Warlords of Gilmoria - Game Rules


Warlords of Gilmoria is a game of strategy, diplomacy, and global domination based in a fantasy realm.

Table of Contents


1. The Basics
2. Diplomacy
3. Deployment
4. Battle
5. Mobilisation


The Basics:


Game play is similar to other turn-based strategy games with the objective being to conquer the Realm (elinimate all of your opponents).

The game is played in turns. Players take their turns sequentially. When all players have taken their turns the game turn (or round) is considered complete.

In Warlords of Gilmoria each player is the Warlord of a Domain (called a player domain). There are nine(9) domains in the land of Gilmoria. Domains that are not assigned to a player are called non-player domains and as such, may become allies of (and controlled by) the Warlords of player domains. During the course of the game, players use diplomacy to activate and de-activate non-player domains.

The game map consist of 64 territories. Each domain consists of between 4 and 11 territories.

During a turn, a player may acquire Spoils of War Points (SoW Points) through battle or diplomacy. Spoils of War Points represent economical strength and political power and may be used to recruit addition units (mercenaries) and for other diplomatic activities throughout the game.

Each player turn consists of four phases as follows:

Phase 1: Diplomacy
Phase 2: Deployment (of new units)
Phase 3: Battle, making and resolving attacks
Phase 4: Mobilisation, or fortifying defenses


Phase 1: Diplomacy


The Warlord of each Domain has the ability to directly communicate with non-player warlords. Warlords have the following actions available to them during the diplomatic phase of their turn. A warlord may conduct only 1 action during his/her diplomatic phase

Diplomatic Actions:

Activation: This is an attempt by the Warlord to activate a non-player Domain as an ally.
BASE CHANCE = 15%
Invaded by Another Player = +10%
Invaded by You = -10%

De-Activation: This is an attempt by the Warlord to de-activate an allied non-player domain, returning it to a neutral status.
BASE CHANCE = 5%
Invaded by You = -10%
Invaded by Owning Player = +10%

Recruiting Mercenaries: This is a recruiting activtity conducted by the Warlord using the domain's economic and political resources (Spoils of War Points).
Cost 5 Spoils of War Points
Gives 1-6 extra units + 3 extra units (4-9)

Acquire Spoils of War Points: This is an attempt by the Warlord to gain respect and investment in the warlord's Domain by participating in diplomatic envoys across the countryside and into foreign lands.
BASE CHANCE = 15%

Activated domains take their own turn directly after that of the controlling Warlord(player). The controlling Warlord plays the Warlord of the allied(active) domain. Allied domain turns are executed exactly the same as player domain turns except that allied domains get no diplomacy phase and any acquired Spoils of War points go the controlling player Warlord.

While conducting Diplomacy, Warlords can use diplomatic Tactics to improve the chances of success for there chosen diplomatic actions. However certain tactics may have a cost and/or potential risk associated with their use.

Diplomatic Tactics:

Using a tactic gives a bonus to the diplomatic action, and if the diplomatic action fails, the use of a tactic may result in the disablement of the Warlord's communication with the non-player domain for a number of game turns. Tactics may also require the use of 1 or more Spoils of War Points.

Concise Speach: Bonus=0%, No disabled communications for Failure.
Long Oration: Bonus=5%, Failure results in disabled communications for 1 game turns.
Bribe: Bonus=10%, Failure results in disabled communications for 2 game turns.
Threats: Bonus=15%, Failure results in disabled comminucations for 3 game turns.
Blackmail: Bonus=20% Failure results in disabled communications for 4 game turns.

Tactics do not apply to Recruiting mercenaries since Spoils of War points are used for this.
Games can be created in which non-player warlords have personalities that affect diplomacy and the diplomatic tactic choosen.


Phase 2: Deployment


During this phase players acquire new units and deploy them to the game map. Players get new units as follows:

1 unit on any owned striongholds(or forts)
1 unit for every 3 owned territories
Additional units for any controlled(fully owned) Domains

Allied(active) non-player Domains acquire new units just as if they were player domains, with the owning player determining the deployment positions.


Phase 3: Battle


Players declare battles(attacks) by specifying from and to territories and the number of units to be used in the attack. The attacker need not attack with all his units in any given territory, however he must attack with at least 1. Battles consist of 1 or more attack sequences.
There are 3 different dice modes for battles which are determine with the game is created.

Risk Dice:
Attack sequences are resolved using 6-sided dice as follows:
3 dice for the attacker, if attacking with less than 3 units, the attacker gets 1 die per attacking unit.
2 dice for the defender, if defending with only 1 unit, the defender gets only 1 die.
The rolled dice are adjusted for any bonuses (leaders, and/or forts, plus 1 to the highest) and then compared to each other, highest attacking dice compared to highest defending die. The lower of the comparision loses a unit (up to 2 units max per attack sequence).
Attack sequences continue automatically until all defending units are destroyed or all acking units have been lost. Suviving attacking units are automatically moved into the conquered territory.

WoG Attrition Dice:
In each attack sequence all attackers face all defender. Each unit in the battle potentially kills an enemy unit. Each unit potentially killed unit has a 1 in 6 chance of surviving (adjusted for leaders and forts, plus 1 each.) Surviving units, if any move onto the next attack sequence until one side is eliminated
When using these dice stronger forces have a greater advantage over weaker forces.

WoG 50/50 Kill Dice:
In each attack sequence all attackers face all defenders, Each unit has a 50/50 chance of killing an enemy units, adjusted by leaders and forts.
Surviving units, if any move onto the next attack sequence until one side is eliminated

Note: With WoG Attrition Dice or WoG 50/50 Kill Dice it is possible that the attacker is victorious but loses all of the attacking units leaving a zero unit balance in the conquered territory, but the territory is now owned by the attacker.

A player may never empty a territory. 1 unit must always remain behind to defend and may never attack. Therefore if a player has 5 units in a territory, only 4 of those units may attack or be mobilized (see Phase 4, below).


Phase 4: Mobilization


Mobilizations are also known as Foritications. Players may make 1 mobilization per turn. A mobilization consists of moving some units from one owned territory to another owned territory. In order to travel between these two territories, these territories must either adjacent or connected via owned territories. Units may not be mobilization to allied territories, however they may through allied territories to get to their destination.

After mobilization the player turn is complete. If the player conquered a territory during his turn, the player is awarded 1 Spoils of War point.

Additional Rules:

Leaders add a bonus of 1 to the highest dice, either defending or attacking.

Strongholds add a bonus to the highest dice, only when defending.

The End.

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