Game Special Rules

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Some games use additional rules, objectives, or battlefield mechanics beyond the standard rules of Wizards and Warlords.

The most common special rules are the Respawn and Limited Respawn rules, which all players should familiarise themselves with.

The remaining special rules are provided as a reference and will always be explained during the game briefing if they are being used.

1. Respawns

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Some games allow players to return to the battle after becoming Downed. The respawn rules used for a game will be explained during the briefing and are detailed below.

1.1. Respawn

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If respawn is active and a player is Downed, they may choose to go to their team's respawn point instead of waiting to be healed or resurrected.

Each team has two respawn points located in the corners of their deployment zone.

To respawn:

  • Walk to your team's designated respawn point.
  • If you became Downed within your own deployment quarter, you must use the respawn point furthest from where you were Downed.
  • Count aloud to twice your base starting HP:
    • Base 2 HP → Count to 4.
    • Base 4 HP → Count to 8.
  • Once the count is complete, you may re-enter the game.

1.2. Limited Respawn

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Limited Respawn uses the normal Respawn rules with a limit on the number of times each player may respawn during the game.

The number listed for the scenario is the maximum number of respawns available to each player.

For example:

  • Limited Respawn 3 allows each player to respawn up to three times during the game.

Once a player has used all of their available respawns, they may no longer use the Respawn mechanic. However, they may still return to play through healing, resurrection, or other scenario-specific rules where applicable.

2. Scenario Additional Rules

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The following rules may be used in specific scenarios, events, or game modes.

You do not need to memorise these rules, as any mechanics being used will always be explained during the game briefing. They are provided here as a reference for players who wish to learn more about the different objectives, creatures, and special mechanics that may appear during play.

2.1. Banner Rules

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Banner Rules
Rules for banners carried by players, including their effects and how they influence the battlefield.
Standard of Command

At the start of the round, one player on each team is designated as the Standard Bearer.

Key Rules
  • Must keep one hand free to carry the banner at all times.
  • May not run.
  • The banner may not be passed to another player.
  • Cannot use Recon.
  • Has 12 HP regardless of class, armour, or other bonuses.
Additional Rules
  • May be healed as normal.
  • May receive buffs and be affected by spells as normal.
  • Cannot be resurrected.
  • If Downed, they must immediately return to their team's respawn point.
Banner Bearer

At the start of the round, one player on each team is designated as the Banner Bearer.

Key Rules
  • Must keep one hand free to carry the banner at all times.
  • May not run.
  • The banner may be passed to another teammate at any time.
  • Cannot use Recon if they begin the round carrying the banner.
  • Uses their normal HP.
Additional Rules
  • May be healed, resurrected, buffed, and affected by spells as normal.
  • If Downed and Respawn is active, they may take the banner with them to respawn.
  • If Downed and unable to respawn, they must remain where they fell until a teammate takes the banner or resurrects them.
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2.2. Relics

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Relics
Powerful objects that must be captured, defended, transported, or controlled to achieve objectives.
Relic

Relics are valuable objectives that begin the game on a pillar and are typically captured, defended, or returned to a team's deployment area.

Key Rules
  • Relics begin the round on a pillar.
  • A relic may be picked up by any player with a free hand.
  • A player carrying a relic may not run.
  • Once picked up, a relic is bound to that player and may not be passed to another teammate.
  • Relics may only be held by a player or placed on a pillar.
  • Arcane Servants may not carry relics.
  • To place a relic on a pillar, the player must count aloud to 5 while holding the relic.
Additional Rules
  • A player carrying a relic uses their normal HP.
  • A player carrying a relic may be healed, resurrected, buffed, and affected by spells as normal.
  • If Downed, the player must remain where they fell until another player takes the relic or they are resurrected.
  • If a player is Downed while placing a relic on a pillar, the placement fails.
Blessed Relic

Blessed Relics use the normal Relic rules with the following modification:

Additional Rules
  • The bearer gains +2 HP while carrying the relic.
Minor Cursed Relic

Minor Cursed Relics use the normal Relic rules with the following modification:

Additional Rules
  • The bearer suffers a -2 HP penalty while carrying the relic.
Major Cursed Relic

Major Cursed Relics use the normal Relic rules with the following modifications:

Additional Rules
  • The bearer suffers a -2 HP penalty while carrying the relic.
  • The bearer cannot be healed.
  • The bearer cannot receive Blessings, Arcane Armour, Wards, or similar magical buffs.
  • The bearer is unaffected by touch-based spells, including Resurrection.
Defended Relic

Defended Relics use the normal Relic rules with the following modifications:

Key Rules
  • The defending side may not voluntarily move the relic from its pillar.
  • If the defending side recovers the relic after it has been stolen, they must return it to its pillar as soon as possible.
Additional Rules
  • The player carrying the relic gains any positive or negative effects associated with that relic as normal.
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2.3. Relic Binding

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Relic Binding
Objectives that require players to maintain contact with an item or location for a set period of time to complete an action.
Relic Binding

Relic Binding requires a player to place a Relic on their team's pillar and maintain contact with it for a specified period of time.

Relic Binding uses the normal Relic rules with the following modifications:

Key Rules
  • Each scenario will specify the required Binding Time in the victory conditions.
  • The Binding Time may be:
    • Cumulative - progress is retained between attempts.
    • Consecutive - the full time must be completed in a single uninterrupted attempt.
  • A Relic must first be placed on the pillar following the normal Relic rules.
  • The Binding Timer only runs while the player who placed the Relic maintains at least one hand in contact with it.
Additional Rules
  • If the player Binding the Relic is Downed, the Binding attempt immediately ends.
  • The player's spirit must immediately return the Relic to the central pillar before proceeding to respawn.
  • If the player has no respawns remaining, they must return the Relic to the central pillar before returning to their deployment zone.
  • A player may not be resurrected while actively Binding a Relic.
  • Once a Relic has been placed for Binding, it may not be removed by any player except the spirit of the player who placed it.
Imprint

Imprint requires a player to hold a designated object for a specified period of time.

Imprint uses the normal Relic rules with the following modifications:

Key Rules
  • Each scenario will specify the required Imprint Time in the victory conditions.
  • The Imprint Time may be:
    • Cumulative - progress is retained between attempts.
    • Consecutive - the full time must be completed in a single uninterrupted attempt.
  • The Imprint Timer only runs while the object is being carried by a living player.
Additional Rules
  • If the player carrying the object is Downed, the Imprint attempt immediately ends.
  • The object may be recovered and the Imprint attempt resumed if the scenario uses cumulative timing.
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2.4. Burial Mounds

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Burial Mounds
Special locations that continuously produce hostile creatures until they are destroyed or controlled.

Burial Mounds are spawning points that release hostile NPCs when players approach.

Key Rules
  • The scenario will specify what terrain piece represents the Burial Mound.
  • Each Burial Mound begins the game containing an NPC.
  • The scenario will specify the type and strength of the NPC.
  • If a player comes within 1 metre of a Burial Mound containing an unreleased NPC, that NPC is immediately released.
Additional Rules
  • Released NPCs attack all living players.
  • NPCs continue fighting until they are Downed or no living players remain nearby.
  • When Downed, an NPC returns to its Burial Mound.
  • Once returned, the NPC may be released again by another player approaching the Burial Mound.
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2.5. Beasts

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Beasts
Powerful creatures that can be hunted, captured, escorted, or used as objectives during a scenario.
Beast

Beasts are powerful magical creatures that act as major objectives or threats during a scenario.

Key Rules
  • Beasts are magical creatures and cannot be harmed by normal weapons, arrows, or bands.
  • Beasts can only be harmed by:
    • Arcane Bolts.
    • Arcane Servants.
    • Arcane Weapons and Blessed Weapons.
  • All valid attacks deal 1 HP damage to the Beast.
  • Arcane Blast does not push a Beast back but prevents it from moving for 5 seconds.
  • The Beast's HP is determined by the Marshals and will typically range between 25 and 55 HP.
Beast Attacks
  • All Beast attacks deal Siege Damage (12 HP).
  • If any part of the Beast touches a player or their equipment, that player takes 12 HP damage.
  • Some Beasts may also throw projectiles that deal Siege Damage.
  • Players killed directly by a Beast or its projectiles may not respawn and must be returned to play through Resurrection.
Wards and Beasts
  • A player using a shield protected by Arcane Ward or Holy Ward may block Beast attacks.
  • Each blocked attack pushes the player back as though struck by Arcane Blast.
  • If a player is killed due to pushback, they may respawn normally.
Additional Rules
  • The Beast fights until Downed.
  • Once Downed, the Beast takes no further part in the scenario unless an additional Beast rule is in effect.
Wild Beast

Wild Beasts use the normal Beast rules with the following modifications.

Key Rules
  • The Beast begins the game roaming freely.
  • The Beast attacks any player who approaches it.
  • When Downed, the Beast may be subdued.
Subduing a Wild Beast
  • To subdue the Beast, a player must place a hand on it and count aloud to 5.
  • Once subdued, the Beast no longer deals damage.
  • The player may then lead the Beast to its destination.
  • Both the player and Beast may only move at a walking pace.
  • If the handler is Downed, the Beast immediately stops moving and waits to be subdued again.
  • Arcane Servants may not subdue or lead a Beast.
Additional Rules
  • Only one player may subdue a Beast at a time.
  • If multiple players attempt to subdue the Beast simultaneously, it becomes confused and follows neither player until successfully subdued by a single player.
Captured Beast

Captured Beasts use the normal Beast rules with the following modifications.

Key Rules
  • The Beast begins the game confined within a cage.
  • The Beast may not move or attack until touched by a player from the attacking side.
  • The Beast may throw projectiles while caged.
  • Once released, the Beast behaves as a normal Beast.
Additional Rules
  • The Beast remembers who freed it and will prefer to attack defenders where possible.
Beast with Egg

Beasts with Eggs use the normal Beast rules with the following modifications.

Key Rules
  • The Beast begins the game guarding its Egg.
  • The Beast attacks any player who approaches either the Beast or its Egg.
  • If a player takes the Egg, the Beast immediately focuses its attention on that player.
Additional Rules
  • The Beast continues to pursue the Egg carrier until either the Beast or the carrier is Downed.
  • These rules apply to all Egg variants.
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2.6. Eggs

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Eggs
Valuable objectives that must be protected, recovered, transported, or destroyed depending on the scenario.
Egg

Eggs are valuable objectives that begin the game on a pillar and are typically captured, defended, or returned to a team's deployment area.

Key Rules
  • Eggs begin the round on a pillar.
  • An Egg may be picked up by any player with a free hand.
  • Once picked up, an Egg is bound to that player and may not be passed to another teammate.
  • Eggs may only be held by a player or placed on a pillar.
  • Arcane Servants may not carry Eggs.
  • To place an Egg on a pillar, the player must count aloud to 5 while holding the Egg.
Additional Rules
  • A player carrying an Egg may be healed, resurrected, buffed, and affected by spells as normal.
  • If Downed, the player must remain where they fell until another player takes the Egg or they are resurrected.
  • If a player is Downed while placing an Egg on a pillar, the placement fails.
Blessed Egg

Blessed Eggs use the normal Egg rules with the following modification:

Additional Rules
  • The bearer gains +2 HP while carrying the Egg.
Minor Cursed Egg

Minor Cursed Eggs use the normal Egg rules with the following modification:

Additional Rules
  • The bearer suffers a -2 HP penalty while carrying the Egg.
Major Cursed Egg

Major Cursed Eggs use the normal Egg rules with the following modifications:

Additional Rules
  • The bearer suffers a -2 HP penalty while carrying the Egg.
  • The bearer cannot be healed.
  • The bearer cannot receive Blessings, Arcane Armour, Wards, or similar magical buffs.
  • The bearer is unaffected by touch-based spells, including Resurrection.
Defended Egg

Defended Eggs use the normal Egg rules with the following modifications:

Key Rules
  • The defending side may not voluntarily move the Egg from its pillar.
  • If the defending side recovers the Egg after it has been stolen, they must return it to its pillar as soon as possible.
Additional Rules
  • The player carrying the Egg gains any positive or negative effects associated with that Egg as normal.
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2.7. Marauders

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Marauders
Non-player characters that can be recruited, escorted, controlled, or fought over by competing sides.
Marauder

Marauders are powerful NPC warriors that can be fought, captured, or escorted as part of a scenario objective.

Key Rules
  • Marauders begin the game in a designated zone.
  • Marauders attack any player who approaches them.
  • Marauders have 12 HP regardless of armour or costume.
  • Marauders are armed with a one-handed weapon and shield.
  • Marauders have a permanent Arcane Weapon effect.
  • All Marauder attacks deal 2 HP damage to any location.
  • Marauders can damage Arcane Servants and Beasts.
Additional Rules
  • Marauders fight until Downed.
  • Once Downed, a Marauder takes no further part in the scenario unless a Subdued Marauder rule is in effect.
Marauder Healer

Marauder Healers use the normal Marauder rules with the following modifications.

Key Rules
  • May use either a one-handed weapon and shield or a two-handed weapon.
  • Any weapon carried by the Marauder Healer is treated as an Arcane Weapon and deals 2 HP damage to any location.
  • May instantly cast:
    • Resurrection up to 10 times per round.
    • Full Heal up to 10 times per round.
    • Mass Heal up to 10 times per round.
Subdued Marauder

Subdued Marauders use the normal Marauder rules with the following modifications.

Subduing a Marauder
  • When Downed, a Marauder may be subdued.
  • To subdue a Marauder, a player must place a hand on it and count aloud to 5.
  • Once subdued, the Marauder no longer deals damage.
  • The player may then lead the Marauder to its destination.
  • Both the player and Marauder may only move at a walking pace.
  • Arcane Servants may not subdue or lead Marauders.
Additional Rules
  • If the handler is Downed, the Marauder immediately stops moving and waits to be subdued again.
  • Only one player may subdue a Marauder at a time.
  • If multiple players attempt to subdue the Marauder simultaneously, it becomes confused and follows neither player until successfully subdued by a single player.
  • Once a Marauder reaches a side's deployment zone, it is removed from play for the remainder of the round.
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Where To Next?

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