Greyhawk Wars (game)
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''Greyhawk Wars'' is a
fantasy Fantasy is a genre of speculative fiction that involves supernatural or Magic (supernatural), magical elements, often including Fictional universe, imaginary places and Legendary creature, creatures. The genre's roots lie in oral traditions, ...
board wargame A board wargame is a wargame with a set playing surface or board game, board, as opposed to being played on a computer or in a more free-form playing area as in miniatures games. The modern, commercial wargaming hobby (as distinct from military ...
that was published by
TSR, Inc. TSR, Inc. was an American game publishing company, best known as the original publisher of '' Dungeons & Dragons'' (''D&D''). Its earliest incarnation, Tactical Studies Rules, was founded in October 1973 by Gary Gygax and Don Kaye. Gygax had bee ...
in
1991 It was the final year of the Cold War, which had begun in 1947. During the year, the Soviet Union Dissolution of the Soviet Union, collapsed, leaving Post-soviet states, fifteen sovereign republics and the Commonwealth of Independent State ...
. The game was designed by
David Cook David Cook may refer to: Entertainment * David Cook (game designer) (active since 1980s), American game designer for TSR * David Cook (singer) (born 1982), winner of the seventh season of ''American Idol'' ** ''David Cook'' (album) (released 2008) ...
as a strategic simulation of the
eponymous An eponym is a noun after which or for which someone or something is, or is believed to be, named. Adjectives derived from the word ''eponym'' include ''eponymous'' and ''eponymic''. Eponyms are commonly used for time periods, places, innovati ...
Greyhawk Wars Greyhawk, also known as the World of Greyhawk, is a fictional world designed as a campaign setting for the ''Dungeons & Dragons'' fantasy roleplaying game. Although not the first campaign world developed for ''Dungeons & Dragons''—Dave Arneson' ...
on the fictional world of Oerth, the ''
World of Greyhawk Greyhawk, also known as the World of Greyhawk, is a fictional world designed as a campaign setting for the ''Dungeons & Dragons'' fantasy roleplaying game. Although not the first campaign world developed for ''Dungeons & Dragons''—Dave Arneson' ...
''
campaign setting A campaign setting is a setting for a tabletop role-playing game or wargame campaign. Most campaign settings are fictional worlds; however, some are historical or contemporary real-world locations. A '' campaign'' is a series of individual adve ...
for the ''
Dungeons & Dragons ''Dungeons & Dragons'' (commonly abbreviated as ''D&D'' or ''DnD'') is a fantasy tabletop role-playing game (TTRPG) originally created and designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by TSR (company)#Tactical ...
''
role-playing game A role-playing game (sometimes spelled roleplaying game, or abbreviated as RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out ...
.


Components

''Greyhawk Wars'' is a boxed game which included an eight-page rulebook, a 32-page Adventurer's Book, two fold-out color paper maps; two sheets of cardboard chits; 153 playing cards representing the various countries, events, mercenaries, and treasures; two ten-side dice, and a 32-page Adventurer's Book, containing a history of the war and a set of scenarios. The maps depicted the various lands and nations involved in the war, and were joined together along the edge to form the full game world. The map is sub-divided into areas of roughly equal size, with edges often lying along various boundaries, such as nation borders or terrain features. The nations are divided into good, neutral, and evil states, with green, gray, and red borders, respectively. The terrain types included
plain In geography, a plain, commonly known as flatland, is a flat expanse of land that generally does not change much in elevation, and is primarily treeless. Plains occur as lowlands along valleys or at the base of mountains, as coastal plains, and ...
s,
forest A forest is an ecosystem characterized by a dense ecological community, community of trees. Hundreds of definitions of forest are used throughout the world, incorporating factors such as tree density, tree height, land use, legal standing, ...
,
marsh In ecology, a marsh is a wetland that is dominated by herbaceous plants rather than by woody plants.Keddy, P.A. 2010. Wetland Ecology: Principles and Conservation (2nd edition). Cambridge University Press, Cambridge, UK. 497 p More in genera ...
,
mountain A mountain is an elevated portion of the Earth's crust, generally with steep sides that show significant exposed bedrock. Although definitions vary, a mountain may differ from a plateau in having a limited summit area, and is usually higher t ...
s,
hill A hill is a landform that extends above the surrounding terrain. It often has a distinct summit, and is usually applied to peaks which are above elevation compared to the relative landmass, though not as prominent as Mountain, mountains. Hills ...
s,
lake A lake is often a naturally occurring, relatively large and fixed body of water on or near the Earth's surface. It is localized in a basin or interconnected basins surrounded by dry land. Lakes lie completely on land and are separate from ...
s,
ocean The ocean is the body of salt water that covers approximately 70.8% of Earth. The ocean is conventionally divided into large bodies of water, which are also referred to as ''oceans'' (the Pacific, Atlantic, Indian Ocean, Indian, Southern Ocean ...
s, and wastes. The major
river A river is a natural stream of fresh water that flows on land or inside Subterranean river, caves towards another body of water at a lower elevation, such as an ocean, lake, or another river. A river may run dry before reaching the end of ...
s are also depicted, usually along area borders. The map contained a series of iconic symbols depicting the various capitols, ports, fortifications, and sites where treasure or mercenaries could be obtained. In addition to their place on the map, each of the countries in the game is represented by a card. Each player starts with one or more country cards representing their home nations. Additional nations can be gained through alliance, conquest, or by liberating a conquered nation. The cards for these nations are placed under the home nation cards. Every nation card includes their alliance ratings, which determine how easily good or evil nations can ally with it. The card also includes a modifier for alliance attempts to specific countries, and a roster of troops that the country can raise. Each player has a set of hero markers that they can use for various purposes each turn. These represent a band of heroes that can perform various special actions. They cannot be destroyed, although they can be hindered in various ways. Armies are represented by colored chits that are printed with a shield symbol of the owning nation. These are placed on top of a stack of up to 5 troop units. Troop chits have a strength rating, a silhouette symbol for the creature type, and sometimes special information indicating a unique ability. The color of the troop chits are based on the
ethos ''Ethos'' is a Greek word meaning 'character' that is used to describe the guiding beliefs or ideals that characterize a community, nation, or ideology; and the balance between caution and passion. The Greeks also used this word to refer to the ...
of the creature, with good creatures being green, neutral creatures gray, and evil creatures in red (the same colors as the nation borders). There are a number of different creatures represented by these chits, and the various races or species are drawn from the Greyhawk world setting. Thus there are
Elves An elf (: elves) is a type of humanoid supernatural being in Germanic folklore. Elves appear especially in North Germanic mythology, being mentioned in the Icelandic ''Poetic Edda'' and the ''Prose Edda''. In medieval Germanic-speakin ...
, Bugbears, Orcs,
Human Humans (''Homo sapiens'') or modern humans are the most common and widespread species of primate, and the last surviving species of the genus ''Homo''. They are Hominidae, great apes characterized by their Prehistory of nakedness and clothing ...
s, and so forth. There are also counters to represent fleets for nations along the coast. The various scenarios require from 2 to 6 players, with the two-player scenarios only using one of the maps. Each scenario lists the initial set-up, any special rules, and the victory conditions. The scenarios attempt to replay the situations described in the war history.


Gameplay

The players command opposing armies struggling to kill enemies and control territory. The game begins with players selecting a scenario and receiving cards representing their countries, with each country card listing the available troops. Players deploy the counters for their armies on the map, a detailed rendering of Oerth, divided into dozens of discrete regions. Each region can hold a stack of up to five friendly troop counters. Players also receive a fixed number of hero counters, which function as super soldiers capable of a variety of special actions. Heroes may be deployed in any country controlled by a friendly player, one hero per region. A die-roll determines which player goes first. After making sure his heroes are properly positioned, the active player begins his turn by drawing an Event Card and following the instructions. Some events are played immediately, while others are held and played at the owner's discretion. The active player then completes an action for each of his troop stacks and heroes. Troops may move (up to three regions for infantry and four for cavalry, with forests and other rough terrain impeding normal movement rates), fortify (by constructing a castle to increase the defensive capacity of the region), or disband (the player removes a stack from the map, making the troops available for deployment elsewhere). Heroes may accompany troop stacks or split off on their own, moving up to six regions per turn. If a hero moves to an uncommitted country, he may engage in diplomacy by rolling a die and comparing the result to his home country's diplomacy rating. On a sufficiently high roll, the uncommitted country becomes an ally. Heroes can also recruit mercenaries by moving to a special mercenary recruitment area, then drawing a Mercenary Card. If the Mercenary Card's alignment is compatible with the hero, the player acquires the card and may use it to improve his chances in combat. Finally, heroes may search for treasure in regions designated as magic areas. Before he acquires a treasure, the hero must draw a Treasure Card and battle the indicated guardian monster. A single die-roll resolves the battle. A high roll means the hero triumphs, and the player adds one or more Treasure Cards to his hand. Heroes and troops may engage in combat when occupying the same region as enemy forces. Both sides remove their counters from the map and arrange them in parallel lines so that every friendly counter faces at least one enemy. The attacker makes an assault against an opposing piece by rolling a ten-sided die and comparing the result to the attacking unit's strength, printed on the counter. If the roll is equal to or less than its strength, modified by any applicable Mercenary or Treasure Cards, the enemy suffers a hit. Strong units suffer two hits before dying, while weaker units die after a single hit. Combat lasts for three rounds, although if a hero is present the battle may be extended to four rounds, with the winner taking possession of the area. A hero may also increase any unit's strength by one. Regardless of the outcome of combat, a hero never suffers damage. At the end of a player's turn, any damaged units that haven't taken any actions may be healed to their full strength. One new army may also be raised in any unoccupied home country. Each turn of play represents a full year in the game setting, and is divided into a series of phases. Every player must complete the procedure for a phase before continuing to the next phase. The first phase is used to determine the order in which each subsequent phase will be performed. The remaining phases are used to place heroes, draw event cards, and perform actions, in that order. A player's heroes can move across up to six contiguous areas each turn, although their path may be blocked by the occupying armies of another player. Areas with certain terrain features (such as desert, hills, and forests) cost more movement to enter, while entering a swamp and mountain area ends movement for that turn. The event cards produce a random element that can positively or negatively affect a player's situation. These can range from additional forces joining your side, to a sudden attack or rebellion that draws off some of your forces. The cards can also affect the actions of heroes. The main part of the game occurs during the action phase. Here the armies can move, attack, create fortifications, or disband. A player performs actions with their armies and heroes one at a time, with all actions being performed before moving to another marker. Land armies can move through up to 3 areas in a turn (or 4 if they are all cavalry). Fleets can move up to 6 areas, but can never enter a land area. Ship markers can be used to carry troops that are in a port, and can unload them along a coast or on an island. Certain special units have unique abilities in combat; cavalry can pursue a retreating enemy, or screen against pursuit (if the optional rule about pursuit is in play); marines can take part in sea battles; scouts can attack first in a round, with the result applied before being attacked. There are also specific races that gain a combat bonus in their native terrain, e.g. dwarves in mountains or hills.


Relationship to WGS modules

The events described in ''Greyhawk Wars'' occur chronologically just after the conclusion of the ''Greyhawk'' module WGS2: ''
Howl from the North ''Howl from the North'' is an adventure module for the ''Dungeons & Dragons'' fantasy role-playing game, set in the game's ''World of Greyhawk'' campaign setting. The module bears the code WGS2 and was published by TSR, Inc. in 1991 for the sec ...
''. The ''WGS'', or ''World of Greyhawk Swords'' series, was originally intended to be a trilogy of modules beginning with WGS1: '' Five Shall Be One''. The third module in the series, which would have been coded WGS3, was never produced. Instead, the material originally intended for WGS3 was reworked and incorporated into the ''Greyhawk Wars'' game. As such, in some sense this game serves as the third installment in the WGS trilogy.


Credits

The ''Greyhawk Wars'' game featured design by
David Cook David Cook may refer to: Entertainment * David Cook (game designer) (active since 1980s), American game designer for TSR * David Cook (singer) (born 1982), winner of the seventh season of ''American Idol'' ** ''David Cook'' (album) (released 2008) ...
, editing by J. Robert King, and was published by
TSR, Inc. TSR, Inc. was an American game publishing company, best known as the original publisher of '' Dungeons & Dragons'' (''D&D''). Its earliest incarnation, Tactical Studies Rules, was founded in October 1973 by Gary Gygax and Don Kaye. Gygax had bee ...
The cover was by
Roger Raupp Roger Raupp (October 1, 1963 in Elkhorn, Wisconsin — December 17, 2019 in Bellingham, Washington) was an artist whose work has appeared in games such as the ''Dungeons & Dragons'' fantasy role-playing game from TSR, and the collectible card ga ...
, interior art by
Ken Frank Kenneth Carl Frank Sr. is an artist whose work has appeared in role-playing games. Works Ken Frank produced interior illustrations for many ''Dungeons & Dragons'' books and ''Dragon'' magazine throughout the 1990s, as well as cover art for the a ...
and Charles Frank, counter and card art was by Robin Raab and
Karl Waller Karl Waller is an American artist whose work has appeared in comic books and roleplaying and collectible card games. Early life and education He graduated from the Pennsylvania School of Art in 1987, with a diploma in communication arts. Career ...
, and graphic design was provided by Dee Barnett.


Reception

Rick Swan reviewed ''Greyhawk Wars'' for ''
Dragon A dragon is a Magic (supernatural), magical legendary creature that appears in the folklore of multiple cultures worldwide. Beliefs about dragons vary considerably through regions, but European dragon, dragons in Western cultures since the Hi ...
'' magazine, appearing in their edition #188 in December 1992. In comparing this game with other military simulation games, especially concerning the difficulty in understanding the rules and in how long it takes to play a game, he felt that ''Greyhawk Wars'' "... has more in common with the ''
Squad Leader ''Squad Leader'' is a tactical level board war game originally published by Avalon Hill in 1977. It was designed by John Hill and simulates on infantry combat in Europe during World War II. One of the most complex war games of its time, ''Squ ...
'' system than the ''
Minion Hunter ''Minion Hunter'' is a board game published in 1992 by Game Designers' Workshop in conjunction with their ''Dark Conspiracy'' role-playing game. The game is designed to encourage the players to work cooperatively to stall or defeat the plans of f ...
'' game. But Dave Cook has bent over backward to make the mechanics as painless as possible without sacrificing the sophisticated interplay that makes the best military simulations so appealing". Swan considered combat "... the least satisfying aspect of the game ..." even though it was "... fast and easy ...".
The three-round limit seems arbitrary, serving no clear purpose other than to minimize the number of casualties. Because the strength of an opponent isn't considered when resolving combat, an attack against a tough infantryman can be as effective as an attack against a puny goblin. And why must heroes be invulnerable? I don't care how tough he is, I don't think that any character ought to be able to survive an indefinite number of assaults.
Swan concluded the review by saying: "Combat aside, the ''Greyhawk Wars'' game features sensible, easily mastered rules that make the game fluid and intense. The variety of units, ranging from ships to treants, encourages players to experiment with different strategies. The Mercenary and Treasure Cards increase the tactical choices, while the Event Cards keep things interesting by introducing a steady stream of variables. To put it all in context, the 32-page Adventurer's Book provides a detailed historical background, enabling ambitious players to incorporate the results of the board game into a Greyhawk campaign. An intelligent design, well-executed and handsomely presented, the ''Greyhawk Wars'' game is a war game for people who hate war games". In a later review, Swan called the Greyhawk setting a mess, but felt that after '' The City of Greyhawk'', ''Greyhawk Wars'' "... took another step in the right direction by shaking things up with a much-needed dose of epic conflict".


References


External links

* {{Dungeons & Dragons board games Board games introduced in 1991 Dungeons & Dragons board games Fantasy board wargames Greyhawk books Role-playing game supplements introduced in 1991