Jim Corn Games
Wood Wars is a unique miniature war game that uses pawns. Object of the game: to destroy your opponent's army or reduce it to a predetermined number of points. There are no dice involved in the game. Careful planning and manual dexterity will win the day. Combat and magic are resolved with combat ratios and marbles (that's right, marbles - rolled through a tube when shooting with archers), while units are designated with the use of marking tokens. The rules cover armies of humans, orcs, dwarves (liable to go berserk), kobolds (good at ambushing), elves (capable woodsmen) and drakon (a type of lizard-man - thick skinned and knowing no fear). Unit types include warriors, archers, wizards’s and the king’s elite.
The game is played much like other tabletop miniature war games. A medium to large sized table is covered (usually) with a cloth of some sort and various terrain pieces are placed to create a battlefield. Movement of units of pawns is handled with a ruler or tape measure.
GAME CONTENTS
Here is what you get with the basic game: A 10 page rule book, 80 pawns (40 red and 40 natural finish), 36 discs, 36 stickers, two marbles, and the can. Each pawn measures just over an inch tall. The wooden components are finely crafted and durable to ensure hours of quality play. Suggested age range is 8 and up. The price is $19.99 USD.
Extra Pawns in four colors, $6.99 for 20 - Natural Finish, Red, Green, Blue.
Trees are available: Either six unpainted or painted green. Painted = 9.99. Unpainted = 5.99
Six (6) Painted Trees
Six (6) Unpainted Trees
Shield Tokens: A Variant Rule for Wood Wars - Use one or the other, but not both in the same game. Shield tokens represent more heavily armored units, able to advance under heavy missile fire with fewer casualities or more fast moving groups.
1. Each player’s army is given an equal number of shield tokens at the start of the game, about three through six each. A Shield may be spent at any time by either player to reduce the number of casualties suffered from non-magical combat by one. A pawn hit by arrows is stood upright or a pawn lost in hand to hand is not removed. When a shield token is used, it is removed from the player’s pool.
2. Players may purchase shield tokens at a cost of 3 points each. These tokens are placed next to the standard unit designation tokens, but they remain with a unit as it moves and may not be traded between units (unless of course as a result of a route and “link-up” with a larger unit). These tokens are used in the same way as rule variant #1 above.
Shield tokens may be ordered in groups of 10. You get 10 extra discs and 10 Shield Stickers, at the bargain price of $4.95.
House Rules
1. Flank and Rear Attacks: If a unit is attacked by two or more units in what would obviously be the unit’s flank or rear, the attacked unit loses two extra pawns per turn of hand to hand.
Optional Magic Rules
As there are only four spells in the game rules, a few more are provided here, as well as some optional rules concerning the wizard’s race and spells he may use. Spells usable by any race of wizard have no markings while those available to only specific races are noted.
Optional Magic Strength Rule: A wizard draws energy from his unit of guards. As the maximum number of members in a wizard unit is five, spells now have a point cost from 1 to 5. As a wizard’s unit is reduced in number, the available spells are reduced. Point costs for spells are listed below.
1. Fireball: 3
2. Heal: 1
3. Swiftness: 2
4. Valor: 1
5. Living Forest: 4
6. Teleportation: 1
7. Necromancy: 1/1 (See below)
8. Earth Elemental: 5
1. Living Forest: Not available to orcs and kobolds: This spell may be cast on a forest no larger than a foot in diameter that is within eighteen inches of the wizard’s unit. The forest animates and moves up to six inches in any direction. Any pawns that occupy the woods’ path of movement and new location are crushed. Optionally, a coin may be flipped for each pawn, with a winning result saving the pawn.
2. Teleportation: The wizard may teleport himself only up to 24 inches in any direction. This may be cast at any time during a turn, provided the wizard has not cast a spell.
3. Necromancy: Not available to elves and dwarves: Allows the wizard to raise one fallen pawn from either side per member in the wizard’s unit. The newly raised zombies fight as human warriors regardless of their current type. They will remain in play for two full turns. After which, they may not be raised again and are removed from the table.
4. Earth Elemental: Best represented by a small pile of rocks or pebbles. The wizard raises a shambling mass of rocks to fight the enemy. It has a movement rate of 4", combat ratio of 1:1, is immune to missiles and magic. It will fight until destroyed or until the wizard who raised it is destroyed. One elemental per wizard at a time.
INTERNATIONAL CUSTOMERS Orders from international customers will require higher shipping fees. Please contact me before placing an order.
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