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14<br />

<strong>The</strong> Witch King is undoubtedly the most interesting<br />

and challenging of all tbe characters that travel<br />

tbe MAGIC REALM. His powers are mighty yet<br />

ephemeral. He must survive on magic alone for he<br />

has neitber MOVE or FIGHT counters. <strong>The</strong> Heavies<br />

(Dwarf, Berserker, and White King) can afford to<br />

put all tbeir victory points into Fame and Notoriety,<br />

then go out looking for trouble and expect to survive,<br />

prosper, and even win witbin a week. Not so<br />

the Witch King, who may not even be able to leave<br />

the Inn if his choice of starting spells is poor. How<br />

tben, is one to go about playing tbis character whose<br />

command of the awesome Type IV, V and VI spells<br />

ought to demand the respect of every opposing<br />

player? It is the purpose of this article to acquaint<br />

the reader with some of the less arcane approaches<br />

to this question.<br />

GAME MECHANICS<br />

For those of you unfamiliar with the game who<br />

might have missed Richard Hamblen's fine article<br />

"<strong>The</strong> Magical Mystery Tour" (<strong>The</strong> GENERAL,<br />

Vol. 16, No.4), here's a capsule summary of how<br />

the game is played. Be warned; I'll be talking in<br />

<strong>general</strong>ities. Just about every major rule has an exception<br />

somewhere involving spells, treasures, or<br />

special advantages. I'll also be using the rules as<br />

amended and clarified in that issue.<br />

To begin play, tbe 20 tiles tbat comprise tbe board<br />

are dealt out to all the players who tben assemble<br />

the board tile by tile. Warning, Sound, and Treasure<br />

Location counters are secretly and randomly distributed.<br />

At this point the players choose their<br />

characters.<br />

For each character he controls, tbe player will<br />

choose victory conditions, dividing four victory<br />

points (VPs) between five categories: Great Treasures<br />

(l/VP), Usable Spells (2/VP), Fame (IO/VP),<br />

Notoriety (20/VP), and Gold (30/VP). Thus a<br />

magic-user could take one point in each of the first<br />

four categories and would win when he has, as a<br />

minimum, possession of one Great Treasure,<br />

learned 2 spells, and attained 10 Fame and 20<br />

Notoriety points.<br />

Those characters who begin tbe game with recorded<br />

spells choose tbem now. MAGIC counters<br />

may freely be converted into color counters. <strong>The</strong><br />

Campaign/Mission/Visitor counters are placed.<br />

Finally, tbe Warning counters in tbe valley tiles are<br />

revealed, tbe Dwellings and Ghosts set up, tbe<br />

character counters placed at tbe Inn, and tbe game<br />

properly begins.<br />

MAGIC REALM is played in turns called "days".<br />

Each day is divided into a "Movement Portion"<br />

and a "Combat Portion". <strong>The</strong> Movement Portion<br />

is subdivided into "phases"; characters get four<br />

phases a day, plus bonus phases for inidividual<br />

special advantages or treasures, plus or minus a<br />

phase for weather effects. Characters in, or moving<br />

into, cave clearings only get two phases per day<br />

plus bonuses regardless of weatber. A character can<br />

perform only one activity per phase. Activities include<br />

such fantastical pursuits as Hide, Move, Spell,<br />

Search, Alert, Rest, Trade, Hire, and Fly. A special<br />

activity, Follow, allows a character to follow<br />

another character or hired leader, doing whatever<br />

the foliowee does. Each character's moves are<br />

recorded secretly prior to the Monster Roll.<br />

Blocking is also a special activity, and an important<br />

one. In tbe first two encounters, it leads to many<br />

a draw. Unlike any of the otbers, Blocking doesn't<br />

need to be written. A character may voluntarily<br />

block anotber character, monster or native group<br />

(the target) merely by being in tbe same clearing<br />

as tbe target provided tbat it isn't hidden (unless tbe<br />

character has found "Hidden Enemies" that day),<br />

and either of them has expended at least one phase<br />

already tbat day. Now tbe bad news, when blocking<br />

(or being blocked) the character forfeits tbe rest<br />

of his written move. Monsters block characters<br />

whenever possible.<br />

A character's weight and twelve combat counters<br />

define his vulnerabilities and abilities. A character<br />

is killed when struck by damage equalling or exceeding<br />

his weight. Each of the combat counters is<br />

inscribed with an action, a weight (except MAGIC<br />

counters), a time, and zero, one or two fatigue<br />

asterisks. <strong>The</strong> action is either MOVE, FIGHT, (do)<br />

MAGIC, DUCK, or (go) BERSERK. <strong>The</strong> weight<br />

describes how much force is involved witb tbe blow<br />

(FIGHT) or how much one can carry (MOVE). <strong>The</strong><br />

time number describes how fast the action is, lower<br />

numbers being quicker. <strong>The</strong> fatigue asterisks are<br />

a measure of tbe effort involved in performing that<br />

action at that speed and weight.<br />

Once all the characters have committed themselves<br />

in writing, the die is cast to determine which<br />

monsters and natives are active tbat day. <strong>The</strong> character<br />

to move first is randomly determined and his<br />

written move is read and executed. <strong>The</strong> Warning<br />

and Sound/Treasure counters in the tile he ends in<br />

are revealed, and any active monsters or natives<br />

cited on the Set-up Card are placed or moved. <strong>The</strong><br />

next character to move is determined, and so forth<br />

until all characters have either fully executed their<br />

moves, blocked, or been blocked by a character,<br />

monster, or native group.<br />

Activities can be grouped into two classes: those<br />

that require dice rolls (Hide, Hire, Trade, Search)<br />

and those that don't. In most cases, two dice are<br />

rolled and the higher of the two is taken as the resultant<br />

roll. This generates the set of probabilities<br />

shown in Table I.<br />

Normally, movement is along roadways, passing<br />

from clearing to clearing. <strong>The</strong>re are three kinds of<br />

clearings (woods, mountain, and cave) and four<br />

kinds of roadways (open, tunnel, hidden paths, and<br />

secret passages); except for the Wizard, characters<br />

must search for and find tbe latter two before tbey<br />

can be used. Best odds are 25 % for patbs and 16.6%<br />

for passages. When flying, one travels from tile to<br />

adjoining tile with tbe landing clearing determined<br />

by a die roll.<br />

To deal with natives, a character must be in tbe<br />

same clearing witb them. After stating his intention<br />

(to hire or trade), tbe player rolls on tbe "Meeting<br />

Table". While it is possible to get an item for free,<br />

one will usually spend two to four times its base<br />

price (tbe price listed on tbe individual treasure card<br />

or on tbe Price List). Treasures can be bought from<br />

or sold to native leaders, visitors, or other characters;<br />

they can also be looted from one ofthe eight

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