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16<br />

2. It is definitely advantageous with regard to finding<br />

counters and to reading spells (no chance of a<br />

curse and you only get spells you can use); it is<br />

definitely inferior for finding hidden paths, secret<br />

passages, and usually hidden enemies. One needs<br />

a "3" or a "I" die roll to loot a treasure card, as<br />

opposed to one through six (depending on how many<br />

treasures are left) for the Loot Table-but with<br />

Magic Sight you always draw the top treasure card,<br />

making it the table ofchoice when three or less treasures<br />

remain. Also remember, the treasures on top<br />

of the piles are large treasures and are <strong>general</strong>ly<br />

more valuable than those four or five down. Trouble<br />

is a lot of them are too heavy to use Broomstick<br />

(see Movement below).<br />

To conclude this section, we consider the Witch<br />

King's relationships with each native group. First,<br />

he's allied with the Bashkars, a rambunctious bunch<br />

of riding raiders who appear at the Campfires. <strong>The</strong><br />

six of them range from L2* to M5* attacks. <strong>The</strong>y<br />

have a base price of 12 gold. More importantly, they<br />

have six ponies for sale at a base price of 14 goldand<br />

a pony is as good as MOVE counters outside<br />

of caves.<br />

He is friendly with the Company, whose specialty<br />

is heavy destruction. <strong>The</strong>ir attack values range from<br />

L3* to T4*, including a H6/H1 Crossbowman. <strong>The</strong>y<br />

have some armor and arrive at either the Inn or the<br />

Large Campfire. You can expect the Black Knight<br />

to try to hire the seven of them for free, however.<br />

<strong>The</strong> Woodfolk, Rogues, Patrols, Soldiers, Guard,<br />

Shaman, Crone and Warlock are all neutral. <strong>The</strong><br />

Rogues are at the Inn, can be hired individually,<br />

and own six slow horses. More on them later. <strong>The</strong><br />

Woodfolk appear at the House or the Small Campfire;<br />

they control all the bows. <strong>The</strong> Patrol appears<br />

at any ofthe fixed dwellings and owns some armor.<br />

<strong>The</strong> Soldiers dwell at the House and the Guard at<br />

the Guard House. Between them they control the<br />

Light and Medium weapons respectively and some<br />

armor. <strong>The</strong> Shaman has a Type II and a Type III<br />

spell to sell and possibly some expended potions.<br />

<strong>The</strong> Crone and Warlock have Type V and VIII and<br />

Type IV and VI spells respectively for sale for a<br />

base price of ten gold; an excess of gold can theoretically<br />

be turned into "Usable Spells" by seeking<br />

out these Visitors and dealing with them. In<br />

practice, it's very tough.<br />

<strong>The</strong> Witch King is unfriendly with the Lancers<br />

and the Scholar. <strong>The</strong> former arrived at the Chapel<br />

or either Campfire. <strong>The</strong> Scholar has three small<br />

treasures. Ifhe acquires a spell book, you have only<br />

a 2.78% chance per Trade phase to buy it for 200<br />

Gold.<br />

Finally, the Knights of the Order are his sworn<br />

enemies. <strong>The</strong> four Knights are armored, mounted,<br />

and deadly. <strong>The</strong>y dwell at the Chapel and own all<br />

the heavy weapons, war horses, and suits of armor<br />

available. Avoid them like the proverbial plague.<br />

BEGINNING THE GAME<br />

Before you get to choose your character, the board<br />

must be constructed and the first player without a<br />

tile to play then chooses a character. During construction,<br />

you should strive to make the board as<br />

favorable to your intended abilities as possible. If<br />

you intend to fly, try to put the Valleys on the<br />

periphery of the board and to isolate them as much<br />

as possible via hidden paths, secret passages, mountain<br />

and cave clearings and, perhaps best of all,<br />

"w" tiles (Woods, excluding Deep Woods) where<br />

enchanting the tile would cut off whole sections of<br />

the board. (Figures 1 & 2 show perhaps an ideal<br />

case.) Your ability to fly (or ignore roadways) will<br />

circumvent these obstacles and leave the rest of the<br />

characters behind. Don't be surprised if you find<br />

those intending to play the Witch, Druid, Dwarf,<br />

Amazon, or Wizard also setting up such obstacles.<br />

See "<strong>The</strong> Disappearing Road Trick" below for<br />

further discussion.<br />

All right, the board is set and you've now become<br />

the Witch King. You get to choose your victory conditions<br />

and your spells. Since the next few sections<br />

deal with these topics exhaustively, nothing more<br />

will be said about them here except to emphasize<br />

that your choices of victory conditions and spells<br />

are interrelated, one must complement the other.<br />

<strong>The</strong> two of them will dictate your strategy of play.<br />

One further consideration before play begins. Try<br />

to get the Warlock and Crone counters on the Shrine<br />

or the Bashkars where you're likely to spend some<br />

time. You may be able to buy an extra spell. Don't<br />

count on this too highly as the flip side of the<br />

Warlock is the beer truck (Food and Ale) and this<br />

often is placed fairly early. <strong>The</strong>n again, if you anticipate<br />

a long game, it'll be available as the Warlock<br />

next month.<br />

MOVEMENT<br />

<strong>The</strong> first major question to be answered during<br />

spell selection is movement. It is so important a<br />

question that we'll examine each possibility at<br />

length. Remember, the Witch King has no MOVE<br />

counters, so he must rely on other means of<br />

locomotion.<br />

HURRICANE WINDS (lV, Purple) Individual,<br />

Move: allows the individual to FLY T1 in the next<br />

round of combat (presuming he survives the first<br />

one), but is only effective in a mountain clearing.<br />

This may be a handy spell for later in the game,<br />

but it is initially worthless since it can't be cast at<br />

the Inn. It can be used later as a get-away spell if<br />

you're hidden and don't care to hang around and<br />

risk another Hide roll on the morrow.<br />

ABSORB ESSENCE (V, Black) Monster, Pernument:<br />

caster becomes the target monster and must<br />

fly if winged when moving. Although a spiffy attack<br />

spell that could be used to augment movement<br />

later in the game, this spell is not really suitable<br />

as an initial movement spell since no monsters<br />

appear at the Inn except when Dragon Essence<br />

happens to be one of the treasures held by a native<br />

group there. <strong>The</strong> chances ofthat range from 4.44%<br />

for only the Rogues to 20.00% for the unlikely combination<br />

of the Rogues, Patrol, Company, and<br />

Scholar. But then you'd draw a pair of Heavy Flying<br />

Dragons (provided someone didn't activate them<br />

elsewhere); should you absorb one, you'll end up<br />

brawling with the other and there is a 43.78%<br />

chance ofyour fatally losing this fight. Despite that,<br />

this is an excellent spell for one-on-one encounters<br />

with tremendous monsters. I especially recommend<br />

using it on a Troll or, better yet, the Flying Dragon<br />

when heads and clubs are in play. See "<strong>The</strong> Let's<br />

Get Physical Ploy" later.<br />

BROOMSTICK (V, Black) Individual, Move: allows<br />

the individual to Fly L1 once, whenever he<br />

wishes. This is an excellent spell for quick get-aways<br />

or just to get ahead of the pack. Highly recommended.<br />

It does have drawbacks though. <strong>The</strong> first<br />

is that you don't know for sure exactly where you'll<br />

land, so don't forget to Hide before take-off. Second,<br />

it ties up a MAGIC V counter indefinitely.<br />

Third, you can't use it to transport Medium or<br />

heavier objects. But one fast escape when you need<br />

it will make a believer out of you.<br />

MELT INTO MIST (VI, Purple) Individual, Permanent:<br />

individual has a MOVE T4 counter which<br />

is the only counter he may play when the spell is<br />

activated. It allows the use ofhidden paths and secret<br />

passages without discovering them but precludes attacks<br />

on or by the individual and any activity other<br />

than Move. This is a very powerful spell for selfuse.<br />

It allows you to stroll to your objective unhampered;<br />

and since it is a Type VI, you'll be able to<br />

cast it with your VI2* counter and avoid trouble<br />

on the first turn. See "<strong>The</strong> Vanishing Act" below<br />

for perhaps its most-used ploy-a great defense as<br />

long as your Purple counters last! <strong>The</strong> spell's chief<br />

drawback is that another character may be able to<br />

deny you your objective merely by enchanting the<br />

tile if it contains Purple magic, thus activating the<br />

spell and preventing you from searching, brawling,<br />

resting, or even casting magic until you leave the<br />

tile and return to normal. One way around this<br />

difficulty would be to take a Dissolve Spell and to<br />

remove Melt upon reaching the place you want to<br />

loiter. Beware ofthe Pilgrim with Exorcise! He can<br />

burst your immunity bubble and place you at the<br />

mercy of whatever is in your clearing. All in all,<br />

teamed with Broomstick, perhaps the best movement<br />

spell combination. It also has amusing offensive<br />

potential. Consider when the Hoard is in a tile<br />

with Purple magic. Enchanting the tile and then casting<br />

Melt on the Flying Dragon renders it totally impotent<br />

for the rest of the game.<br />

TRANSFORM (VI, Purple) Individual, Permanent:<br />

individual becomes the creature indicated by<br />

rolling on the Transform Table, moving and fighting<br />

with the creature's given values, and treating<br />

himself as a hired native leader. You will either be<br />

able to fly or to ignore roadways and you have a<br />

25 % chance of improving your carrying capacity<br />

and fighting strength. <strong>The</strong> drawbacks include the<br />

worst features of Broomstick and Melt into Mist.<br />

That is, if flying you have no control over where<br />

in a tile you'll land, and someone can activate the<br />

spell against your will. It also has a few of its own.<br />

While it would be great to be a Flying Dragon, the<br />

odds say a squirrel or frog is more likely-and a<br />

frog can be caught by someone/thing with a move<br />

time of two. <strong>The</strong> "ignore roadways" feature is<br />

particularly tempting in light of the lousy chance<br />

to find hidden paths and secret passages that the<br />

Magic Sight Table provides. But a hired leader cannot<br />

search, record Fame and Notoriety, glimpse<br />

counters, etc. under these conditions (i.e., owner<br />

not present) unless the Hired Captain optional rule<br />

is in effect. It remains a decent attack spell and<br />

should you take Unleash Power, acquire a Gloves<br />

card somewhere along the way, or hire some<br />

natives, you can indulge in the "Transform Trick"<br />

(see below).<br />

UNLEASH POWER (VI, Purple) Magic Chits,<br />

Day: converts MAGIC counters into MOVE/<br />

FIGHT counters which can be used for either movement<br />

or attacking with the time number of the<br />

counter determining both time and strength. This<br />

is best used for moving short distances, ideal for<br />

movement from where Broomstick landed you to<br />

where you really want to go. Your two and three<br />

time counters become Light and the fours become<br />

Medium, so you still won't be able to haul Heavy<br />

or Tremendous treasures. Warning: the spell expires<br />

before the Combat portion ofthe day begins, so you<br />

won't be able to use it to run away or fight until<br />

it's recast; meaning, if not hidden, you can only<br />

manuever during the first round of combat.<br />

SLOW HORSE: Well, you might try to buy a<br />

horse from the Rogues, but your chances are<br />

dismal-one in 11,664 or less than 0.01 %. This<br />

translates, at four phases a day with no Hides, into<br />

once in 2,916 days (or eight game years). And if<br />

the Cloven Hoof shows up (same chances as Dragon<br />

Essence cited before), forget it-that + I DRM<br />

makes it impossible. Notice that if someone kills<br />

the Rogue leader, his treasures and horses will be<br />

abandoned in the clearing; but since there is no provision<br />

in the Magic Sight Table to loot a horse,<br />

you're still out of luck unless another character will<br />

loot one and then sell/give it to you. Don't hold your<br />

breath. Also, horses die in caves, thus possibly cutting<br />

you off from large portions of the board.<br />

BOOTS: <strong>The</strong>re is a 21. 12 % chance that one of<br />

the five Boots cards will be held by the Rogues. Unfortunately,<br />

three of the five offer the same chance<br />

of purchases as did a slow horse. <strong>The</strong> other two,<br />

the Elvin Slippers and the Seven League Boots, offer<br />

a slim 0.33% chance to purchase. <strong>The</strong> Patrol, should<br />

they arrive, offer similar prospects, but the Company<br />

offers odds 36 times better since they're

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