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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 very efficient, but they are numerous, deadly, and dead already.
Barghest: 2 AP: also known as elfhounds, these spectral creatures are excellent at swarming enemies and tearing them to shreds. Stronger at night.
Strix: 3AP: huge owl-visages, these creatures function as powerful aerieal killers in addition to driving fear into the hearts of men. Stronger at night.
Ghost: 4AP: deadly creatures that can suck away the spiritual essence of enemies and are hard to destroy by "normal" means.
Countal-
Draugr: 6AP: corpses of drowned warriors, these slimy apparitions are both horrible to behold and unnaturally strong
Revenant-Knight: 8AP: not all knights get a happy ending. Some, who met their ends in an exceptionally tragic or painful way, haunt the battlefields still, their spirits unable to find rest.
Ban Side: 10AP: these ghastly doomsayers walk the battlefields of the living and snuffle the lives of combatants with their otherworldly shrieks of torment
Wightship: 50AP: through oaths to Satan or curses of woe, these ships are destined to forever haunt the sea and spell doom to all who spy them
Ducal-
Grim: 100AP: gifts of Death to those who serve him exceptionally well, Grims can deal death effortlessly with their huge unorthodox scythes
Dragon: 500 AP: Beasts of the Beast himself, these nigh-immortal, venomous, firebreathing wyrms can slay any mortal with its scythelike claws
War Units:
Baronial-
Redcaps: 1AP: little vicious goblins who love ambushing, their favourite weapon is a sharpened pole, but they employ their claws and teeth just as well
Orcs: 2AP: dark elves from the underworld, their weapons are coated with potent poisons and grisly curses
Ogres: 4AP: bulky man-eating creatures, their size gives them all the advantage they need, but they use heavy bludgeons
Golems: 6AP: warriors made of stone, the only way to bring them down is a considerable blow from something heavy
Countal-
Iron Warriors: 8AP: elite soldiers made of iron, they are nigh impossible to bring down
Trolls: 8AP: as stong as ogres, these furry and sharped-clawed creatures are also faster and can regenerate almost any wound
Giants: 8AP: when ogres are big, giants are immense. In combat, they simply step on lesser foes, and bring down walls with the boulders they throw.
Manticores: 10AP: strange creature of hell, the lion-bodied, man-headed manticore can fly on batlike wings and shoot death in form of volleys of steel-penetrating, acidic and venomous spikes from its tail
Ducal-
The Wild Hunt: 400AP: A procession of 40 demigodly huntsman upon horses and their hounds, no mortal soul can meet them unscathed
Fenrir: 1000 AP: whilst legends of the huge wolf certainly exaggerate, one can safely say that it is no less than 60 metres long, and, as a spawn of gods, ferocious beyond measure
Hunger Units:
Baronial-
Ghouls: 2AP: flesh-eating monsters that roam in packs, their fangs are also venomous enough to paralyze a lesser man
Bruxas: 3AP: lesser vampiresses that can turn into bats
Black Annises: 4AP: iron-clawed hags that haunt the shadows and delight in consuming babies.
Oozes: 6AP: blobs of acidic sentient jellies, 'nuff said.
Countal-
Locust Swarms:
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