TEXT: Written by Ed Stark
  Copyedited by Sue Weinlein Cook
  Creative Direction by Harold Johnson
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  Conceptual Art by Tony Szczudlo
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  Introduction  . . . . . . . . . . . . . . . . . . . . . . . .3
  Basic Setup  . . . . . . . . . . . . . . . . . . . . . . . .3
  The Regent Sheet  . . . . . . . . . . . . . . . . . . .4
  Playing the Game  . . . . . . . . . . . . . . . . . . .4
  Sequence of Play  . . . . . . . . . . . . . . . . . . . .5
  Step 1  . . . . . . . . . . . . . . . . . . . . . . . . .5
  Step 2  . . . . . . . . . . . . . . . . . . . . . . . . .5
  Step 3  . . . . . . . . . . . . . . . . . . . . . . . . .5
  Step 4  . . . . . . . . . . . . . . . . . . . . . . . . .5
  Step 5  . . . . . . . . . . . . . . . . . . . . . . . . .5
  Resolving Card Actions . . . . . . . . . . . . . . . .5
  War Cards  . . . . . . . . . . . . . . . . . . . . . . . . .6
  Recruiting Units  . . . . . . . . . . . . . . . . .6
  Moving Units  . . . . . . . . . . . . . . . . . . .6
  Improving the War Die  . . . . . . . . . . . .6
  Adventure Cards  . . . . . . . . . . . . . . . . . . . .7
  Improving the Adventure Die  . . . . . . .7
  Rulership Cards . . . . . . . . . . . . . . . . . . . . .7
  Improving the Rulership Die . . . . . . . .7
  Magic Cards  . . . . . . . . . . . . . . . . . . . . . . .7
  Improving the Magic Die  . . . . . . . . . .8
  Combat Rules  . . . . . . . . . . . . . . . . . . . . . . .9
  Combat Between Units  . . . . . . . . . . . . . . .9
  Occupying a Realm  . . . . . . . . . . . . . . . . . .9
  Realm Strengths  . . . . . . . . . . . . . . . .10
  Awnshegh Realm Strengths . . . . . . . .10
  Spell List  . . . . . . . . . . . . . . . . . . . . . . . . .10
  Regent Sheets  . . . . . . . . . . . . . . . . . . . . . .11
  Boeruine  . . . . . . . . . . . . . . . . . . . . . . . . .11
  Avanil . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
  E l i n i e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1 3
  Mhoried . . . . . . . . . . . . . . . . . . . . . . . . . .14
  Tuarhievel  . . . . . . . . . . . . . . . . . . . . . . . .15
  R o e s o n e  . . . . . . . . . . . . . . . . . . . . . . . . . . . .1 6
  2
  
  he Legacy of Kings” was originally con-
  structed in 1996 as a GEN CON® event to demon-
  strate how interplay could occur between ru l e r s
  on the continent of Cerilia in the BI RT H R I G H T®
  campaign world. This demo became a much-sim-
  plified, but also well-liked, game in and of itself
  that was later run as a tournament at GE N CO N
  1997. We played it on a large, painted map of
  A n u i re and had hours of good fun with it. Now,
  we pass it along to you so you can do the same.
  Keep in mind that the rules presented here
  w e re written for two reasons: First, to keep a
  scatterbrained designer (me) from forg e t t i n g
  how the game was supposed to be played while I
  traveled the long road from Lake Geneva to Mil-
  w a u k e e , Wisconsin; and, second, to provide a
  guide for other demo Dungeon Masters (DMs)
  who might want to run it. It was never built to be
  a full-fledged board game, but rather a collection
  of notes and reminders that could become one.
  T h a t ’s one of the reasons the game works best
  with a DM—not only does that person play the
  awnsheghlien, but he or she can arbitrate are a s
  of the rules that just don’t seem sufficient.
  A n y w a y, that’s enough preamble: On to the
  game. Oh, one more thing—as much as I could, I
  left the text as it appeared in our GEN CON demo
  document. You’ll find references to ”demos” and
  even short bits of advice on ”how to keep the
  game moving” so that people don’t get bored and
  walk off to spend their money someplace else! I
  thought about excising these bits, but I reconsid-
  ered. They’re part of the charm and help you get
  a feel for how the demo worked. To clarify the
  rules as needed, I have included “Designer’s
  Notes” through to more fully explain some of the
  game’s trickier elements; I hope they are helpful.
  If you have any questions about game play or
  comments about the game itself, please write to
  < w e b m a s t e r @ w i z a rds.com> or even send me an
  email at <ted@wizards.com>. I can’t guarantee a
  quick response from me, but I’ll give it a shot!
  Ed Stark
  DUNGEONS & DRAGONS® creative director, 
  Former BIRTHRIGHT lead designer
  The demo only needs to be fully “set up” occa-
  s i o n a l l y. Beginning setup includes the following
  steps to be perf o rmed at the beginning of every
  d a y, and otherwise only when the DM feels the
  game has become too cluttered:
  0. Strip the demo area of everything but the map
  and any terrain you’re using.
  1. Make sure that you have a station for each
  player, and that each station has one dry-erase
  marker.
  2. Make sure that each station has two contain-
  ers to hold tokens for Regency Points (RP)
  and Gold Bars (GB)—pre f e r-
  ably the same color, but a dif-
  f e rent color than that of their
  immediate neighbors.
  3.
  Put one card of each
  type (Wa r, Adventure, Magic,
  and Rulership) at each station to serve as play-
  ers’ starting hands. The Tuarhievel player gets
  an extra Magic card during setup.
  4. Pass out new (clean) regent sheets to each
  player station.
  5. Place one Te rr i t o ry marker on each of the
  starting realms on the map (the demo uses six
  distinct flag-pogs as markers). The start i n g
  realms are: Roesone, Avanil, Boeruine, Tu-
  arhievel, Mhoried, and Elinie.
  6. Place one Awnshegh Realm marker on each of
  the following realms: Rhoubhe, The Gorg o n ’s
  Crown, the Spiderfell, and the Chimaeron.
  7. Place one Infantry unit on each starting realm.
  The colors of the pogs and figures pro b a b l y
  won’t match, but that’s okay. Try to match up
  what you can.
  8. Put a 7 RP and 7 GB tre a s u re pool at each
  station (in the appropriate containers. Make
  s u re players keep the RP and GB separate
  throughout the game).
  N
  D e s i g n e r’s Note: Obviously you don’t
  need to follow all the above “basic
  setup” advice to run the game at
  home. The most important ele-
  ments are Steps 3 to 8, and the
  fact that you can play this
  game with three to seven
  players, with one person
  acting 
  as 
  the
  3
  
  D M / J u d g e / Awnsheghlien controller and the
  other players acting as regents of various realms.
  Just as in D&D, the DM is not a player out to
  “win” the game, but simply a facilitator whose job
  it is to interpret the rules and make the game fun.
  Keep that in mind, DMs!
  Steps 3 to 8 on the previous page tell you
  what you’re going to need:
  1. Game cards. You probably downloaded
  the four types of game cards. Print out eight
  copies of each sheet (or photocopy your print-
  out)—you need to wind up with 80 cards of each
  type (for three of the four decks you will have
  eight each with a value of 2 to 9, eight Random
  Event cards, and eight specialty cards; Magic
  c a rds have slightly diff e rent totals ). Once you
  have all the cards you need, paste them onto
  some cardstock and shuffle each “deck.” I recom-
  mend using four diff e rent paper colors, so you
  can tell them apart easily—you never mix these
  cards throughout the game.
  2. Regent sheets. You’ll find the re g e n t
  sheets at the end of this book; print them out and
  let your players choose their realms. The DM will
  want to review each one, particularly the blood
  abilities of each regent. A minor note on play bal-
  ance: We found that Avanil and Tu a rh i e v e l ’s
  blood abilities gave them a slight advantage. See
  what you think. (By the way, we laminated the re-
  gent sheets at the convention; that’s what the dry
  erase marker was for—marking the sheets and
  then cleaning them off.) You can read more
  about each of the featured realms in the Ruins of
  Empirebook from the BIRTHRIGHT boxed set.
  3. Te rr i t o r y and Awnshegh markers: 
  Yo u
  need coins or something to mark who contro l s
  which realm, since players will take over more
  than just their home realms. We found these
  cheap little flag tokens about the size of poker
  chips. I recommend Risk pieces. Just make sure
  you have enough colors. It doesn’t really matter
  if all the awnsheghlien have the same color
  pieces, since they work together anyway.
  4. Ar m i e s : You need Castles, Infantry,
  and Cavalry pieces, and you should be able
  to distinguish between them. R i s k p i e c e s
  work well here, especially the new ones
  that look like actual armed figure s .
  We used painted miniatures, but
  we had a heckuva lot of them
  a round the office! I re c o m-
  mend using diff e re n t - c o l-
  ored army men or even
  counters from any
  war 
  game.
  Just
  make sure everyone knows what each type repre-
  sents. For Castles, chess-piece rooks are nice.
  5. Gold Bar and Regency Point tokens:
  We used fake gold coins and poker chips to rep-
  resent GB and RP. Poker chips worked great!
  6. Other items: The map available for down-
  load with this book is sized to work as a game
  b o a rd. Print it out, tile the pieces together, and
  mount it on cardstock before your game. Realm
  Strength tokens will be needed to show “hits” in-
  flicted on a realm in combat. Finally, you need
  dice—at least one d6, one d8, and one d10. It’s
  helpful if every player has one of each type of die.
  N
  Each of the six regent sheets contains the same
  basic information:
  N Realm: The starting realm for the PC.
  N Blood ability:
  All regents have a basic blood
  ability that they can use to influence the game.
  For example, one regent might have “Alert-
  ness,” which lets him hold an extra card. An-
  other could have “Battlewise,” which offers a
  +1 bonus to all attacks.
  N Regent statistics:
  Each character has four
  stats: Adventure, Rulership, Wa r, and Magic.
  These are expressed as dice, either 1d6, 1d8,
  or 1d10. Most should have one stat at 1d8 and
  the rest at 1d6.
  N Resolving card actions: 
  This section off e r s
  basic cardplay instructions.
  N M i l i t a r y unit information: Each sheet has
  basic military information the players can use
  as a reference. It is presented below as well.
  Unit 
  Maint.
  Attack
  Defense
  Move.
  Type
  Cost
  Bonus
  Bonus
  Rate
  Castle
  4 GB
  n/a
  +3
  n/a
  Cavalry
  2 GB
  +2
  +0
  2
  Infantry
  1 GB
  +0
  +2
  1
  N Awnshegh realm strength and spell list: 
  A
  review of the information from page 10.
  The object of “The Legacy of Kings” is to conquer
  Anuire and become emperor. Every player starts
  o ff with a regent and a realm capable of doing
  just that.
  4
  
  First, the players roll for initiative, or the DM
  may determine the initiative. Play then proceeds
  clockwise around the table.
  N
  D e s i g n e r’s Note: I recommend having all players
  roll for initiative and then pick their start i n g
  realms in reverse initiative ord e r. That way, the
  player who had to pick last gets first go when the
  initial season begins.
  N
  The player draws one card from any of the four
  decks (Magic, Adventure, Wa r, and Rulership
  cards).
  If the card says “Play Immediately,” the
  player should place the card down and attempt to
  resolve the action immediately.
  If the card does not say “Play Immediately,”
  the player adds it to his or her hand.
  The player plays one card of any of the four
  types. (Any number of Magic cards—when used
  to cast spells—may be played at this time, or at
  any other time during the game, for that mat-
  t e r.) See “Resolving Card Actions” in the next
  section for detailed instructions on this step.
  The DM gives the player any re w a rds gained
  f rom playing the card. A player does not have to
  play a card and may pass (and go to Step 4).
  If the player wishes, he or she may play another
  c a rd of the same type until out of cards of that
  type (repeating Step 2). So, a player may lay
  down any number of War cards on a turn, re c ru i t-
  ing and/or moving units (or improving his or her
  War die ability), but may not play a War card and
  then an Adventure card on the same turn. The
  only exception to this rule is Magic. A player may
  play Magic cards at any time—even on someone
  e l s e ’s turn. Playing Magic cards during a turn
  does not preclude one from playing other card s .
  C a rdplay may result in battles. See “Wa r
  Cards” in the next section.
  Play moves clockwise; perf o rm Steps 1 thru 4
  three times for each player.
  Once each player has had three turns, the season
  ends. The players turn in their cards and collect
  taxes for each realm they have occupied (includ-
  ing their own; see the “Realm Strengths” section
  under “Combat Rules”). They then pay for their
  a rmies (see the army unit costs on the military
  chart on the regent sheet). The DM should keep
  e v e ryone aware of how many turns and seasons
  have passed in the game.
  5
  
  ach of the four decks of game cards—War,
  A d v e n t u re, Rulership, and Magic—is handled in
  a slightly different manner.
  Most War cards have a difficulty number (DN)
  between 2 to 9. Others re p resent Random
  Events or New Tactics. War cards are usually
  played to move or recruit units.
  The player must equal or beat this number on his
  or her War die (listed on the regent sheet) to re-
  c ruit the
  number of
  units on
  the card .
  Higher
  DNs signify that
  one could re-
  c ruit 
  larg e r
  numbers 
  of
  units by playing the
  c a rd, but a player may choose to re c ruit fewer
  units than the card allows. For example, a DN 9
  War card allows the player to recruit one, two, or
  three units. If the player rolls a 9 or higher on the
  War die, he or she can choose to re c ruit up to
  t h ree Infantry or Cavalry, or build up to thre e
  Castles in any of his or her controlled re a l m ( s ) .
  The player can mix and match as desired, but
  may build only one Castle in any realm.
  B e f o re rolling the War die, the player may
  elect to spend one or more RP to gain a +1 bonus
  to the die roll per RP spent. A natural “1” on any
  die is an automatic failure, however.
  The player may spend most War cards to
  move his or her military units (other than
  Castles, which have no movement rate)
  between realms. The player does not
  need to roll for success in this action;
  movement is automatic, up to the
  unit’s movement rate.
  If a unit moves into a neutral
  realm and still has move-
  ment left, it may con-
  tinue on without en-
  gaging the re a l m
  in combat.
  If a unit moves into an Awnshegh Realm, it must
  stop and engage in combat.
  If a unit moves into a realm controlled by an-
  other player, it can move freely through the realm
  only with the other player’s permission. If either
  player chooses (either the invader or the de-
  fender), combat occurs between the military
  units present in the realm. (See “Combat Rules,”
  in the next section.)
  If a unit moves into a neutral realm or an-
  other player’s realm that has no military units (or
  remaining resistance) in it, the unit’s player may
  attempt to occupy that realm. (See “Combat
  Rules.”)
  All movement on a particular card, and by
  individual units, must be done before any com-
  bat occurs. So, if a Cav-
  a l ry unit moves into hos-
  tile terr i t o ry and en-
  gages in combat, it can-
  not continue moving
  even if it has movement left. If a
  War card allows three units to move, and the
  player moves two and then engages in combat,
  the player cannot move a third unit (the extra
  movement goes to waste). Not all movement on
  a player’s turn has to be resolved simultane-
  o u s l y, however—a player may move a unit, fight,
  and then move another unit (assuming he has
  the cards to spend).
  N
  D e s i g n e r’s Note: War cards and combat are the
  most difficult parts of the game to understand,
  and the rules are pretty brief. Keep in mind that
  I, or a demoer who was running the game in my
  stead, knew the rules but often interpre t e d
  them based on how those around the table un-
  derstood the game. If a rule confuses DMs, they
  should feel free to make a judgement call and
  p roceed with that rule for the rest of the game.
  N
  Four War cards titled “New Tactics” allow the
  player to improve a regent’s War die. On a roll of
  10 or higher (RP may be spent), the regent gains
  one die level (1d6 to 1d8 or 1d8 to 1d10). If the
  regent already has a 1d10 rating (from pre v i o u s
  i m p rovements), a successful roll offers a perm a-
  nent +1 bonus to all War die actions. This can go
  on indefinitely; the player should make the
  change on the regent sheet.
  Random Events:
  All Random Events (on
  special War cards) must be resolved by a roll of
  6
  
  the War die. On a roll of 6 or higher (RP may be
  spent), the player either averts some disaster or
  gains some reward. The play of a Random Event
  War card is, as always, involuntary and does not
  count as part of the player’s turn.
  N
  D e s i g n e r’s Note: P e rhaps one of the most enter-
  taining parts of the game is the play of a “Ran-
  dom Event” card. The DM, especially, enjoys
  these. These mandatory, “don’t count against
  your turn,” cards of each type can really throw a
  monkey-wrench into a careful regent’s plans! Ex-
  perienced players who haven’t seen a Random
  Event come up often dread drawing from the
  deck when their turn comes around! I re c o m-
  mend that after you’ve played the game a few
  times, you substitute in new Random Events of
  your own creation to make the game even more
  interesting.
  N
  Most Adventure cards have DNs of 2 thru 9. Ad-
  v e n t u re cards give a regent gold bars or other
  bonuses. Others are special Random Event or
  Wisdom of Experience cards.
  When an Adventure card is played, the
  player simply needs to equal or exceed the card’s
  DN in a die roll to gain the re w a rd. He or she
  may spend RP to influence the die roll before-
  hand (1 RP equals a +1 bonus to the roll; a nat-
  ural “1” on the die fails automatically).
  On a result of 10 or higher on the die roll (RP
  may be spent), the character’s Adventure die
  shifts up one level (1d6 to 1d8 or 1d8 to 1d10)
  o r, if it is maxed out, the player gains a perm a-
  nent +1 bonus to the Adventure die.
  Random Events:
  As with War card events,
  the player must get a 6 or higher (RP may be
  added) on the Adventure die to gain the benefits
  or to avoid the consequences.
  N
  D e s i g n e r’s Note:“ I m p roving the Adventure Die”
  (or War die, etc.) was added to simulate the role-
  playing equivalent of gaining experience and lev-
  els. I didn’t know how popular it would become!
  Many players will spend all their initial 7 RP to
  try to bump up their die levels, and it isn’t a bad
  way to play. Of course, the DM can send some
  awnshegh armies out ravaging the countryside if
  this seems to be going on too much, but it’s an in-
  teresting part of the game.
  B e w a re of Avanil! This regent already has a
  +1 bonus to attack rolls, thanks to the Battlewise
  blood ability; if other players let the player of this
  realm bump up the die level too much, Avanil will
  be hard to stop.
  N
  Rulership cards offer the regent PC benefits for
  resolving situations in his or her realm. Most of
  these cards have DNs of 2 thru 9. Others are
  special Random Event or Divine Right cards.
  Rulership cards are played in the exact same
  manner as Adventure cards (above). RP may be
  spent, and natural “1s” are automatic failure s .
  N o t e : Some Rulership cards allow the player to
  “attack” neutral or rival realms.
  On a result of 10 or higher on the die roll (RP
  may be spent), the character’s Rulership die
  shifts up one level (1d6 to 1d8 or 1d8 to 1d10)
  o r, if it is maxed out, the player gains a perm a-
  nent +1 bonus to the Rulership die.
  Random Events:
  As with other card events,
  the player must roll a 6 or higher (RP may be
  added) on the Rulership die to gain the benefits
  or to avoid the consequences.
  Only a few Magic cards feature a DN value. The
  rest have spell points, in values 2 thru 4. Players
  spend these cards to “buy” spells on the Spell
  List in the next section. These spells can be
  cast to resolve actions, defend against
  magic or attacks, or for other re a s o n s .
  To play a Magic card (which can be
  done at any time), the player checks
  the Spell List to find the point cost
  of a spell. He or she plays
  enough Magic cards to pay
  for this cost (paying more
  is okay), and also pays
  the RP and GB cost
  of the spell.
  Then, the
  7
  
  player makes a Magic die roll (against the DN of
  the spell). If the player succeeds, the spell takes
  e ffect. Whether or not the roll succeeds, the
  cards, RP, and GB are gone.
  Magic cards may be played at any time.
  Spending RP can influence the Magic die ro l l ,
  and a natural “1” is an automatic failure.
  On a result of 10 or higher on the die roll (RP
  may be spent), the character’s Magic die shifts
  up one level (1d6 to 1d8 or 1d8 to 1d10) or, if it
  is maxed out, the player gains a permanent +1
  bonus to the Magic die.
  Random Events:
  As with other card events,
  the player must roll a 6 or higher (RP may be
  added) on the Magic die to gain the benefits or to
  avoid the consequences.
  N
  D e s i g n e r’s Note: In BI RT H R I G H T, there are two
  p o w e rful types of magic beyond normally ro l e-
  playing magic: Realm Spells and Battle Magic.
  The campaign setting built up Realm Spells to
  give powerful wizard and cleric regents some-
  thing to do with their powers on a kingdom-wide
  scale; I put in Battle Magic to do the same on the
  battlefield scale.
  Both worked pretty well, so we put this ele-
  ment in the game—in a much-simplified version.
  Having a good Magic die and saving up for some
  spells is the sneaky way to win this game. Several
  expensive spells on the list can simply annihilate
  an opponent if used at the right time. Oh, you
  think I’m talking about fireball? Try shadow walk
  sometime....
  N
  8
  
  ombat occurs between two opposing
  forces of military units (Castles, Cavalry, and/or
  Infantry) or one force of military units and an un-
  occupied neutral or rival realm.
  When an army (one unit or multiple units) enters a
  realm occupied by another arm y, combat between
  units occurs (unless the two regents reach an
  a g reement). The army that was there first is the
  d e f e n d e r, while the
  other is the attacker
  ( re g a rdless of who
  owns the re a l m ) .
  Both re g e n t s
  roll one War die (si-
  multaneously) for each unit in their armies. No
  RP may be spent to influence this roll, though
  Magic cards may be played to wield spells. On a
  roll of 6 or higher, the unit achieves a hit. Note
  that some units gain bonuses for attacking or de-
  fending (see “The Regent Sheet” section).
  Rolls take place simultaneously, after any
  spells have been resolved. Each regent declare s
  how many hits he or she generated, and the other
  regent must remove that number of units fro m
  his or her army (the controlling regent’s choice).
  With these rules, two equal-sized armies may
  wipe each other out in one turn.
  If both armies (or units from both armies) re-
  main after the attack and defense rolls, the two
  sides may decide whether to re t reat. To re t re a t ,
  either player simply moves all units to an adja-
  cent friendly or neutral realm. The attacker de-
  cides first whether to retreat. Players do not need
  to spend War cards to move units in a retreat. If
  neither army re t reats and no agreement is
  reached, the battle continues.
  When only one army remains, the re g e n t
  c o n t rolling the army maintains control of the
  realm (if he or she had it before the turn began)
  or may attempt to occupy the realm (see “Occu-
  pying a Realm,” below) if another player con-
  trolled the realm beforehand.
  When an army moves into an unoccupied re a l m
  (or defeats a “home” army), it may attempt to oc-
  cupy that realm. The invading army is the at-
  tacker and the realm itself is the defender. The
  attacker rolls one War die per unit of the arm y,
  adding all bonuses (and expending Magic card s
  as desired). The defender does not roll, since the
  realm has no units.
  The attacker needs to achieve enough hits (a
  6 on the unit’s attack die) to defeat the Realm’s
  Strength (see the chart on the next page). If suc-
  cessful, the regent adds the realm to his or her
  e m p i re, placing a Te rr i t o ry marker on the occu-
  pied realm. If the regent failed but achieved some
  hits, the DM places a number of Realm Strength
  tokens on the realm to signify that it has been
  p a rtially occupied. When the attacker inflicts
  three hits upon a realm, the realm is considered
  occupied. Note
  that a unit (or
  units) may fail
  to occupy a
  realm 
  (since
  each is only al-
  lowed one attack per turn), in which case the unit
  remains there until the next turn.
  Note: If any attack roll comes up a natural
  “1” during occupation, one unit dies (fighting
  peasants). Realm Strength tokens are re m o v e d
  between seasons (the realms recover), unless
  hostile units remain in the realm.
  N
  Designer’s Note:Realm Strength tokens and occu-
  pying a realm can be another confusing part of
  the game. The idea is pretty simple, however:
  If you attack a realm you don’t control, you
  first have to destroy any armies in that re a l m ,
  then you have to subjugate the realm itself by de-
  s t roying its Realm Strength. Realm Strength is
  like hit points—it reflects the realm’s natural re-
  sistance to being taken over. Occupying a realm
  is not without risks, however: As noted, a roll of
  “1” during an occupation attempt results in the
  u n i t ’s destruction. A strategy tip: If you’ve
  only got one unit in a full-strength realm (es-
  pecially an infantry unit), you may want to
  wait until you can move more units in be-
  fore attempting occupation.
  If you successfully defend a re a l m
  f rom an attacker, you don’t have to
  “occupy” it, since you alre a d y
  c o n t rol it! That question came
  up more than once....
  N
  9
  
  realm strengths
  All realms (except Awnshegh Realms) have
  Realm Strengths of 3.
  When a player occupies a realm, he or she
  gains 2 RP and 2 GB at the end of each season in
  taxes. This is in addition to the 3 RP and 3 GB
  gained from the regent’s home realm.
  N
  Designer’s Note:Wow, 3 RP and 3 GB for your
  home realm every three turns (one season). Add
  two more of each for every new realm you add,
  and it starts to seem like a lot. Watch it all get
  spent when you start fighting each other—not to
  mention the awnsheghlien....
  N
  awnshegh realm strengths
  Realm Name
  Infantry
  Cavalry
  Taxes
  Chimaeron
  5
  8
  4
  The Gorgon’s Crown
  9
  6
  5
  Rhoubhe
  6
  7
  4
  Spiderfell
  11
  1
  5
  Awnshegh armies can become active whenever
  the DM wishes, on a Random Event, or when the
  realms fall under attack. Any attempt to move
  through an Awnshegh Realm counts as an attack.
  The DM may move awnshegh troops freely
  (without cards) and cast spells as desired. A
  player occupying an Awnshegh Realm gains the
  taxes (in RP and GB) from the chart above at the
  end of each season.
  N
  Designer’s Note:Here’s a DM tip (players, stop
  reading!). I used the awnsheghlien as a “balanc-
  ing factor.” By around the second or third turn,
  somebody’s doing a lot better than the others,
  based mostly on lucky (or unlucky) die rolls.
  I figure the awnsheghlien watch out for
  lucky folks and attack them when they
  look too lucky. Bring ’em out to keep the
  game balanced, or to give the players a
  reason to work together. Don’t make
  them the focus of the game,
  though; they aren’t covered by a
  lot of rules. I seldom brought
  them out before the third
  season unless some-
  one 
  attacked
  them or a
  Ran-
  dom Event came up. If you want to heighten the
  mystery, roll a die at the end of each season and
  mutter, “No, not yet!” and start stacking evil-
  looking miniatures off to the side!
  N
  spell list
  The following spells can be cast at any time (even
  to interrupt another player’s action), unless oth-
  erwise noted in the spell description. The play of
  Magic cards must meet or exceed the point cost
  of each spell. The player pays the RP and GB
  cost of the spell before rolling the Magic die. The
  description of the spell includes all game effects.
  Spell
  RP/GB
  Points/ Spell
  Name
  Cost
  DN
  Description
  Influence
  5/3
  6
  Causes -2 penalty
  to opponent’s roll
  Alchemy
  6/1
  6
  Caster creates 
  2d6 GB.
  Create unit
  4/4
  6
  Creates one unit 
  anywhere on map
  Fireball
  3/4
  8
  Destroys one 
  (non-Castle) unit.
  Shadow walk
  5/5
  8
  Any army* moves
  instantly to other 
  realm on map
  * Refers to all units belonging to a regent that are
  currently in the same realm
  N
  Designer’s Note: Notice there are no spell rules
  for awnsheghlien. Awnsheghlien are pretty tough
  anyway and have nasty blood abilities. (Look
  through Blood Enemiesand you’ll see what I
  mean.) Figure any awnshegh has enough RP and
  GB to cast a spell every turn—if it wants.
  If you’d rather not be that arbitrary, give the
  awnsheghlien their RP and GB in taxes every sea-
  son, just like everyone else. Start them without a
  “treasure pool,” however—they begin with large
  “suspected” armies already. Don’t worry about
  point costs, either (only RP/GB expenditures) but
  let them cast a spell every turn. Give the Spider-
  fell and Rhoubhe d10 Magic dice and the Chi-
  maeron and The Gorgon’s Crown d8 Magic dice.
  Don’t be too aggressive with them; sure, it
  would be evil to have the Spider cast shadow walk
  and dump its army into Roesone, but that’s not
  really fun. Besides, if I were the Gorgon and saw
  the Spiderfell unoccupied, I’d jump in there my-
  self and the heck with the human regents!
  N
  10
  
  N
  Blood Ability
  Healing—Grants a +1 bonus
  to all Adventure rolls.
  Regent Statistics
  Adventure Die: 1d6
  Magic Die: 1d6
  Rulership Die: 1d8
  War Die:1d6
  N
  resolving card
  actions
  Players handle each of the four card decks in a
  slightly different manner, but resolution is the
  same for all.
  N In all cases except Magic, players must roll
  equal to or higher than the difficulty number
  (DN) indicated on the card, using the die list-
  ed in the chart above.
  N A roll of a natural “1” on any die is an auto-
  matic failure.
  N Players may spend RP to influence die rolls for
  most card actions. Each RP is worth a +1
  bonus, and must be paid before the die is
  rolled. Rolls for military combat and Random
  Events may not be influenced in this manner.
  Players may sometimesspend RP to influence
  other players’ die rolls, applying a +1 or -1
  modifier to the die roll for every RP spent.
  N Magic cards represent source energy and must
  be spent, in addition to RP and GB, to cast
  spells.
  military units
  Unit 
  Maint.
  Attack
  Defense
  Move.
  Type
  Cost
  Bonus
  Bonus
  Rate
  Castle
  4 GB
  n/a
  +3
  n/a
  Cavalry
  2 GB
  +2
  +0
  2
  Infantry
  1 GB
  +0
  +2
  1
  awnshegh realm
  strengths*
  Realm Name
  Infantry Cavalry Taxes
  Chimaeron
  5
  8
  4
  The Gorgon’s Crown 9
  6
  5
  Rhoubhe
  6
  7
  4
  Spiderfell
  11
  1
  5
  *Suspected
  spells
  Spells can be cast at any time (unless noted in the
  spell description). The point cost (which is equal
  to the DN) of each spell must be met or ex-
  ceeded by the play of Magic cards. The player
  must pay the cost (RP/GB) of the spell before at-
  tempting to roll the Magic DN on his or her
  Magic die roll. The spell description in the chart
  below defines all game effects.
  Spell
  RP/GB
  Points/ Spell
  Name
  Cost
  DN
  Description
  Influence
  5/3
  6
  Causes -2 penalty
  to opponent’s roll
  Alchemy
  6/1
  6
  Caster creates 
  2d6 GB.
  Create unit
  4/4
  6
  Creates one unit 
  anywhere on map
  Fireball
  3/4
  8
  Destroys one 
  (non-Castle) unit.
  Shadow walk
  5/5
  8
  Any army* moves
  instantly to other 
  realm on map
  * Refers to all units belonging to a regent that are
  currently in the same realm
  boeruine
  boeruine
  
  N
  Blood Ability
  Battlewise—Grants a +1 bonus
  to all attack rolls.
  Regent Statistics
  Adventure Die: 1d8
  Magic Die: 1d6
  Rulership Die: 1d6
  War Die:1d6
  N
  resolving card
  actions
  Players handle each of the four card decks in a
  slightly different manner, but resolution is the
  same for all.
  N In all cases except Magic, players must roll
  equal to or higher than the difficulty number
  (DN) indicated on the card, using the die list-
  ed in the chart above.
  N A roll of a natural “1” on any die is an auto-
  matic failure.
  N Players may spend RP to influence die rolls for
  most card actions. Each RP is worth a +1
  bonus, and must be paid before the die is
  rolled. Rolls for military combat and Random
  Events may not be influenced in this manner.
  Players may sometimes spend RP to influence
  other players’ die rolls, applying a +1 or -1
  modifier to the die roll for every RP spent.
  N Magic cards represent source energy and must
  be spent, in addition to RP and GB, to cast
  spells.
  military units
  Unit 
  Maint.
  Attack
  Defense
  Move.
  Type
  Cost
  Bonus
  Bonus
  Rate
  Castle
  4 GB
  n/a
  +3
  n/a
  Cavalry
  2 GB
  +2
  +0
  2
  Infantry
  1 GB
  +0
  +2
  1
  awnshegh realm
  strengths*
  Realm Name
  Infantry Cavalry Taxes
  Chimaeron
  5
  8
  4
  The Gorgon’s Crown 9
  6
  5
  Rhoubhe
  6
  7
  4
  Spiderfell
  11
  1
  5
  *Suspected
  spells
  Spells can be cast at any time (unless noted in the
  spell description). The point cost (which is equal
  to the DN) of each spell must be met or ex-
  ceeded by the play of Magic cards. The player
  must pay the cost (RP/GB) of the spell before at-
  tempting to roll the Magic DN on his or her
  Magic die roll. The spell description in the chart
  below defines all game effects.
  Spell
  RP/GB
  Points/ Spell
  Name
  Cost
  DN
  Description
  Influence
  5/3
  6
  Causes -2 penalty
  to opponent’s roll
  Alchemy
  6/1
  6
  Caster creates 
  2d6 GB.
  Create unit
  4/4
  6
  Creates one unit 
  anywhere on map
  Fireball
  3/4
  8
  Destroys one 
  (non-Castle) unit.
  Shadow walk
  5/5
  8
  Any army* moves
  instantly to other 
  realm on map
  * Refers to all units belonging to a regent that are
  currently in the same realm
  avanil
  avanil
  
  N
  Blood Ability
  Divine Aura—Grants a +1 bonus
  to all Rulership rolls.
  Regent Statistics
  Adventure Die: 1d6
  Magic Die: 1d8
  Rulership Die: 1d6
  War Die:1d6
  N
  resolving card
  actions
  Players handle each of the four card decks in a
  slightly different manner, but resolution is the
  same for all.
  N In all cases except Magic, players must roll
  equal to or higher than the difficulty number
  (DN) indicated on the card, using the die list-
  ed in the chart above.
  N A roll of a natural “1” on any die is an auto-
  matic failure.
  N Players may spend RP to influence die rolls for
  most card actions. Each RP is worth a +1
  bonus, and must be paid before the die is
  rolled. Rolls for military combat and Random
  Events may not be influenced in this manner.
  Players may sometimes spend RP to influence
  other players’ die rolls, applying a +1 or -1
  modifier to the die roll for every RP spent.
  N Magic cards represent source energy and must
  be spent, in addition to RP and GB, to cast
  spells.
  military units
  Unit 
  Maint.
  Attack
  Defense
  Move.
  Type
  Cost
  Bonus
  Bonus
  Rate
  Castle
  4 GB
  n/a
  +3
  n/a
  Cavalry
  2 GB
  +2
  +0
  2
  Infantry
  1 GB
  +0
  +2
  1
  awnshegh realm
  strengths*
  Realm Name
  Infantry Cavalry Taxes
  Chimaeron
  5
  8
  4
  The Gorgon’s Crown 9
  6
  5
  Rhoubhe
  6
  7
  4
  Spiderfell
  11
  1
  5
  *Suspected
  spells
  Spells can be cast at any time (unless noted in the
  spell description). The point cost (which is equal
  to the DN) of each spell must be met or ex-
  ceeded by the play of Magic cards. The player
  must pay the cost (RP/GB) of the spell before at-
  tempting to roll the Magic DN on his or her
  Magic die roll. The spell description in the chart
  below defines all game effects.
  Spell
  RP/GB
  Points/ Spell
  Name
  Cost
  DN
  Description
  Influence
  5/3
  6
  Causes -2 penalty
  to opponent’s roll
  Alchemy
  6/1
  6
  Caster creates 
  2d6 GB.
  Create unit
  4/4
  6
  Creates one unit 
  anywhere on map
  Fireball
  3/4
  8
  Destroys one 
  (non-Castle) unit.
  Shadow walk
  5/5
  8
  Any army* moves
  instantly to other 
  realm on map
  * Refers to all units belonging to a regent that are
  currently in the same realm
  13
  elinie
  elinie
  
  N
  Blood Ability
  Elemental Control—Grants a +1 bonus
  to all Magic rolls.
  Regent Statistics
  Adventure Die: 1d8
  Magic Die: 1d6
  Rulership Die: 1d6
  War Die:1d6
  N
  resolving card
  actions
  Players handle each of the four card decks in a
  slightly different manner, but resolution is the
  same for all.
  N In all cases except Magic, players must roll
  equal to or higher than the difficulty number
  (DN) indicated on the card, using the die list-
  ed in the chart above.
  N A roll of a natural “1” on any die is an auto-
  matic failure.
  N Players may spend RP to influence die rolls for
  most card actions. Each RP is worth a +1
  bonus, and must be paid before the die is
  rolled. Rolls for military combat and Random
  Events may not be influenced in this manner.
  Players may sometimes spend RP to influence
  other players’ die rolls, applying a +1 or -1
  modifier to the die roll for every RP spent.
  N Magic cards represent source energy and must
  be spent, in addition to RP and GB, to cast
  spells.
  military units
  Unit 
  Maint.
  Attack
  Defense
  Move.
  Type
  Cost
  Bonus
  Bonus
  Rate
  Castle
  4 GB
  n/a
  +3
  n/a
  Cavalry
  2 GB
  +2
  +0
  2
  Infantry
  1 GB
  +0
  +2
  1
  awnshegh realm
  strengths*
  Realm Name
  Infantry Cavalry Taxes
  Chimaeron
  5
  8
  4
  The Gorgon’s Crown 9
  6
  5
  Rhoubhe
  6
  7
  4
  Spiderfell
  11
  1
  5
  *Suspected
  spells
  Spells can be cast at any time (unless noted in the
  spell description). The point cost (which is equal
  to the DN) of each spell must be met or ex-
  ceeded by the play of Magic cards. The player
  must pay the cost (RP/GB) of the spell before at-
  tempting to roll the Magic DN on his or her
  Magic die roll. The spell description in the chart
  below defines all game effects.
  Spell
  RP/GB
  Points/ Spell
  Name
  Cost
  DN
  Description
  Influence
  5/3
  6
  Causes -2 penalty
  to opponent’s roll
  Alchemy
  6/1
  6
  Caster creates 
  2d6 GB.
  Create unit
  4/4
  6
  Creates one unit 
  anywhere on map
  Fireball
  3/4
  8
  Destroys one 
  (non-Castle) unit.
  Shadow walk
  5/5
  8
  Any army* moves
  instantly to other 
  realm on map
  * Refers to all units belonging to a regent that are
  currently in the same realm
  mhoried
  mhoried
  
  N
  Blood Ability
  Alertness—Draws 1 extra card
  at the start of each domain turn.
  Regent Statistics
  Adventure Die: 1d6
  Magic Die: 1d8
  Rulership Die: 1d6
  War Die:1d6
  N
  resolving card
  actions
  Players handle each of the four card decks in a
  slightly different manner, but resolution is the
  same for all.
  N In all cases except Magic, players must roll
  equal to or higher than the difficulty number
  (DN) indicated on the card, using the die list-
  ed in the chart above.
  N A roll of a natural “1” on any die is an auto-
  matic failure.
  N Players may spend RP to influence die rolls for
  most card actions. Each RP is worth a +1
  bonus, and must be paid before the die is
  rolled. Rolls for military combat and Random
  Events may not be influenced in this manner.
  Players may sometimes spend RP to influence
  other players’ die rolls, applying a +1 or -1
  modifier to the die roll for every RP spent.
  N Magic cards represent source energy and must
  be spent, in addition to RP and GB, to cast
  spells.
  military units
  Unit 
  Maint.
  Attack
  Defense
  Move.
  Type
  Cost
  Bonus
  Bonus
  Rate
  Castle
  4 GB
  n/a
  +3
  n/a
  Cavalry
  2 GB
  +2
  +0
  2
  Infantry
  1 GB
  +0
  +2
  1
  awnshegh realm
  strengths*
  Realm Name
  Infantry Cavalry Taxes
  Chimaeron
  5
  8
  4
  The Gorgon’s Crown 9
  6
  5
  Rhoubhe
  6
  7
  4
  Spiderfell
  11
  1
  5
  *Suspected
  spells
  Spells can be cast at any time (unless noted in the
  spell description). The point cost (which is equal
  to the DN) of each spell must be met or ex-
  ceeded by the play of Magic cards. The player
  must pay the cost (RP/GB) of the spell before at-
  tempting to roll the Magic DN on his or her
  Magic die roll. The spell description in the chart
  below defines all game effects.
  Spell
  RP/GB
  Points/ Spell
  Name
  Cost
  DN
  Description
  Influence
  5/3
  6
  Causes -2 penalty
  to opponent’s roll
  Alchemy
  6/1
  6
  Caster creates 
  2d6 GB.
  Create unit
  4/4
  6
  Creates one unit 
  anywhere on map
  Fireball
  3/4
  8
  Destroys one 
  (non-Castle) unit.
  Shadow walk
  5/5
  8
  Any army* moves
  instantly to other 
  realm on map
  * Refers to all units belonging to a regent that are
  currently in the same realm
  tuarhievel
  tuarhievel
  
  N
  Blood Ability
  Courage—Grants a +1 bonus
  to all defense rolls.
  Regent Statistics
  Adventure Die: 1d6
  Magic Die: 1d6
  Rulership Die: 1d8
  War Die:1d6
  N
  resolving card
  actions
  Players handle each of the four card decks in a
  slightly different manner, but resolution is the
  same for all.
  N In all cases except Magic, players must roll
  equal to or higher than the difficulty number
  (DN) indicated on the card, using the die list-
  ed in the chart above.
  N A roll of a natural “1” on any die is an auto-
  matic failure.
  N Players may spend RP to influence die rolls for
  most card actions. Each RP is worth a +1
  bonus, and must be paid before the die is
  rolled. Rolls for military combat and Random
  Events may not be influenced in this manner.
  Players may sometimes spend RP to influence
  other players’ die rolls, applying a +1 or -1
  modifier to the die roll for every RP spent.
  N Magic cards represent source energy and must
  be spent, in addition to RP and GB, to cast
  spells.
  military units
  Unit 
  Maint.
  Attack
  Defense
  Move.
  Type
  Cost
  Bonus
  Bonus
  Rate
  Castle
  4 GB
  n/a
  +3
  n/a
  Cavalry
  2 GB
  +2
  +0
  2
  Infantry
  1 GB
  +0
  +2
  1
  awnshegh realm
  strengths*
  Realm Name
  Infantry Cavalry Taxes
  Chimaeron
  5
  8
  4
  The Gorgon’s Crown 9
  6
  5
  Rhoubhe
  6
  7
  4
  Spiderfell
  11
  1
  5
  *Suspected
  spells
  Spells can be cast at any time (unless noted in the
  spell description). The point cost (which is equal
  to the DN) of each spell must be met or ex-
  ceeded by the play of Magic cards. The player
  must pay the cost (RP/GB) of the spell before at-
  tempting to roll the Magic DN on his or her
  Magic die roll. The spell description in the chart
  below defines all game effects.
  Spell
  RP/GB
  Points/ Spell
  Name
  Cost
  DN
  Description
  Influence
  5/3
  6
  Causes -2 penalty
  to opponent’s roll
  Alchemy
  6/1
  6
  Caster creates 
  2d6 GB.
  Create unit
  4/4
  6
  Creates one unit 
  anywhere on map
  Fireball
  3/4
  8
  Destroys one 
  (non-Castle) unit.
  Shadow walk
  5/5
  8
  Any army* moves
  instantly to other 
  realm on map
  * Refers to all units belonging to a regent that are
  currently in the same realm
  roesone
  roesone
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/2nd Edition (AD&D)/Birthright/Birthright_LegacyOfKings_BoardGame/LegacyofKings2.pdf