adjacent. Walls & towers A Dragon cannot make a melee attack into or out of a tower, nor across a wall, unless an open or smashed entrance is used (i.e., the entrance is between the attacker and his enemy). Hero wounds The first time a hero is "killed" by any attack, he is just wounded instead. Place a wounded marker underneath the hero counter. When a wounded hero is "killed" he is finally destroyed and removed from the game. A wounded hero performs just like a normal hero unless otherwise indicated. Special characters in melee
Wizard The wizard has special magic spells (see Wizard Spells section). In addition, when stacked in a Hex with another unit, the wizard adds his combat strength only when attacked. The wizard himself has no combat strength to make attacks (but his reputation and magic help protect him). This defensive strength also applies if the wizard is alone in a Hex. To resolve the attack, total the combat strength of all attacking areas, and reference it against the combat strength of the city force units in the target Hex in the combat resolution table. If the result is a target number (2 to 6), roll 1d6 : The defending unit is destroyed on a roll equal or higher than
Overrun A dragon that made an overrun attack move (see Movement) can still make normal melee attacks. Note that if it overrunned and stopped on a unit, and the overrun failed to kill it, the Dragon can now make normal attacks with head and/or legs "underneath" itself.
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Casting limitations A wizard cannot cast more than one spell per turn. He may cast the same spell turn after turn, or a different one each turn, provided sufficient spell points remain. The wizard may cast a spell into any Hex within range, regardless of line of sight. The wizard is presumed to have a crystal ball that allows him to see "through" normal obstacles. Boost Morale spell (1-3 SP) This spell costs 1 spell point, with an extra cost of 1 spell point per Hex of radius applied, up to a maximum cost of 3 points (for 2 hexes radius). The spell is cast into the wizard's own hex., and if extra cost for radius is spent, will extend one or two hexes outward from there as well. The spell affects units on the same side as the wizard only, and only for that turn. Melee attack effect : All units within Boost Morale add one (+1) to the die roll when resolving a normal melee attack. If some units have Boost Morale, and some do not in a melee attack, the addition is made only if half or more of the combat strength involved has Boost Morale. Melee attack on dragons : All units making a melee attack on a Dragon add one (+1) to the die roll. Escape bonus : If either the unit is hit by dragonfire, or all heroes are dead, or both, any escape die rolls have one added (+1). Militia attack ability : A militia unit may attack a Dragon without a hero being with or
Fog spell (2 SP) This spell costs 2 spell points. The spell can be cast into any Hex within a radius of three from the wizard. The Fog marker should be placed to show the Hex it's cast into. The Fog itself covers that hex., and all hexes within a radius of two from it (for a total area of 19 hexes). Duration : The Fog spell lasts until the casting player's next spellcasting phase. Then it dissipates. Effect : No attacks or combat of any sort (neither melee, missile, nor dragonfire) may occur by units in the Fog, or against units in the Fog. A dragon may neither bound into nor out of Fog, nor may it land (from flight) in Fog. A dragon can take off in Fog, bound over it (if starting and ending outside of it), and fly completely over Fog. A dragon may still walk in Fog, and can destroy victory points in the Fog.
Whirlwind spell (2 SP) This spell costs 2 spell points. It is cast in any Hex within four of the wizard. When cast, place the "Whirlwind 1" marker in that Hex. Duration & travel : The spell remains in effect during the whole turn. On the caster's next turn magic phase, replace the marker with "Whirlwind 2" and move it randomly one Hex. To determine the direction, roll one die, 1-N, 2-NE, 3-SE, 4-S, 5-SW, 6-NW. The spell then lasts for one last turn in the new hex., and then dissipates on the beginning of the caster's next magic phase. Effects : A Whirlwind in a Hex prevents any unit in that Hex from attacking, nor may it be attacked (by missiles, melee or Dragonfire). However, a Dragon in a Whirlwind may attack with its head and legs only. A Dragon must spend one extra movement point (+1 MP) to enter a Whirlwind hex., and one extra to leave it. If the monster flies or bounds into, out of, or through a Whirlwind it crashes on a die roll of 4+. If the monster is in flight, and the Whirlwind occurs in its hex., it must roll for crashing at that instant, but if it doesn't crash, it can move out of the Hex during his movement phase without needing a second check.
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The City Defender receives reinforcements from the sea starting on the 10th turn, and every fourth turn thereafter (i.e., on the 14th, 18th, 22th, etc. turns). These turns are marked in blue on the turn track. Each group of reinforcements consists of four infantry troop units, which arrive on any dock Hex along the seafront, and/or on the wooden bridge in 1413. If the wooden bridge is burned, reinforcements cannot be placed there. Reinforcements can only arrive in vacant hexes at the start of the movement phase of the player-turn. If insufficient vacant dock and bridge hexes exist, those which cannot arrive are delayed until the next turn. If there are insufficient infantry counters for reinforcements, due to all infantry already being in play on the mapboard, militia is substituted. If all infantry and militia units are already in play, no additional reinforcements are received until "dead" units become available for reinforcements on a subsequent reinforcement-arrival turn. Dock hexes where reinforcements arrive include 0815, 0915, 1014, 1115, 1315, and 1516 (as well as the bridge on 1413).
Line of sight An archer unit must be able to see the target Hex to fire on it. If firing from a tower, any Hex can be hit. If the target is in a tower or flying, it can be hit regardless of terrain (A Line of Sight always exists to a flying Dragon). In all other cases, the firer is unable to see through any tower or wall hexside. To determine this, trace a straight line from the center of the firer's to the center of the target's Hex. If the line intersects any part of the wall or tower structures painted on the map, firing is prohibited. An archer may shoot through an entrance in a wall, but only to the Hex immediately on the opposite side. The smaller buildings painted on the mapboard inside the city have no effect on the line of sight (it is presumed archers, etc. are in upper floors and on roofs; however, buildings that act as walls still block line of sight within the city). Missile attacks against Dragons (5+, 6+) Archers fire two hexes, three if from a tower (and the target is neither in a tower, nor flying). To hit with missiles, one die is rolled. At one Hex range and shooting at a Dragon not in flight, a 5+ is needed to hit. In any other situation, including any firing at a flying Dragon, a 6+ is needed to hit. If the Dragon is flying when hit, it automatically takes two damage points in the belly.
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positions. When an area is hit, the first group (if more than one) in that area always takes the damage first. When enough damage accumulates to destroy the first group, the next group takes the damage, etc. When an entire group is destroyed, its combat strength for attacks drops to zero (0). If an entire area is destroyed, any further hits on that area have no effect. Note that groups are always marked off one after another, regardless of the direction of attack. This is a game device to represent gradually decreasing strength and power. A specific group within an area does not correspond to any specific part of the body. Head area damage When the entire head area (one group of 8 damage points) is destroyed, the Dragon cannot use dragonfire anymore, and goes berserk. A berserk Dragon only moves if not facing an enemy. It will rotate to face the nearest unit, and if none are adjacent, will walk, slither or bound toward the nearest enemy unit and attack. After each Invader melee phase, roll one die for each berserk Dragon. On a result of 5+, the Dragon dies. In addition, when the head area is destroyed, it cannot be used in combat anymore. Wing area damage When one entire group of wings is destroyed (there are two, each of 6 damage points), the Dragon can neither fly nor bound. The loss of a wing group also eliminates that group from combats.
The head (6+) Can only be attacked from the Hex directly in front of the Dragon, or from any tower Hex around it (i.e., any Hex above it). A die roll of 6+ is needed to hit, and the head is a single group with 8 hit points. Once both wings and all 4 legs are lost, the dragon's head can be attacked from all three front hexes.
The wings (4+) Can be attacked from the four side hexes or any Hex above it. A die roll is 4+ is needed to hit, and the wings are in two groups, each with 6 hit points. The legs (5+) Can be attacked from any except above. A die roll of 5+ is needed to hit, and the legs are in four groups, each with 3 hit points.
The belly (4+) Can only be attacked from underneath (in the same hex.) A die roll of 4+ is needed to hit, and the belly is one group with 6 hit points. damage points on Dragons Each successful attack on a Dragon inflicts damage points. The number of damage points suffered equals the combat strength of the attacker.
Leg area damage Each leg group destroyed (there are four, each of 3 damage points) reduces the movement points of a walking Dragon by one (-1 MP/leg group lost). In addition, the loss of a leg group eliminates that group from combats. When all leg groups are destroyed, the Dragon is unable to walk or bound, and can only take off for flight from a tower. Belly area damage When the entire belly area (one group of 6 damage points) is destroyed, the Dragon immediately dies. Dead dragons When a Dragon dies, it collapses in the Hex it occupies. Any other unit in the Hex must roll its escape number or higher to
Location of damage When an attack is made, the attacker must indicate which area on the Dragon is being targeted before rolling the dice. This often influences the die roll needed to hit. If the attack is successful, that area is hit. Some areas cannot be hit from some
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Heroes & militia hero attacks When any unit is attacking a Dragon, add one (+1) to the die roll of all attacks if the hero is next to or stacked with the unit. This only applies if the hero is not wounded. If wounded, the hero does not cause this addition. The hero unit itself also adds one (+1) to its die roll when attacking a Dragon.
Militia leadership The militia units are untrained and poorly disciplined troops. They will not attack a Dragon unless a hero is in the same or adjacent hex., or they are within the influence of a "Boost Morale" spell from the wizard. In either case, the militia would add one (+1) to its attack die roll, due to the hero or the morale spell.
The city defender player concludes his turn by advancing the turn pointer. Players continue taking turns until either the invader player or the city defending player meets his victory conditions.
This concludes the 'Game Manual' booklet. You should stop reading here and start a game right away, even if solo! We recommend you play the basic game a few times before you move on to the full rules detailed in the rules reference manual.
Original Game : Game design by Lewis Pulsipher, development by Lewis Pulsipher and Arnold Hendrick. Playtesting by Robert Dudley, Kevin Garbleman, Albie Fiore. Bob Lansdell, Mundy Peale, Jim Adams, Mark Humphreys, lan Livingstone, Sue Pulsipher, Martin Crim, Keith Ivey, Roland Gettliffe, Eric Bracey. Steve Raymond, and others; and Albert Pare, Cameron Owen, Rommie Stults, and Bruce Webster. Revised edition : Game design by Lewis Pulsipher, development by Lewis Pulsipher and Eric Hanuise. Graphic design by Eric Hanuise (maps, play aids, rules) , David Collignon (old style counters) Lionel Liron (new style counters) and Miguel Coimbra (cover art). Revised Edition Playtesting : Eric hanuise, Jean-Michel gevels, Axel Calingaert, Olivier Caprini, Alain Peters, Alain Gotcheiner, Marc Dave, Marc Elsoght, Frederic Moyersoen, Olivier Doyen, Jean Lognay, Serge Lehman, Greg Charles, Frederic Prvot, Anthony Desert, Vincent Boulanger, Romain Laurent, Didier Vandamme.
Credits
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