To Deleto5

Download as txt, pdf, or txt
Download as txt, pdf, or txt
You are on page 1of 3
At a glance
Powered by AI
The game depicts wars between the Lunar Empire and the barbarian nation of Sartar with many smaller countries and individuals available as allies to either side. It includes a hex map, unit counters and rules for movement and combat.

The main components are a fold-out board map of the battle area, cardboard counters, and a rulebook. The map includes different terrain types and is divided into territories.

Combat involves factors like terrain, magic, missile fire and melee. Every adjacent unit must attack an adjacent opposing unit. Units inside fortifications are not forced to attack. Combat results in losses to units' combat factors.

Open main menu

White Bear and Red Moon

Language
Watch
Edit

White Bear and Red Moon is a fantasy board wargame set in the world of Glorantha,
created by Greg Stafford and published in 1975. Stafford first tried to sell the
game to established publishers, but despite being accepted by three different game
companies, each attempt ended in failure; eventually he founded his own game
company in 1974, the influential Chaosium, to produce and market the game.[1]
White Bear and Red Moon
Dragon pass box cover.jpg
Dragon Pass, 1983 Avalon Hill edition
Other name(s)
Dragon Pass
Designer(s)
Greg Stafford
Publisher(s)
Chaosium, Avalon Hill
Publication date
1975, 1981, 1983-
Genre(s)
Board wargame, fantasy
Players
1-3
Playing time
90-120 minutes

The game depicts the wars between the mighty Lunar Empire and the barbarian nation
of Sartar, led by Prince Argrath, with many smaller countries and individuals
available as allies to either side. Like other games of the board wargame genre, it
has a hex map, many cardstock unit counters, and a number of rules themes.

White Bear and Red Moon went through three printings with minor differences. It was
substantially revised and republished in 1981 under the name Dragon Pass, first by
Chaosium and then in a nearly identical reprint from the Avalon Hill Game Company
in 1983. The main differences in the reprint are a few streamlined rules and a
notable improvement in the quality of the components. In particular, the paper map
was replaced by a full-color game board. All editions are now out of print, and
moderately valuable to a collector. A French-language edition was published by
Oriflam under license from Chaosium under the name La Guerre des Héros in 1993. A
Japanese-language edition was published by Hobby Japan.

Nomad Gods is another Chaosium board game that shares many rules in common, is set
in a neighboring region of Glorantha, and can be regarded as a sequel of sorts. A
planned third game in the series was never produced.
ComponentsEdit

The game components for the Dragon Pass version of this game include the box, a
fold-out board map of the battle area, the rulebook, two sheets of die-cut
cardboard counters, a player aid card, and a die. The game board is 22" × 31" and
printed in color. The map is overlaid by a hex grid to regularize movement. At one
end of the board is a turn track and several holding boxes for magical spirits and
agents.
The map includes a variety of different terrain types, including forest, marsh,
hills, mountains, fortresses, stockades, ridges, cities, ruins, and lakes. Each
type of terrain has different effects on movement and combat. There are also roads,
rivers, and fords that can alter the movement. The map is also divided up into
several territories, including a number of independent nations.

This game features a great variety of unit types and nations, forming a colorful
array of unit counters with a somewhat complex system of ratings and symbols. Some
units represent troops, while others are individual heroes, spirits, or agents.
Game playEdit

An unlimited number of units can be grouped together in the same hex to form a
stack. Depending on the components of the stack and how it is ordered, most stacks
exert a zone of control into the surrounding hexes. Units must cease movement upon
entering an enemy zone of control, and a unit can not move directly from one enemy
zone of control to another. Stacks that are currently disembodied do not exert a
zone of control.

Each active player's turn consists of the following phases:

Move those units that are subject to random movement.


Attempt to gain allies.
Move any friendly units, and add replacements and reinforcements.
Use any exotic abilities (such as magic).
Resolve combat.
Rally units that are disrupted.

Resolution of combat can include various types of magic, the use of missile fire,
and finally melee combat. The combat results are in the form of Combat Factor
losses, which is one of the ratings on the counters.

As is typical of many wargames, every friendly unit that is adjacent to an opposing


unit must attack an adjacent opposing unit. Also each opposing unit adjacent to a
friendly unit must be attacked. The exception to this is a unit inside a
fortification, which is not forced to attack.

This game includes a considerable amount of chrome, simulating the variety of


heroes, creatures, and magic that were involved in the battles. This can be an
appealing factor to those who enjoy games with a fantasy atmosphere. Heroes and
superheroes can have a powerful impact on the outcome of the various battles. The
extra details can add complexity to what would otherwise be a relatively simple
board wargame.
Reception
References
External links
Last edited 3 months ago by Sciencefish
Related articles

RuneQuest

Sorcerer (board game)

Nomad Gods

Content is available under CC BY-SA 3.0 unless otherwise noted.

Privacy policy
Terms of Use
Desktop

You might also like