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LIZARDS WAR IN THE SAVAGE SWAMP WAR IN THE SAVAGE SWAMP Flying Buffalo, Inc.

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Page 1: USA Lizards Rules - Flying Buffaloflyingbuffalo.com/lizards/Lizards_Rules.pdf · 2009-08-21 · of every action that your lizards did or saw this turn, including the results of actions

LIZARDS

WAR IN THE SAVAGE SWAMPWAR IN THE SAVAGE SWAMP

Flying Buffalo, Inc.

Page 2: USA Lizards Rules - Flying Buffaloflyingbuffalo.com/lizards/Lizards_Rules.pdf · 2009-08-21 · of every action that your lizards did or saw this turn, including the results of actions

What Is It All About?

The Rulebook

Starting Positions

Home Dens

What To Do First

Lizards! Is a computer-moderatedturn-based play-by-email game(PBEM). There are 16 players in eachgame, each controlling a single clan ofLizards. These unfriendly little reptileshave developed a simple civilisation oftheir own on a small watery world.Naturally, this leads to a little conflictnow and then...

Each turn players may submit amaximum of 30 orders, selected from15 types of orders available. Playerssubmit their orders each turn. On thedue date, all players orders that havebeen received are processedsimultaneously and the results, in theform of a Turn Report, are mailed backto the players.

The rulebook is organised intosections for ease-of-use. Each sectionis number with its own independentgroup of page numbers. This makes iteasy to print out and put into a folder ifyou would like to, adding notes of yourown and any future amendments wemay make. Orders, when mentioned,are abbreviated to their first two letters.For instance, the RE(CRUITED) orderis abbreviated to RE and the B(UILD)(B)RIDGE order becomes BB.

Each players of Lizards! Begins witha single Home Den and a number ofother dens and lizards. The Clan HomeDens are spread more or less evenlyover a randomly generated 32x32wrap-around hex map.

Each player’s Lizard Clan begins thegame with one Home Den of greatantiquity and tradition. Clan HomeDens are of enormous importance anda source of much prestige. No matterhow many other Dens a Clan owns norecruits will join a clan that has noHome Den. Capturing the Home Densof other Clans is the main objective ina normal game of Lizards!

On this page you will see four‘default startups’ numbered 1 through4. When starting a game you will needto choose one of these, or you maydesign your own setup using the“custom startup” options for advancedplayers (we strongly recommend

AGAINST this on your first fewgames.) Anybody who signs up butdoesn’t choose one of the defaults willbe assigned Default 3.

On the default views the hexesdenoted ‘YOU’ contain your startinglizard forces and Dens. The three lettercode denoting ownership will bereplaced by your own Clanabbreviation on subsequent maps. Ifyou do not submit a Clan Name themoderators of the game will chooseone for you! The name of your clancan be up to 20 characters long(including spaces) and should beimaginative and colourful.

Once you have chosen the type ofposition you desire and filled out yoursignup form on our website you will beplaced in the waiting list for the nextavailable game.

Object Of The GameThe first clan to have a points total

of more than 1000 points for each‘Home Den’ remaining in the game issaid to have gained “Domination of theSavage Swamp” and the playercontrolling that clan is the winner. Atthe start of the game 16000 points arerequired to win, but this number maybe reduced as some Dens are wiped outin the vigorous pursuit of victory.

WAR IN THE SAVAGE SWAMPLIZARDS

Page 2.1

Introduction

LIZ OUTLIZ OUTLIZ OUTLIZ OUT

(1) Black Home Den

1: 50 GRY

6: 30 DEN

4: 20 GRN

8: 50 GRY

5: 110 BLK

YOU

YOU

YOU

YOUYOU

HOME DEN

30

110

20

5050

(2) Red Home Den

1: 100 RED, 50 GRY

5: 100 RED, 10 GRN

7: 100 RED, 50 YEL

11: 100 RED, 50 GRY

3: 10 GRN

6: 90 DEN

10: 10 GRN

LIZ OUTLIZ OUT

LIZ OUTLIZ OUT

(3) Yellow Home Den

1: 90 RED

2: 10 GRN, 50 GRY, 10 YEL, 10 BLK

3: 10 GRN, 50 GRY, 10 YEL, 10 BLK

5: 10 RED 6: 10 GRN

7: 50 DEN, 80 RED, 10 YEL, 50 BLK

YOU

90

YOU

80

YOU

80

YOU10

YOU

10

YOU190

HOME DEN

LIZ OUTLIZ OUT

LIZ OUTLIZ OUT

LIZ OUTLIZ OUT

(4) Grey Home Den

5: 30 DEN, 10 RED

8: 10 GRN

10: 30 DEN, 10 RED

12: 30 DEN, 70 RED

15: 50 GRY

6: 10 GRN

14: 10 GRN

YOU40

RED DEN

YOU10

YOU10

YOU40

HOME DEN

YOU10

YOU100

RED DEN

YOU50

{1}

{2}

{3}

{4}

{5}

{6}

{7}

{8}

{9}

{1}

{2}

{3}

{4}

{5}

{6}

{7}

{1}

{2}

{3}

{4}

{5}

{7}

{6}

{8}

{9}

{10}

{11}

{12}

{13}

{14}

{15}

{16}

{17}

{18}

{19}

{20}

{21}

{22}

Flying Buffalo, Inc.

YOU10

YOU110

YOU90

HOME DEN

YOU150

YOU10

{2}

{3}

{4}

{5}

{6}

{7}

{8}

{9}

{10}

YOU150

{11}

YOU150

{1}

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Dropping OutIf a player officially notifies us of

the surrender of a position or isdropped for some other reason (lack offunds, or disqualification) theirleaderless clan will fall into chaos. Alldens will revert to free status and anywarrior lizards in them will settle asmilitia. After three turns their HomeDens will collapse if not captured byanother clan in the meantime.

Understanding Your Turn Report

The Header

The Phases Section

The Clan Ranking

Speaking To The Enemy

The Other Bit

The World View

The ‘Turn Report’ details yourLizard’s acquisitions in the last turnand also the status of your entire LizardClan at the end of the current turn. Youuse your Turn Report for the LASTturn you played to generate your ordersfor the NEXT turn!

First is the header section with yourClan Number, the number of the turnfor which this is the result and the duedate for the NEXT turn. The sectionbelow gives your clan name, your realname and address and your accountbalance in this game.

These four sections give the resultsof every action that your lizards did orsaw this turn, including the results ofactions by other players (or the world)which have affected you.

This section ranks all the Clans inorder, based on the number of lizards ineach Clan, including warrior, den andspy lizards. In addition, each of thefollowing that you own is worth points:Home Dens 2000 points, Temples 30points, ordinary Dens 25 points andBridges 10 points. Following thissection is the current Victory condition.

Your messages to other players andtheir messages will appear here. Notethat the messages you receive will saywho they are from but will not say whoelse also received them.

Messages from your GameModerator (GM) will appear here.

The last section is a separate one ortwo page map with a key. (See thenext two chapters for explanations.)

The printout to the left is an exampleof one of these maps.

WAR IN THE SAVAGE SWAMPLIZARDS

Page 2.2Flying Buffalo, Inc.

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The LizardsA lizard band cannot contain more

than 300 Lizards.

Lizards On Your Turn Report

The Clan Listing

The Lizard Types

- Red Lizards

- Green Lizards

- Grey Lizards

- Yellow Lizards

- Black Lizards

Spy Lizards

Going ‘Bush’

Lizard bands which are visible toyou are shown on your map by a smallpicture of a lizard and a number, whichis how many lizards are in the hex.The Clan to which the band belongs isdenoted by a three letter code derivedfrom the Clan Name. (Eg SPS forSpies Of Slime).

The map also shows your ownlizards in the same way, includingthose that are hidden from otherplayers. The number shown in a denhex will include any den lizards.

Your spy lizards are indicated by theword SPY unless they are in a hex withenemy lizards, in which case they donot show on the map. The map alsodoes not indicate how many spies thereare in a hex.

All of your dens, lizard bands andspy lizards are listed in your ‘clanlisting’. The description of a den givesits location, its colour (and thus thecolour of its ‘den lizards’), adescription of any band of lizardspresent and the number of den lizards.

The description of a band gives itslocation, the number of lizards of eachcolour present and their state of hungerand combat experience.

The description of a spy gives itslocation and the number of turns that ithas been a spy.

The Savage Swamp world containsfive species of lizards. Fortunately,evolution has made identification ofthese species easy as each is aDIFFERENT COLOUR. Most of thelizard species possess a special ability.The lizard colours and their abilitiesare as follows:-

These lizards are the most commonand do NOT possess any special abilityother than mediocrity.

These lizards have developed theagricultural ability to fertilise andpoison hexes and can construct simplerafts from tree trunks.

Grey lizards are natural builders andin sufficient numbers (and givenenough time) can build bothrudimentary bridges and lizard dens.

Yellow Lizards possess unusuallystrong arms and can throw things agood distance with lethal effect.

These are the most mysteriousspecies and possess the ability to chantstrange occult incantations. BlackLizard chants are more or less powerfuldepending on how many of theirfellows are nearby.

Spy lizards cannot be seen by enemylizards and can move through oroccupy the same hex as enemy lizards,at the risk of being captured andgruesomely killed (the chance ofcapture increases with the number ofenemy lizards in the hex and is certainon entering a den.)

Spy lizards cannot engage in combator be hit by missiles. Terrain affectsspy lizards normally; they can beattacked by sea-monsters and mired inswamps like normal lizards.

Spy lizards are also imbued withprotection from some forms of theoccult.

Spies can report on lizards in terrainthat would normally hide them, if theyoccupy the same hex at the end of theturn.

Spy lizards do have a disadvantage.Because they are separated from alarge body of lizards they tend to forgetwhat they were supposed to be doingafter a while and return to the wild(disappearing from your maps and yourcontrol.) To stop spy lizards fromgoing “bush” you have to return themto a band of lizards every four turns.This may be a band of 1 lizard, but twospy lizards in the same hex cannot forma band. Neither will a spy lizard joinup with Den Lizards.

WAR IN THE SAVAGE SWAMPLIZARDS

Page 3.1

The Lizards

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WAR IN THE SAVAGE SWAMPLIZARDS

Page 4.1

SightLizards can normally see for 2 hexes in

every direction around them, and can seefor three hexes when they are on a ‘Peak’type terrain.

Terrain Descriptions

- Dens

- Ruins

- Plains

- Swamps

- Scrub Hex

- Fertile Hex

- Peaks

- Volcanoes

- Temples

- Cursed Hex

- Water Hex

- Whirlpools

- Bridges

- Rafts

The World View

Each hex contains a single kind ofterrain. Several kinds of terrain havespecial effects. The terrain types andtheir effects are listed below. Lizards canmove through any terrain type at the rateof 2 hexes per turn.

The colour of the Den or “Home Den”is written above it, as is the main clanowning it. Dens hide any lizardsoccupying them and protect from lobbingattacks and many occult effects.

Dens are the lizard equivalent ofvillages and towns and contain the young,elderly and pacifist lizards.

A lizard den only ever has population ofa SINGLE species of lizard. The colourof the lizards occupying a Den isimmediately obvious to any lizard thatcan see that Den (except Home Dens), aseach lizard species tends to daub anddecorate their dens with pigments andstones of the appropriate colour.

Every Den also contains restlesslizards that have become dissatisfied withmundane den life can easily be convincedto become warrior lizards at any time.These restless lizards can beRE(CRUITED) from a Den under yourcontrol. Dens also serve a defensivefunction, being both fortified and swathedwith totems to protect them from theoccult.

Free Dens are there for the capturing.They will contain the maximumpopulation that could be supported by thesurrounding hexes and have militializards guarding them equal, initially, to30% of this number. Once a free Den iscaptured (by attacking and defeating themilitia) you can recruit from it.

Ruin hexes contain the ruins of old,abandoned Dens. Ruin hexes hide anylizards that occupy the hex and protectfrom lobbed missiles. Ruins can berestored to functioning Dens by GreyLizards.

These are land hexes that have nospecial effects. Plains can be cultivatedby Green Lizards.

Swamp hexes can be moved throughnormally, but each swamp hex movedthrough has a 20% chance of ‘miring’ yourlizards. Lizards that are ‘mired’ end theirmovement for that turn and cannot move inthe following turn. If any lizards are miredin a swamp hex, all lizards in that hex willalso be mired. Therefore if lizards moveinto the hex and become mired before aband of lizards already in the hex move out,the lizards that were already in the hex willget bogged down in the mud their friendshave kicked up. Swamps can be cultivatedby Green Lizards.

Lizards are hidden when in these hexesand Green Lizards can construct rafts fromscrub hexes. Scrub hexes can be cultivatedby Green Lizards.

These hexes feed Dens and can also beused to feed lizard bands by moving themthrough the hex. Fertile hexes can becreated from plains, swamp or scrub hexesby Green Lizards.

These hexes are mountainous and anylizards in a peak hex can see 3 hexes inevery direction (instead of 2) due to theheight.

Dangerous at the best of times, erupting atthe worst! Volcano hexes are mountainousbut are constantly surrounded by smoke andash. Lizards in the hex cannot see anyfurther than normal. Volcanoes may eruptduring the movement phase. This is not anice thing to happen for lizards who are inthe area, as you might imagine.

Temples are important to all species oflizard but particularly to Black Lizards.Protection against lobbed missiles and somechants is afforded here.

Fetid, decaying and poisonous, nothingcan live in a cursed hex. It is unwise tomove into a cursed hex and even morefoolish to remain in one.

These hexes are the home of voracioussea monsters. Water hexes can be movedthrough at the same rate as any other hexbut, when lizards enter a water hex, there isa chance they will be attacked by one of themany vicious creatures that live in them.

A Whirlpool is a water hex which is alive withviolent swirling terrible currents! Whirlpoolhexes move around during the Movement Phase.

These are built over water (or whirlpool) hexesby Grey Lizards and protect lizards from normalsea hazards.

Lizards can move on to one of these and sailabout at the normal two hex pace, protected fromnormal water hazards.

The Savage Swamp is represented by a mapdivided into hexes which regulate movement andsight. Each hex has a different alpha-numericcode for reference (1A to 32AF).

Each turn you will receive a 1-page or 2-page“World View”, which is a version of the mapshowing terrain and lizards visible to your lizardbands and spies.

Den Lizards have a “Head In The Sand”philosophy and so do not provide world views.

The Savage Swamp

RED DEN

DEN RUIN

SWAMP

FERTILE

VOLCANO

CURSED

WHIRLPOOL

BRIDGE

PLAINS

SCRUB

PEAK

TEMPLE

WATER

RAFT

LIZ OUTLIZ OUT

Flying Buffalo, Inc.

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WAR IN THE SAVAGE SWAMPLIZARDS

Page 5.1

Orders are executed in the sequenceshown on this page. All orders from allplayers are randomly shuffled so theorder of execution is not affected bythe player giving the order, nor theband directed by the order.

Each order is completely resolvedbefore the next order, so even if lizardband A is 1 hex from a Free Den andlizards band B is 2 hexes from thesame den, it is still a 50/50 chancewhich will get there first. Lizards workin brief bursts of feverish activity atunpredictable intervals. Whicheverband or part thereof gets up first in themorning will accomplish whole dayswork before anyone else doesanything!

Explanations of the individual eventsand actions are given in the sections ofthe rulebook hereafter. For details onspecific order formats see the “OrderForm” section.

Beginning players should read themovement phase and combat sectionsand, if they have Black or YellowLizards, the Artillery Phase.

Order Of Processing

- (1) World Phase

- (2) Artillery Phase

- (3) Movement Phase

- (4) Development Phase

The Fog Of War

(1) - World Phase(2) - Artillery Phase(3) - Movement Phase(4) - Development Phase

In the World Phase the followingthings happen; Lizards in a cursed hexdie, Nomads settle new Dens, Denswith less than 10 Den Lizards and nofertile hexes collapse, Populationsgrow, hunger is adjusted and ExcessDen Lizards starve.

In the Artillery Phase the followingthings happen; Chants are chanted,Lobs are lobbed, Freeing of Lizardsoccurs.

In the Movement Phase thefollowing things happen; Lizardsmove, Lizard bands split, Sailingoccurs, Sneaks occur, NaturalPhenomena happen and Combat takesplace (unless caused by chants.)

In the Development Phase thefollowing things happen; Builds arebuilt, Destroys are enacted, Recruitsare attempted and Gives happen

and then, in order; Rafts sink,Unowned Home Dens and neglectedhalf-built Dens collapse, Starvationtakes its toll, Spies rejoin bands, Spiesgo ‘Bush’ and finally VICTORYconditions are tested.

At times luck will allow you tooutmanoeuvre your adversary due tofavourable execution sequence. Suchpossibilities can be considered andattempted to gain advantage but areuncertain at best.

The Turn Sequence

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WAR IN THE SAVAGE SWAMPLIZARDS

Page 6.1

Events In The World Phase

Nomads Settle Unsettled Dens

Lizards In Cursed Hexes Die

Non-Viable Dens Collapse

Population Growth

Starvation

Excess Den Lizards Starve

The events that happen in WorldPhase occur in the following order.

A new Den will attract inhabitants ata rate of four lizards per turn. Once tenor more lizards are living in a den thecolour of the Den is randomlydetermined.

In addition to taking damage whenmoving into a cursed hex, any lizardsstaying in a cursed hex will takedamage.

If, at this stage, a Den does not haveat lease ONE fertile hex adjacent to itand has fewer than 10 Den lizards left,the Den collapses and becomes a dryand deserted Ruin.

A Den occupies a single hex. Thenumber of Den lizards that can besupported by a Den is dictated by theamount of FOOD that is available tothat Den. Food in Lizards isrepresented by the “Fertile Hex”. Onefertile hex adjacent to it, up to 50 Denlizards can live in that Den. If it hastwo adjacent fertile hexes then 100 DenLizards can live in that Den and soforth (up to 300 Den lizards with sixadjacent fertile hexes.)

Den population increases by avarying percentage of currentpopulation. The percentage is greatestwhen the den is further from itsmaximum population and decreases asthe maximum population the den cansupport (dictated by the number ofadjacent fertile hexes) is approached.However, this percentage is multipliedby the current population. The in-gameeffect of this is that if you have veryfew lizards in your den you will getquite a low population increase. If youhave a medium amount, you will get avery good increase. If you have anearly-full den you will get a mediumincrease. So for best results, keep yourDens about half-full or as close aspossible.

Warrior lizards belonging to Clansget hungry (though unowned militia donot.) Regardless of whether they havebeen trekking across the world or have

not moved for many turns they must befed at least every 6 turns or they willstart to die from starvation.

During World Phase lizards becomemore hungry, through the followingstages; Sated, Peckish, Hungry,Famished, Starved and Starving.“Starving” lizards will start to die inDevelopment Phase if not fed duringthe turn. (This “Starved” Lizards mustbe fed in the next turn). Lizards are fedby moving them through or into afertile hex in Movement Phase. A bandof warrior lizards will not be fed whenthey are in a Den because all the foodharvested from the adjacent fertilehexes is either used to feed the existingpopulation or recklessly wasted by theDen inhabitants (food fights, orgiesetc.) This means that lizard bands willhave to move out of a Den now andthen to feed and also causes a certainamount of friction between lizardbands and Den inhabitants.

If a starving band is joined withanother band then the food is eked outamong all the lizards causing thedegree of starvation to be averaged(and truncated) over the new group.Eg. 10 Lizards who are Hungry joinwith 10 lizards who are Starving andthe result is a 20-Lizard Band whichwill be “famished”.

If a Den has more Den Lizards in itthan can be supported by thesurrounding fertile hexes then excessDen lizards quickly starve (or eat oneanother.)

The World Phase

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Events In The Artillery Phase

Yellow Lizards and the L(OB)

Order

Black Lizards and the CH(ANT)

Order

Chants -

Black Lizards and the CH(ANT)

Order

Temples -

The FR(EE) Order

The orders processed in the ArtilleryPhase are CH(ANT), LO(B) andFR(EE).Note: L(OB) and CH(ANT) orderscause all lizards in the hex to beimmobilised for the rest of the turn.Movement orders will not succeed.

Yellow lizards can LO(B) objects upto a distance of 2 hexes. Every yellowlizard in a hex will LO(B) when thisorder is given (one of them picks up astone and hurls it and the others getcaught up in the excitement) and eachhas a 30% chance (unmodified bycombat points) of hitting and killing anenemy lizard in the target hex. Dens,Temples and Ruins defend lizardstotally from these missile attacks.Other lizards practise “Duck & Cover”when in the same hex as LO(BBING)Yellow Lizards, so will not move in thesame turn.

Black Lizards are the most

powerful species in Lizards! Theypossess a number of abilitiesdepending on how many of them thereare in a single hex. These abilities areactivated by CH(ANTING). BlackLizards target their abilities using thetwo direction fields of their OrderForm.

Unfortunately, some fo the BlackLizards performing the chant aredrained of their occult power and revertto the life of a mediocre Red.

When ordering any of the chants, thenumber of Black Lizards to chant maybe specified. The number can be lessthan the number of lizards in the band,but should equal the minimum numberrequired for the chant. If it is omitted,ALL black lizards in the hex willCH(ANT) and be subject to reversion.

If the chant has no effect, noreversion occurs.

When a Chant is performed all otherlizards in the hex join in the singing,dancing and painting (having no effect,but enjoying themselves immensely)and so are too exhausted to move fromthe hex in that turn, or to CH(ANT)again.

Temples serve to support

the occult power of Black Lizards. Ifthe Black lizards are in a temple at theend of a CH(ANT), reversion to Reddue to chanting is prevented.Unfortunately lizards that have alreadylost their power cannot be restored toBlack even in a Temple.

For a full description of the variousCH(ANTS) available to Black lizardssee the page entitled CHANTS.

This command allows you toFR(EE) warrior lizards, returning themto the wild of setting them in a Den.

If you use this order on a hex notcontaining a den the free lizards willdisband, disappearing from your mapand your control. If you use it on aband of lizards that are inside apopulated den, lizards of the samecolour as the Den will join the Denpopulation.

If you use it on a band of lizards thatare inside an unsettled den theFR(EED) lizards, if all of one colourand bringing the den population up toat least 10, will determine the colour ofthe Den.

Spy Lizards cannot be FR(EED).There are two forms of FR(EE)

order: to free specific lizards specifythe colours and numbers to be freed, orto free all lizards in a hex simply givethe order and the hex.

WAR IN THE SAVAGE SWAMPLIZARDS

Page 7.1

Artillery Phase

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Chant: Eyes

Chant: Reveal

Chant: Shunt

Chant: Summon

Chant: Mould

Chant: Freeze

Chant: Coerce

Chant: Gate

Chant: Transmute

Chant: Dark

No. Of Black Lizards Required: 10Reversion : 0%

No. Of Black Lizards Required: 25Reversion : 10%

No. Of Black Lizards Required: 50Reversion : 20%

Note: Special Rule for Special Gamesonly - If the world is NOT wrap-around(most ARE) lizards cannot be shuntedoff the edge of the world. (Thatconstitutes a cruel and unusualpunishment that no Black Lizard wouldwish on anyone.)

No. Of Black Lizards Required: 60Reversion : 25%

No. Of Black Lizards Required: 80Reversion : 30%

No. Of Black Lizards Required: 100Reversion : 30%

No. Of Black Lizards Required: 120Reversion : 40%

No. Of Black Lizards Required: 130Reversion : N/A

No. Of Black Lizards Required: 150Reversion : 50%

No. Of Black Lizards Required: 180Reversion : 60%

This chant gives a detailedbreakdown of the numbers and coloursof lizards in the target hex. Eyes doesnot reveal Spy Lizards.

Seeks and destroys enemy Spylizards in the target hex and the sixadjacent hexes.

Shunts all lizards in a defineddirection away from the chanting BlackLizards. The distance the targetedgroup are shunted is one hex plus onefor every 50 Black Lizards chanting.Spies, Den Lizards and warrior lizardsin Dens cannot be shunted. If anyintervening hex contains a den or anywarrior lizards, the lizards will stop inthe previous empty hex.

Summons a sea monster ofDOUBLE normal size into a targetedwater hex, which immediately attacksany lizards in the hex even those onbridges or rafts.

Raises a water hex, making it into arandom type of land terrain hex, orsinks a land hex, making it into a wateror whirlpool hex. Dens, Temples andCursed Hexes cannot be sunk. Thetypes of land that may be the result ofwater being raised are Plains, Ruin,Swamp, Scrub, Fertile, Pak or Volcanoand there is a small chance of bringingup a Temple, an ancient place of power.

Any bridges adjacent to a land hexwhich is sunk will be wiped out due toa “suck under” effect.

Immobilises all the lizards in thetarget hex for this turn only.Immobilised lizards cannot M(OVE),SP(LIT), SA(IL) or flee from combat.Spy Lizards are immune to being“Frozen”.

Attempts to force all the lizards inthe target hex to join your side. Thetarget lizards will be able to resistunless the number of Black lizardschanting is equal to, or more than, thenumber of lizards in the target hex.Lizards in Dens and Temples, and spylizards, cannot be coerced.

Lizards in a temple are teleported toanother, specified, temple. This Chantmust be done from a Temple, thusreversion rate is not applicable. Uponarrival, if the target hex contains lizardssuch that there would be more than 300lizards (total of friendly and enemy) inthe hex, the excess “incoming” lizardsare splattered against the walls in avery messy and unsavoury fashion. Ifthere is a band of enemy lizards in thetemple a combat without retreat ensues.

This chant randomly changes thecolour of up to three groups of lizardsin the target hex (ie. All the lizards of acolour change to the same new colour).Lizards in Dens and Temples, and SpyLizards, cannot be transmuted.

This terrible chant is greatly fearedas it calls upon forbidden powers withabandon. Dark destroys everything,including Dens, Temples, Home Dens,and Spy Lizards in the target hex. Thesite of this destruction becomes aCursed Hex which is poisoned anddangerous for lizards to move into.This chant so severely drains occultpower that even Temples will notprevent reversion to Red.

WAR IN THE SAVAGE SWAMPLIZARDS

Page 7.2

The CH(ANTS)

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Movement

Combat

Joining Lizard Bands

Actions In The Movement Phase

The MO(VE) Order

The SP(LIT) Order

The SN(EAK) Order

The SA(IL) Order

Events In The Movement Phase

Volcanoes

Whirlpools

Sea Monsters

Note: To Swim Or Not To Swim

Lizards move at a rate of 2 hexes perturn regardless of the terrain they aretravelling through (although someterrain effects may stop theirmovement.)

Combat occurs whenever a lizardband moves into a hex occupied by aband belonging to another Clan, into a‘Free’ den or is attacked by a seamonster. (See COMBAT for moreinformation).

Lizard bands belonging to one Clancan be split up and joined together anyway, regardless of colour, providedthere are never more than 300 warriorlizards in any one hex at a time.

If two or more bands of lizardsbelonging to the same player are in thesame hex at the end of a turn they willautomatically amalgamate into a singleband. There is a limit of 300lizards per hex and anymovement order which could cause thislimit to be exceeded is ignored. If aSpy Lizard is in the same hex as a bandof lizards belonging to the same playerin Development Phase it will rejoin theband becoming a warrior lizard of itsoriginal colour, unless this wouldexceed the 300 limit. The band may bea band of 1 lizard, but 2 Spy Lizards inthe same hex will not form a band.Neither will a Spy join up with DenLizards.

The Movement orders are MO(VE),SP(LIT), SA(IL) and SN(EAK).Remember: to attack other lizards orenemy dens just move into their hex!

MO(VES) all of a band of lizardsfrom one hex to another withoutsplitting them.

SP(LIT) is used when you want tomove PART of a Band of lizards only.

A single lizard SP(LIT) off on itsown becomes a Spy Lizard. If youhave a band of two lizards and split oneoff to become a Spy, the remaininglizard is not a Spy but a Band of 1Lizard.

SN(EAK) is used for moving spies.Spy Lizards are created with theSP(LIT) order as shown above but aremoved with this special order,SN(EAK). Spies cannot be moved inany other way and MO(VE) or SP(LIT)orders used on them will fail.

This order moves a lizard band fromone hex to another using aand without splitting them. The raftwill also protect the lizards from thenormal sea monsters and whirlpools. Itcannot sail under a bridge. araft will also protect a spy but a spycannot sail on a raft.

To board a raft or to disembark froma raft the normal SP(LIT), MO(VE) orSN(EAK) orders are used, but theSA(IL) order is used to move all of thelizards . The passengerscannot be SP(LIT) and SA(IL) in thesame turn.

If a raft is SA(ILED) onto a land hexit breaks up on the rocks and anyremaining movement continues as if aMO(VE) was ordered.

Events that happen in the MovementPhase occur in random order, amongthe player ordered actions.

Each volcano has an 8% chance oferupting each turn. When they doerupt, any lizards in the hex areinstantly killed and any lizards in hexesadjacent to the volcano hex may bewounded by flying lava. Any Dens orBridges that are adjacent to volcanohexes are also destroyed by aneruption. In addition to the destructiveeffects of a volcano erupting, theterrain of adjacent hexes may alsochange as the eruption causes land torise out of the sea or sink back into it!

Whirlpool hexes move around thesea at a rate of up to 2 hexes per turn,drowning a large proportion of anylizards caught in them.

Every time lizards enter a water hex,there is a 10% chance they will beattacked by one of the many viciouscreatures that live in the sea. Thestrength of a sea monster is equivalentto 15 lizards for each water hexadjacent to the hex moved into. Seamonsters are attracted by movement solizards standing still will not betroubled.

Be wary of sending small lizardbands swimming about the place.They’ll be eaten by sea monsters! Onthe whole, swimming is a bad idea inthe Savage Swamp. Lizards may likewater, but there are much bigger thingsthan them in the depths! If youswim, use the shortest possible route,adjacent to the least number of waterhexes.

warrior

Note: Common Mistake: When usingthe SP(LIT) order to move a portion of

a lizard band away, if you want to alsomove the remainder away you shoulduse a SP(LIT) order for that as well.The reason for this is that if you wereto use a MO(VE) order for theremainder, there is always the chancethat the MO(VE) order will beprocessed first in the random sequenceand leave no lizards behind for theinitial SP(LIT) you wanted to do.

Boarding

using the raft

must

at any time

water Raft

WAR IN THE SAVAGE SWAMPLIZARDS

Page 8.1

Movement Phase

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Warrior Lizards

Combat!

Running Away

Capturing The Enemy

Attacking Dens

Combat Experience

Undefended Dens

Rafts In Combat

Regarding Free Dens

The World

All the lizard species fight anddefend Dens with equal ability.However, not all lizards (of anyspecies) possess the desire to fight andthose that are content to lead a rathersimple life in the Dens that arescattered across their world are termedDen Lizards. Lizards that are foundoutside are warrior lizards. These formthe lizard bands that each Clan beginswith and more may be recruited as thegame progresses.

Combat in Lizards is simple. Whentwo lizard bands clash (by one bandattempting to move into the same hexas the other band) the lizards in eachband will set upon the enemy (and anylizard not of their Clan is the enemy)even if hopelessly outnumbered(lizards are somewhat fanatical in thisrespect so their initial bloodlust willovercome their fear). In the gruesomemelee which follows, half of theLizards claw their way forward to fightin each round and each of these lizardshas 50% chance of wounding anopponent. The lizard bands willcontinue to fight until either one bandis completely destroyed or elects to fleefrom combat (even Lizards aren’ttotally stupid.)

A lizard band may elect to flee fromcombat if they are outnumbered onmore than a three to two (3:2) basis.For instance, A band of lizards fightinga band of 150 lizards MAY elect toflee. A band of 100 lizards fighting200 lizards will almost certainly flee.

Lizards that flee from combat willretreat firstly from the hex they camefrom, if any, or to any adjacent hex thatis empty of both enemy AND friendlylizards (in their panic they can’t tellfriend from foe). If no empty hex isavailable they will turn and fight to thedeath. It is not possible to flee from asea monster and no defender wouldflee from a den.

The winning band in a combat thatdoes not involve a Den will capture apercentage of the wounded enemylizards (the rest are slain.) The amountcaptured is 30% + the winners combatexperience bonus. Ie up to 45%.

Lizards attacking a Den have theirchance to kill an enemy lizard reducedby half to 25% (while the defendinglizards INSIDE the Den retain theiroriginal 50% chance.) This reflects theprotection the Den’s walls offer theoccupying lizards and applies equallyto lizards of a different colour from theDen. Under no circumstances willlizards INSIDE a Den flee fromcombat, they will always fight to thebitter end.

Any lizard band that defeats anenemy band gains ONE combat level.There are six levels:-

Average + 0%Good +3%Dangerous +6%Ferocious + 9%Fearsome +12%Veteran +15%

The DIFFERENCE between 2 bandsinvolved is used as a modifier to theATTACKER only, for example:-

Dangerous Attacks Average:Attacker +6%, Defender +0%

Ferocious Attacks Veteran:Attacker +6%, Defender +0%

Veteran attacks Veteran:Attacker +0%, Defender +0%

A lizard band’s attack chance canNEVER be increased past 65% fornormal combat or 40% for attacking aDen. Combat experience becomes“watered down” if a veteran band isjoined by less skilled recruits. Theexperience is averaged (and truncated)over the new group. Eg. If a Ferocious10 Lizard band joins a 100 lizard bandwith no experience, the resultant bandwill have no combat experience.

Dens that are now owned by a Clanand that have no warrior lizards inthem offer no resistance to capture. Itis not necessary to station warriorlizards in a den owned by your Clan toretain control of that Den except in sofar as it prevents other players fromgrabbing it too easily. UndefendedDens which are taken over do notreport the fact to their owners. Theabove rules include Home Dens.

It Is possible to capture a raft byboarding it. Use the MO(VE) orSP(LIT) order to leap aboard an enemyraft. If you clan wins the battle thedefeated lizards will be pushed into thewater. On the other hand, if you attacka raft by ramming it with another raftusing the SA(IL) order you will eitherwin, and drive their raft under thewaves, or lose and remain on your raftnext to theirs. Combat on rafts isotherwise no different from ordinarycombat.

It is important to capture Free Densto increase the number of recruitsavailable and the range of lizard typesyou have. Remember that your attacksagainst a Den are halved in probabilityof “hitting” in combat, so only attackDens if you have a large margin overthe defenders. It is possible to estimatethe number of militia a Free Den willhave by counting the adjacent fertilehexes. Remember also that you canorder a recruit for a Den that you donot presently control, but expect tocapture in the Movement Phase.

The Savage Swamp is nasty and itsout to get you! Standing near activevolcanoes is bad for your health. Evenworse is building a Den near one. Ifyou are in the water you’ll probably bedrowned by whirlpools or eaten bymonsters. Nastiest of all are the otherplayers (although they might not be outto get you at any particular moment).Don’t expect a gentle walk in thecountryside here!

WAR IN THE SAVAGE SWAMPLIZARDS

Page 9.1

COMBAT in the Savage Swamp

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Actions In The Development Phase

The RECRUIT Order

The GIVE Order

Green Lizards And Build And

Destroy Orders

BUILD FERTILE (BF)

DESTROY FERTILE (DF)

BUILD RAFT (BR)

Grey Lizards And Build And

Destroy Orders

BUILD DEN (BD)

BUILD BRIDGE (BB)

DESTROY BRIDGE (DB)

The orders processed in theDevelopment Phase are RE(CRUIT),GI(VE), B(UILD), F(ERTILE),D(ESTROY), F(ERTILE),B(UILD)R(AFT),B(UILD)B(BRIDGE),D(ESTROY)B(RIDGE) andB(UILD)D(EN).

Remember, Green or Grey Lizardsmust not be disturbed (by either beingattacked, capturing an enemy spy, hitby flying objects, or by having friendlylizards move into their hex) whileB(UILDING) or D(ESTROYING) orthe order will fail.

The RE(CRUIT) Order fills 34% ofthe Den lizards in a Den you controlwith enthusiasm, causing them to formor join a warrior lizard band. You mustpossess a Home Den (your own, or orsomeone else’s) to be able toRE(CRUIT) at all.

A lizard den only ever haspopulation of a SINGLE species oflizard and ONLY lizards of that specieswill ever be RE(RUITED) from thatDen.

No Den may be RE(CRUITED)from more than once per turn. Recruitscannot be moved in the same turn thatthey are RE(CRUITED) but a Clan canrecruit from a Den in the same turn it iscaptured.

This order allows players toexchange lizard bands and Densbetween themselves. Any hex typeexpect for Home Dens can be givenaway, along with all Warrior and DenLizards currently in the hex.

Only 1 GI(VE) may be ordered byeach player per turn. GI(VE) does notmove the gifted things but merelychanges ownership.

Only one B(UILD) or D(ESTROY)order can be done by the green lizardsin any one hex in a turn.

Green Lizards possess the ability tomake plains, swamp or scrub hexesfertile. In order to plant a fertile hex 10or more green lizards must be in thehex at the beginning of the turn. Usingthe B(UILD)F(ERTILE) order they are

instructed to plant the hex, which isaccomplished over the rest of the turnprovided the lizards are not disturbed.

Green Lizards may also destroyfertile hexes, reducing them to plainhexes, if they are undisturbed. This isachieved identically to fertilising,requiring 10 or more green lizards,except that theD(ESTROY)F(ERTILE) order is used.

Green Lizards can also constructrafts using the B(UILD)R(AFT) order.Rafts are made from the larger trees inscrub hexes, and are at best temporaryaffairs. It takes 20 Green Lizards oneundisturbed turn to construct a Raft.The lizards must be occupying a Scrubhex but must build the raft in water.You must put the direction code of theadjacent water hex to build the raft in.

Rafts will last a random number ofturns (5-7) before becoming water-logged and sinking. Any green lizardsaboard can tell how long a raft will last(tugging lashings, chewing the reeds tosee how fresh they are and so forth).

Grey Lizards are natural builders andin sufficient numbers and with enoughtime can build rudimentary bridges andlarge lizard dens. Only one B(UILD)or D(ESTROY) order can be done bythe grey lizards in any one hex in aturn.

To build a Den the B(UILD)D(EN)order is used. In an empty hex it takes50 or more Grey lizards twoconsecutive undisturbed turns.

Instead of building a completely newden, 50 or more Grey Lizards canconvert a Ruin into a Den in a singleturn. Dens may not be built in Swamp,Peak, Volcano, Cursed, Water orWhirlpool hexes.

A new den will attract inhabitants ata rate of four lizards per turn (in WorldPhase). Once ten or more lizards areliving in the Den the colour of the Denis randomly determined. If lizards of asingle colour are FR(EED) into theDen (in Artillery Phase) to bring thepopulation up to 10 or more before thishappens, they will make the Den intoone of their own colour. If Lizards of

more than one colour are freed into aDen the final colour is completelyrandom.

To build a bridge with theB(UILD)B(RIDGE) order across awater hex to link two land hexestogether requires 20 or more greylizards and takes one undisturbed turn.The lizards must be on a land hex, thetarget hex must be a water hex and oneof the hexes ‘opposite’ must be a landhex. Once constructed the bridge maybe entered from any adjacent hex.

Twenty Grey Lizards can destroy abridge using theD(ESTROY)B(RIDGE) order fromANY adjacent hex in one undisturbedturn. You must put the direction of theadjacent hex to build or destroy thebridge in. Grey lizards cannotB(UILD) or D(ESTROY) a B(RIDGE)in the same hex they occupy.

WAR IN THE SAVAGE SWAMPLIZARDS

Page 10.1

Development Phase

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The events which happen inDevelopment Phase occur after allplayer ordered actions and in thefollowing order:-

Rafts last a random number of turns(5-7) before becoming water-loggedand sinking.

Three turns after surrender the HomeDens of leaderless Clans will collapseinto ruins if not captured by anotherClan in the mean-time.

Any half-built Dens that wereconstructed in the previous turn and notcompleted in the current turn collapsecompletely, leaving no ruin.

Each turn the lizards which arequickest will leap on and devour theirnearest slow neighbour, reducing thegroup by approximately 50%.

If a Spy Lizard is in the same hex asa band of lizards belonging to the sameplayer it will rejoin the band, becominga warrior lizard of its original colour,unless this would exceed the 300 limit.The band may be a band of 1 lizard but2 spy lizards in the same hex will notform a band. Neither will a Spy joinup with Den lizards.

Because they are separated from alarge body of lizards, Spies tend toforget what they were supposed to bedoing after a while and return to thewild (disappearing from your maps andyour control.) To stop Spy Lizardsgoing “bush” you have to return themto a band of lizards ever 4 turns.

Victory conditions are checked at theend of the development phase. Thefirst Clan to have 1000 or more pointsfor each Home Den remaining in thesame is said to be “Lord of the SavageSwamp” and the player controlling thatclan is the winner. At the start of thegame 16000 points are required to win,but this number may be reduced assome Dens are destroyed in war.

Each Lizard in the clan, includingwarrior, den and spy lizards, is worth 1point. In addition, each Home Den isworth 2000 points. Each temple youown is worth 30 points. Each ordinaryden is worth 25 points and each bridgeis worth 10 points.

Rafts Sink

Dens Collapse

Starvation

Spies Rejoin Bands

Spies Go Bush

Victory?

WAR IN THE SAVAGE SWAMPLIZARDS

Page 10.2

Events In The Development Phase

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The Custom Start-Up system isdesigned to allow advanced (orconfident) players the opportunity tobuild the surrounding terrain. (The restof the map is randomly generated.)

There are four default startingpositions to choose from for those whoare beginners, or not yet confidentabout designing their own customstartup. Even if you choose to use acustom setup, taking a look at thedefault options may help you.

Players must start with one HomeDen and a minimum of one fertile hexnext to the Home Den. The Home Dencan be any colour and the cost isworked out just the same as for normaldens and den population. To indicatewhich is your Home Den you must tellus the HEX NUMBER from thetemplate where the home den is to belocated. You will find a space to dothis on your setup form. If no HomeDen hex is supplied, or if you supplyan invalid one, the template will besearched sequentially and the first validden found will be used. If no valid dencan be found at all your custom setupwill not be used and you will be set upwith Default Setup 3 instead.

You have 1200 points to spend. Youcannot spend more than this. If youattempt to spend more than 1200 pointsthen the software will adjust yourorders down (see reduction to 1200points section below.) If you spendless, you miss out so calculatecarefully!

You spend the points on: a template,terrain including dens, den lizards andwarrior lizards. Each hex may containterrain (including dens), warrior lizardsand, in dens only, den lizards. Any“ownable” terrain such as dens ofbridges will belong to you.

You must choose one of the eighttemplates on the next page. The costsof the templates are listed on Table 1:TEMPLATES, also on the next page.These templates all assume water in allthe hexes unless you spend points tomake it otherwise. Each hex in atemplate is numbered eg. 1 to 7 (intemplate 1) or 1 to 22 (in template 8).Note that the numbering is different for

each template and further that thenumbering is not relevant to HexCodes in the “world”. You can changethe terrain of the template from waterto other terrain types as described inthe Terrain section below.

All hexes start as water at no cost.You may spend points to change theterrain to anything else. The cost foreach terrain type is listed in Table 2:TERRAIN on the next page.NOTE: Volcanoes next to DENS orFERTILE hexes on templates will bechanged to peaks! This is only fortemplate dens or fertiles: normaldens/fertiles may be affected byvolcanoes on the edge of the template.When filling in the setup form, enterthe Terrain Code and the correspondingPOINTS. Eg:-

The above example (using the onlinesetup form) buys a Red Den in HexThree of my template.

The colour of the den defines thecolour of the den lizards within it.Each den starts with 30 den lizards forfree, but you may purchase more. Youcan only put den lizards of the dencolour into the den. Eg. If you havespent 110 points on a Red Den (30 freered lizards are included.. You don’tneed to write these down) the ONLYden lizards you can put in that den arered den lizards (you may have warriorlizards of other colours in the den.)

Remember that the den populationwill “starve” down to the maximumden population that the den can supportunless they are recruited into warriorlizards, or the population will grow toreach the limit.

Dens can support 50 den populationper adjacent Fertile Hex. Eg 110 to150 den lizards require 3 fertile hexesnext to the den hex.

Den lizards are purchased in groupsof 10 and the price shown is for agroup of 10. The costs of the variouscolours are listed in Table 4: DENLIZARDS.

When filling in your setup formwrite the number of EXTRA lizardsONLY (do not write any of the first 30free lizards... they come with the denautomatically) in the den populationcolumn (headed POP).

Eg. If you purchased a Red Den andwrote ‘10’ in the POP column then youwould end up with 40 Red DenLizards. (You get 30 for free and youpurchased an additional 10.) Thiswould cost 125 points. (110 for theRed Den, 15 for the group of 10 RedDen Lizards).

You can purchase warrior lizards ingroups of 10 at the costs listed in Table5: WARRIOR LIZARDS.

Warrior Lizards of more than onecolour may be placed in the same hexand, if placed in a den, can be of adifferent colout to the den. You maynot buy more than 300 warrior lizardsin any one hex, or more than 600 totalover all your hexes.

When filling in your setup formwrite the number of warrior lizards ofeach colour that you want to buy in theappropriate columns. (They haveabbreviations at the top of the columnto assist you.)

Home Dens

Points

Templates

Terrain

Den Population Warrior Lizards

WAR IN THE SAVAGE SWAMPLIZARDS

Page 11.1

Custom Start-Ups

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WAR IN THE SAVAGE SWAMPLIZARDS

Custom Templates & Tables

Page 11.2

1

1

2

3

4

5

6

7

4

1

2

3

4

5

7

8

6

9

10

11

12

13

14

2

1

2

3

4

5

6

7

8

9

3

2

3

5

6

7

9

10

811

41

51

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

6 1

2

3

46

7

11

12

13

1416

17

8

9

5 1510

7

1

2

3

4

5

6

7

8

9

10

11

13

14

15

16

17

18

19

12

81

48

122

59

133

610

14711

15

16

17

18

19

20

21

22

Table 1: TEMPLATES

Template12345678

Points100110120140150160180200

# of Hexes79111416171922

Table 2: TERRAIN

TerrainDensRuinPlainsSwampScrubFertilePeakVolcanoTempleCursedWhirlpoolWater

Points*special40151010251010401550

Codesee belowRuiPlaSwaScrFerPeaWolTemCurWhi-----

Table 3: DENS

ColourRedGreenGreyYellowBlack

Points Per 101525302550

Table 4: DEN LIZARDS

ColourRedGreenGreyYellowBlack

Points110185185175300

CodeRedGrnGryYelBlk

Points Per 101020201530

Table 5: WARRIOR LIZARDS

ColourRedGreenGreyYellowBlack

Reduction to 1200 PointsYou may not spend more than the

1200 point limit. Orders are processedin hex number order. If a hex orderwould take you over the limit then theterrain is bought if possible, then anyden lizards followed by warrior lizardsin the order given on the setup form. Ifany item would push you over the limitit is skipped, but further items andhexes are still attempted.

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Entering orders for your position isdone on our website using a form (orfor postal mail play it is done by fillingin a sheet provided.) Madhouse may,at some time in the near future, releasea software program to make theprocess of entering orders simpler.

As you will see from the onlineform, or order sheet you are filling in,each order line has 10 “fields”. Inorder to control your position you give“orders” by filling in these fields. Thevarious orders given in Lizards eachhave a standard format they must bewritten in. If you are using the onlineform it fills in the codes in the correctformat for you, but if you are playingby postal mail you must be sure towrite the correct format. Each of thefields is labelled at the top of thecolumn as follows:-

This is where you write the two-letterabbreviation for the order you aregoing to do. Eg MO is MOVE. Theonline version of this is a selection boxfor which order you will use.

This field is used for entering thealphanumeric code of the hex in whichthe lizard band you are writing ordersfor is located. Eg. 6F

This field is used for entering thedirection a lizard band is to travel in itsfirst or only hex movement. It is alsoused to target an action like LO(b) orCH(ant). The six directions areN(North), NE(North-East), SE(South-East), S(South), SW(South-West),NW(North-West). East and West arenot used. North is the top of the page.West is to the left of the hex and East isto the right.

This is basically the same as the M1hex except that it is used for the secondhex of movement or direction, if thereis one. If there is no second phase ofmovement then this field is not used.

These fields are used only forSP(litting), CH(anting) or FR(eeing).For all other types of order they shouldbe left blank. Eg. If you are writing a

SP(lit) order you might enter 100 underGRN and 50 under GRY. This wouldinstruct a band of 100 Green and 50Grey lizards to split off of the force inthe hex and travel in the directionsgiven in the M1 and M2 movementfields.

This field is used only for CHANTand GIVE orders; for all other types oforder it should be left blank. Pleaseremember to ALWAYS use the correctcode for chants written in this field asshown in the table on this page.

The maximum number of orders youcan write is 30 per turn. You can writeas few as you like, but no more than30. Any orders that are repeatedexactly (with the exception of SP(lit)orders) are automatically removed bythe lizards processor.

The Order Fields

Maximum Orders

ORD Field

HEX Field

M1 Field

M2 Field

RED (through) BLK Fields

EXTRA Field

WAR IN THE SAVAGE SWAMPLIZARDS

Page 12.1

The Order Form

ORDER ABBREVIATIONS

AbbreviationFRLOCH

MOSPSNSA

REGIBFDFBRBDBBDB

Actual OrderFreeLobChant

MoveSplitSneakSail

RecruitGiveBuild FertileDestroy FertileBuild RaftBuild DenBuild BridgeDestroy Bridge

CHANT ABBREVIATIONS

AbbreviationEYESREVESHUNSUMMFREEMOULCOERGATETRANDARK

Actual ChantEyesRevealShuntSummonFreezeMouldCoerceGateTransmuteDark

ALWAYS write the codes forChants in CAPS. Lower Caseletters will not provide avalid code for the processorto execute.

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Use Of OrdersTo order a lizard band to perform a particular

action use one of the two-letter abbreviations givenon the previous page. (The Online Order Form issimpler, allowing you to just select the order youwant to use.)

The descriptions below refer to the examplesgiven in the sample order form (above).

Allows you to return warrior

lizards to the wild or settle them in a Den. To freelizards specify the colour and numbers to be freed,or to free ALL the lizards in a hex simply give theorder and hex and leave the rest of the columnsblank. The first example (above) frees ALL lizardsin hex 2Z, while the second example frees 10 greenlizards from 7AE.

This will cause all the yellow

lizards in the hex to throw sticks and stones at thetarget hex. In the example stones will be thrownfrom the original hex (22R) at the target hex twosquares north of it (which will be 20R, though it isdirection codes N and N which are written.)

When ordering any lizard

chants the number of Black Lizards who willparticipate in the chanting must be written. If youomit this, then ALL black lizards in the hex willchant.

The abbreviations for the chants are given in thetable on the previous page.

Targeting for chant is, in most cases, similar toLO(B). The spell takes effect or is centered on thetarget hex. In the first example ALL black lizards in15R cast Reveal SW (ie, on 15Q).

Shunt is slightly trickier. The last direction codegiven is also the direction the target lizards will beshunted. In the example 100 Black Lizards in14AB cast Shunt on any lizard band in the hex NSW from them (ie, in 13AC). The target lizardswill fly up to 3 hexes in a SW direction.

Gate is also slightly different. Instead of adirection code in M1 and M2, these columns areused to specify a target hex (as shown in theexample). In the example all lizards in temple 1Aare Gated to another temple in 3AC (over anydistance.)

This order moves ALL the

warrior lizards in a hex. The example moves all thelizards from 22N North, and then North-West(finishing up in 20O).

This order is used when you

only want to move a PART of your Warrior Lizardband. In the example 105 Red and 32 Yellow arebroken away from the band in 5AD and movedSouth-West and then North-East (ending up back in5AD again.)

This moves ALL the lizards

from one WATER hex to another WATER hex usinga raft. Eg. All lizards on a raft in 5M move South-East (to 6N).

recruits lizards in a

Den you own, making them into warrior lizards.You must possess a Home Den (your own, orsomebody else’s) to be able to use this order at all.In the example recruiting is attempted from a den in19R.

allows players to exchange

lizard bands and Dens between themselves. Eg.Give the lizards and/or den in 17R to player 3.

causes 10

green lizards to make a suitable hex into fertileterrain. Eg. To fertilise 8W.

causes 10 green lizards to make a fertile hex into aplains hex. Eg. To poison 7Y.

causes 20 green

lizards to build a raft in an adjacent hex. Eg. Builda raft South of 10I.

causes 50 grey

lizards to start or complete a building a den. Eg. Tobuild in 11E.

causes 20

grey lizards to build a bridge in an adjacent hex.Eg. To Build a bridge South-East of 5T (in 5U.)

causes

20 grey lizards to destroy a bridge in an adjacenthex. Eg. To Destroy a bridge South-West of 9U (in10T.)

FR(EE) Order

LO(B) Order

CH(ANT) Order

MO(VE) Order

SP(LIT) Order

SA(IL) Order

RE(CRUIT) Order

GI(VE) Order

B(UILD) F(ERTILE) Order

D(ESTROY) F(ERTILE) Order

B(UILD) R(AFT) Order

B(UILD) D(EN) Order

B(UILD) B(RIDGE) Order

D(ESTROY) B(RIDGE) Order

WAR IN THE SAVAGE SWAMPLIZARDS

Page 12.2

Order Examples & Formats

F

ORD

F

L

C

C

C

M

S

S

S

R

G

B

D

B

B

B

D

R 2

7

2

1

1

2

5

1

2

1

1

1

1

5

9

8

7

5

Z

A

2

5

A

2

A

N

D

4

2

9

7

0

1

T

U

W

Y

M

E 1 0

R N

N

S

N

3

N

S

S

S

S

S

W

W

E

E

W

W

C

W

E 1 0 5 3 2

S

A

N

N

N

N

R

A

A

R

R

I

E

B

D

R

O

H

H

H

O

P

N

A

E

I

F

F

R

D

B

B

HEX M1 M2 RED GRN GRY YEL BLK EXTRA

R

S

G

3

001

E

H

A

V

U

T

E

N

E

Flying Buffalo, Inc.

Page 18: USA Lizards Rules - Flying Buffaloflyingbuffalo.com/lizards/Lizards_Rules.pdf · 2009-08-21 · of every action that your lizards did or saw this turn, including the results of actions

WAR IN THE SAVAGE SWAMPLIZARDS

Page 12.3

Quick Reference Charts

Quick Reference Charts - CHANTS

Chant Name“Eyes”“Reveal”“Shunt”“Summon”“Mould”“Freeze”“Coerce”“Gate”“Transmute”“Dark”

AbbreviationEYESREVESHUNSUMMMOULFREECOERGATETRANDARK

Black Lizards Required1025506080100120130150180

Numbers Revert To Red0%10%20%25%30%30%40%N/A50%60%

Quick Reference Charts - BUILDING & DESTROYING

Order

B(UILD) F(ERTILE)D(ESTROY) F(ERTILE)B(UILD) R(AFT)

B(UILD) D(EN)B(UILD) B(RIDGE)D(ESTROY) B(RIDGE)

Colour

GreenGreenGreen

GreyGreyGrey

Number Required

101020

502020

Quick Reference Charts - ORDER CODES

Order

MOSPSNSACH

BFDFBRBDBBDB

REFRGILO

Order

MoveSplitSneakSailChant

Build FertileDestroy FertileBuild RaftBuild DenBuild BridgeDestroy Bridge

RecruitFreeGiveLob

Quick Reference Charts - ORDER OF PROCESSING

1/ World Phase

2/ Artillery Phase

3/ Movement Phase

4/ Development Phase

Lizards in Cursed Hexes die.Nomads settle new Dens.Dens with less than 10 Den Lizards and no

fertile hexes collapse.Populations grow.Hunger is adjusted.Excess den lizards starve.

Chants, Lobs and Freeing of Lizards.

Moves, Splits, Sails, Sneaksand Natural Phenomena.

Builds, Destroys, Recruits, Givesthen (in order):Rafts Sink.Unowned Home Dens

and neglected half-built Dens collapse.Starvation, Spies rejoin bands, spies go bush.VICTORY conditions are checked.

Flying Buffalo, Inc.