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Game Rules:
A tile gives 10 income. A tile with a city gives 100. To expand, you must use armies. Tiles offer no resistance, but cities must be seized by force from humankind. After seizing a city, you can choose to slaughter the inhabitants for 100 AP(the money in this game, apocalypse points) or bind them to your service, gaining human fodder for your armies. Followers of Death gain +50 AP per turn. Followers of War gain 1 AP/killed unit after a battle. Followers of Hunger gain 100 AP/turn when starving people. Followers of Pestilence can choose a province they border and send a Plague there; if this succeeds, the Plague drives away all resistance and has a chance of spreading to nearby provinces
The game ends when one of the Four Lords controls all the map; the player with the biggest territories wins. Units have three tiers: Baronial, Countal, and Ducal. To recruit Countal tier units, you need four cities, and ten for Ducal tier.
Try to keep track of your resources yourself, but I'll help if needed, of course.

Death Units:
Baronial-
Wight: 1AP: rotten corpses returned from death, wights are not the brightest, but they are numerous, strong, and dead already.
Barghest: 2 AP: also known as elfhounds and hellhounds, these spectral creatures are excellent at swarming enemies and tearing them to shreds.
Strix: 3AP: huge owl-visages, these creatures function as powerful aerieal killers in addition to driving fear into the hearts of men.
Wraiths: 4AP: deadly apparitions that can suck away the spiritual essence of enemies and are hard to destroy by "normal" means.
Countal-
Draugr: 6AP: warriors drowned before their first battle, their lust for blood unquenched. Formidable fighters who emit a noxious stench.
Revenant-knight: 8AP: spectral knights bereft of their happy endings, they haunt the battlefields of their tragic deaths still.
Ban Side: 10AP: visages of grieving maidens, these ghosts tap into the life energies of others and spell doom with their otherworldly shrieks
Wightship: 50AP: cursed by pacts with Satan or demons, these ships are bound forever to haunt the seas with their undying crews
Ducal-
Raven of Morrigan: 1AP: the pets of an ancient pagan death goddess, they peck away at corpses and living alike. Don't underestimate them, for they are not animals, but demons
Dragon: 200Ap: beasts of the Beast himself, these venomous, firebreathing wyrms kill heroes and simple men alike


War Units:
Baronial-
Redcap: 1AP: vicious little goblinoids, they excel at ambushes, killing enemies with their little spears, claws and teeth and afterwards dousing their own hats in the victims' blood
Orc: 2AP: dark elves from the underworld, they coat their weapons with potent poisons and unorthodox curses
Ogre: 4AP: large creatures that crush skulls with maces and eat the rest
Golem: 6AP: these warriors made of stone can only be stopped by destroying the words that activate them or, alternatively, with a sound smack from something heavy
Countal-
Giant: 8AP: their best attack is stepping on people and crushing walls with boulders
Manticore: 10AP: lion-bodied, man-headed, bat-winged creatures that shoot acidic spikes from their tails
Chimera: 12AP: another hybrid creature, the size of a rhino, as poisonous as a taipan and as strong as ten men
Iron Warrior: 14AP: nigh unstoppable iron construct
Ducal-
The Wild Hunt: 400AP: this procession of unearthly hunters and their ghost-hounds leaves no living mortal behind
Fenrir: 1000AP: albeit legends of this giant wolf certainly exaggerate, it certainly is no less than 60 metres long and ferocious as the fires of Hell


Hunger Units:
Baronial-
Ghoul: 1G: accursed cannibals, these creatures are also so poisonous that they can paralyze a lesser man with a sweep of their claws
Coldshoe: 2G: terrible winter spirits that fly around on bony wings and look for flesh to devour
Black Annis: 4G: terrible iron-clawed hags that find infants most succulent
Striga: 6G: lesser vampiresses that can turn into large bats
Countal-
Harpy: 4G: ever-hungry winged hags that pollute the countryside and terrorise all who have food
Werewolf: 6G: murderous direwolves that delight in eating men and can shift into human form
Yaramayhawho: 8G: disgusting beasts that suck the flesh out of men
Upier: 8G: strong vampires that explode in blood when slain
Ducal-
Baobhan Sith: 10G: higher vampires, they can attack foes both mentally and physically
Kraken: 800G: giant tentacled beasts that devourer whole ships and can destroy coastal settlements
     
 
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