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	<id>https://wiki.wesnoth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Elricz</id>
	<title>The Battle for Wesnoth Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.wesnoth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Elricz"/>
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	<updated>2026-04-05T20:11:57Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=21025</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=21025"/>
		<updated>2008-01-21T04:54:03Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Materials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders, or capture the castle&lt;br /&gt;
&lt;br /&gt;
== Elements of the game ==&lt;br /&gt;
=== Materials ===&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids and terrain identifiers on it.&lt;br /&gt;
* Tokens for time of day.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Small coins to track wounds.&lt;br /&gt;
** Big coins to track gold.&lt;br /&gt;
** Any colored counter for village ownership.&lt;br /&gt;
* Some six sided dices.&lt;br /&gt;
The pawns and tokens can be printed from the [http://zapicm.googlepages.com/wesnoth_board_game.zip Units template] in Excel. Images of the most popular maps can be found here [in construction].&lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
Units are the core of the army. They are represented by pawns in the map, that carry the following information:&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://zapicm.freeshell.org/pawn.jpg http://zapicm.freeshell.org/pawn_20.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;The unit pawn&amp;lt;br&amp;gt;(Click to enlarge)&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Name&lt;br /&gt;
* Attacks: Type, number and damage&lt;br /&gt;
* Life&lt;br /&gt;
* Level&lt;br /&gt;
* Moves&lt;br /&gt;
* Terrain defense and movement cost&lt;br /&gt;
* Resistances to damage types&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
Units are grouped in factions, and in each faction there will be units covering the following types:&lt;br /&gt;
* Warrior - Good melee attack&lt;br /&gt;
* Archer - Good ranged attack&lt;br /&gt;
* Mage - Good magical attack&lt;br /&gt;
* Scout - Good movement&lt;br /&gt;
* Mixed - Any combination&lt;br /&gt;
The factions are the following:&lt;br /&gt;
* Loyalists - Lawful&lt;br /&gt;
* Drakes - Lawful&lt;br /&gt;
* Knalgan Alliance - Neutral&lt;br /&gt;
* Rebels - Neutral&lt;br /&gt;
* Northerners - Chaotic&lt;br /&gt;
* Undead - Chaotic&lt;br /&gt;
In addition to the units in each faction, there are mercenaries available for the players, that hire their services for a higher cost.  See the unit tree [in construction] for details.&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
The terrain type affects the defense and movement cost of units. The types that can be found in the map are:&lt;br /&gt;
* Plain&lt;br /&gt;
* Forest&lt;br /&gt;
* Mountain&lt;br /&gt;
* Water&lt;br /&gt;
* Harsh&lt;br /&gt;
* City&lt;br /&gt;
&lt;br /&gt;
=== Gold ===&lt;br /&gt;
Gold is the currency that will allow the players to build their factions. It is used for recruiting and advancing units, but also to attempt to bribe Lady Luck!&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Deploy the map and assign players to every starting position of the map. Each player chooses a faction, receives 20 gold, and the village counters for her color. Place the leader pawn on the main section of the player's castle. Make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
Every turn, the acting player will have the opportunity to perform one action with all her units. The actions that can be performed are:&lt;br /&gt;
* Move (with or without attack)&lt;br /&gt;
* Attack&lt;br /&gt;
* Rest&lt;br /&gt;
* Recruit (leader only)&lt;br /&gt;
* Conquest&lt;br /&gt;
&lt;br /&gt;
=== Recruit ===&lt;br /&gt;
Only the leader can recruit, and the action takes its full turn. With this action it can recruit as many units as the player can afford, and the units must be placed in the starting castle tiles, except the main one.  The cost of recruiting is the following:&lt;br /&gt;
* Faction units: 3 gold&lt;br /&gt;
* Mercenary units: 4 gold&lt;br /&gt;
Mercenary units are units from any other set, that doesn't belong to the faction.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
Each unit has a number of movement points, and the unit pawn shows the movement cost associated to the different terrains found in the map. The units move on adjacent tiles, and they can keep moving until one of the following occurs:&lt;br /&gt;
* It reaches unoccupied or enemy village.&lt;br /&gt;
* There is an enemy unit on an adjacent tile.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same tile as them. All units must complete their movement once they start it; any remaining movement points are lost for the turn.  If the unit ends its movement adjacent to an enemy unit, it can start an attack.&lt;br /&gt;
&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, the player collects one gold and puts one of her village markers in the tile to reflect the ownership.&lt;br /&gt;
Owning villages also contributes over time.  Every dawn and dusk, the player with the most villages earns 1 gold.  Both players earn the gold in case of a tie.&lt;br /&gt;
&lt;br /&gt;
=== Attack ===&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, select one of the attacks available for the unit, which are stated in the unit pawn. The numbers on the attack (X-Y) stand for the damage done for each swing and the number of swings.&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on, based on the following table:&lt;br /&gt;
* (H)orrible: 2&lt;br /&gt;
* (P)oor: 3&lt;br /&gt;
* (N)ormal: 4&lt;br /&gt;
* (G)ood: 5&lt;br /&gt;
* (S)uperb: 6&lt;br /&gt;
The number is the minimum number on the dice to score a hit on that terrain. The attacker rolls one dice for each swing that the attack allows, and if there is at least one hit the defending unit takes damage, as described in the next section. If the unit survives, it can counter attack, but it has to use one attack of the same type (melee, ranged or magical) as the opponent.&lt;br /&gt;
Magical attacks are special, and they always consider that the opponent is in poor terrain (3 or more to hit).&lt;br /&gt;
Once per attack, the player can spend 1 gold to reroll the complete attack.&lt;br /&gt;
&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted by a unit is the sum of the damage from all the successful attacks on the opposite unit. This figure will be modified by the following factors:&lt;br /&gt;
* Lawful units add their level to the total damage during the day, and subtract their level during the night.&lt;br /&gt;
* Chaotic units add their level to the total damage during the night, and subtract their level during the day.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit pawn.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. Put a wound counter in the unit for every point of damage dealt to it. If the wound counters equal or exceed the hit points for the unit, it dies, and the attacking player receives 2 gold per level of the unit. Remove the defeated pawn from the map. &lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
Any unit dealing the final blow can advance at that point, by paying 4 gold per level of the unit. The gold earned by defeating the unit can be used immediately for this purpose.&lt;br /&gt;
In order to advance the unit, remove the current pawn from the map and place the pawn representing one level above for the current class. All wound counters from the old pawn are discarded.&lt;br /&gt;
&lt;br /&gt;
=== Rest ===&lt;br /&gt;
If it doesn't move or attack, any unit can rest as an action, and that will give them a chance to get rid of wound counters. Roll a dice, and remove 1 wound counter if the dice shows 5 or more. If this action is taken in a village, remove 2 wound counters in case the dice shows 6, and 1 in any other case.&lt;br /&gt;
&lt;br /&gt;
=== Conquest ===&lt;br /&gt;
This action can only be performed in the main tile of the enemy castle, and it removes that faction from the game. No roll is required, but the unit has to be in the tile at the beginning of the turn.&lt;br /&gt;
&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive, or all the enemy castles have been conquered. That team is declared the winner, no matter the number of units currently in the map.&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=20779</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=20779"/>
		<updated>2008-01-14T13:39:40Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Rest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders, or capture the castle&lt;br /&gt;
&lt;br /&gt;
== Elements of the game ==&lt;br /&gt;
=== Materials ===&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids and terrain identifiers on it.&lt;br /&gt;
* Tokens for time of day.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Small coins to track wounds.&lt;br /&gt;
** Big coins to track gold.&lt;br /&gt;
** Any colored counter for village ownership.&lt;br /&gt;
* Some six sided dices.&lt;br /&gt;
The pawns and tokens can be printed from the [in construction] in Excel. Images of the most popular maps can be found here [in construction].&lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
Units are the core of the army. They are represented by pawns in the map, that carry the following information:&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://zapicm.freeshell.org/pawn.jpg http://zapicm.freeshell.org/pawn_20.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;The unit pawn&amp;lt;br&amp;gt;(Click to enlarge)&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Name&lt;br /&gt;
* Attacks: Type, number and damage&lt;br /&gt;
* Life&lt;br /&gt;
* Level&lt;br /&gt;
* Moves&lt;br /&gt;
* Terrain defense and movement cost&lt;br /&gt;
* Resistances to damage types&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
Units are grouped in factions, and in each faction there will be units covering the following types:&lt;br /&gt;
* Warrior - Good melee attack&lt;br /&gt;
* Archer - Good ranged attack&lt;br /&gt;
* Mage - Good magical attack&lt;br /&gt;
* Scout - Good movement&lt;br /&gt;
* Mixed - Any combination&lt;br /&gt;
The factions are the following:&lt;br /&gt;
* Loyalists - Lawful&lt;br /&gt;
* Drakes - Lawful&lt;br /&gt;
* Knalgan Alliance - Neutral&lt;br /&gt;
* Rebels - Neutral&lt;br /&gt;
* Northerners - Chaotic&lt;br /&gt;
* Undead - Chaotic&lt;br /&gt;
In addition to the units in each faction, there are mercenaries available for the players, that hire their services for a higher cost.  See the unit tree [in construction] for details.&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
The terrain type affects the defense and movement cost of units. The types that can be found in the map are:&lt;br /&gt;
* Plain&lt;br /&gt;
* Forest&lt;br /&gt;
* Mountain&lt;br /&gt;
* Water&lt;br /&gt;
* Harsh&lt;br /&gt;
* City&lt;br /&gt;
&lt;br /&gt;
=== Gold ===&lt;br /&gt;
Gold is the currency that will allow the players to build their factions. It is used for recruiting and advancing units, but also to attempt to bribe Lady Luck!&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Deploy the map and assign players to every starting position of the map. Each player chooses a faction, receives 20 gold, and the village counters for her color. Place the leader pawn on the main section of the player's castle. Make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
Every turn, the acting player will have the opportunity to perform one action with all her units. The actions that can be performed are:&lt;br /&gt;
* Move (with or without attack)&lt;br /&gt;
* Attack&lt;br /&gt;
* Rest&lt;br /&gt;
* Recruit (leader only)&lt;br /&gt;
* Conquest&lt;br /&gt;
&lt;br /&gt;
=== Recruit ===&lt;br /&gt;
Only the leader can recruit, and the action takes its full turn. With this action it can recruit as many units as the player can afford, and the units must be placed in the starting castle tiles, except the main one.  The cost of recruiting is the following:&lt;br /&gt;
* Faction units: 3 gold&lt;br /&gt;
* Mercenary units: 4 gold&lt;br /&gt;
Mercenary units are units from any other set, that doesn't belong to the faction.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
Each unit has a number of movement points, and the unit pawn shows the movement cost associated to the different terrains found in the map. The units move on adjacent tiles, and they can keep moving until one of the following occurs:&lt;br /&gt;
* It reaches unoccupied or enemy village.&lt;br /&gt;
* There is an enemy unit on an adjacent tile.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same tile as them. All units must complete their movement once they start it; any remaining movement points are lost for the turn.  If the unit ends its movement adjacent to an enemy unit, it can start an attack.&lt;br /&gt;
&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, the player collects one gold and puts one of her village markers in the tile to reflect the ownership.&lt;br /&gt;
Owning villages also contributes over time.  Every dawn and dusk, the player with the most villages earns 1 gold.  Both players earn the gold in case of a tie.&lt;br /&gt;
&lt;br /&gt;
=== Attack ===&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, select one of the attacks available for the unit, which are stated in the unit pawn. The numbers on the attack (X-Y) stand for the damage done for each swing and the number of swings.&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on, based on the following table:&lt;br /&gt;
* (H)orrible: 2&lt;br /&gt;
* (P)oor: 3&lt;br /&gt;
* (N)ormal: 4&lt;br /&gt;
* (G)ood: 5&lt;br /&gt;
* (S)uperb: 6&lt;br /&gt;
The number is the minimum number on the dice to score a hit on that terrain. The attacker rolls one dice for each swing that the attack allows, and if there is at least one hit the defending unit takes damage, as described in the next section. If the unit survives, it can counter attack, but it has to use one attack of the same type (melee, ranged or magical) as the opponent.&lt;br /&gt;
Magical attacks are special, and they always consider that the opponent is in poor terrain (3 or more to hit).&lt;br /&gt;
Once per attack, the player can spend 1 gold to reroll the complete attack.&lt;br /&gt;
&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted by a unit is the sum of the damage from all the successful attacks on the opposite unit. This figure will be modified by the following factors:&lt;br /&gt;
* Lawful units add their level to the total damage during the day, and subtract their level during the night.&lt;br /&gt;
* Chaotic units add their level to the total damage during the night, and subtract their level during the day.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit pawn.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. Put a wound counter in the unit for every point of damage dealt to it. If the wound counters equal or exceed the hit points for the unit, it dies, and the attacking player receives 2 gold per level of the unit. Remove the defeated pawn from the map. &lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
Any unit dealing the final blow can advance at that point, by paying 4 gold per level of the unit. The gold earned by defeating the unit can be used immediately for this purpose.&lt;br /&gt;
In order to advance the unit, remove the current pawn from the map and place the pawn representing one level above for the current class. All wound counters from the old pawn are discarded.&lt;br /&gt;
&lt;br /&gt;
=== Rest ===&lt;br /&gt;
If it doesn't move or attack, any unit can rest as an action, and that will give them a chance to get rid of wound counters. Roll a dice, and remove 1 wound counter if the dice shows 5 or more. If this action is taken in a village, remove 2 wound counters in case the dice shows 6, and 1 in any other case.&lt;br /&gt;
&lt;br /&gt;
=== Conquest ===&lt;br /&gt;
This action can only be performed in the main tile of the enemy castle, and it removes that faction from the game. No roll is required, but the unit has to be in the tile at the beginning of the turn.&lt;br /&gt;
&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive, or all the enemy castles have been conquered. That team is declared the winner, no matter the number of units currently in the map.&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=20778</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=20778"/>
		<updated>2008-01-14T13:38:43Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Attack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders, or capture the castle&lt;br /&gt;
&lt;br /&gt;
== Elements of the game ==&lt;br /&gt;
=== Materials ===&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids and terrain identifiers on it.&lt;br /&gt;
* Tokens for time of day.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Small coins to track wounds.&lt;br /&gt;
** Big coins to track gold.&lt;br /&gt;
** Any colored counter for village ownership.&lt;br /&gt;
* Some six sided dices.&lt;br /&gt;
The pawns and tokens can be printed from the [in construction] in Excel. Images of the most popular maps can be found here [in construction].&lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
Units are the core of the army. They are represented by pawns in the map, that carry the following information:&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://zapicm.freeshell.org/pawn.jpg http://zapicm.freeshell.org/pawn_20.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;The unit pawn&amp;lt;br&amp;gt;(Click to enlarge)&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Name&lt;br /&gt;
* Attacks: Type, number and damage&lt;br /&gt;
* Life&lt;br /&gt;
* Level&lt;br /&gt;
* Moves&lt;br /&gt;
* Terrain defense and movement cost&lt;br /&gt;
* Resistances to damage types&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
Units are grouped in factions, and in each faction there will be units covering the following types:&lt;br /&gt;
* Warrior - Good melee attack&lt;br /&gt;
* Archer - Good ranged attack&lt;br /&gt;
* Mage - Good magical attack&lt;br /&gt;
* Scout - Good movement&lt;br /&gt;
* Mixed - Any combination&lt;br /&gt;
The factions are the following:&lt;br /&gt;
* Loyalists - Lawful&lt;br /&gt;
* Drakes - Lawful&lt;br /&gt;
* Knalgan Alliance - Neutral&lt;br /&gt;
* Rebels - Neutral&lt;br /&gt;
* Northerners - Chaotic&lt;br /&gt;
* Undead - Chaotic&lt;br /&gt;
In addition to the units in each faction, there are mercenaries available for the players, that hire their services for a higher cost.  See the unit tree [in construction] for details.&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
The terrain type affects the defense and movement cost of units. The types that can be found in the map are:&lt;br /&gt;
* Plain&lt;br /&gt;
* Forest&lt;br /&gt;
* Mountain&lt;br /&gt;
* Water&lt;br /&gt;
* Harsh&lt;br /&gt;
* City&lt;br /&gt;
&lt;br /&gt;
=== Gold ===&lt;br /&gt;
Gold is the currency that will allow the players to build their factions. It is used for recruiting and advancing units, but also to attempt to bribe Lady Luck!&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Deploy the map and assign players to every starting position of the map. Each player chooses a faction, receives 20 gold, and the village counters for her color. Place the leader pawn on the main section of the player's castle. Make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
Every turn, the acting player will have the opportunity to perform one action with all her units. The actions that can be performed are:&lt;br /&gt;
* Move (with or without attack)&lt;br /&gt;
* Attack&lt;br /&gt;
* Rest&lt;br /&gt;
* Recruit (leader only)&lt;br /&gt;
* Conquest&lt;br /&gt;
&lt;br /&gt;
=== Recruit ===&lt;br /&gt;
Only the leader can recruit, and the action takes its full turn. With this action it can recruit as many units as the player can afford, and the units must be placed in the starting castle tiles, except the main one.  The cost of recruiting is the following:&lt;br /&gt;
* Faction units: 3 gold&lt;br /&gt;
* Mercenary units: 4 gold&lt;br /&gt;
Mercenary units are units from any other set, that doesn't belong to the faction.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
Each unit has a number of movement points, and the unit pawn shows the movement cost associated to the different terrains found in the map. The units move on adjacent tiles, and they can keep moving until one of the following occurs:&lt;br /&gt;
* It reaches unoccupied or enemy village.&lt;br /&gt;
* There is an enemy unit on an adjacent tile.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same tile as them. All units must complete their movement once they start it; any remaining movement points are lost for the turn.  If the unit ends its movement adjacent to an enemy unit, it can start an attack.&lt;br /&gt;
&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, the player collects one gold and puts one of her village markers in the tile to reflect the ownership.&lt;br /&gt;
Owning villages also contributes over time.  Every dawn and dusk, the player with the most villages earns 1 gold.  Both players earn the gold in case of a tie.&lt;br /&gt;
&lt;br /&gt;
=== Attack ===&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, select one of the attacks available for the unit, which are stated in the unit pawn. The numbers on the attack (X-Y) stand for the damage done for each swing and the number of swings.&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on, based on the following table:&lt;br /&gt;
* (H)orrible: 2&lt;br /&gt;
* (P)oor: 3&lt;br /&gt;
* (N)ormal: 4&lt;br /&gt;
* (G)ood: 5&lt;br /&gt;
* (S)uperb: 6&lt;br /&gt;
The number is the minimum number on the dice to score a hit on that terrain. The attacker rolls one dice for each swing that the attack allows, and if there is at least one hit the defending unit takes damage, as described in the next section. If the unit survives, it can counter attack, but it has to use one attack of the same type (melee, ranged or magical) as the opponent.&lt;br /&gt;
Magical attacks are special, and they always consider that the opponent is in poor terrain (3 or more to hit).&lt;br /&gt;
Once per attack, the player can spend 1 gold to reroll the complete attack.&lt;br /&gt;
&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted by a unit is the sum of the damage from all the successful attacks on the opposite unit. This figure will be modified by the following factors:&lt;br /&gt;
* Lawful units add their level to the total damage during the day, and subtract their level during the night.&lt;br /&gt;
* Chaotic units add their level to the total damage during the night, and subtract their level during the day.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit pawn.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. Put a wound counter in the unit for every point of damage dealt to it. If the wound counters equal or exceed the hit points for the unit, it dies, and the attacking player receives 2 gold per level of the unit. Remove the defeated pawn from the map. &lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
Any unit dealing the final blow can advance at that point, by paying 4 gold per level of the unit. The gold earned by defeating the unit can be used immediately for this purpose.&lt;br /&gt;
In order to advance the unit, remove the current pawn from the map and place the pawn representing one level above for the current class. All wound counters from the old pawn are discarded.&lt;br /&gt;
&lt;br /&gt;
=== Rest ===&lt;br /&gt;
Any unit can rest as an action, and that will give them a chance to get rid of wound counters. Roll a dice, and remove 1 wound counter if the dice shows 5 or more. If this action is taken in a village, remove 2 wound counters in case the dice shows 6, and 1 in any other case.&lt;br /&gt;
&lt;br /&gt;
=== Conquest ===&lt;br /&gt;
This action can only be performed in the main tile of the enemy castle, and it removes that faction from the game. No roll is required, but the unit has to be in the tile at the beginning of the turn.&lt;br /&gt;
&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive, or all the enemy castles have been conquered. That team is declared the winner, no matter the number of units currently in the map.&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=20777</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=20777"/>
		<updated>2008-01-14T13:35:31Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Set up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders, or capture the castle&lt;br /&gt;
&lt;br /&gt;
== Elements of the game ==&lt;br /&gt;
=== Materials ===&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids and terrain identifiers on it.&lt;br /&gt;
* Tokens for time of day.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Small coins to track wounds.&lt;br /&gt;
** Big coins to track gold.&lt;br /&gt;
** Any colored counter for village ownership.&lt;br /&gt;
* Some six sided dices.&lt;br /&gt;
The pawns and tokens can be printed from the [in construction] in Excel. Images of the most popular maps can be found here [in construction].&lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
Units are the core of the army. They are represented by pawns in the map, that carry the following information:&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://zapicm.freeshell.org/pawn.jpg http://zapicm.freeshell.org/pawn_20.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;The unit pawn&amp;lt;br&amp;gt;(Click to enlarge)&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Name&lt;br /&gt;
* Attacks: Type, number and damage&lt;br /&gt;
* Life&lt;br /&gt;
* Level&lt;br /&gt;
* Moves&lt;br /&gt;
* Terrain defense and movement cost&lt;br /&gt;
* Resistances to damage types&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
Units are grouped in factions, and in each faction there will be units covering the following types:&lt;br /&gt;
* Warrior - Good melee attack&lt;br /&gt;
* Archer - Good ranged attack&lt;br /&gt;
* Mage - Good magical attack&lt;br /&gt;
* Scout - Good movement&lt;br /&gt;
* Mixed - Any combination&lt;br /&gt;
The factions are the following:&lt;br /&gt;
* Loyalists - Lawful&lt;br /&gt;
* Drakes - Lawful&lt;br /&gt;
* Knalgan Alliance - Neutral&lt;br /&gt;
* Rebels - Neutral&lt;br /&gt;
* Northerners - Chaotic&lt;br /&gt;
* Undead - Chaotic&lt;br /&gt;
In addition to the units in each faction, there are mercenaries available for the players, that hire their services for a higher cost.  See the unit tree [in construction] for details.&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
The terrain type affects the defense and movement cost of units. The types that can be found in the map are:&lt;br /&gt;
* Plain&lt;br /&gt;
* Forest&lt;br /&gt;
* Mountain&lt;br /&gt;
* Water&lt;br /&gt;
* Harsh&lt;br /&gt;
* City&lt;br /&gt;
&lt;br /&gt;
=== Gold ===&lt;br /&gt;
Gold is the currency that will allow the players to build their factions. It is used for recruiting and advancing units, but also to attempt to bribe Lady Luck!&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Deploy the map and assign players to every starting position of the map. Each player chooses a faction, receives 20 gold, and the village counters for her color. Place the leader pawn on the main section of the player's castle. Make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
Every turn, the acting player will have the opportunity to perform one action with all her units. The actions that can be performed are:&lt;br /&gt;
* Move (with or without attack)&lt;br /&gt;
* Attack&lt;br /&gt;
* Rest&lt;br /&gt;
* Recruit (leader only)&lt;br /&gt;
* Conquest&lt;br /&gt;
&lt;br /&gt;
=== Recruit ===&lt;br /&gt;
Only the leader can recruit, and the action takes its full turn. With this action it can recruit as many units as the player can afford, and the units must be placed in the starting castle tiles, except the main one.  The cost of recruiting is the following:&lt;br /&gt;
* Faction units: 3 gold&lt;br /&gt;
* Mercenary units: 4 gold&lt;br /&gt;
Mercenary units are units from any other set, that doesn't belong to the faction.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
Each unit has a number of movement points, and the unit pawn shows the movement cost associated to the different terrains found in the map. The units move on adjacent tiles, and they can keep moving until one of the following occurs:&lt;br /&gt;
* It reaches unoccupied or enemy village.&lt;br /&gt;
* There is an enemy unit on an adjacent tile.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same tile as them. All units must complete their movement once they start it; any remaining movement points are lost for the turn.  If the unit ends its movement adjacent to an enemy unit, it can start an attack.&lt;br /&gt;
&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, the player collects one gold and puts one of her village markers in the tile to reflect the ownership.&lt;br /&gt;
Owning villages also contributes over time.  Every dawn and dusk, the player with the most villages earns 1 gold.  Both players earn the gold in case of a tie.&lt;br /&gt;
&lt;br /&gt;
=== Attack ===&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, select one of the attacks available for the unit, which are stated in the unit pawn. The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on, based on the following table:&lt;br /&gt;
* Horrible (H): 2&lt;br /&gt;
* Poor (P): 3&lt;br /&gt;
* Normal (N): 4&lt;br /&gt;
* Good (G): 5&lt;br /&gt;
* Superb (S): 6&lt;br /&gt;
The number is the minimum number on the dice to score a hit on that terrain. The attacker rolls one dice for each swing that the attack allows, and if there is at least one hit the defending unit takes damage, as described in the next section. If the unit survives, it can counter attack, but it has to use one attack of the same type (melee, ranged or magical) as the opponent.&lt;br /&gt;
Magical attacks are special, and they always consider that the opponent is in poor terrain (3 or more to hit).&lt;br /&gt;
Once per attack, the player can spend 1 gold to reroll the complete attack.&lt;br /&gt;
&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted by a unit is the sum of the damage from all the successful attacks on the opposite unit. This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units add their level to the total damage during the day, and subtract their level during the night.&lt;br /&gt;
* Chaotic units add their level to the total damage during the night, and subtract their level during the day.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit pawn.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. Put a wound counter in the unit for every point of damage dealt to it. If the wound counters equal or exceed the hit points for the unit, it dies, and the attacking player receives 1 gold per level of the unit. Remove the defeated pawn from the map. &lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
Any unit dealing the final blow can advance at that point, by paying 4 gold per level of the unit. The gold earned by defeating the unit can be used immediately for this purpose.&lt;br /&gt;
In order to advance the unit, remove the current pawn from the map and place the pawn representing one level above for the current class. All wound counters from the old pawn are discarded.&lt;br /&gt;
&lt;br /&gt;
=== Rest ===&lt;br /&gt;
Any unit can rest as an action, and that will give them a chance to get rid of wound counters. Roll a dice, and remove 1 wound counter if the dice shows 5 or more. If this action is taken in a village, remove 2 wound counters in case the dice shows 6, and 1 in any other case.&lt;br /&gt;
&lt;br /&gt;
=== Conquest ===&lt;br /&gt;
This action can only be performed in the main tile of the enemy castle, and it removes that faction from the game. No roll is required, but the unit has to be in the tile at the beginning of the turn.&lt;br /&gt;
&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive, or all the enemy castles have been conquered. That team is declared the winner, no matter the number of units currently in the map.&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=20776</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=20776"/>
		<updated>2008-01-14T13:34:15Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Movement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders, or capture the castle&lt;br /&gt;
&lt;br /&gt;
== Elements of the game ==&lt;br /&gt;
=== Materials ===&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids and terrain identifiers on it.&lt;br /&gt;
* Tokens for time of day.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Small coins to track wounds.&lt;br /&gt;
** Big coins to track gold.&lt;br /&gt;
** Any colored counter for village ownership.&lt;br /&gt;
* Some six sided dices.&lt;br /&gt;
The pawns and tokens can be printed from the [in construction] in Excel. Images of the most popular maps can be found here [in construction].&lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
Units are the core of the army. They are represented by pawns in the map, that carry the following information:&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://zapicm.freeshell.org/pawn.jpg http://zapicm.freeshell.org/pawn_20.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;The unit pawn&amp;lt;br&amp;gt;(Click to enlarge)&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Name&lt;br /&gt;
* Attacks: Type, number and damage&lt;br /&gt;
* Life&lt;br /&gt;
* Level&lt;br /&gt;
* Moves&lt;br /&gt;
* Terrain defense and movement cost&lt;br /&gt;
* Resistances to damage types&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
Units are grouped in factions, and in each faction there will be units covering the following types:&lt;br /&gt;
* Warrior - Good melee attack&lt;br /&gt;
* Archer - Good ranged attack&lt;br /&gt;
* Mage - Good magical attack&lt;br /&gt;
* Scout - Good movement&lt;br /&gt;
* Mixed - Any combination&lt;br /&gt;
The factions are the following:&lt;br /&gt;
* Loyalists - Lawful&lt;br /&gt;
* Drakes - Lawful&lt;br /&gt;
* Knalgan Alliance - Neutral&lt;br /&gt;
* Rebels - Neutral&lt;br /&gt;
* Northerners - Chaotic&lt;br /&gt;
* Undead - Chaotic&lt;br /&gt;
In addition to the units in each faction, there are mercenaries available for the players, that hire their services for a higher cost.  See the unit tree [in construction] for details.&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
The terrain type affects the defense and movement cost of units. The types that can be found in the map are:&lt;br /&gt;
* Plain&lt;br /&gt;
* Forest&lt;br /&gt;
* Mountain&lt;br /&gt;
* Water&lt;br /&gt;
* Harsh&lt;br /&gt;
* City&lt;br /&gt;
&lt;br /&gt;
=== Gold ===&lt;br /&gt;
Gold is the currency that will allow the players to build their factions. It is used for recruiting and advancing units, but also to attempt to bribe Lady Luck!&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Deploy the map and assign players to every starting position of the map. Each player chooses a faction, receives 15 gold, and the village counters for her color. Place the leader pawn on the main section of the player's castle. Make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
Every turn, the acting player will have the opportunity to perform one action with all her units. The actions that can be performed are:&lt;br /&gt;
* Move (with or without attack)&lt;br /&gt;
* Attack&lt;br /&gt;
* Rest&lt;br /&gt;
* Recruit (leader only)&lt;br /&gt;
* Conquest&lt;br /&gt;
&lt;br /&gt;
=== Recruit ===&lt;br /&gt;
Only the leader can recruit, and the action takes its full turn. With this action it can recruit as many units as the player can afford, and the units must be placed in the starting castle tiles, except the main one.  The cost of recruiting is the following:&lt;br /&gt;
* Faction units: 3 gold&lt;br /&gt;
* Mercenary units: 4 gold&lt;br /&gt;
Mercenary units are units from any other set, that doesn't belong to the faction.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
Each unit has a number of movement points, and the unit pawn shows the movement cost associated to the different terrains found in the map. The units move on adjacent tiles, and they can keep moving until one of the following occurs:&lt;br /&gt;
* It reaches unoccupied or enemy village.&lt;br /&gt;
* There is an enemy unit on an adjacent tile.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same tile as them. All units must complete their movement once they start it; any remaining movement points are lost for the turn.  If the unit ends its movement adjacent to an enemy unit, it can start an attack.&lt;br /&gt;
&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, the player collects one gold and puts one of her village markers in the tile to reflect the ownership.&lt;br /&gt;
Owning villages also contributes over time.  Every dawn and dusk, the player with the most villages earns 1 gold.  Both players earn the gold in case of a tie.&lt;br /&gt;
&lt;br /&gt;
=== Attack ===&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, select one of the attacks available for the unit, which are stated in the unit pawn. The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on, based on the following table:&lt;br /&gt;
* Horrible (H): 2&lt;br /&gt;
* Poor (P): 3&lt;br /&gt;
* Normal (N): 4&lt;br /&gt;
* Good (G): 5&lt;br /&gt;
* Superb (S): 6&lt;br /&gt;
The number is the minimum number on the dice to score a hit on that terrain. The attacker rolls one dice for each swing that the attack allows, and if there is at least one hit the defending unit takes damage, as described in the next section. If the unit survives, it can counter attack, but it has to use one attack of the same type (melee, ranged or magical) as the opponent.&lt;br /&gt;
Magical attacks are special, and they always consider that the opponent is in poor terrain (3 or more to hit).&lt;br /&gt;
Once per attack, the player can spend 1 gold to reroll the complete attack.&lt;br /&gt;
&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted by a unit is the sum of the damage from all the successful attacks on the opposite unit. This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units add their level to the total damage during the day, and subtract their level during the night.&lt;br /&gt;
* Chaotic units add their level to the total damage during the night, and subtract their level during the day.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit pawn.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. Put a wound counter in the unit for every point of damage dealt to it. If the wound counters equal or exceed the hit points for the unit, it dies, and the attacking player receives 1 gold per level of the unit. Remove the defeated pawn from the map. &lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
Any unit dealing the final blow can advance at that point, by paying 4 gold per level of the unit. The gold earned by defeating the unit can be used immediately for this purpose.&lt;br /&gt;
In order to advance the unit, remove the current pawn from the map and place the pawn representing one level above for the current class. All wound counters from the old pawn are discarded.&lt;br /&gt;
&lt;br /&gt;
=== Rest ===&lt;br /&gt;
Any unit can rest as an action, and that will give them a chance to get rid of wound counters. Roll a dice, and remove 1 wound counter if the dice shows 5 or more. If this action is taken in a village, remove 2 wound counters in case the dice shows 6, and 1 in any other case.&lt;br /&gt;
&lt;br /&gt;
=== Conquest ===&lt;br /&gt;
This action can only be performed in the main tile of the enemy castle, and it removes that faction from the game. No roll is required, but the unit has to be in the tile at the beginning of the turn.&lt;br /&gt;
&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive, or all the enemy castles have been conquered. That team is declared the winner, no matter the number of units currently in the map.&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=20775</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=20775"/>
		<updated>2008-01-14T13:28:45Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Set up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders, or capture the castle&lt;br /&gt;
&lt;br /&gt;
== Elements of the game ==&lt;br /&gt;
=== Materials ===&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids and terrain identifiers on it.&lt;br /&gt;
* Tokens for time of day.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Small coins to track wounds.&lt;br /&gt;
** Big coins to track gold.&lt;br /&gt;
** Any colored counter for village ownership.&lt;br /&gt;
* Some six sided dices.&lt;br /&gt;
The pawns and tokens can be printed from the [in construction] in Excel. Images of the most popular maps can be found here [in construction].&lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
Units are the core of the army. They are represented by pawns in the map, that carry the following information:&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://zapicm.freeshell.org/pawn.jpg http://zapicm.freeshell.org/pawn_20.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;The unit pawn&amp;lt;br&amp;gt;(Click to enlarge)&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Name&lt;br /&gt;
* Attacks: Type, number and damage&lt;br /&gt;
* Life&lt;br /&gt;
* Level&lt;br /&gt;
* Moves&lt;br /&gt;
* Terrain defense and movement cost&lt;br /&gt;
* Resistances to damage types&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
Units are grouped in factions, and in each faction there will be units covering the following types:&lt;br /&gt;
* Warrior - Good melee attack&lt;br /&gt;
* Archer - Good ranged attack&lt;br /&gt;
* Mage - Good magical attack&lt;br /&gt;
* Scout - Good movement&lt;br /&gt;
* Mixed - Any combination&lt;br /&gt;
The factions are the following:&lt;br /&gt;
* Loyalists - Lawful&lt;br /&gt;
* Drakes - Lawful&lt;br /&gt;
* Knalgan Alliance - Neutral&lt;br /&gt;
* Rebels - Neutral&lt;br /&gt;
* Northerners - Chaotic&lt;br /&gt;
* Undead - Chaotic&lt;br /&gt;
In addition to the units in each faction, there are mercenaries available for the players, that hire their services for a higher cost.  See the unit tree [in construction] for details.&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
The terrain type affects the defense and movement cost of units. The types that can be found in the map are:&lt;br /&gt;
* Plain&lt;br /&gt;
* Forest&lt;br /&gt;
* Mountain&lt;br /&gt;
* Water&lt;br /&gt;
* Harsh&lt;br /&gt;
* City&lt;br /&gt;
&lt;br /&gt;
=== Gold ===&lt;br /&gt;
Gold is the currency that will allow the players to build their factions. It is used for recruiting and advancing units, but also to attempt to bribe Lady Luck!&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Deploy the map and assign players to every starting position of the map. Each player chooses a faction, receives 15 gold, and the village counters for her color. Place the leader pawn on the main section of the player's castle. Make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
Every turn, the acting player will have the opportunity to perform one action with all her units. The actions that can be performed are:&lt;br /&gt;
* Move (with or without attack)&lt;br /&gt;
* Attack&lt;br /&gt;
* Rest&lt;br /&gt;
* Recruit (leader only)&lt;br /&gt;
* Conquest&lt;br /&gt;
&lt;br /&gt;
=== Recruit ===&lt;br /&gt;
Only the leader can recruit, and the action takes its full turn. With this action it can recruit as many units as the player can afford, and the units must be placed in the starting castle tiles, except the main one.  The cost of recruiting is the following:&lt;br /&gt;
* Faction units: 3 gold&lt;br /&gt;
* Mercenary units: 4 gold&lt;br /&gt;
Mercenary units are units from any other set, that doesn't belong to the faction.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
Each unit has a number of movement points, and the unit pawn shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination tile and describe the route of continuous tiles from the unit current position that the unit will follow; add all the movement costs for each tile, and if the total is equal or less than the movement points of the unit, the movement can be done.&lt;br /&gt;
A unit must stop if at any point of its route it finds:&lt;br /&gt;
* An enemy or unoccupied village.&lt;br /&gt;
* There is an enemy unit of least level 1 on an adjacent tile.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same tile as them. All units must complete their movement once they start it; any remaining movement points are lost for the turn.  If the unit ends its movement adjacent to an enemy unit, it can start an attack.&lt;br /&gt;
&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, the player collects one gold and puts one of her village markers in the tile to reflect the ownership.&lt;br /&gt;
Owning villages also contributes over time.  Every dawn and dusk, the player with the most villages earns 1 gold.  Both players earn the gold in case of a tie.&lt;br /&gt;
&lt;br /&gt;
=== Attack ===&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, select one of the attacks available for the unit, which are stated in the unit pawn. The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on, based on the following table:&lt;br /&gt;
* Horrible (H): 2&lt;br /&gt;
* Poor (P): 3&lt;br /&gt;
* Normal (N): 4&lt;br /&gt;
* Good (G): 5&lt;br /&gt;
* Superb (S): 6&lt;br /&gt;
The number is the minimum number on the dice to score a hit on that terrain. The attacker rolls one dice for each swing that the attack allows, and if there is at least one hit the defending unit takes damage, as described in the next section. If the unit survives, it can counter attack, but it has to use one attack of the same type (melee, ranged or magical) as the opponent.&lt;br /&gt;
Magical attacks are special, and they always consider that the opponent is in poor terrain (3 or more to hit).&lt;br /&gt;
Once per attack, the player can spend 1 gold to reroll the complete attack.&lt;br /&gt;
&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted by a unit is the sum of the damage from all the successful attacks on the opposite unit. This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units add their level to the total damage during the day, and subtract their level during the night.&lt;br /&gt;
* Chaotic units add their level to the total damage during the night, and subtract their level during the day.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit pawn.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. Put a wound counter in the unit for every point of damage dealt to it. If the wound counters equal or exceed the hit points for the unit, it dies, and the attacking player receives 1 gold per level of the unit. Remove the defeated pawn from the map. &lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
Any unit dealing the final blow can advance at that point, by paying 4 gold per level of the unit. The gold earned by defeating the unit can be used immediately for this purpose.&lt;br /&gt;
In order to advance the unit, remove the current pawn from the map and place the pawn representing one level above for the current class. All wound counters from the old pawn are discarded.&lt;br /&gt;
&lt;br /&gt;
=== Rest ===&lt;br /&gt;
Any unit can rest as an action, and that will give them a chance to get rid of wound counters. Roll a dice, and remove 1 wound counter if the dice shows 5 or more. If this action is taken in a village, remove 2 wound counters in case the dice shows 6, and 1 in any other case.&lt;br /&gt;
&lt;br /&gt;
=== Conquest ===&lt;br /&gt;
This action can only be performed in the main tile of the enemy castle, and it removes that faction from the game. No roll is required, but the unit has to be in the tile at the beginning of the turn.&lt;br /&gt;
&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive, or all the enemy castles have been conquered. That team is declared the winner, no matter the number of units currently in the map.&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=20774</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=20774"/>
		<updated>2008-01-14T13:16:25Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Materials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders, or capture the castle&lt;br /&gt;
&lt;br /&gt;
== Elements of the game ==&lt;br /&gt;
=== Materials ===&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids and terrain identifiers on it.&lt;br /&gt;
* Tokens for time of day.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Small coins to track wounds.&lt;br /&gt;
** Big coins to track gold.&lt;br /&gt;
** Any colored counter for village ownership.&lt;br /&gt;
* Some six sided dices.&lt;br /&gt;
The pawns and tokens can be printed from the [in construction] in Excel. Images of the most popular maps can be found here [in construction].&lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
Units are the core of the army. They are represented by pawns in the map, that carry the following information:&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://zapicm.freeshell.org/pawn.jpg http://zapicm.freeshell.org/pawn_20.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;The unit pawn&amp;lt;br&amp;gt;(Click to enlarge)&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Name&lt;br /&gt;
* Attacks: Type, number and damage&lt;br /&gt;
* Life&lt;br /&gt;
* Level&lt;br /&gt;
* Moves&lt;br /&gt;
* Terrain defense and movement cost&lt;br /&gt;
* Resistances to damage types&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
Units are grouped in factions, and in each faction there will be units covering the following types:&lt;br /&gt;
* Warrior - Good melee attack&lt;br /&gt;
* Archer - Good ranged attack&lt;br /&gt;
* Mage - Good magical attack&lt;br /&gt;
* Scout - Good movement&lt;br /&gt;
* Mixed - Any combination&lt;br /&gt;
The factions are the following:&lt;br /&gt;
* Loyalists - Lawful&lt;br /&gt;
* Drakes - Lawful&lt;br /&gt;
* Knalgan Alliance - Neutral&lt;br /&gt;
* Rebels - Neutral&lt;br /&gt;
* Northerners - Chaotic&lt;br /&gt;
* Undead - Chaotic&lt;br /&gt;
In addition to the units in each faction, there are mercenaries available for the players, that hire their services for a higher cost.  See the unit tree [in construction] for details.&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
The terrain type affects the defense and movement cost of units. The types that can be found in the map are:&lt;br /&gt;
* Plain&lt;br /&gt;
* Forest&lt;br /&gt;
* Mountain&lt;br /&gt;
* Water&lt;br /&gt;
* Harsh&lt;br /&gt;
* City&lt;br /&gt;
&lt;br /&gt;
=== Gold ===&lt;br /&gt;
Gold is the currency that will allow the players to build their factions. It is used for recruiting and advancing units, but also to attempt to bribe Lady Luck!&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player chooses a faction, receives 15 gold, and the village counters for her color. Place the leader pawn on the main section of the player's castle. Make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
Every turn, the acting player will have the opportunity to perform one action with all her units. The actions that can be performed are:&lt;br /&gt;
* Move (with or without attack)&lt;br /&gt;
* Attack&lt;br /&gt;
* Rest&lt;br /&gt;
* Recruit (leader only)&lt;br /&gt;
* Conquest&lt;br /&gt;
&lt;br /&gt;
=== Recruit ===&lt;br /&gt;
Only the leader can recruit, and the action takes its full turn. With this action it can recruit as many units as the player can afford, and the units must be placed in the starting castle tiles, except the main one.  The cost of recruiting is the following:&lt;br /&gt;
* Faction units: 3 gold&lt;br /&gt;
* Mercenary units: 4 gold&lt;br /&gt;
Mercenary units are units from any other set, that doesn't belong to the faction.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
Each unit has a number of movement points, and the unit pawn shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination tile and describe the route of continuous tiles from the unit current position that the unit will follow; add all the movement costs for each tile, and if the total is equal or less than the movement points of the unit, the movement can be done.&lt;br /&gt;
A unit must stop if at any point of its route it finds:&lt;br /&gt;
* An enemy or unoccupied village.&lt;br /&gt;
* There is an enemy unit of least level 1 on an adjacent tile.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same tile as them. All units must complete their movement once they start it; any remaining movement points are lost for the turn.  If the unit ends its movement adjacent to an enemy unit, it can start an attack.&lt;br /&gt;
&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, the player collects one gold and puts one of her village markers in the tile to reflect the ownership.&lt;br /&gt;
Owning villages also contributes over time.  Every dawn and dusk, the player with the most villages earns 1 gold.  Both players earn the gold in case of a tie.&lt;br /&gt;
&lt;br /&gt;
=== Attack ===&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, select one of the attacks available for the unit, which are stated in the unit pawn. The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on, based on the following table:&lt;br /&gt;
* Horrible (H): 2&lt;br /&gt;
* Poor (P): 3&lt;br /&gt;
* Normal (N): 4&lt;br /&gt;
* Good (G): 5&lt;br /&gt;
* Superb (S): 6&lt;br /&gt;
The number is the minimum number on the dice to score a hit on that terrain. The attacker rolls one dice for each swing that the attack allows, and if there is at least one hit the defending unit takes damage, as described in the next section. If the unit survives, it can counter attack, but it has to use one attack of the same type (melee, ranged or magical) as the opponent.&lt;br /&gt;
Magical attacks are special, and they always consider that the opponent is in poor terrain (3 or more to hit).&lt;br /&gt;
Once per attack, the player can spend 1 gold to reroll the complete attack.&lt;br /&gt;
&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted by a unit is the sum of the damage from all the successful attacks on the opposite unit. This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units add their level to the total damage during the day, and subtract their level during the night.&lt;br /&gt;
* Chaotic units add their level to the total damage during the night, and subtract their level during the day.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit pawn.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. Put a wound counter in the unit for every point of damage dealt to it. If the wound counters equal or exceed the hit points for the unit, it dies, and the attacking player receives 1 gold per level of the unit. Remove the defeated pawn from the map. &lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
Any unit dealing the final blow can advance at that point, by paying 4 gold per level of the unit. The gold earned by defeating the unit can be used immediately for this purpose.&lt;br /&gt;
In order to advance the unit, remove the current pawn from the map and place the pawn representing one level above for the current class. All wound counters from the old pawn are discarded.&lt;br /&gt;
&lt;br /&gt;
=== Rest ===&lt;br /&gt;
Any unit can rest as an action, and that will give them a chance to get rid of wound counters. Roll a dice, and remove 1 wound counter if the dice shows 5 or more. If this action is taken in a village, remove 2 wound counters in case the dice shows 6, and 1 in any other case.&lt;br /&gt;
&lt;br /&gt;
=== Conquest ===&lt;br /&gt;
This action can only be performed in the main tile of the enemy castle, and it removes that faction from the game. No roll is required, but the unit has to be in the tile at the beginning of the turn.&lt;br /&gt;
&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive, or all the enemy castles have been conquered. That team is declared the winner, no matter the number of units currently in the map.&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=19450</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=19450"/>
		<updated>2007-11-21T17:10:55Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Terrain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders, or capture the castle&lt;br /&gt;
&lt;br /&gt;
== Elements of the game ==&lt;br /&gt;
=== Materials ===&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids and terrain identifiers on it.&lt;br /&gt;
* Tokens for time of day.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Small coins to track wounds.&lt;br /&gt;
** Big coins to track gold.&lt;br /&gt;
** Any colored counter for village ownership.&lt;br /&gt;
* Some six sided dices.&lt;br /&gt;
The unit cards, pawns and tokens can be printed from the [in construction] in Excel. Images of the most popular maps can be found here [in construction].&lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
Units are the core of the army. They are represented by pawns in the map, that carry the following information:&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://zapicm.freeshell.org/pawn.jpg http://zapicm.freeshell.org/pawn_20.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;The unit pawn&amp;lt;br&amp;gt;(Click to enlarge)&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Name&lt;br /&gt;
* Attacks: Type, number and damage&lt;br /&gt;
* Life&lt;br /&gt;
* Level&lt;br /&gt;
* Moves&lt;br /&gt;
* Terrain defense and movement cost&lt;br /&gt;
* Resistances to damage types&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
Units are grouped in factions, and in each faction there will be units covering the following types:&lt;br /&gt;
* Warrior - Good melee attack&lt;br /&gt;
* Archer - Good ranged attack&lt;br /&gt;
* Mage - Good magical attack&lt;br /&gt;
* Scout - Good movement&lt;br /&gt;
* Mixed - Any combination&lt;br /&gt;
The factions are the following:&lt;br /&gt;
* Loyalists - Lawful&lt;br /&gt;
* Drakes - Lawful&lt;br /&gt;
* Knalgan Alliance - Neutral&lt;br /&gt;
* Rebels - Neutral&lt;br /&gt;
* Northerners - Chaotic&lt;br /&gt;
* Undead - Chaotic&lt;br /&gt;
In addition to the units in each faction, there are mercenaries available for the players, that hire their services for a higher cost.  See the unit tree [in construction] for details.&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
The terrain type affects the defense and movement cost of units. The types that can be found in the map are:&lt;br /&gt;
* Plain&lt;br /&gt;
* Forest&lt;br /&gt;
* Mountain&lt;br /&gt;
* Water&lt;br /&gt;
* Harsh&lt;br /&gt;
* City&lt;br /&gt;
&lt;br /&gt;
=== Gold ===&lt;br /&gt;
Gold is the currency that will allow the players to build their factions. It is used for recruiting and advancing units, but also to attempt to bribe Lady Luck!&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player chooses a faction, receives 15 gold, and the village counters for her color. Place the leader pawn on the main section of the player's castle. Make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
Every turn, the acting player will have the opportunity to perform one action with all her units. The actions that can be performed are:&lt;br /&gt;
* Move (with or without attack)&lt;br /&gt;
* Attack&lt;br /&gt;
* Rest&lt;br /&gt;
* Recruit (leader only)&lt;br /&gt;
* Conquest&lt;br /&gt;
&lt;br /&gt;
=== Recruit ===&lt;br /&gt;
Only the leader can recruit, and the action takes its full turn. With this action it can recruit as many units as the player can afford, and the units must be placed in the starting castle tiles, except the main one.  The cost of recruiting is the following:&lt;br /&gt;
* Faction units: 3 gold&lt;br /&gt;
* Mercenary units: 4 gold&lt;br /&gt;
Mercenary units are units from any other set, that doesn't belong to the faction.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
Each unit has a number of movement points, and the unit pawn shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination tile and describe the route of continuous tiles from the unit current position that the unit will follow; add all the movement costs for each tile, and if the total is equal or less than the movement points of the unit, the movement can be done.&lt;br /&gt;
A unit must stop if at any point of its route it finds:&lt;br /&gt;
* An enemy or unoccupied village.&lt;br /&gt;
* There is an enemy unit of least level 1 on an adjacent tile.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same tile as them. All units must complete their movement once they start it; any remaining movement points are lost for the turn.  If the unit ends its movement adjacent to an enemy unit, it can start an attack.&lt;br /&gt;
&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, the player collects one gold and puts one of her village markers in the tile to reflect the ownership.&lt;br /&gt;
Owning villages also contributes over time.  Every dawn and dusk, the player with the most villages earns 1 gold.  Both players earn the gold in case of a tie.&lt;br /&gt;
&lt;br /&gt;
=== Attack ===&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, select one of the attacks available for the unit, which are stated in the unit pawn. The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on, based on the following table:&lt;br /&gt;
* Horrible (H): 2&lt;br /&gt;
* Poor (P): 3&lt;br /&gt;
* Normal (N): 4&lt;br /&gt;
* Good (G): 5&lt;br /&gt;
* Superb (S): 6&lt;br /&gt;
The number is the minimum number on the dice to score a hit on that terrain. The attacker rolls one dice for each swing that the attack allows, and if there is at least one hit the defending unit takes damage, as described in the next section. If the unit survives, it can counter attack, but it has to use one attack of the same type (melee, ranged or magical) as the opponent.&lt;br /&gt;
Magical attacks are special, and they always consider that the opponent is in poor terrain (3 or more to hit).&lt;br /&gt;
Once per attack, the player can spend 1 gold to reroll the complete attack.&lt;br /&gt;
&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted by a unit is the sum of the damage from all the successful attacks on the opposite unit. This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units add their level to the total damage during the day, and subtract their level during the night.&lt;br /&gt;
* Chaotic units add their level to the total damage during the night, and subtract their level during the day.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit pawn.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. Put a wound counter in the unit for every point of damage dealt to it. If the wound counters equal or exceed the hit points for the unit, it dies, and the attacking player receives 1 gold per level of the unit. Remove the defeated pawn from the map. &lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
Any unit dealing the final blow can advance at that point, by paying 4 gold per level of the unit. The gold earned by defeating the unit can be used immediately for this purpose.&lt;br /&gt;
In order to advance the unit, remove the current pawn from the map and place the pawn representing one level above for the current class. All wound counters from the old pawn are discarded.&lt;br /&gt;
&lt;br /&gt;
=== Rest ===&lt;br /&gt;
Any unit can rest as an action, and that will give them a chance to get rid of wound counters. Roll a dice, and remove 1 wound counter if the dice shows 5 or more. If this action is taken in a village, remove 2 wound counters in case the dice shows 6, and 1 in any other case.&lt;br /&gt;
&lt;br /&gt;
=== Conquest ===&lt;br /&gt;
This action can only be performed in the main tile of the enemy castle, and it removes that faction from the game. No roll is required, but the unit has to be in the tile at the beginning of the turn.&lt;br /&gt;
&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive, or all the enemy castles have been conquered. That team is declared the winner, no matter the number of units currently in the map.&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=19386</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=19386"/>
		<updated>2007-11-16T19:21:52Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Rest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders, or capture the castle&lt;br /&gt;
&lt;br /&gt;
== Elements of the game ==&lt;br /&gt;
=== Materials ===&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids and terrain identifiers on it.&lt;br /&gt;
* Tokens for time of day.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Small coins to track wounds.&lt;br /&gt;
** Big coins to track gold.&lt;br /&gt;
** Any colored counter for village ownership.&lt;br /&gt;
* Some six sided dices.&lt;br /&gt;
The unit cards, pawns and tokens can be printed from the [in construction] in Excel. Images of the most popular maps can be found here [in construction].&lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
Units are the core of the army. They are represented by pawns in the map, that carry the following information:&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://zapicm.freeshell.org/pawn.jpg http://zapicm.freeshell.org/pawn_20.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;The unit pawn&amp;lt;br&amp;gt;(Click to enlarge)&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Name&lt;br /&gt;
* Attacks: Type, number and damage&lt;br /&gt;
* Life&lt;br /&gt;
* Level&lt;br /&gt;
* Moves&lt;br /&gt;
* Terrain defense and movement cost&lt;br /&gt;
* Resistances to damage types&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
Units are grouped in factions, and in each faction there will be units covering the following types:&lt;br /&gt;
* Warrior - Good melee attack&lt;br /&gt;
* Archer - Good ranged attack&lt;br /&gt;
* Mage - Good magical attack&lt;br /&gt;
* Scout - Good movement&lt;br /&gt;
* Mixed - Any combination&lt;br /&gt;
The factions are the following:&lt;br /&gt;
* Loyalists - Lawful&lt;br /&gt;
* Drakes - Lawful&lt;br /&gt;
* Knalgan Alliance - Neutral&lt;br /&gt;
* Rebels - Neutral&lt;br /&gt;
* Northerners - Chaotic&lt;br /&gt;
* Undead - Chaotic&lt;br /&gt;
In addition to the units in each faction, there are mercenaries available for the players, that hire their services for a higher cost.  See the unit tree [in construction] for details.&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
The terrain type affects the defense and movement cost of units. The types that can be found in the map are:&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tleft&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://zapicm.freeshell.org/terrain.jpg http://zapicm.freeshell.org/terrain.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Terrain types&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gold ===&lt;br /&gt;
Gold is the currency that will allow the players to build their factions. It is used for recruiting and advancing units, but also to attempt to bribe Lady Luck!&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player chooses a faction, receives 15 gold, and the village counters for her color. Place the leader pawn on the main section of the player's castle. Make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
Every turn, the acting player will have the opportunity to perform one action with all her units. The actions that can be performed are:&lt;br /&gt;
* Move (with or without attack)&lt;br /&gt;
* Attack&lt;br /&gt;
* Rest&lt;br /&gt;
* Recruit (leader only)&lt;br /&gt;
* Conquest&lt;br /&gt;
&lt;br /&gt;
=== Recruit ===&lt;br /&gt;
Only the leader can recruit, and the action takes its full turn. With this action it can recruit as many units as the player can afford, and the units must be placed in the starting castle tiles, except the main one.  The cost of recruiting is the following:&lt;br /&gt;
* Faction units: 3 gold&lt;br /&gt;
* Mercenary units: 4 gold&lt;br /&gt;
Mercenary units are units from any other set, that doesn't belong to the faction.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
Each unit has a number of movement points, and the unit pawn shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination tile and describe the route of continuous tiles from the unit current position that the unit will follow; add all the movement costs for each tile, and if the total is equal or less than the movement points of the unit, the movement can be done.&lt;br /&gt;
A unit must stop if at any point of its route it finds:&lt;br /&gt;
* An enemy or unoccupied village.&lt;br /&gt;
* There is an enemy unit of least level 1 on an adjacent tile.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same tile as them. All units must complete their movement once they start it; any remaining movement points are lost for the turn.  If the unit ends its movement adjacent to an enemy unit, it can start an attack.&lt;br /&gt;
&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, the player collects one gold and puts one of her village markers in the tile to reflect the ownership.&lt;br /&gt;
Owning villages also contributes over time.  Every dawn and dusk, the player with the most villages earns 1 gold.  Both players earn the gold in case of a tie.&lt;br /&gt;
&lt;br /&gt;
=== Attack ===&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, select one of the attacks available for the unit, which are stated in the unit pawn. The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on, based on the following table:&lt;br /&gt;
* Horrible (H): 2&lt;br /&gt;
* Poor (P): 3&lt;br /&gt;
* Normal (N): 4&lt;br /&gt;
* Good (G): 5&lt;br /&gt;
* Superb (S): 6&lt;br /&gt;
The number is the minimum number on the dice to score a hit on that terrain. The attacker rolls one dice for each swing that the attack allows, and if there is at least one hit the defending unit takes damage, as described in the next section. If the unit survives, it can counter attack, but it has to use one attack of the same type (melee, ranged or magical) as the opponent.&lt;br /&gt;
Magical attacks are special, and they always consider that the opponent is in poor terrain (3 or more to hit).&lt;br /&gt;
Once per attack, the player can spend 1 gold to reroll the complete attack.&lt;br /&gt;
&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted by a unit is the sum of the damage from all the successful attacks on the opposite unit. This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units add their level to the total damage during the day, and subtract their level during the night.&lt;br /&gt;
* Chaotic units add their level to the total damage during the night, and subtract their level during the day.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit pawn.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. Put a wound counter in the unit for every point of damage dealt to it. If the wound counters equal or exceed the hit points for the unit, it dies, and the attacking player receives 1 gold per level of the unit. Remove the defeated pawn from the map. &lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
Any unit dealing the final blow can advance at that point, by paying 4 gold per level of the unit. The gold earned by defeating the unit can be used immediately for this purpose.&lt;br /&gt;
In order to advance the unit, remove the current pawn from the map and place the pawn representing one level above for the current class. All wound counters from the old pawn are discarded.&lt;br /&gt;
&lt;br /&gt;
=== Rest ===&lt;br /&gt;
Any unit can rest as an action, and that will give them a chance to get rid of wound counters. Roll a dice, and remove 1 wound counter if the dice shows 5 or more. If this action is taken in a village, remove 2 wound counters in case the dice shows 6, and 1 in any other case.&lt;br /&gt;
&lt;br /&gt;
=== Conquest ===&lt;br /&gt;
This action can only be performed in the main tile of the enemy castle, and it removes that faction from the game. No roll is required, but the unit has to be in the tile at the beginning of the turn.&lt;br /&gt;
&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive, or all the enemy castles have been conquered. That team is declared the winner, no matter the number of units currently in the map.&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=19385</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=19385"/>
		<updated>2007-11-16T19:21:09Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Attack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders, or capture the castle&lt;br /&gt;
&lt;br /&gt;
== Elements of the game ==&lt;br /&gt;
=== Materials ===&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids and terrain identifiers on it.&lt;br /&gt;
* Tokens for time of day.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Small coins to track wounds.&lt;br /&gt;
** Big coins to track gold.&lt;br /&gt;
** Any colored counter for village ownership.&lt;br /&gt;
* Some six sided dices.&lt;br /&gt;
The unit cards, pawns and tokens can be printed from the [in construction] in Excel. Images of the most popular maps can be found here [in construction].&lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
Units are the core of the army. They are represented by pawns in the map, that carry the following information:&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://zapicm.freeshell.org/pawn.jpg http://zapicm.freeshell.org/pawn_20.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;The unit pawn&amp;lt;br&amp;gt;(Click to enlarge)&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Name&lt;br /&gt;
* Attacks: Type, number and damage&lt;br /&gt;
* Life&lt;br /&gt;
* Level&lt;br /&gt;
* Moves&lt;br /&gt;
* Terrain defense and movement cost&lt;br /&gt;
* Resistances to damage types&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
Units are grouped in factions, and in each faction there will be units covering the following types:&lt;br /&gt;
* Warrior - Good melee attack&lt;br /&gt;
* Archer - Good ranged attack&lt;br /&gt;
* Mage - Good magical attack&lt;br /&gt;
* Scout - Good movement&lt;br /&gt;
* Mixed - Any combination&lt;br /&gt;
The factions are the following:&lt;br /&gt;
* Loyalists - Lawful&lt;br /&gt;
* Drakes - Lawful&lt;br /&gt;
* Knalgan Alliance - Neutral&lt;br /&gt;
* Rebels - Neutral&lt;br /&gt;
* Northerners - Chaotic&lt;br /&gt;
* Undead - Chaotic&lt;br /&gt;
In addition to the units in each faction, there are mercenaries available for the players, that hire their services for a higher cost.  See the unit tree [in construction] for details.&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
The terrain type affects the defense and movement cost of units. The types that can be found in the map are:&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tleft&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://zapicm.freeshell.org/terrain.jpg http://zapicm.freeshell.org/terrain.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Terrain types&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gold ===&lt;br /&gt;
Gold is the currency that will allow the players to build their factions. It is used for recruiting and advancing units, but also to attempt to bribe Lady Luck!&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player chooses a faction, receives 15 gold, and the village counters for her color. Place the leader pawn on the main section of the player's castle. Make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
Every turn, the acting player will have the opportunity to perform one action with all her units. The actions that can be performed are:&lt;br /&gt;
* Move (with or without attack)&lt;br /&gt;
* Attack&lt;br /&gt;
* Rest&lt;br /&gt;
* Recruit (leader only)&lt;br /&gt;
* Conquest&lt;br /&gt;
&lt;br /&gt;
=== Recruit ===&lt;br /&gt;
Only the leader can recruit, and the action takes its full turn. With this action it can recruit as many units as the player can afford, and the units must be placed in the starting castle tiles, except the main one.  The cost of recruiting is the following:&lt;br /&gt;
* Faction units: 3 gold&lt;br /&gt;
* Mercenary units: 4 gold&lt;br /&gt;
Mercenary units are units from any other set, that doesn't belong to the faction.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
Each unit has a number of movement points, and the unit pawn shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination tile and describe the route of continuous tiles from the unit current position that the unit will follow; add all the movement costs for each tile, and if the total is equal or less than the movement points of the unit, the movement can be done.&lt;br /&gt;
A unit must stop if at any point of its route it finds:&lt;br /&gt;
* An enemy or unoccupied village.&lt;br /&gt;
* There is an enemy unit of least level 1 on an adjacent tile.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same tile as them. All units must complete their movement once they start it; any remaining movement points are lost for the turn.  If the unit ends its movement adjacent to an enemy unit, it can start an attack.&lt;br /&gt;
&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, the player collects one gold and puts one of her village markers in the tile to reflect the ownership.&lt;br /&gt;
Owning villages also contributes over time.  Every dawn and dusk, the player with the most villages earns 1 gold.  Both players earn the gold in case of a tie.&lt;br /&gt;
&lt;br /&gt;
=== Attack ===&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, select one of the attacks available for the unit, which are stated in the unit pawn. The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on, based on the following table:&lt;br /&gt;
* Horrible (H): 2&lt;br /&gt;
* Poor (P): 3&lt;br /&gt;
* Normal (N): 4&lt;br /&gt;
* Good (G): 5&lt;br /&gt;
* Superb (S): 6&lt;br /&gt;
The number is the minimum number on the dice to score a hit on that terrain. The attacker rolls one dice for each swing that the attack allows, and if there is at least one hit the defending unit takes damage, as described in the next section. If the unit survives, it can counter attack, but it has to use one attack of the same type (melee, ranged or magical) as the opponent.&lt;br /&gt;
Magical attacks are special, and they always consider that the opponent is in poor terrain (3 or more to hit).&lt;br /&gt;
Once per attack, the player can spend 1 gold to reroll the complete attack.&lt;br /&gt;
&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted by a unit is the sum of the damage from all the successful attacks on the opposite unit. This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units add their level to the total damage during the day, and subtract their level during the night.&lt;br /&gt;
* Chaotic units add their level to the total damage during the night, and subtract their level during the day.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit pawn.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. Put a wound counter in the unit for every point of damage dealt to it. If the wound counters equal or exceed the hit points for the unit, it dies, and the attacking player receives 1 gold per level of the unit. Remove the defeated pawn from the map. &lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
Any unit dealing the final blow can advance at that point, by paying 4 gold per level of the unit. The gold earned by defeating the unit can be used immediately for this purpose.&lt;br /&gt;
In order to advance the unit, remove the current pawn from the map and place the pawn representing one level above for the current class. All wound counters from the old pawn are discarded.&lt;br /&gt;
&lt;br /&gt;
=== Rest ===&lt;br /&gt;
Any unit can rest as an action, and that will give them a chance to get rid of wound counters. Roll a d10 dice, and remove 1 wound counter if the dice shows 7 or more. If this action is taken in a village, remove 2 wound counters in case the dice shows 8 or more, and 1 in any other case.&lt;br /&gt;
&lt;br /&gt;
=== Conquest ===&lt;br /&gt;
This action can only be performed in the main tile of the enemy castle, and it removes that faction from the game. No roll is required, but the unit has to be in the tile at the beginning of the turn.&lt;br /&gt;
&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive, or all the enemy castles have been conquered. That team is declared the winner, no matter the number of units currently in the map.&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=19384</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=19384"/>
		<updated>2007-11-16T19:15:15Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders, or capture the castle&lt;br /&gt;
&lt;br /&gt;
== Elements of the game ==&lt;br /&gt;
=== Materials ===&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids and terrain identifiers on it.&lt;br /&gt;
* Tokens for time of day.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Small coins to track wounds.&lt;br /&gt;
** Big coins to track gold.&lt;br /&gt;
** Any colored counter for village ownership.&lt;br /&gt;
* Some six sided dices.&lt;br /&gt;
The unit cards, pawns and tokens can be printed from the [in construction] in Excel. Images of the most popular maps can be found here [in construction].&lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
Units are the core of the army. They are represented by pawns in the map, that carry the following information:&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://zapicm.freeshell.org/pawn.jpg http://zapicm.freeshell.org/pawn_20.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;The unit pawn&amp;lt;br&amp;gt;(Click to enlarge)&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Name&lt;br /&gt;
* Attacks: Type, number and damage&lt;br /&gt;
* Life&lt;br /&gt;
* Level&lt;br /&gt;
* Moves&lt;br /&gt;
* Terrain defense and movement cost&lt;br /&gt;
* Resistances to damage types&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
Units are grouped in factions, and in each faction there will be units covering the following types:&lt;br /&gt;
* Warrior - Good melee attack&lt;br /&gt;
* Archer - Good ranged attack&lt;br /&gt;
* Mage - Good magical attack&lt;br /&gt;
* Scout - Good movement&lt;br /&gt;
* Mixed - Any combination&lt;br /&gt;
The factions are the following:&lt;br /&gt;
* Loyalists - Lawful&lt;br /&gt;
* Drakes - Lawful&lt;br /&gt;
* Knalgan Alliance - Neutral&lt;br /&gt;
* Rebels - Neutral&lt;br /&gt;
* Northerners - Chaotic&lt;br /&gt;
* Undead - Chaotic&lt;br /&gt;
In addition to the units in each faction, there are mercenaries available for the players, that hire their services for a higher cost.  See the unit tree [in construction] for details.&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
The terrain type affects the defense and movement cost of units. The types that can be found in the map are:&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tleft&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://zapicm.freeshell.org/terrain.jpg http://zapicm.freeshell.org/terrain.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Terrain types&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gold ===&lt;br /&gt;
Gold is the currency that will allow the players to build their factions. It is used for recruiting and advancing units, but also to attempt to bribe Lady Luck!&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player chooses a faction, receives 15 gold, and the village counters for her color. Place the leader pawn on the main section of the player's castle. Make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
Every turn, the acting player will have the opportunity to perform one action with all her units. The actions that can be performed are:&lt;br /&gt;
* Move (with or without attack)&lt;br /&gt;
* Attack&lt;br /&gt;
* Rest&lt;br /&gt;
* Recruit (leader only)&lt;br /&gt;
* Conquest&lt;br /&gt;
&lt;br /&gt;
=== Recruit ===&lt;br /&gt;
Only the leader can recruit, and the action takes its full turn. With this action it can recruit as many units as the player can afford, and the units must be placed in the starting castle tiles, except the main one.  The cost of recruiting is the following:&lt;br /&gt;
* Faction units: 3 gold&lt;br /&gt;
* Mercenary units: 4 gold&lt;br /&gt;
Mercenary units are units from any other set, that doesn't belong to the faction.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
Each unit has a number of movement points, and the unit pawn shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination tile and describe the route of continuous tiles from the unit current position that the unit will follow; add all the movement costs for each tile, and if the total is equal or less than the movement points of the unit, the movement can be done.&lt;br /&gt;
A unit must stop if at any point of its route it finds:&lt;br /&gt;
* An enemy or unoccupied village.&lt;br /&gt;
* There is an enemy unit of least level 1 on an adjacent tile.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same tile as them. All units must complete their movement once they start it; any remaining movement points are lost for the turn.  If the unit ends its movement adjacent to an enemy unit, it can start an attack.&lt;br /&gt;
&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, the player collects one gold and puts one of her village markers in the tile to reflect the ownership.&lt;br /&gt;
Owning villages also contributes over time.  Every dawn and dusk, the player with the most villages earns 1 gold.  Both players earn the gold in case of a tie.&lt;br /&gt;
&lt;br /&gt;
=== Attack ===&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, select one of the attacks available for the unit, which are stated in the unit pawn. The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on. The attacker rolls one d10 for each swing that the attack allows. For each number that is equal (when the 0/10 is counted as 0) or higher than the defense, the attack hits and the defending unit takes damage, as described in the next section. If the unit survives, it can counter attack, but it has to use one attack of the same type (melee, ranged or magical) as the opponent.&lt;br /&gt;
Once per attack, the player can spend 1 gold to reroll the complete attack.&lt;br /&gt;
&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted by a unit is the sum of the damage from all the successful attacks on the opposite unit. This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units add their level to the total damage during the day, and subtract their level during the night.&lt;br /&gt;
* Chaotic units add their level to the total damage during the night, and subtract their level during the day.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit pawn.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. Put a wound counter in the unit for every point of damage dealt to it. If the wound counters equal or exceed the hit points for the unit, it dies, and the attacking player receives 1 gold per level of the unit. Remove the defeated pawn from the map. &lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
Any unit dealing the final blow can advance at that point, by paying 4 gold per level of the unit. The gold earned by defeating the unit can be used immediately for this purpose.&lt;br /&gt;
In order to advance the unit, remove the current pawn from the map and place the pawn representing one level above for the current class. All wound counters from the old pawn are discarded.&lt;br /&gt;
&lt;br /&gt;
=== Rest ===&lt;br /&gt;
Any unit can rest as an action, and that will give them a chance to get rid of wound counters. Roll a d10 dice, and remove 1 wound counter if the dice shows 7 or more. If this action is taken in a village, remove 2 wound counters in case the dice shows 8 or more, and 1 in any other case.&lt;br /&gt;
&lt;br /&gt;
=== Conquest ===&lt;br /&gt;
This action can only be performed in the main tile of the enemy castle, and it removes that faction from the game. No roll is required, but the unit has to be in the tile at the beginning of the turn.&lt;br /&gt;
&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive, or all the enemy castles have been conquered. That team is declared the winner, no matter the number of units currently in the map.&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=19383</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=19383"/>
		<updated>2007-11-16T19:14:50Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Materials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders, or capture the castle&lt;br /&gt;
&lt;br /&gt;
== Elements of the game ==&lt;br /&gt;
=== Materials ===&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids and terrain identifiers on it.&lt;br /&gt;
* Tokens for time of day.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Small coins to track wounds.&lt;br /&gt;
** Big coins to track gold.&lt;br /&gt;
** Any colored counter for village ownership.&lt;br /&gt;
* Some six sided dices.&lt;br /&gt;
The unit cards, pawns and tokens can be printed from the [in construction] in Excel. Images of the most popular maps can be found here [in construction].&lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
Units are the core of the army. They are represented by pawns in the map, that carry the following information:&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://zapicm.freeshell.org/pawn.jpg http://zapicm.freeshell.org/pawn_20.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;The unit pawn&amp;lt;br&amp;gt;(Click to enlarge)&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Name&lt;br /&gt;
* Attacks: Type, number and damage&lt;br /&gt;
* Life&lt;br /&gt;
* Level&lt;br /&gt;
* Moves&lt;br /&gt;
* Terrain defense, as percentage&lt;br /&gt;
* Terrain movement cost&lt;br /&gt;
* Resistances to damage types&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
Units are grouped in factions, and in each faction there will be units covering the following types:&lt;br /&gt;
* Warrior - Good melee attack&lt;br /&gt;
* Archer - Good ranged attack&lt;br /&gt;
* Mage - Good magical attack&lt;br /&gt;
* Scout - Good movement&lt;br /&gt;
* Mixed - Any combination&lt;br /&gt;
The factions are the following:&lt;br /&gt;
* Loyalists - Lawful&lt;br /&gt;
* Drakes - Lawful&lt;br /&gt;
* Knalgan Alliance - Neutral&lt;br /&gt;
* Rebels - Neutral&lt;br /&gt;
* Northerners - Chaotic&lt;br /&gt;
* Undead - Chaotic&lt;br /&gt;
In addition to the units in each faction, there are mercenaries available for the players, that hire their services for a higher cost.  See the unit tree [in construction] for details.&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
The terrain type affects the defense and movement cost of units. The types that can be found in the map are:&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tleft&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://zapicm.freeshell.org/terrain.jpg http://zapicm.freeshell.org/terrain.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Terrain types&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gold ===&lt;br /&gt;
Gold is the currency that will allow the players to build their factions. It is used for recruiting and advancing units, but also to attempt to bribe Lady Luck!&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player chooses a faction, receives 15 gold, and the village counters for her color. Place the leader pawn on the main section of the player's castle. Make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
Every turn, the acting player will have the opportunity to perform one action with all her units. The actions that can be performed are:&lt;br /&gt;
* Move (with or without attack)&lt;br /&gt;
* Attack&lt;br /&gt;
* Rest&lt;br /&gt;
* Recruit (leader only)&lt;br /&gt;
* Conquest&lt;br /&gt;
&lt;br /&gt;
=== Recruit ===&lt;br /&gt;
Only the leader can recruit, and the action takes its full turn. With this action it can recruit as many units as the player can afford, and the units must be placed in the starting castle tiles, except the main one.  The cost of recruiting is the following:&lt;br /&gt;
* Faction units: 3 gold&lt;br /&gt;
* Mercenary units: 4 gold&lt;br /&gt;
Mercenary units are units from any other set, that doesn't belong to the faction.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
Each unit has a number of movement points, and the unit pawn shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination tile and describe the route of continuous tiles from the unit current position that the unit will follow; add all the movement costs for each tile, and if the total is equal or less than the movement points of the unit, the movement can be done.&lt;br /&gt;
A unit must stop if at any point of its route it finds:&lt;br /&gt;
* An enemy or unoccupied village.&lt;br /&gt;
* There is an enemy unit of least level 1 on an adjacent tile.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same tile as them. All units must complete their movement once they start it; any remaining movement points are lost for the turn.  If the unit ends its movement adjacent to an enemy unit, it can start an attack.&lt;br /&gt;
&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, the player collects one gold and puts one of her village markers in the tile to reflect the ownership.&lt;br /&gt;
Owning villages also contributes over time.  Every dawn and dusk, the player with the most villages earns 1 gold.  Both players earn the gold in case of a tie.&lt;br /&gt;
&lt;br /&gt;
=== Attack ===&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, select one of the attacks available for the unit, which are stated in the unit pawn. The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on. The attacker rolls one d10 for each swing that the attack allows. For each number that is equal (when the 0/10 is counted as 0) or higher than the defense, the attack hits and the defending unit takes damage, as described in the next section. If the unit survives, it can counter attack, but it has to use one attack of the same type (melee, ranged or magical) as the opponent.&lt;br /&gt;
Once per attack, the player can spend 1 gold to reroll the complete attack.&lt;br /&gt;
&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted by a unit is the sum of the damage from all the successful attacks on the opposite unit. This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units add their level to the total damage during the day, and subtract their level during the night.&lt;br /&gt;
* Chaotic units add their level to the total damage during the night, and subtract their level during the day.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit pawn.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. Put a wound counter in the unit for every point of damage dealt to it. If the wound counters equal or exceed the hit points for the unit, it dies, and the attacking player receives 1 gold per level of the unit. Remove the defeated pawn from the map. &lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
Any unit dealing the final blow can advance at that point, by paying 4 gold per level of the unit. The gold earned by defeating the unit can be used immediately for this purpose.&lt;br /&gt;
In order to advance the unit, remove the current pawn from the map and place the pawn representing one level above for the current class. All wound counters from the old pawn are discarded.&lt;br /&gt;
&lt;br /&gt;
=== Rest ===&lt;br /&gt;
Any unit can rest as an action, and that will give them a chance to get rid of wound counters. Roll a d10 dice, and remove 1 wound counter if the dice shows 7 or more. If this action is taken in a village, remove 2 wound counters in case the dice shows 8 or more, and 1 in any other case.&lt;br /&gt;
&lt;br /&gt;
=== Conquest ===&lt;br /&gt;
This action can only be performed in the main tile of the enemy castle, and it removes that faction from the game. No roll is required, but the unit has to be in the tile at the beginning of the turn.&lt;br /&gt;
&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive, or all the enemy castles have been conquered. That team is declared the winner, no matter the number of units currently in the map.&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=19364</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=19364"/>
		<updated>2007-11-15T21:41:41Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Unit list */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders, or capture the castle&lt;br /&gt;
&lt;br /&gt;
== Elements of the game ==&lt;br /&gt;
=== Materials ===&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids and terrain identifiers on it.&lt;br /&gt;
* Tokens for time of day.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Small coins to track wounds.&lt;br /&gt;
** Big coins to track gold.&lt;br /&gt;
** Any colored counter for village ownership.&lt;br /&gt;
* Some ten sided dices.&lt;br /&gt;
The unit cards, pawns and tokens can be printed from the [in construction] in Excel. Images of the most popular maps can be found here [in construction].&lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
Units are the core of the army. They are represented by pawns in the map, that carry the following information:&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://zapicm.freeshell.org/pawn.jpg http://zapicm.freeshell.org/pawn_20.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;The unit pawn&amp;lt;br&amp;gt;(Click to enlarge)&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Name&lt;br /&gt;
* Attacks: Type, number and damage&lt;br /&gt;
* Life&lt;br /&gt;
* Level&lt;br /&gt;
* Moves&lt;br /&gt;
* Terrain defense, as percentage&lt;br /&gt;
* Terrain movement cost&lt;br /&gt;
* Resistances to damage types&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
Units are grouped in factions, and in each faction there will be units covering the following types:&lt;br /&gt;
* Warrior - Good melee attack&lt;br /&gt;
* Archer - Good ranged attack&lt;br /&gt;
* Mage - Good magical attack&lt;br /&gt;
* Scout - Good movement&lt;br /&gt;
* Mixed - Any combination&lt;br /&gt;
The factions are the following:&lt;br /&gt;
* Loyalists - Lawful&lt;br /&gt;
* Drakes - Lawful&lt;br /&gt;
* Knalgan Alliance - Neutral&lt;br /&gt;
* Rebels - Neutral&lt;br /&gt;
* Northerners - Chaotic&lt;br /&gt;
* Undead - Chaotic&lt;br /&gt;
In addition to the units in each faction, there are mercenaries available for the players, that hire their services for a higher cost.  See the unit tree [in construction] for details.&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
The terrain type affects the defense and movement cost of units. The types that can be found in the map are:&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tleft&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://zapicm.freeshell.org/terrain.jpg http://zapicm.freeshell.org/terrain.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Terrain types&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gold ===&lt;br /&gt;
Gold is the currency that will allow the players to build their factions. It is used for recruiting and advancing units, but also to attempt to bribe Lady Luck!&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player chooses a faction, receives 15 gold, and the village counters for her color. Place the leader pawn on the main section of the player's castle. Make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
Every turn, the acting player will have the opportunity to perform one action with all her units. The actions that can be performed are:&lt;br /&gt;
* Move (with or without attack)&lt;br /&gt;
* Attack&lt;br /&gt;
* Rest&lt;br /&gt;
* Recruit (leader only)&lt;br /&gt;
* Conquest&lt;br /&gt;
&lt;br /&gt;
=== Recruit ===&lt;br /&gt;
Only the leader can recruit, and the action takes its full turn. With this action it can recruit as many units as the player can afford, and the units must be placed in the starting castle tiles, except the main one.  The cost of recruiting is the following:&lt;br /&gt;
* Faction units: 3 gold&lt;br /&gt;
* Mercenary units: 4 gold&lt;br /&gt;
Mercenary units are units from any other set, that doesn't belong to the faction.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
Each unit has a number of movement points, and the unit pawn shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination tile and describe the route of continuous tiles from the unit current position that the unit will follow; add all the movement costs for each tile, and if the total is equal or less than the movement points of the unit, the movement can be done.&lt;br /&gt;
A unit must stop if at any point of its route it finds:&lt;br /&gt;
* An enemy or unoccupied village.&lt;br /&gt;
* There is an enemy unit of least level 1 on an adjacent tile.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same tile as them. All units must complete their movement once they start it; any remaining movement points are lost for the turn.  If the unit ends its movement adjacent to an enemy unit, it can start an attack.&lt;br /&gt;
&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, the player collects one gold and puts one of her village markers in the tile to reflect the ownership.&lt;br /&gt;
Owning villages also contributes over time.  Every dawn and dusk, the player with the most villages earns 1 gold.  Both players earn the gold in case of a tie.&lt;br /&gt;
&lt;br /&gt;
=== Attack ===&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, select one of the attacks available for the unit, which are stated in the unit pawn. The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on. The attacker rolls one d10 for each swing that the attack allows. For each number that is equal (when the 0/10 is counted as 0) or higher than the defense, the attack hits and the defending unit takes damage, as described in the next section. If the unit survives, it can counter attack, but it has to use one attack of the same type (melee, ranged or magical) as the opponent.&lt;br /&gt;
Once per attack, the player can spend 1 gold to reroll the complete attack.&lt;br /&gt;
&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted by a unit is the sum of the damage from all the successful attacks on the opposite unit. This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units add their level to the total damage during the day, and subtract their level during the night.&lt;br /&gt;
* Chaotic units add their level to the total damage during the night, and subtract their level during the day.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit pawn.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. Put a wound counter in the unit for every point of damage dealt to it. If the wound counters equal or exceed the hit points for the unit, it dies, and the attacking player receives 1 gold per level of the unit. Remove the defeated pawn from the map. &lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
Any unit dealing the final blow can advance at that point, by paying 4 gold per level of the unit. The gold earned by defeating the unit can be used immediately for this purpose.&lt;br /&gt;
In order to advance the unit, remove the current pawn from the map and place the pawn representing one level above for the current class. All wound counters from the old pawn are discarded.&lt;br /&gt;
&lt;br /&gt;
=== Rest ===&lt;br /&gt;
Any unit can rest as an action, and that will give them a chance to get rid of wound counters. Roll a d10 dice, and remove 1 wound counter if the dice shows 7 or more. If this action is taken in a village, remove 2 wound counters in case the dice shows 8 or more, and 1 in any other case.&lt;br /&gt;
&lt;br /&gt;
=== Conquest ===&lt;br /&gt;
This action can only be performed in the main tile of the enemy castle, and it removes that faction from the game. No roll is required, but the unit has to be in the tile at the beginning of the turn.&lt;br /&gt;
&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive, or all the enemy castles have been conquered. That team is declared the winner, no matter the number of units currently in the map.&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=19363</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=19363"/>
		<updated>2007-11-15T21:40:59Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Terrain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit list ==&lt;br /&gt;
This is a set of static html files, based on the configuration files and the translation.  The files can be found at:&amp;lt;br&amp;gt;&lt;br /&gt;
http://units.wesnoth.org/&amp;lt;br&amp;gt;&lt;br /&gt;
The script used in the generation of the files can be found in the wesnoth folder, under data/tools/unit_tree.&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders, or capture the castle&lt;br /&gt;
&lt;br /&gt;
== Elements of the game ==&lt;br /&gt;
=== Materials ===&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids and terrain identifiers on it.&lt;br /&gt;
* Tokens for time of day.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Small coins to track wounds.&lt;br /&gt;
** Big coins to track gold.&lt;br /&gt;
** Any colored counter for village ownership.&lt;br /&gt;
* Some ten sided dices.&lt;br /&gt;
The unit cards, pawns and tokens can be printed from the [in construction] in Excel. Images of the most popular maps can be found here [in construction].&lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
Units are the core of the army. They are represented by pawns in the map, that carry the following information:&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://zapicm.freeshell.org/pawn.jpg http://zapicm.freeshell.org/pawn_20.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;The unit pawn&amp;lt;br&amp;gt;(Click to enlarge)&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Name&lt;br /&gt;
* Attacks: Type, number and damage&lt;br /&gt;
* Life&lt;br /&gt;
* Level&lt;br /&gt;
* Moves&lt;br /&gt;
* Terrain defense, as percentage&lt;br /&gt;
* Terrain movement cost&lt;br /&gt;
* Resistances to damage types&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
Units are grouped in factions, and in each faction there will be units covering the following types:&lt;br /&gt;
* Warrior - Good melee attack&lt;br /&gt;
* Archer - Good ranged attack&lt;br /&gt;
* Mage - Good magical attack&lt;br /&gt;
* Scout - Good movement&lt;br /&gt;
* Mixed - Any combination&lt;br /&gt;
The factions are the following:&lt;br /&gt;
* Loyalists - Lawful&lt;br /&gt;
* Drakes - Lawful&lt;br /&gt;
* Knalgan Alliance - Neutral&lt;br /&gt;
* Rebels - Neutral&lt;br /&gt;
* Northerners - Chaotic&lt;br /&gt;
* Undead - Chaotic&lt;br /&gt;
In addition to the units in each faction, there are mercenaries available for the players, that hire their services for a higher cost.  See the unit tree [in construction] for details.&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
The terrain type affects the defense and movement cost of units. The types that can be found in the map are:&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tleft&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://zapicm.freeshell.org/terrain.jpg http://zapicm.freeshell.org/terrain.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Terrain types&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gold ===&lt;br /&gt;
Gold is the currency that will allow the players to build their factions. It is used for recruiting and advancing units, but also to attempt to bribe Lady Luck!&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player chooses a faction, receives 15 gold, and the village counters for her color. Place the leader pawn on the main section of the player's castle. Make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
Every turn, the acting player will have the opportunity to perform one action with all her units. The actions that can be performed are:&lt;br /&gt;
* Move (with or without attack)&lt;br /&gt;
* Attack&lt;br /&gt;
* Rest&lt;br /&gt;
* Recruit (leader only)&lt;br /&gt;
* Conquest&lt;br /&gt;
&lt;br /&gt;
=== Recruit ===&lt;br /&gt;
Only the leader can recruit, and the action takes its full turn. With this action it can recruit as many units as the player can afford, and the units must be placed in the starting castle tiles, except the main one.  The cost of recruiting is the following:&lt;br /&gt;
* Faction units: 3 gold&lt;br /&gt;
* Mercenary units: 4 gold&lt;br /&gt;
Mercenary units are units from any other set, that doesn't belong to the faction.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
Each unit has a number of movement points, and the unit pawn shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination tile and describe the route of continuous tiles from the unit current position that the unit will follow; add all the movement costs for each tile, and if the total is equal or less than the movement points of the unit, the movement can be done.&lt;br /&gt;
A unit must stop if at any point of its route it finds:&lt;br /&gt;
* An enemy or unoccupied village.&lt;br /&gt;
* There is an enemy unit of least level 1 on an adjacent tile.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same tile as them. All units must complete their movement once they start it; any remaining movement points are lost for the turn.  If the unit ends its movement adjacent to an enemy unit, it can start an attack.&lt;br /&gt;
&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, the player collects one gold and puts one of her village markers in the tile to reflect the ownership.&lt;br /&gt;
Owning villages also contributes over time.  Every dawn and dusk, the player with the most villages earns 1 gold.  Both players earn the gold in case of a tie.&lt;br /&gt;
&lt;br /&gt;
=== Attack ===&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, select one of the attacks available for the unit, which are stated in the unit pawn. The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on. The attacker rolls one d10 for each swing that the attack allows. For each number that is equal (when the 0/10 is counted as 0) or higher than the defense, the attack hits and the defending unit takes damage, as described in the next section. If the unit survives, it can counter attack, but it has to use one attack of the same type (melee, ranged or magical) as the opponent.&lt;br /&gt;
Once per attack, the player can spend 1 gold to reroll the complete attack.&lt;br /&gt;
&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted by a unit is the sum of the damage from all the successful attacks on the opposite unit. This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units add their level to the total damage during the day, and subtract their level during the night.&lt;br /&gt;
* Chaotic units add their level to the total damage during the night, and subtract their level during the day.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit pawn.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. Put a wound counter in the unit for every point of damage dealt to it. If the wound counters equal or exceed the hit points for the unit, it dies, and the attacking player receives 1 gold per level of the unit. Remove the defeated pawn from the map. &lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
Any unit dealing the final blow can advance at that point, by paying 4 gold per level of the unit. The gold earned by defeating the unit can be used immediately for this purpose.&lt;br /&gt;
In order to advance the unit, remove the current pawn from the map and place the pawn representing one level above for the current class. All wound counters from the old pawn are discarded.&lt;br /&gt;
&lt;br /&gt;
=== Rest ===&lt;br /&gt;
Any unit can rest as an action, and that will give them a chance to get rid of wound counters. Roll a d10 dice, and remove 1 wound counter if the dice shows 7 or more. If this action is taken in a village, remove 2 wound counters in case the dice shows 8 or more, and 1 in any other case.&lt;br /&gt;
&lt;br /&gt;
=== Conquest ===&lt;br /&gt;
This action can only be performed in the main tile of the enemy castle, and it removes that faction from the game. No roll is required, but the unit has to be in the tile at the beginning of the turn.&lt;br /&gt;
&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive, or all the enemy castles have been conquered. That team is declared the winner, no matter the number of units currently in the map.&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=19362</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=19362"/>
		<updated>2007-11-15T21:40:32Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Terrain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit list ==&lt;br /&gt;
This is a set of static html files, based on the configuration files and the translation.  The files can be found at:&amp;lt;br&amp;gt;&lt;br /&gt;
http://units.wesnoth.org/&amp;lt;br&amp;gt;&lt;br /&gt;
The script used in the generation of the files can be found in the wesnoth folder, under data/tools/unit_tree.&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders, or capture the castle&lt;br /&gt;
&lt;br /&gt;
== Elements of the game ==&lt;br /&gt;
=== Materials ===&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids and terrain identifiers on it.&lt;br /&gt;
* Tokens for time of day.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Small coins to track wounds.&lt;br /&gt;
** Big coins to track gold.&lt;br /&gt;
** Any colored counter for village ownership.&lt;br /&gt;
* Some ten sided dices.&lt;br /&gt;
The unit cards, pawns and tokens can be printed from the [in construction] in Excel. Images of the most popular maps can be found here [in construction].&lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
Units are the core of the army. They are represented by pawns in the map, that carry the following information:&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://zapicm.freeshell.org/pawn.jpg http://zapicm.freeshell.org/pawn_20.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;The unit pawn&amp;lt;br&amp;gt;(Click to enlarge)&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Name&lt;br /&gt;
* Attacks: Type, number and damage&lt;br /&gt;
* Life&lt;br /&gt;
* Level&lt;br /&gt;
* Moves&lt;br /&gt;
* Terrain defense, as percentage&lt;br /&gt;
* Terrain movement cost&lt;br /&gt;
* Resistances to damage types&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
Units are grouped in factions, and in each faction there will be units covering the following types:&lt;br /&gt;
* Warrior - Good melee attack&lt;br /&gt;
* Archer - Good ranged attack&lt;br /&gt;
* Mage - Good magical attack&lt;br /&gt;
* Scout - Good movement&lt;br /&gt;
* Mixed - Any combination&lt;br /&gt;
The factions are the following:&lt;br /&gt;
* Loyalists - Lawful&lt;br /&gt;
* Drakes - Lawful&lt;br /&gt;
* Knalgan Alliance - Neutral&lt;br /&gt;
* Rebels - Neutral&lt;br /&gt;
* Northerners - Chaotic&lt;br /&gt;
* Undead - Chaotic&lt;br /&gt;
In addition to the units in each faction, there are mercenaries available for the players, that hire their services for a higher cost.  See the unit tree [in construction] for details.&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
The terrain type affects the defense and movement cost of units. The types that can be found in the map are:&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tleft&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://zapicm.freeshell.org/terrain.jpg http://zapicm.freeshell.org/terrain.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Terrain types&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gold ===&lt;br /&gt;
Gold is the currency that will allow the players to build their factions. It is used for recruiting and advancing units, but also to attempt to bribe Lady Luck!&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player chooses a faction, receives 15 gold, and the village counters for her color. Place the leader pawn on the main section of the player's castle. Make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
Every turn, the acting player will have the opportunity to perform one action with all her units. The actions that can be performed are:&lt;br /&gt;
* Move (with or without attack)&lt;br /&gt;
* Attack&lt;br /&gt;
* Rest&lt;br /&gt;
* Recruit (leader only)&lt;br /&gt;
* Conquest&lt;br /&gt;
&lt;br /&gt;
=== Recruit ===&lt;br /&gt;
Only the leader can recruit, and the action takes its full turn. With this action it can recruit as many units as the player can afford, and the units must be placed in the starting castle tiles, except the main one.  The cost of recruiting is the following:&lt;br /&gt;
* Faction units: 3 gold&lt;br /&gt;
* Mercenary units: 4 gold&lt;br /&gt;
Mercenary units are units from any other set, that doesn't belong to the faction.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
Each unit has a number of movement points, and the unit pawn shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination tile and describe the route of continuous tiles from the unit current position that the unit will follow; add all the movement costs for each tile, and if the total is equal or less than the movement points of the unit, the movement can be done.&lt;br /&gt;
A unit must stop if at any point of its route it finds:&lt;br /&gt;
* An enemy or unoccupied village.&lt;br /&gt;
* There is an enemy unit of least level 1 on an adjacent tile.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same tile as them. All units must complete their movement once they start it; any remaining movement points are lost for the turn.  If the unit ends its movement adjacent to an enemy unit, it can start an attack.&lt;br /&gt;
&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, the player collects one gold and puts one of her village markers in the tile to reflect the ownership.&lt;br /&gt;
Owning villages also contributes over time.  Every dawn and dusk, the player with the most villages earns 1 gold.  Both players earn the gold in case of a tie.&lt;br /&gt;
&lt;br /&gt;
=== Attack ===&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, select one of the attacks available for the unit, which are stated in the unit pawn. The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on. The attacker rolls one d10 for each swing that the attack allows. For each number that is equal (when the 0/10 is counted as 0) or higher than the defense, the attack hits and the defending unit takes damage, as described in the next section. If the unit survives, it can counter attack, but it has to use one attack of the same type (melee, ranged or magical) as the opponent.&lt;br /&gt;
Once per attack, the player can spend 1 gold to reroll the complete attack.&lt;br /&gt;
&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted by a unit is the sum of the damage from all the successful attacks on the opposite unit. This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units add their level to the total damage during the day, and subtract their level during the night.&lt;br /&gt;
* Chaotic units add their level to the total damage during the night, and subtract their level during the day.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit pawn.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. Put a wound counter in the unit for every point of damage dealt to it. If the wound counters equal or exceed the hit points for the unit, it dies, and the attacking player receives 1 gold per level of the unit. Remove the defeated pawn from the map. &lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
Any unit dealing the final blow can advance at that point, by paying 4 gold per level of the unit. The gold earned by defeating the unit can be used immediately for this purpose.&lt;br /&gt;
In order to advance the unit, remove the current pawn from the map and place the pawn representing one level above for the current class. All wound counters from the old pawn are discarded.&lt;br /&gt;
&lt;br /&gt;
=== Rest ===&lt;br /&gt;
Any unit can rest as an action, and that will give them a chance to get rid of wound counters. Roll a d10 dice, and remove 1 wound counter if the dice shows 7 or more. If this action is taken in a village, remove 2 wound counters in case the dice shows 8 or more, and 1 in any other case.&lt;br /&gt;
&lt;br /&gt;
=== Conquest ===&lt;br /&gt;
This action can only be performed in the main tile of the enemy castle, and it removes that faction from the game. No roll is required, but the unit has to be in the tile at the beginning of the turn.&lt;br /&gt;
&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive, or all the enemy castles have been conquered. That team is declared the winner, no matter the number of units currently in the map.&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=19361</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=19361"/>
		<updated>2007-11-15T21:37:35Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Terrain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit list ==&lt;br /&gt;
This is a set of static html files, based on the configuration files and the translation.  The files can be found at:&amp;lt;br&amp;gt;&lt;br /&gt;
http://units.wesnoth.org/&amp;lt;br&amp;gt;&lt;br /&gt;
The script used in the generation of the files can be found in the wesnoth folder, under data/tools/unit_tree.&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders, or capture the castle&lt;br /&gt;
&lt;br /&gt;
== Elements of the game ==&lt;br /&gt;
=== Materials ===&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids and terrain identifiers on it.&lt;br /&gt;
* Tokens for time of day.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Small coins to track wounds.&lt;br /&gt;
** Big coins to track gold.&lt;br /&gt;
** Any colored counter for village ownership.&lt;br /&gt;
* Some ten sided dices.&lt;br /&gt;
The unit cards, pawns and tokens can be printed from the [in construction] in Excel. Images of the most popular maps can be found here [in construction].&lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
Units are the core of the army. They are represented by pawns in the map, that carry the following information:&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://zapicm.freeshell.org/pawn.jpg http://zapicm.freeshell.org/pawn_20.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;The unit pawn&amp;lt;br&amp;gt;(Click to enlarge)&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Name&lt;br /&gt;
* Attacks: Type, number and damage&lt;br /&gt;
* Life&lt;br /&gt;
* Level&lt;br /&gt;
* Moves&lt;br /&gt;
* Terrain defense, as percentage&lt;br /&gt;
* Terrain movement cost&lt;br /&gt;
* Resistances to damage types&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
Units are grouped in factions, and in each faction there will be units covering the following types:&lt;br /&gt;
* Warrior - Good melee attack&lt;br /&gt;
* Archer - Good ranged attack&lt;br /&gt;
* Mage - Good magical attack&lt;br /&gt;
* Scout - Good movement&lt;br /&gt;
* Mixed - Any combination&lt;br /&gt;
The factions are the following:&lt;br /&gt;
* Loyalists - Lawful&lt;br /&gt;
* Drakes - Lawful&lt;br /&gt;
* Knalgan Alliance - Neutral&lt;br /&gt;
* Rebels - Neutral&lt;br /&gt;
* Northerners - Chaotic&lt;br /&gt;
* Undead - Chaotic&lt;br /&gt;
In addition to the units in each faction, there are mercenaries available for the players, that hire their services for a higher cost.  See the unit tree [in construction] for details.&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
The types of terrain that can be found in the map are:&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tleft&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://zapicm.freeshell.org/terrain.jpg http://zapicm.freeshell.org/terrain.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Terrain types&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gold ===&lt;br /&gt;
Gold is the currency that will allow the players to build their factions. It is used for recruiting and advancing units, but also to attempt to bribe Lady Luck!&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player chooses a faction, receives 15 gold, and the village counters for her color. Place the leader pawn on the main section of the player's castle. Make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
Every turn, the acting player will have the opportunity to perform one action with all her units. The actions that can be performed are:&lt;br /&gt;
* Move (with or without attack)&lt;br /&gt;
* Attack&lt;br /&gt;
* Rest&lt;br /&gt;
* Recruit (leader only)&lt;br /&gt;
* Conquest&lt;br /&gt;
&lt;br /&gt;
=== Recruit ===&lt;br /&gt;
Only the leader can recruit, and the action takes its full turn. With this action it can recruit as many units as the player can afford, and the units must be placed in the starting castle tiles, except the main one.  The cost of recruiting is the following:&lt;br /&gt;
* Faction units: 3 gold&lt;br /&gt;
* Mercenary units: 4 gold&lt;br /&gt;
Mercenary units are units from any other set, that doesn't belong to the faction.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
Each unit has a number of movement points, and the unit pawn shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination tile and describe the route of continuous tiles from the unit current position that the unit will follow; add all the movement costs for each tile, and if the total is equal or less than the movement points of the unit, the movement can be done.&lt;br /&gt;
A unit must stop if at any point of its route it finds:&lt;br /&gt;
* An enemy or unoccupied village.&lt;br /&gt;
* There is an enemy unit of least level 1 on an adjacent tile.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same tile as them. All units must complete their movement once they start it; any remaining movement points are lost for the turn.  If the unit ends its movement adjacent to an enemy unit, it can start an attack.&lt;br /&gt;
&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, the player collects one gold and puts one of her village markers in the tile to reflect the ownership.&lt;br /&gt;
Owning villages also contributes over time.  Every dawn and dusk, the player with the most villages earns 1 gold.  Both players earn the gold in case of a tie.&lt;br /&gt;
&lt;br /&gt;
=== Attack ===&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, select one of the attacks available for the unit, which are stated in the unit pawn. The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on. The attacker rolls one d10 for each swing that the attack allows. For each number that is equal (when the 0/10 is counted as 0) or higher than the defense, the attack hits and the defending unit takes damage, as described in the next section. If the unit survives, it can counter attack, but it has to use one attack of the same type (melee, ranged or magical) as the opponent.&lt;br /&gt;
Once per attack, the player can spend 1 gold to reroll the complete attack.&lt;br /&gt;
&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted by a unit is the sum of the damage from all the successful attacks on the opposite unit. This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units add their level to the total damage during the day, and subtract their level during the night.&lt;br /&gt;
* Chaotic units add their level to the total damage during the night, and subtract their level during the day.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit pawn.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. Put a wound counter in the unit for every point of damage dealt to it. If the wound counters equal or exceed the hit points for the unit, it dies, and the attacking player receives 1 gold per level of the unit. Remove the defeated pawn from the map. &lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
Any unit dealing the final blow can advance at that point, by paying 4 gold per level of the unit. The gold earned by defeating the unit can be used immediately for this purpose.&lt;br /&gt;
In order to advance the unit, remove the current pawn from the map and place the pawn representing one level above for the current class. All wound counters from the old pawn are discarded.&lt;br /&gt;
&lt;br /&gt;
=== Rest ===&lt;br /&gt;
Any unit can rest as an action, and that will give them a chance to get rid of wound counters. Roll a d10 dice, and remove 1 wound counter if the dice shows 7 or more. If this action is taken in a village, remove 2 wound counters in case the dice shows 8 or more, and 1 in any other case.&lt;br /&gt;
&lt;br /&gt;
=== Conquest ===&lt;br /&gt;
This action can only be performed in the main tile of the enemy castle, and it removes that faction from the game. No roll is required, but the unit has to be in the tile at the beginning of the turn.&lt;br /&gt;
&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive, or all the enemy castles have been conquered. That team is declared the winner, no matter the number of units currently in the map.&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=19360</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=19360"/>
		<updated>2007-11-15T21:35:43Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Wesnoth Board Game [In progress] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit list ==&lt;br /&gt;
This is a set of static html files, based on the configuration files and the translation.  The files can be found at:&amp;lt;br&amp;gt;&lt;br /&gt;
http://units.wesnoth.org/&amp;lt;br&amp;gt;&lt;br /&gt;
The script used in the generation of the files can be found in the wesnoth folder, under data/tools/unit_tree.&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders, or capture the castle&lt;br /&gt;
&lt;br /&gt;
== Elements of the game ==&lt;br /&gt;
=== Materials ===&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids and terrain identifiers on it.&lt;br /&gt;
* Tokens for time of day.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Small coins to track wounds.&lt;br /&gt;
** Big coins to track gold.&lt;br /&gt;
** Any colored counter for village ownership.&lt;br /&gt;
* Some ten sided dices.&lt;br /&gt;
The unit cards, pawns and tokens can be printed from the [in construction] in Excel. Images of the most popular maps can be found here [in construction].&lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
Units are the core of the army. They are represented by pawns in the map, that carry the following information:&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://zapicm.freeshell.org/pawn.jpg http://zapicm.freeshell.org/pawn_20.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;The unit pawn&amp;lt;br&amp;gt;(Click to enlarge)&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Name&lt;br /&gt;
* Attacks: Type, number and damage&lt;br /&gt;
* Life&lt;br /&gt;
* Level&lt;br /&gt;
* Moves&lt;br /&gt;
* Terrain defense, as percentage&lt;br /&gt;
* Terrain movement cost&lt;br /&gt;
* Resistances to damage types&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
Units are grouped in factions, and in each faction there will be units covering the following types:&lt;br /&gt;
* Warrior - Good melee attack&lt;br /&gt;
* Archer - Good ranged attack&lt;br /&gt;
* Mage - Good magical attack&lt;br /&gt;
* Scout - Good movement&lt;br /&gt;
* Mixed - Any combination&lt;br /&gt;
The factions are the following:&lt;br /&gt;
* Loyalists - Lawful&lt;br /&gt;
* Drakes - Lawful&lt;br /&gt;
* Knalgan Alliance - Neutral&lt;br /&gt;
* Rebels - Neutral&lt;br /&gt;
* Northerners - Chaotic&lt;br /&gt;
* Undead - Chaotic&lt;br /&gt;
In addition to the units in each faction, there are mercenaries available for the players, that hire their services for a higher cost.  See the unit tree [in construction] for details.&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
The type of terrain that can be found in the map are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gold ===&lt;br /&gt;
Gold is the currency that will allow the players to build their factions. It is used for recruiting and advancing units, but also to attempt to bribe Lady Luck!&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player chooses a faction, receives 15 gold, and the village counters for her color. Place the leader pawn on the main section of the player's castle. Make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
Every turn, the acting player will have the opportunity to perform one action with all her units. The actions that can be performed are:&lt;br /&gt;
* Move (with or without attack)&lt;br /&gt;
* Attack&lt;br /&gt;
* Rest&lt;br /&gt;
* Recruit (leader only)&lt;br /&gt;
* Conquest&lt;br /&gt;
&lt;br /&gt;
=== Recruit ===&lt;br /&gt;
Only the leader can recruit, and the action takes its full turn. With this action it can recruit as many units as the player can afford, and the units must be placed in the starting castle tiles, except the main one.  The cost of recruiting is the following:&lt;br /&gt;
* Faction units: 3 gold&lt;br /&gt;
* Mercenary units: 4 gold&lt;br /&gt;
Mercenary units are units from any other set, that doesn't belong to the faction.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
Each unit has a number of movement points, and the unit pawn shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination tile and describe the route of continuous tiles from the unit current position that the unit will follow; add all the movement costs for each tile, and if the total is equal or less than the movement points of the unit, the movement can be done.&lt;br /&gt;
A unit must stop if at any point of its route it finds:&lt;br /&gt;
* An enemy or unoccupied village.&lt;br /&gt;
* There is an enemy unit of least level 1 on an adjacent tile.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same tile as them. All units must complete their movement once they start it; any remaining movement points are lost for the turn.  If the unit ends its movement adjacent to an enemy unit, it can start an attack.&lt;br /&gt;
&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, the player collects one gold and puts one of her village markers in the tile to reflect the ownership.&lt;br /&gt;
Owning villages also contributes over time.  Every dawn and dusk, the player with the most villages earns 1 gold.  Both players earn the gold in case of a tie.&lt;br /&gt;
&lt;br /&gt;
=== Attack ===&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, select one of the attacks available for the unit, which are stated in the unit pawn. The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on. The attacker rolls one d10 for each swing that the attack allows. For each number that is equal (when the 0/10 is counted as 0) or higher than the defense, the attack hits and the defending unit takes damage, as described in the next section. If the unit survives, it can counter attack, but it has to use one attack of the same type (melee, ranged or magical) as the opponent.&lt;br /&gt;
Once per attack, the player can spend 1 gold to reroll the complete attack.&lt;br /&gt;
&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted by a unit is the sum of the damage from all the successful attacks on the opposite unit. This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units add their level to the total damage during the day, and subtract their level during the night.&lt;br /&gt;
* Chaotic units add their level to the total damage during the night, and subtract their level during the day.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit pawn.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. Put a wound counter in the unit for every point of damage dealt to it. If the wound counters equal or exceed the hit points for the unit, it dies, and the attacking player receives 1 gold per level of the unit. Remove the defeated pawn from the map. &lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
Any unit dealing the final blow can advance at that point, by paying 4 gold per level of the unit. The gold earned by defeating the unit can be used immediately for this purpose.&lt;br /&gt;
In order to advance the unit, remove the current pawn from the map and place the pawn representing one level above for the current class. All wound counters from the old pawn are discarded.&lt;br /&gt;
&lt;br /&gt;
=== Rest ===&lt;br /&gt;
Any unit can rest as an action, and that will give them a chance to get rid of wound counters. Roll a d10 dice, and remove 1 wound counter if the dice shows 7 or more. If this action is taken in a village, remove 2 wound counters in case the dice shows 8 or more, and 1 in any other case.&lt;br /&gt;
&lt;br /&gt;
=== Conquest ===&lt;br /&gt;
This action can only be performed in the main tile of the enemy castle, and it removes that faction from the game. No roll is required, but the unit has to be in the tile at the beginning of the turn.&lt;br /&gt;
&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive, or all the enemy castles have been conquered. That team is declared the winner, no matter the number of units currently in the map.&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=19359</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=19359"/>
		<updated>2007-11-15T21:20:54Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit list ==&lt;br /&gt;
This is a set of static html files, based on the configuration files and the translation.  The files can be found at:&amp;lt;br&amp;gt;&lt;br /&gt;
http://units.wesnoth.org/&amp;lt;br&amp;gt;&lt;br /&gt;
The script used in the generation of the files can be found in the wesnoth folder, under data/tools/unit_tree.&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders, or capture the castle&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids and terrain identifiers on it.&lt;br /&gt;
* Tokens for time of day.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Small coins to track wounds.&lt;br /&gt;
** Big coins to track gold.&lt;br /&gt;
** Any colored counter for village ownership.&lt;br /&gt;
* Some ten sided dices.&lt;br /&gt;
The unit cards, pawns and tokens can be printed from the [in construction] in Excel. Images of the most popular maps can be found here [in construction].&lt;br /&gt;
&lt;br /&gt;
== Units ==&lt;br /&gt;
Units are the core of the army. They are represented by pawns in the map, that carry the following information:&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://zapicm.freeshell.org/pawn.jpg http://zapicm.freeshell.org/pawn_20.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;The unit pawn&amp;lt;br&amp;gt;(Click to enlarge)&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Name&lt;br /&gt;
* Attacks: Type, number and damage&lt;br /&gt;
* Life&lt;br /&gt;
* Level&lt;br /&gt;
* Moves&lt;br /&gt;
* Terrain defense, as percentage&lt;br /&gt;
* Terrain movement cost&lt;br /&gt;
* Resistances to damage types&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
Units are grouped in factions, and in each faction there will be units covering the following types:&lt;br /&gt;
* Warrior - Good melee attack&lt;br /&gt;
* Archer - Good ranged attack&lt;br /&gt;
* Mage - Good magical attack&lt;br /&gt;
* Scout - Good movement&lt;br /&gt;
* Mixed - Any combination&lt;br /&gt;
The factions are the following:&lt;br /&gt;
* Loyalists - Lawful&lt;br /&gt;
* Drakes - Lawful&lt;br /&gt;
* Knalgan Alliance - Neutral&lt;br /&gt;
* Rebels - Neutral&lt;br /&gt;
* Northerners - Chaotic&lt;br /&gt;
* Undead - Chaotic&lt;br /&gt;
In addition to the units in each faction, there are mercenaries available for the players, that hire their services for a higher cost.  See the unit tree [in construction] for details.&lt;br /&gt;
&lt;br /&gt;
== Gold ==&lt;br /&gt;
Gold is the currency that will allow the players to build their factions. It is used for recruiting and advancing units, but also to attempt to bribe Lady Luck!&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player chooses a faction, receives 15 gold, and the village counters for her color. Place the leader pawn on the main section of the player's castle. Make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
Every turn, the acting player will have the opportunity to perform one action with all her units. The actions that can be performed are:&lt;br /&gt;
* Move (with or without attack)&lt;br /&gt;
* Attack&lt;br /&gt;
* Rest&lt;br /&gt;
* Recruit (leader only)&lt;br /&gt;
* Conquest&lt;br /&gt;
&lt;br /&gt;
=== Recruit ===&lt;br /&gt;
Only the leader can recruit, and the action takes its full turn. With this action it can recruit as many units as the player can afford, and the units must be placed in the starting castle tiles, except the main one.  The cost of recruiting is the following:&lt;br /&gt;
* Faction units: 3 gold&lt;br /&gt;
* Mercenary units: 4 gold&lt;br /&gt;
Mercenary units are units from any other set, that doesn't belong to the faction.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
Each unit has a number of movement points, and the unit pawn shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination tile and describe the route of continuous tiles from the unit current position that the unit will follow; add all the movement costs for each tile, and if the total is equal or less than the movement points of the unit, the movement can be done.&lt;br /&gt;
A unit must stop if at any point of its route it finds:&lt;br /&gt;
* An enemy or unoccupied village.&lt;br /&gt;
* There is an enemy unit of least level 1 on an adjacent tile.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same tile as them. All units must complete their movement once they start it; any remaining movement points are lost for the turn.  If the unit ends its movement adjacent to an enemy unit, it can start an attack.&lt;br /&gt;
&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, the player collects one gold and puts one of her village markers in the tile to reflect the ownership.&lt;br /&gt;
Owning villages also contributes over time.  Every dawn and dusk, the player with the most villages earns 1 gold.  Both players earn the gold in case of a tie.&lt;br /&gt;
&lt;br /&gt;
=== Attack ===&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, select one of the attacks available for the unit, which are stated in the unit pawn. The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on. The attacker rolls one d10 for each swing that the attack allows. For each number that is equal (when the 0/10 is counted as 0) or higher than the defense, the attack hits and the defending unit takes damage, as described in the next section. If the unit survives, it can counter attack, but it has to use one attack of the same type (melee, ranged or magical) as the opponent.&lt;br /&gt;
Once per attack, the player can spend 1 gold to reroll the complete attack.&lt;br /&gt;
&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted by a unit is the sum of the damage from all the successful attacks on the opposite unit. This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units add their level to the total damage during the day, and subtract their level during the night.&lt;br /&gt;
* Chaotic units add their level to the total damage during the night, and subtract their level during the day.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit pawn.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. Put a wound counter in the unit for every point of damage dealt to it. If the wound counters equal or exceed the hit points for the unit, it dies, and the attacking player receives 1 gold per level of the unit. Remove the defeated pawn from the map. &lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
Any unit dealing the final blow can advance at that point, by paying 4 gold per level of the unit. The gold earned by defeating the unit can be used immediately for this purpose.&lt;br /&gt;
In order to advance the unit, remove the current pawn from the map and place the pawn representing one level above for the current class. All wound counters from the old pawn are discarded.&lt;br /&gt;
&lt;br /&gt;
=== Rest ===&lt;br /&gt;
Any unit can rest as an action, and that will give them a chance to get rid of wound counters. Roll a d10 dice, and remove 1 wound counter if the dice shows 7 or more. If this action is taken in a village, remove 2 wound counters in case the dice shows 8 or more, and 1 in any other case.&lt;br /&gt;
&lt;br /&gt;
=== Conquest ===&lt;br /&gt;
This action can only be performed in the main tile of the enemy castle, and it removes that faction from the game. No roll is required, but the unit has to be in the tile at the beginning of the turn.&lt;br /&gt;
&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive, or all the enemy castles have been conquered. That team is declared the winner, no matter the number of units currently in the map.&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=19358</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=19358"/>
		<updated>2007-11-15T21:09:21Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Attack = */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit list ==&lt;br /&gt;
This is a set of static html files, based on the configuration files and the translation.  The files can be found at:&amp;lt;br&amp;gt;&lt;br /&gt;
http://units.wesnoth.org/&amp;lt;br&amp;gt;&lt;br /&gt;
The script used in the generation of the files can be found in the wesnoth folder, under data/tools/unit_tree.&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders, or capture the castle&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids and terrain identifiers on it.&lt;br /&gt;
* Tokens for time of day.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Small coins to track wounds.&lt;br /&gt;
** Big coins to track gold.&lt;br /&gt;
** Any colored counter for village ownership.&lt;br /&gt;
* Some ten sided dices.&lt;br /&gt;
The unit cards, pawns and tokens can be printed from the [in construction] in Excel. Images of the most popular maps can be found here [in construction].&lt;br /&gt;
&lt;br /&gt;
== Units ==&lt;br /&gt;
Units are the core of the army. They are represented by pawns in the map, that carry the following information:&amp;lt;br&amp;gt;&lt;br /&gt;
[Image:http://zapicm.freeshell.org/pawn.jpg]&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
Units are grouped in factions, and in each faction there will be units covering the following types:&lt;br /&gt;
* Warrior - Good melee attack&lt;br /&gt;
* Archer - Good ranged attack&lt;br /&gt;
* Mage - Good magical attack&lt;br /&gt;
* Scout - Good movement&lt;br /&gt;
* Mixed - Any combination&lt;br /&gt;
The factions are the following:&lt;br /&gt;
* Loyalists - Lawful&lt;br /&gt;
* Drakes - Lawful&lt;br /&gt;
* Knalgan Alliance - Neutral&lt;br /&gt;
* Rebels - Neutral&lt;br /&gt;
* Northerners - Chaotic&lt;br /&gt;
* Undead - Chaotic&lt;br /&gt;
In addition to the units in each faction, there are mercenaries available for the players, that hire their services for a higher cost.  See the unit tree [in construction] for details.&lt;br /&gt;
&lt;br /&gt;
== Gold ==&lt;br /&gt;
Gold is the currency that will allow the players to build their factions. It is used for recruiting and advancing units, but also to attempt to bribe Lady Luck!&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player chooses a faction, receives 15 gold, and the village counters for her color. Place the leader pawn on the main section of the player's castle. Make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
Every turn, the acting player will have the opportunity to perform one action with all her units. The actions that can be performed are:&lt;br /&gt;
* Move (with or without attack)&lt;br /&gt;
* Attack&lt;br /&gt;
* Rest&lt;br /&gt;
* Recruit (leader only)&lt;br /&gt;
* Conquest&lt;br /&gt;
&lt;br /&gt;
=== Recruit ===&lt;br /&gt;
Only the leader can recruit, and the action takes its full turn. With this action it can recruit as many units as the player can afford, and the units must be placed in the starting castle tiles, except the main one.  The cost of recruiting is the following:&lt;br /&gt;
* Faction units: 3 gold&lt;br /&gt;
* Mercenary units: 4 gold&lt;br /&gt;
Mercenary units are units from any other set, that doesn't belong to the faction.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
Each unit has a number of movement points, and the unit pawn shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination tile and describe the route of continuous tiles from the unit current position that the unit will follow; add all the movement costs for each tile, and if the total is equal or less than the movement points of the unit, the movement can be done.&lt;br /&gt;
A unit must stop if at any point of its route it finds:&lt;br /&gt;
* An enemy or unoccupied village.&lt;br /&gt;
* There is an enemy unit of least level 1 on an adjacent tile.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same tile as them. All units must complete their movement once they start it; any remaining movement points are lost for the turn.  If the unit ends its movement adjacent to an enemy unit, it can start an attack.&lt;br /&gt;
&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, the player collects one gold and puts one of her village markers in the tile to reflect the ownership.&lt;br /&gt;
Owning villages also contributes over time.  Every dawn and dusk, the player with the most villages earns 1 gold.  Both players earn the gold in case of a tie.&lt;br /&gt;
&lt;br /&gt;
=== Attack ===&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, select one of the attacks available for the unit, which are stated in the unit pawn. The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on. The attacker rolls one d10 for each swing that the attack allows. For each number that is equal (when the 0/10 is counted as 0) or higher than the defense, the attack hits and the defending unit takes damage, as described in the next section. If the unit survives, it can counter attack, but it has to use one attack of the same type (melee, ranged or magical) as the opponent.&lt;br /&gt;
Once per attack, the player can spend 1 gold to reroll the complete attack.&lt;br /&gt;
&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted by a unit is the sum of the damage from all the successful attacks on the opposite unit. This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units add their level to the total damage during the day, and subtract their level during the night.&lt;br /&gt;
* Chaotic units add their level to the total damage during the night, and subtract their level during the day.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit pawn.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. Put a wound counter in the unit for every point of damage dealt to it. If the wound counters equal or exceed the hit points for the unit, it dies, and the attacking player receives 1 gold per level of the unit. Remove the defeated pawn from the map. &lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
Any unit dealing the final blow can advance at that point, by paying 4 gold per level of the unit. The gold earned by defeating the unit can be used immediately for this purpose.&lt;br /&gt;
In order to advance the unit, remove the current pawn from the map and place the pawn representing one level above for the current class. All wound counters from the old pawn are discarded.&lt;br /&gt;
&lt;br /&gt;
=== Rest ===&lt;br /&gt;
Any unit can rest as an action, and that will give them a chance to get rid of wound counters. Roll a d10 dice, and remove 1 wound counter if the dice shows 7 or more. If this action is taken in a village, remove 2 wound counters in case the dice shows 8 or more, and 1 in any other case.&lt;br /&gt;
&lt;br /&gt;
=== Conquest ===&lt;br /&gt;
This action can only be performed in the main tile of the enemy castle, and it removes that faction from the game. No roll is required, but the unit has to be in the tile at the beginning of the turn.&lt;br /&gt;
&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive, or all the enemy castles have been conquered. That team is declared the winner, no matter the number of units currently in the map.&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=19357</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=19357"/>
		<updated>2007-11-15T21:08:59Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit list ==&lt;br /&gt;
This is a set of static html files, based on the configuration files and the translation.  The files can be found at:&amp;lt;br&amp;gt;&lt;br /&gt;
http://units.wesnoth.org/&amp;lt;br&amp;gt;&lt;br /&gt;
The script used in the generation of the files can be found in the wesnoth folder, under data/tools/unit_tree.&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders, or capture the castle&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids and terrain identifiers on it.&lt;br /&gt;
* Tokens for time of day.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Small coins to track wounds.&lt;br /&gt;
** Big coins to track gold.&lt;br /&gt;
** Any colored counter for village ownership.&lt;br /&gt;
* Some ten sided dices.&lt;br /&gt;
The unit cards, pawns and tokens can be printed from the [in construction] in Excel. Images of the most popular maps can be found here [in construction].&lt;br /&gt;
&lt;br /&gt;
== Units ==&lt;br /&gt;
Units are the core of the army. They are represented by pawns in the map, that carry the following information:&amp;lt;br&amp;gt;&lt;br /&gt;
[Image:http://zapicm.freeshell.org/pawn.jpg]&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
Units are grouped in factions, and in each faction there will be units covering the following types:&lt;br /&gt;
* Warrior - Good melee attack&lt;br /&gt;
* Archer - Good ranged attack&lt;br /&gt;
* Mage - Good magical attack&lt;br /&gt;
* Scout - Good movement&lt;br /&gt;
* Mixed - Any combination&lt;br /&gt;
The factions are the following:&lt;br /&gt;
* Loyalists - Lawful&lt;br /&gt;
* Drakes - Lawful&lt;br /&gt;
* Knalgan Alliance - Neutral&lt;br /&gt;
* Rebels - Neutral&lt;br /&gt;
* Northerners - Chaotic&lt;br /&gt;
* Undead - Chaotic&lt;br /&gt;
In addition to the units in each faction, there are mercenaries available for the players, that hire their services for a higher cost.  See the unit tree [in construction] for details.&lt;br /&gt;
&lt;br /&gt;
== Gold ==&lt;br /&gt;
Gold is the currency that will allow the players to build their factions. It is used for recruiting and advancing units, but also to attempt to bribe Lady Luck!&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player chooses a faction, receives 15 gold, and the village counters for her color. Place the leader pawn on the main section of the player's castle. Make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
Every turn, the acting player will have the opportunity to perform one action with all her units. The actions that can be performed are:&lt;br /&gt;
* Move (with or without attack)&lt;br /&gt;
* Attack&lt;br /&gt;
* Rest&lt;br /&gt;
* Recruit (leader only)&lt;br /&gt;
* Conquest&lt;br /&gt;
&lt;br /&gt;
=== Recruit ===&lt;br /&gt;
Only the leader can recruit, and the action takes its full turn. With this action it can recruit as many units as the player can afford, and the units must be placed in the starting castle tiles, except the main one.  The cost of recruiting is the following:&lt;br /&gt;
* Faction units: 3 gold&lt;br /&gt;
* Mercenary units: 4 gold&lt;br /&gt;
Mercenary units are units from any other set, that doesn't belong to the faction.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
Each unit has a number of movement points, and the unit pawn shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination tile and describe the route of continuous tiles from the unit current position that the unit will follow; add all the movement costs for each tile, and if the total is equal or less than the movement points of the unit, the movement can be done.&lt;br /&gt;
A unit must stop if at any point of its route it finds:&lt;br /&gt;
* An enemy or unoccupied village.&lt;br /&gt;
* There is an enemy unit of least level 1 on an adjacent tile.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same tile as them. All units must complete their movement once they start it; any remaining movement points are lost for the turn.  If the unit ends its movement adjacent to an enemy unit, it can start an attack.&lt;br /&gt;
&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, the player collects one gold and puts one of her village markers in the tile to reflect the ownership.&lt;br /&gt;
Owning villages also contributes over time.  Every dawn and dusk, the player with the most villages earns 1 gold.  Both players earn the gold in case of a tie.&lt;br /&gt;
&lt;br /&gt;
=== Attack ====&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, select one of the attacks available for the unit, which are stated in the unit pawn. The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on. The attacker rolls one d10 for each swing that the attack allows. For each number that is equal (when the 0/10 is counted as 0) or higher than the defense, the attack hits and the defending unit takes damage, as described in the next section. If the unit survives, it can counter attack, but it has to use one attack of the same type (melee, ranged or magical) as the opponent.&lt;br /&gt;
Once per attack, the player can spend 1 gold to reroll the complete attack.&lt;br /&gt;
&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted by a unit is the sum of the damage from all the successful attacks on the opposite unit. This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units add their level to the total damage during the day, and subtract their level during the night.&lt;br /&gt;
* Chaotic units add their level to the total damage during the night, and subtract their level during the day.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit pawn.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. Put a wound counter in the unit for every point of damage dealt to it. If the wound counters equal or exceed the hit points for the unit, it dies, and the attacking player receives 1 gold per level of the unit. Remove the defeated pawn from the map. &lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
Any unit dealing the final blow can advance at that point, by paying 4 gold per level of the unit. The gold earned by defeating the unit can be used immediately for this purpose.&lt;br /&gt;
In order to advance the unit, remove the current pawn from the map and place the pawn representing one level above for the current class. All wound counters from the old pawn are discarded.&lt;br /&gt;
&lt;br /&gt;
=== Rest ===&lt;br /&gt;
Any unit can rest as an action, and that will give them a chance to get rid of wound counters. Roll a d10 dice, and remove 1 wound counter if the dice shows 7 or more. If this action is taken in a village, remove 2 wound counters in case the dice shows 8 or more, and 1 in any other case.&lt;br /&gt;
&lt;br /&gt;
=== Conquest ===&lt;br /&gt;
This action can only be performed in the main tile of the enemy castle, and it removes that faction from the game. No roll is required, but the unit has to be in the tile at the beginning of the turn.&lt;br /&gt;
&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive, or all the enemy castles have been conquered. That team is declared the winner, no matter the number of units currently in the map.&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=19354</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=19354"/>
		<updated>2007-11-15T20:03:09Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Wesnoth Board Game [In progress] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit list ==&lt;br /&gt;
This is a set of static html files, based on the configuration files and the translation.  The files can be found at:&amp;lt;br&amp;gt;&lt;br /&gt;
http://units.wesnoth.org/&amp;lt;br&amp;gt;&lt;br /&gt;
The script used in the generation of the files can be found in the wesnoth folder, under data/tools/unit_tree.&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders, or capture the castle&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids and terrain identifiers on it.&lt;br /&gt;
* Tokens for time of day.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Small coins to track wounds.&lt;br /&gt;
** Big coins to track gold.&lt;br /&gt;
** Any colored counter for village ownership.&lt;br /&gt;
* Some ten sided dices.&lt;br /&gt;
The unit cards, pawns and tokens can be printed from the [in construction] in Excel. Images of the most popular maps can be found here [in construction].&lt;br /&gt;
&lt;br /&gt;
== Units ==&lt;br /&gt;
Units are the core of the army. They are represented by pawns in the map, that carry the following information:&lt;br /&gt;
[in construction]&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
Units are grouped in factions, and in each faction there will be units covering the following types:&lt;br /&gt;
* Warrior - Good melee attack&lt;br /&gt;
* Archer - Good ranged attack&lt;br /&gt;
* Mage - Good magical attack&lt;br /&gt;
* Scout - Good movement&lt;br /&gt;
* Mixed - Any combination&lt;br /&gt;
The factions are the following:&lt;br /&gt;
* Loyalists - Lawful&lt;br /&gt;
* Drakes - Lawful&lt;br /&gt;
* Knalgan Alliance - Neutral&lt;br /&gt;
* Rebels - Neutral&lt;br /&gt;
* Northerners - Chaotic&lt;br /&gt;
* Undead - Chaotic&lt;br /&gt;
In addition to the units in each faction, there are mercenaries available for the players, that hire their services for a higher cost.  See the unit tree [in construction] for details.&lt;br /&gt;
&lt;br /&gt;
== Gold ==&lt;br /&gt;
Gold is the currency that will allow the players to build their factions. It is used for recruiting and advancing units, but also to attempt to bribe Lady Luck!&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player chooses a faction, receives 15 gold, and the village counters for her color. Place the leader pawn on the main section of the player's castle. Make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
Every turn, the acting player will have the opportunity to perform one action with all her units. The actions that can be performed are:&lt;br /&gt;
* Move (with or without attack)&lt;br /&gt;
* Attack&lt;br /&gt;
* Rest&lt;br /&gt;
* Recruit (leader only)&lt;br /&gt;
* Conquest&lt;br /&gt;
&lt;br /&gt;
=== Recruit ===&lt;br /&gt;
Only the leader can recruit, and the action takes its full turn. With this action it can recruit as many units as the player can afford, and the units must be placed in the starting castle tiles, except the main one.  The cost of recruiting is the following:&lt;br /&gt;
* Faction units: 3 gold&lt;br /&gt;
* Mercenary units: 4 gold&lt;br /&gt;
Mercenary units are units from any other set, that doesn't belong to the faction.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
Each unit has a number of movement points, and the unit pawn shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination tile and describe the route of continuous tiles from the unit current position that the unit will follow; add all the movement costs for each tile, and if the total is equal or less than the movement points of the unit, the movement can be done.&lt;br /&gt;
A unit must stop if at any point of its route it finds:&lt;br /&gt;
* An enemy or unoccupied village.&lt;br /&gt;
* There is an enemy unit of least level 1 on an adjacent tile.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same tile as them. All units must complete their movement once they start it; any remaining movement points are lost for the turn.  If the unit ends its movement adjacent to an enemy unit, it can start an attack.&lt;br /&gt;
&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, the player collects one gold and puts one of her village markers in the tile to reflect the ownership.&lt;br /&gt;
Owning villages also contributes over time.  Every dawn and dusk, the player with the most villages earns 1 gold.  Both players earn the gold in case of a tie.&lt;br /&gt;
&lt;br /&gt;
=== Attack ====&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, select one of the attacks available for the unit, which are stated in the unit pawn. The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on. The attacker rolls one d10 for each swing that the attack allows. For each number that is equal (when the 0/10 is counted as 0) or higher than the defense, the attack hits and the defending unit takes damage, as described in the next section. If the unit survives, it can counter attack, but it has to use one attack of the same type (melee, ranged or magical) as the opponent.&lt;br /&gt;
Once per attack, the player can spend 1 gold to reroll the complete attack.&lt;br /&gt;
&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted by a unit is the sum of the damage from all the successful attacks on the opposite unit. This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units add their level to the total damage during the day, and subtract their level during the night.&lt;br /&gt;
* Chaotic units add their level to the total damage during the night, and subtract their level during the day.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit pawn.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. Put a wound counter in the unit for every point of damage dealt to it. If the wound counters equal or exceed the hit points for the unit, it dies, and the attacking player receives 1 gold per level of the unit. Remove the defeated pawn from the map. &lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
Any unit dealing the final blow can advance at that point, by paying 4 gold per level of the unit. The gold earned by defeating the unit can be used immediately for this purpose.&lt;br /&gt;
In order to advance the unit, remove the current pawn from the map and place the pawn representing one level above for the current class. All wound counters from the old pawn are discarded.&lt;br /&gt;
&lt;br /&gt;
=== Rest ===&lt;br /&gt;
Any unit can rest as an action, and that will give them a chance to get rid of wound counters. Roll a d10 dice, and remove 1 wound counter if the dice shows 7 or more. If this action is taken in a village, remove 2 wound counters in case the dice shows 8 or more, and 1 in any other case.&lt;br /&gt;
&lt;br /&gt;
=== Conquest ===&lt;br /&gt;
This action can only be performed in the main tile of the enemy castle, and it removes that faction from the game. No roll is required, but the unit has to be in the tile at the beginning of the turn.&lt;br /&gt;
&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive, or all the enemy castles have been conquered. That team is declared the winner, no matter the number of units currently in the map.&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=19352</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=19352"/>
		<updated>2007-11-15T19:26:17Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Unit list */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit list ==&lt;br /&gt;
This is a set of static html files, based on the configuration files and the translation.  The files can be found at:&amp;lt;br&amp;gt;&lt;br /&gt;
http://units.wesnoth.org/&amp;lt;br&amp;gt;&lt;br /&gt;
The script used in the generation of the files can be found in the wesnoth folder, under data/tools/unit_tree.&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* As many unit cards as you want.&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids on it.&lt;br /&gt;
* Tokens for time of day, and the slowed and poisoned effects.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Plenty of them to represent hit points (different sizes).&lt;br /&gt;
** Many to represent XP points.&lt;br /&gt;
** Many to represent gold (different sizes).&lt;br /&gt;
** A few of different colors for villages.&lt;br /&gt;
* Some ten sided dices.&lt;br /&gt;
The unit cards, pawns and tokens can be printed from the [http://zapicm.googlepages.com/wesnoth_cards.zip card generator] in Excel. Images of the most popular maps can be found here [in construction]. For counters, some options are coins, stones, pieces from other games; when sizes are recommended, the numbers to count will be big, so pieces to represent different values will come handy.&lt;br /&gt;
&lt;br /&gt;
== The unit cards ==&lt;br /&gt;
[image:http://zapicm.googlepages.com/card.gif]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;For a description of the different icons jump to the [[User:Elricz#Icons|Icons appendix]]&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player receives 100 gold, chooses a color and a faction (this can be done secretly if players agree) and then picks secretly the following number of unit cards belonging to the chosen faction:&lt;br /&gt;
* 7 cards of level 1 or level 0 units.&lt;br /&gt;
* 5 cards of level 2 units.&lt;br /&gt;
* 3 cards of level 3 or level 4 units.&lt;br /&gt;
* 1 leader card.&lt;br /&gt;
These cards make the player recruit pool, and they will remain covered until used.&lt;br /&gt;
Each player also picks the village counters corresponding to their chosen color, but not the pawns yet. Group the counters in pools, then make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== First round ==&lt;br /&gt;
Following the positions on the map, each player uncovers the card corresponding to the leader, picks the corresponding pawn and places it on the main section of the castle in the map. Then, from the HP counter pool she picks the corresponding counters to the leader hit points and places them over the card.  Finally, she picks one of the ten sided dices and also places it on the leader card, showing the number corresponding to the movement of the unit.&amp;lt;br&amp;gt;&lt;br /&gt;
Once every player has deployed their leaders, they take turns on recruiting units one by one, following these steps:&lt;br /&gt;
* Uncover the unit card.&lt;br /&gt;
* Pay the cost in gold to the gold counter pool.&lt;br /&gt;
* Pick the corresponding pawn and place it on an unoccupied space of the caste.&lt;br /&gt;
* Pick the appropriate number of HP counters and place them over the card.&lt;br /&gt;
* -- Optional: Roll for treats [in construction] --&lt;br /&gt;
This continues until a player has no free spaces on the castle, or not enough gold to pay for a unit. The initial unit cards that have not been used remain covered. Additionally, every time that a player recruits a level 0 unit, she may pick another level 0 card for her faction from the deck, and add it to her recruit pool, uncovered. This unit will not trigger the acquisition of an additional unit when recruited.&amp;lt;br&amp;gt;&lt;br /&gt;
-- Variant -- All players deploy their units at the same time, this option will save time for experienced players.&amp;lt;br&amp;gt;&lt;br /&gt;
Once all players have deployed their units, each player starting from the first one has a chance to move their leader (see movement section below) and the turn ends. Cycle the time of day stack, so the morning tile shows on top, and the second round starts.&lt;br /&gt;
&lt;br /&gt;
== Subsequent rounds ==&lt;br /&gt;
In each subsequent round, each player takes alternative turns, where they have the opportunity to move all their units. The turns have the following structure.&lt;br /&gt;
&lt;br /&gt;
== The turns ==&lt;br /&gt;
Each turn has two phases, activation and actions.&lt;br /&gt;
=== Activation ===&lt;br /&gt;
At the beginning of the player turn, gold is collected, units are activated and special effects are evaluated.&lt;br /&gt;
==== Gold ====&lt;br /&gt;
The upkeep of an army is not cheap, and the more experience the units have the more demanding they are.  To calculate the upkeep, add the level of all the units in play, except the leader.&lt;br /&gt;
Gold is obtained from owned villages (see [[User:Elricz#Movement|movement section]]), and a fixed income from the leader. The income from each village depends on the number of units in the army; the normal income from a village is 3 gold, but every village that exceeds the total number of units produces only 2 gold.  There is also a fixed income of 2 gold coming from your leader.&amp;lt;br&amp;gt;&lt;br /&gt;
Some examples:&amp;lt;br&amp;gt;&lt;br /&gt;
After the first turn, player 1 has recruited 6 level 1 units, and captured a village.  At the starting of the turn the income will be: 2 (from the leader) + 3 (1 village) - 6 (sum of unit levels) = -1 gold, to be paid.&amp;lt;br&amp;gt;&lt;br /&gt;
A few turns later, the player owns 8 villages, and the army consists of two level 2 units and three level 1 units.  The income will be: 2 (from the leader) + 15 (5 villages) + 6 (4 villages over the number of units) - 7 (sum of unit levels) = 16 gold to receive.&lt;br /&gt;
&lt;br /&gt;
==== Unit activation ====&lt;br /&gt;
Untap all unit cards.  If a card was untapped at the beginning, that unit heals 2 HP, that cannot go beyond the unit initial HP.&lt;br /&gt;
==== Special effects ====&lt;br /&gt;
===== Healing =====&lt;br /&gt;
Every non poisoned unit in a village, or with the regeneration ability, regains 8 HP. Non poisoned units adjacent to a unit the heal ability regain the number of points stated on the ability (4 or 8). If more than one unit with the heal ability is adjacent to the healed unit, this one is only healed once, for the maximum value that the units provide. &lt;br /&gt;
Healed units cannot go beyond their initial HP.&lt;br /&gt;
&lt;br /&gt;
===== Poison =====&lt;br /&gt;
Poisoned units lose 8 HP, but they cannot go below 1 because of poison.  If they are adjacent to a unit with the heal ability, they don't lose the HP, but they remain poisoned.  If they are in a village, have the regeneration ability, or adjacent to a unit with the cures ability, they don't lose HP and the poison is removed.&lt;br /&gt;
=== Unit actions ===&lt;br /&gt;
Each turn, a unit can make a movement, attack other units and conquer villages.&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Each unit has a number of movement points, and the unit card shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination hex and describe the route of continuous hexes from the unit current position that the unit will follow; add all the movement costs for each hex, and if the total is equal or less than the movement points of the unit, the movement can be done.&lt;br /&gt;
A unit must stop if at any point of its route it finds:&lt;br /&gt;
* An enemy or unoccupied village.&lt;br /&gt;
* There is an enemy unit of least level 1 on an adjacent hex. Units with the skirmisher ability are not forced to stop in this case.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same hex as them. With the exception of the leader, all units must complete their movement once they start it; to reflect it, tap the unit card when you select the unit to move.&lt;br /&gt;
===== Leader movement =====&lt;br /&gt;
The same rules of movement apply for the leader, but it can make partial movements, as long as it is not forced to stop because of any of the three cases above. To reflect the movement points left on the leader, you can use a 10 sided dice.&lt;br /&gt;
If the leader is in the main section of the castle, it can recruit in the same way as it was done on the first turn.&lt;br /&gt;
&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, and the player puts one of her village markers in the hex to reflect the ownership.&lt;br /&gt;
==== Attack ====&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, tap the unit if it was not tapped and select one of the attacks available for the unit, which are stated in the unit card and pawn. The defending unit can also select one of its own attacks, but it has to have the same range as the attacker (melee or ranged). The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&amp;lt;br&amp;gt;&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on. Starting with the attacker, each player take turns in rolling one d10 for each swing that the attack allows. If the number is equal (when the 0/10 is counted as 0) or higher than the defense, the attack hits, and some damage is done.&lt;br /&gt;
&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted to a unit is the figure stated in the attack.  This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units do 25% more damage during the day, and 25% less during the night.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit card.&lt;br /&gt;
* Units that are adjacent to a unit with leadership have a modifier equal to 25% times the difference in levels. This is not applicable if the attacking unit has a higher level than the unit with leadership.&lt;br /&gt;
* If the attack has the &amp;quot;charge&amp;quot; special, the damage is doubled.&lt;br /&gt;
* If the attack has the &amp;quot;backstab&amp;quot; special and there is an enemy of the target on the opposite side of the target, the damage is doubled.&lt;br /&gt;
* If the unit is slowed, the damage is halved.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. The damage is subtracted after each successful hit; if the hit points of a unit go below 1, the unit dies, and the unit dealing the blow gains experience. Remove the pawn from the map, and return the card to the recruit pool of the player.&lt;br /&gt;
==== Experience ====&lt;br /&gt;
The main source of experience is killing other units.  The amount of experience gained is twice the level of the unit killed, with a minimum of 1 for a level 0 unit. Additionally, if a unit is attacked from three units or more and it survives, it gains 1 experience point.&amp;lt;br&amp;gt;&lt;br /&gt;
When the unit has gained at least the experience points stated on their cards, it levels up. The possible units that it can advance to are listed in the unit card, and the player may choose between them, but the player must have it available on her recruit pool.  If this is not the case, the unit is fully healed, and the experience counters are removed from it.&lt;br /&gt;
&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The leader card is tapped if it has moved in the turn, and any slowed unit regains its normal status. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again. When the dawn tile is shown (every 6 turns), each player can add any two unit cards from their respective faction to their recruit pool.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive. That team is declared the winner, no matter the number of units currently in the map.&lt;br /&gt;
&lt;br /&gt;
== Appendixes ==&lt;br /&gt;
=== Icons ===&lt;br /&gt;
Terrains:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/terrains.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Attack types:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/resistances.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Attack specials:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/specials.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unit abilities ===&lt;br /&gt;
==== Heals ====&lt;br /&gt;
Allows the unit to heal adjacent friendly units at the beginning of each turn.&lt;br /&gt;
A unit cared for by this healer may heal up to 4 HP per turn, or stop poison from taking effect for that turn.&lt;br /&gt;
A poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure.&lt;br /&gt;
==== Cures ====&lt;br /&gt;
This unit combines herbal remedies with magic to heal units more quickly than is normally possible on the battlefield.&lt;br /&gt;
A unit cared for by this healer may heal up to 8 HP per turn.&lt;br /&gt;
A curer can cure a unit of poison, although that unit will receive no additional healing on the turn it is cured of the poison.&amp;quot;&lt;br /&gt;
==== Regenerates ====&lt;br /&gt;
The unit will heal itself 8 HP per turn. If it is poisoned, it will remove the poison instead of healing.&lt;br /&gt;
==== Steadfast ====&lt;br /&gt;
This unit's resistances are doubled, up to a maximum of 50%, when defending. Vulnerabilities are not affected.&lt;br /&gt;
==== Leadership ====&lt;br /&gt;
This unit can lead friendly units that are next to it, making them fight better.&lt;br /&gt;
Adjacent friendly units of lower level will do more damage in battle. When a unit adjacent to, of a lower level than, and on the same side as a unit with Leadership engages in combat, its attacks do 25% more damage times the difference in their levels.&lt;br /&gt;
==== Skirmisher ====&lt;br /&gt;
This unit is skilled in moving past enemies quickly, and ignores all enemy Zones of Control.&lt;br /&gt;
==== Illuminates ====&lt;br /&gt;
This unit illuminates the surrounding area, making lawful units fight better, and chaotic units fight worse.&lt;br /&gt;
Any units adjacent to this unit will fight as if it were dusk when it is night, and as if it were day when it is dusk.&lt;br /&gt;
==== Teleport ====&lt;br /&gt;
This unit may teleport between any two friendly villages using one of its moves.&lt;br /&gt;
==== Ambush ====&lt;br /&gt;
This unit gains the skirmisher ability in forest terrain.&lt;br /&gt;
==== Nightstalk ====&lt;br /&gt;
This unit gains the skirmisher ability during the night.&lt;br /&gt;
==== Submerge ====&lt;br /&gt;
All the attacks of this units made from deep water are treated as backstab attacks.&lt;br /&gt;
&lt;br /&gt;
=== Weapon specials ===&lt;br /&gt;
==== Berserk ====&lt;br /&gt;
Whether used offensively or defensively, this attack presses the engagement until one of the combatants is slain, or 30 rounds of attacks have occurred.&lt;br /&gt;
==== Backstab ====&lt;br /&gt;
This attack deals double damage if there is an enemy of the target on the opposite side of the target.&lt;br /&gt;
==== Plague ====&lt;br /&gt;
When a unit is killed by a Plague attack, that unit is replaced with a unit identical to and on the same side as the unit with the Plague attack. (This doesn't work on Undead or units in villages.)&lt;br /&gt;
==== Slow ====&lt;br /&gt;
This attack slows the target until it ends a turn. Slow halves the damage caused by attacks and the movement cost for a slowed unit is doubled.&lt;br /&gt;
==== Marksman ====&lt;br /&gt;
When used offensively, this attack always has at least a 60% chance to hit.&lt;br /&gt;
==== Magical ====&lt;br /&gt;
This attack always has a 70% chance to hit.&lt;br /&gt;
==== Charge ====&lt;br /&gt;
This attack deals double damage to the target. It also causes this unit to take double damage from the target's counterattack.&lt;br /&gt;
==== Drains ====&lt;br /&gt;
This unit drains health from living units, healing itself for half the amount of damage it deals (rounded down).&lt;br /&gt;
==== First strike ====&lt;br /&gt;
This unit always strikes first with this attack, even if they are defending.&lt;br /&gt;
==== Poison ====&lt;br /&gt;
This attack poisons living targets. Poisoned units lose 8 HP every turn until they are cured or are reduced to 1 HP.&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=19351</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=19351"/>
		<updated>2007-11-15T19:26:00Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Unit list */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit list ==&lt;br /&gt;
This is a set of static html files, based on the configuration files and the translation.  The files can be found at:&amp;lt;br&amp;gt;&lt;br /&gt;
http://units.wesnoth.org/&lt;br /&gt;
The script used in the generation of the files can be found in the wesnoth folder, under data/tools/unit_tree.&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* As many unit cards as you want.&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids on it.&lt;br /&gt;
* Tokens for time of day, and the slowed and poisoned effects.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Plenty of them to represent hit points (different sizes).&lt;br /&gt;
** Many to represent XP points.&lt;br /&gt;
** Many to represent gold (different sizes).&lt;br /&gt;
** A few of different colors for villages.&lt;br /&gt;
* Some ten sided dices.&lt;br /&gt;
The unit cards, pawns and tokens can be printed from the [http://zapicm.googlepages.com/wesnoth_cards.zip card generator] in Excel. Images of the most popular maps can be found here [in construction]. For counters, some options are coins, stones, pieces from other games; when sizes are recommended, the numbers to count will be big, so pieces to represent different values will come handy.&lt;br /&gt;
&lt;br /&gt;
== The unit cards ==&lt;br /&gt;
[image:http://zapicm.googlepages.com/card.gif]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;For a description of the different icons jump to the [[User:Elricz#Icons|Icons appendix]]&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player receives 100 gold, chooses a color and a faction (this can be done secretly if players agree) and then picks secretly the following number of unit cards belonging to the chosen faction:&lt;br /&gt;
* 7 cards of level 1 or level 0 units.&lt;br /&gt;
* 5 cards of level 2 units.&lt;br /&gt;
* 3 cards of level 3 or level 4 units.&lt;br /&gt;
* 1 leader card.&lt;br /&gt;
These cards make the player recruit pool, and they will remain covered until used.&lt;br /&gt;
Each player also picks the village counters corresponding to their chosen color, but not the pawns yet. Group the counters in pools, then make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== First round ==&lt;br /&gt;
Following the positions on the map, each player uncovers the card corresponding to the leader, picks the corresponding pawn and places it on the main section of the castle in the map. Then, from the HP counter pool she picks the corresponding counters to the leader hit points and places them over the card.  Finally, she picks one of the ten sided dices and also places it on the leader card, showing the number corresponding to the movement of the unit.&amp;lt;br&amp;gt;&lt;br /&gt;
Once every player has deployed their leaders, they take turns on recruiting units one by one, following these steps:&lt;br /&gt;
* Uncover the unit card.&lt;br /&gt;
* Pay the cost in gold to the gold counter pool.&lt;br /&gt;
* Pick the corresponding pawn and place it on an unoccupied space of the caste.&lt;br /&gt;
* Pick the appropriate number of HP counters and place them over the card.&lt;br /&gt;
* -- Optional: Roll for treats [in construction] --&lt;br /&gt;
This continues until a player has no free spaces on the castle, or not enough gold to pay for a unit. The initial unit cards that have not been used remain covered. Additionally, every time that a player recruits a level 0 unit, she may pick another level 0 card for her faction from the deck, and add it to her recruit pool, uncovered. This unit will not trigger the acquisition of an additional unit when recruited.&amp;lt;br&amp;gt;&lt;br /&gt;
-- Variant -- All players deploy their units at the same time, this option will save time for experienced players.&amp;lt;br&amp;gt;&lt;br /&gt;
Once all players have deployed their units, each player starting from the first one has a chance to move their leader (see movement section below) and the turn ends. Cycle the time of day stack, so the morning tile shows on top, and the second round starts.&lt;br /&gt;
&lt;br /&gt;
== Subsequent rounds ==&lt;br /&gt;
In each subsequent round, each player takes alternative turns, where they have the opportunity to move all their units. The turns have the following structure.&lt;br /&gt;
&lt;br /&gt;
== The turns ==&lt;br /&gt;
Each turn has two phases, activation and actions.&lt;br /&gt;
=== Activation ===&lt;br /&gt;
At the beginning of the player turn, gold is collected, units are activated and special effects are evaluated.&lt;br /&gt;
==== Gold ====&lt;br /&gt;
The upkeep of an army is not cheap, and the more experience the units have the more demanding they are.  To calculate the upkeep, add the level of all the units in play, except the leader.&lt;br /&gt;
Gold is obtained from owned villages (see [[User:Elricz#Movement|movement section]]), and a fixed income from the leader. The income from each village depends on the number of units in the army; the normal income from a village is 3 gold, but every village that exceeds the total number of units produces only 2 gold.  There is also a fixed income of 2 gold coming from your leader.&amp;lt;br&amp;gt;&lt;br /&gt;
Some examples:&amp;lt;br&amp;gt;&lt;br /&gt;
After the first turn, player 1 has recruited 6 level 1 units, and captured a village.  At the starting of the turn the income will be: 2 (from the leader) + 3 (1 village) - 6 (sum of unit levels) = -1 gold, to be paid.&amp;lt;br&amp;gt;&lt;br /&gt;
A few turns later, the player owns 8 villages, and the army consists of two level 2 units and three level 1 units.  The income will be: 2 (from the leader) + 15 (5 villages) + 6 (4 villages over the number of units) - 7 (sum of unit levels) = 16 gold to receive.&lt;br /&gt;
&lt;br /&gt;
==== Unit activation ====&lt;br /&gt;
Untap all unit cards.  If a card was untapped at the beginning, that unit heals 2 HP, that cannot go beyond the unit initial HP.&lt;br /&gt;
==== Special effects ====&lt;br /&gt;
===== Healing =====&lt;br /&gt;
Every non poisoned unit in a village, or with the regeneration ability, regains 8 HP. Non poisoned units adjacent to a unit the heal ability regain the number of points stated on the ability (4 or 8). If more than one unit with the heal ability is adjacent to the healed unit, this one is only healed once, for the maximum value that the units provide. &lt;br /&gt;
Healed units cannot go beyond their initial HP.&lt;br /&gt;
&lt;br /&gt;
===== Poison =====&lt;br /&gt;
Poisoned units lose 8 HP, but they cannot go below 1 because of poison.  If they are adjacent to a unit with the heal ability, they don't lose the HP, but they remain poisoned.  If they are in a village, have the regeneration ability, or adjacent to a unit with the cures ability, they don't lose HP and the poison is removed.&lt;br /&gt;
=== Unit actions ===&lt;br /&gt;
Each turn, a unit can make a movement, attack other units and conquer villages.&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Each unit has a number of movement points, and the unit card shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination hex and describe the route of continuous hexes from the unit current position that the unit will follow; add all the movement costs for each hex, and if the total is equal or less than the movement points of the unit, the movement can be done.&lt;br /&gt;
A unit must stop if at any point of its route it finds:&lt;br /&gt;
* An enemy or unoccupied village.&lt;br /&gt;
* There is an enemy unit of least level 1 on an adjacent hex. Units with the skirmisher ability are not forced to stop in this case.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same hex as them. With the exception of the leader, all units must complete their movement once they start it; to reflect it, tap the unit card when you select the unit to move.&lt;br /&gt;
===== Leader movement =====&lt;br /&gt;
The same rules of movement apply for the leader, but it can make partial movements, as long as it is not forced to stop because of any of the three cases above. To reflect the movement points left on the leader, you can use a 10 sided dice.&lt;br /&gt;
If the leader is in the main section of the castle, it can recruit in the same way as it was done on the first turn.&lt;br /&gt;
&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, and the player puts one of her village markers in the hex to reflect the ownership.&lt;br /&gt;
==== Attack ====&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, tap the unit if it was not tapped and select one of the attacks available for the unit, which are stated in the unit card and pawn. The defending unit can also select one of its own attacks, but it has to have the same range as the attacker (melee or ranged). The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&amp;lt;br&amp;gt;&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on. Starting with the attacker, each player take turns in rolling one d10 for each swing that the attack allows. If the number is equal (when the 0/10 is counted as 0) or higher than the defense, the attack hits, and some damage is done.&lt;br /&gt;
&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted to a unit is the figure stated in the attack.  This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units do 25% more damage during the day, and 25% less during the night.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit card.&lt;br /&gt;
* Units that are adjacent to a unit with leadership have a modifier equal to 25% times the difference in levels. This is not applicable if the attacking unit has a higher level than the unit with leadership.&lt;br /&gt;
* If the attack has the &amp;quot;charge&amp;quot; special, the damage is doubled.&lt;br /&gt;
* If the attack has the &amp;quot;backstab&amp;quot; special and there is an enemy of the target on the opposite side of the target, the damage is doubled.&lt;br /&gt;
* If the unit is slowed, the damage is halved.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. The damage is subtracted after each successful hit; if the hit points of a unit go below 1, the unit dies, and the unit dealing the blow gains experience. Remove the pawn from the map, and return the card to the recruit pool of the player.&lt;br /&gt;
==== Experience ====&lt;br /&gt;
The main source of experience is killing other units.  The amount of experience gained is twice the level of the unit killed, with a minimum of 1 for a level 0 unit. Additionally, if a unit is attacked from three units or more and it survives, it gains 1 experience point.&amp;lt;br&amp;gt;&lt;br /&gt;
When the unit has gained at least the experience points stated on their cards, it levels up. The possible units that it can advance to are listed in the unit card, and the player may choose between them, but the player must have it available on her recruit pool.  If this is not the case, the unit is fully healed, and the experience counters are removed from it.&lt;br /&gt;
&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The leader card is tapped if it has moved in the turn, and any slowed unit regains its normal status. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again. When the dawn tile is shown (every 6 turns), each player can add any two unit cards from their respective faction to their recruit pool.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive. That team is declared the winner, no matter the number of units currently in the map.&lt;br /&gt;
&lt;br /&gt;
== Appendixes ==&lt;br /&gt;
=== Icons ===&lt;br /&gt;
Terrains:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/terrains.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Attack types:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/resistances.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Attack specials:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/specials.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unit abilities ===&lt;br /&gt;
==== Heals ====&lt;br /&gt;
Allows the unit to heal adjacent friendly units at the beginning of each turn.&lt;br /&gt;
A unit cared for by this healer may heal up to 4 HP per turn, or stop poison from taking effect for that turn.&lt;br /&gt;
A poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure.&lt;br /&gt;
==== Cures ====&lt;br /&gt;
This unit combines herbal remedies with magic to heal units more quickly than is normally possible on the battlefield.&lt;br /&gt;
A unit cared for by this healer may heal up to 8 HP per turn.&lt;br /&gt;
A curer can cure a unit of poison, although that unit will receive no additional healing on the turn it is cured of the poison.&amp;quot;&lt;br /&gt;
==== Regenerates ====&lt;br /&gt;
The unit will heal itself 8 HP per turn. If it is poisoned, it will remove the poison instead of healing.&lt;br /&gt;
==== Steadfast ====&lt;br /&gt;
This unit's resistances are doubled, up to a maximum of 50%, when defending. Vulnerabilities are not affected.&lt;br /&gt;
==== Leadership ====&lt;br /&gt;
This unit can lead friendly units that are next to it, making them fight better.&lt;br /&gt;
Adjacent friendly units of lower level will do more damage in battle. When a unit adjacent to, of a lower level than, and on the same side as a unit with Leadership engages in combat, its attacks do 25% more damage times the difference in their levels.&lt;br /&gt;
==== Skirmisher ====&lt;br /&gt;
This unit is skilled in moving past enemies quickly, and ignores all enemy Zones of Control.&lt;br /&gt;
==== Illuminates ====&lt;br /&gt;
This unit illuminates the surrounding area, making lawful units fight better, and chaotic units fight worse.&lt;br /&gt;
Any units adjacent to this unit will fight as if it were dusk when it is night, and as if it were day when it is dusk.&lt;br /&gt;
==== Teleport ====&lt;br /&gt;
This unit may teleport between any two friendly villages using one of its moves.&lt;br /&gt;
==== Ambush ====&lt;br /&gt;
This unit gains the skirmisher ability in forest terrain.&lt;br /&gt;
==== Nightstalk ====&lt;br /&gt;
This unit gains the skirmisher ability during the night.&lt;br /&gt;
==== Submerge ====&lt;br /&gt;
All the attacks of this units made from deep water are treated as backstab attacks.&lt;br /&gt;
&lt;br /&gt;
=== Weapon specials ===&lt;br /&gt;
==== Berserk ====&lt;br /&gt;
Whether used offensively or defensively, this attack presses the engagement until one of the combatants is slain, or 30 rounds of attacks have occurred.&lt;br /&gt;
==== Backstab ====&lt;br /&gt;
This attack deals double damage if there is an enemy of the target on the opposite side of the target.&lt;br /&gt;
==== Plague ====&lt;br /&gt;
When a unit is killed by a Plague attack, that unit is replaced with a unit identical to and on the same side as the unit with the Plague attack. (This doesn't work on Undead or units in villages.)&lt;br /&gt;
==== Slow ====&lt;br /&gt;
This attack slows the target until it ends a turn. Slow halves the damage caused by attacks and the movement cost for a slowed unit is doubled.&lt;br /&gt;
==== Marksman ====&lt;br /&gt;
When used offensively, this attack always has at least a 60% chance to hit.&lt;br /&gt;
==== Magical ====&lt;br /&gt;
This attack always has a 70% chance to hit.&lt;br /&gt;
==== Charge ====&lt;br /&gt;
This attack deals double damage to the target. It also causes this unit to take double damage from the target's counterattack.&lt;br /&gt;
==== Drains ====&lt;br /&gt;
This unit drains health from living units, healing itself for half the amount of damage it deals (rounded down).&lt;br /&gt;
==== First strike ====&lt;br /&gt;
This unit always strikes first with this attack, even if they are defending.&lt;br /&gt;
==== Poison ====&lt;br /&gt;
This attack poisons living targets. Poisoned units lose 8 HP every turn until they are cured or are reduced to 1 HP.&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15325</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15325"/>
		<updated>2007-05-12T14:06:50Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Materials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit list ==&lt;br /&gt;
This is a set of static html files, based on the configuration files and the translation.  The files can be found at:&amp;lt;br&amp;gt;&lt;br /&gt;
http://units.wesnoth.org/&amp;lt;br&amp;gt;&lt;br /&gt;
http://zapicm.googlepages.com/&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* As many unit cards as you want.&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids on it.&lt;br /&gt;
* Tokens for time of day, and the slowed and poisoned effects.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Plenty of them to represent hit points (different sizes).&lt;br /&gt;
** Many to represent XP points.&lt;br /&gt;
** Many to represent gold (different sizes).&lt;br /&gt;
** A few of different colors for villages.&lt;br /&gt;
* Some ten sided dices.&lt;br /&gt;
The unit cards, pawns and tokens can be printed from the [http://zapicm.googlepages.com/wesnoth_cards.zip card generator] in Excel. Images of the most popular maps can be found here [in construction]. For counters, some options are coins, stones, pieces from other games; when sizes are recommended, the numbers to count will be big, so pieces to represent different values will come handy.&lt;br /&gt;
&lt;br /&gt;
== The unit cards ==&lt;br /&gt;
[image:http://zapicm.googlepages.com/card.gif]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;For a description of the different icons jump to the [[User:Elricz#Icons|Icons appendix]]&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player receives 100 gold, chooses a color and a faction (this can be done secretly if players agree) and then picks secretly the following number of unit cards belonging to the chosen faction:&lt;br /&gt;
* 7 cards of level 1 or level 0 units.&lt;br /&gt;
* 5 cards of level 2 units.&lt;br /&gt;
* 3 cards of level 3 or level 4 units.&lt;br /&gt;
* 1 leader card.&lt;br /&gt;
These cards make the player recruit pool, and they will remain covered until used.&lt;br /&gt;
Each player also picks the village counters corresponding to their chosen color, but not the pawns yet. Group the counters in pools, then make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== First round ==&lt;br /&gt;
Following the positions on the map, each player uncovers the card corresponding to the leader, picks the corresponding pawn and places it on the main section of the castle in the map. Then, from the HP counter pool she picks the corresponding counters to the leader hit points and places them over the card.  Finally, she picks one of the ten sided dices and also places it on the leader card, showing the number corresponding to the movement of the unit.&amp;lt;br&amp;gt;&lt;br /&gt;
Once every player has deployed their leaders, they take turns on recruiting units one by one, following these steps:&lt;br /&gt;
* Uncover the unit card.&lt;br /&gt;
* Pay the cost in gold to the gold counter pool.&lt;br /&gt;
* Pick the corresponding pawn and place it on an unoccupied space of the caste.&lt;br /&gt;
* Pick the appropriate number of HP counters and place them over the card.&lt;br /&gt;
* -- Optional: Roll for treats [in construction] --&lt;br /&gt;
This continues until a player has no free spaces on the castle, or not enough gold to pay for a unit. The initial unit cards that have not been used remain covered. Additionally, every time that a player recruits a level 0 unit, she may pick another level 0 card for her faction from the deck, and add it to her recruit pool, uncovered. This unit will not trigger the acquisition of an additional unit when recruited.&amp;lt;br&amp;gt;&lt;br /&gt;
-- Variant -- All players deploy their units at the same time, this option will save time for experienced players.&amp;lt;br&amp;gt;&lt;br /&gt;
Once all players have deployed their units, each player starting from the first one has a chance to move their leader (see movement section below) and the turn ends. Cycle the time of day stack, so the morning tile shows on top, and the second round starts.&lt;br /&gt;
&lt;br /&gt;
== Subsequent rounds ==&lt;br /&gt;
In each subsequent round, each player takes alternative turns, where they have the opportunity to move all their units. The turns have the following structure.&lt;br /&gt;
&lt;br /&gt;
== The turns ==&lt;br /&gt;
Each turn has two phases, activation and actions.&lt;br /&gt;
=== Activation ===&lt;br /&gt;
At the beginning of the player turn, gold is collected, units are activated and special effects are evaluated.&lt;br /&gt;
==== Gold ====&lt;br /&gt;
The upkeep of an army is not cheap, and the more experience the units have the more demanding they are.  To calculate the upkeep, add the level of all the units in play, except the leader.&lt;br /&gt;
Gold is obtained from owned villages (see [[User:Elricz#Movement|movement section]]), and a fixed income from the leader. The income from each village depends on the number of units in the army; the normal income from a village is 3 gold, but every village that exceeds the total number of units produces only 2 gold.  There is also a fixed income of 2 gold coming from your leader.&amp;lt;br&amp;gt;&lt;br /&gt;
Some examples:&amp;lt;br&amp;gt;&lt;br /&gt;
After the first turn, player 1 has recruited 6 level 1 units, and captured a village.  At the starting of the turn the income will be: 2 (from the leader) + 3 (1 village) - 6 (sum of unit levels) = -1 gold, to be paid.&amp;lt;br&amp;gt;&lt;br /&gt;
A few turns later, the player owns 8 villages, and the army consists of two level 2 units and three level 1 units.  The income will be: 2 (from the leader) + 15 (5 villages) + 6 (4 villages over the number of units) - 7 (sum of unit levels) = 16 gold to receive.&lt;br /&gt;
&lt;br /&gt;
==== Unit activation ====&lt;br /&gt;
Untap all unit cards.  If a card was untapped at the beginning, that unit heals 2 HP, that cannot go beyond the unit initial HP.&lt;br /&gt;
==== Special effects ====&lt;br /&gt;
===== Healing =====&lt;br /&gt;
Every non poisoned unit in a village, or with the regeneration ability, regains 8 HP. Non poisoned units adjacent to a unit the heal ability regain the number of points stated on the ability (4 or 8). If more than one unit with the heal ability is adjacent to the healed unit, this one is only healed once, for the maximum value that the units provide. &lt;br /&gt;
Healed units can go beyond their initial HP.&lt;br /&gt;
===== Poison =====&lt;br /&gt;
Poisoned units lose 8 HP, but they cannot go below 1 because of poison.  If they are adjacent to a unit with the heal ability, they don't lose the HP, but they remain poisoned.  If they are in a village, have the regeneration ability, or adjacent to a unit with the cures ability, they don't lose HP and the poison is removed.&lt;br /&gt;
=== Unit actions ===&lt;br /&gt;
Each turn, a unit can make a movement, attack other units and conquer villages.&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Each unit has a number of movement points, and the unit card shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination hex and describe the route of continuous hexes from the unit current position that the unit will follow; add all the movement costs for each hex, and if the total is equal or less than the movement points of the unit, the movement can be done.&lt;br /&gt;
A unit must stop if at any point of its route it finds:&lt;br /&gt;
* An enemy or unoccupied village.&lt;br /&gt;
* There is an enemy unit of least level 1 on an adjacent hex. Units with the skirmisher ability are not forced to stop in this case.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same hex as them. With the exception of the leader, all units must complete their movement once they start it; to reflect it, tap the unit card when you select the unit to move.&lt;br /&gt;
===== Leader movement =====&lt;br /&gt;
The same rules of movement apply for the leader, but it can make partial movements, as long as it is not forced to stop because of any of the three cases above. To reflect the movement points left on the leader, you can use a 10 sided dice.&lt;br /&gt;
If the leader is in the main section of the castle, it can recruit in the same way as it was done on the first turn.&lt;br /&gt;
&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, and the player puts one of her village markers in the hex to reflect the ownership.&lt;br /&gt;
==== Attack ====&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, tap the unit if it was not tapped and select one of the attacks available for the unit, which are stated in the unit card and pawn. The defending unit can also select one of its own attacks, but it has to have the same range as the attacker (melee or ranged). The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&amp;lt;br&amp;gt;&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on. Starting with the attacker, each player take turns in rolling one d10 for each swing that the attack allows. If the number is equal (when the 0/10 is counted as 0) or higher than the defense, the attack hits, and some damage is done.&lt;br /&gt;
&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted to a unit is the figure stated in the attack.  This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units do 25% more damage during the day, and 25% less during the night.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit card.&lt;br /&gt;
* Units that are adjacent to a unit with leadership have a modifier equal to 25% times the difference in levels. This is not applicable if the attacking unit has a higher level than the unit with leadership.&lt;br /&gt;
* If the attack has the &amp;quot;charge&amp;quot; special, the damage is doubled.&lt;br /&gt;
* If the attack has the &amp;quot;backstab&amp;quot; special and there is an enemy of the target on the opposite side of the target, the damage is doubled.&lt;br /&gt;
* If the unit is slowed, the damage is halved.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. The damage is subtracted after each successful hit; if the hit points of a unit go below 1, the unit dies, and the unit dealing the blow gains experience. Remove the pawn from the map, and return the card to the recruit pool of the player.&lt;br /&gt;
==== Experience ====&lt;br /&gt;
The main source of experience is killing other units.  The amount of experience gained is twice the level of the unit killed, with a minimum of 1 for a level 0 unit. Additionally, if a unit is attacked from three units or more and it survives, it gains 1 experience point.&amp;lt;br&amp;gt;&lt;br /&gt;
When the unit has gained at least the experience points stated on their cards, it levels up. The possible units that it can advance to are listed in the unit card, and the player may choose between them, but the player must have it available on her recruit pool.  If this is not the case, the unit is fully healed, and the experience counters are removed from it.&lt;br /&gt;
&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The leader card is tapped if it has moved in the turn, and any slowed unit regains its normal status. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again. When the dawn tile is shown (every 6 turns), each player can add any two unit cards from their respective faction to their recruit pool.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive. That team is declared the winner, no matter the number of units currently in the map.&lt;br /&gt;
&lt;br /&gt;
== Appendixes ==&lt;br /&gt;
=== Icons ===&lt;br /&gt;
Terrains:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/terrains.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Attack types:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/resistances.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Attack specials:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/specials.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unit abilities ===&lt;br /&gt;
==== Heals ====&lt;br /&gt;
Allows the unit to heal adjacent friendly units at the beginning of each turn.&lt;br /&gt;
A unit cared for by this healer may heal up to 4 HP per turn, or stop poison from taking effect for that turn.&lt;br /&gt;
A poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure.&lt;br /&gt;
==== Cures ====&lt;br /&gt;
This unit combines herbal remedies with magic to heal units more quickly than is normally possible on the battlefield.&lt;br /&gt;
A unit cared for by this healer may heal up to 8 HP per turn.&lt;br /&gt;
A curer can cure a unit of poison, although that unit will receive no additional healing on the turn it is cured of the poison.&amp;quot;&lt;br /&gt;
==== Regenerates ====&lt;br /&gt;
The unit will heal itself 8 HP per turn. If it is poisoned, it will remove the poison instead of healing.&lt;br /&gt;
==== Steadfast ====&lt;br /&gt;
This unit's resistances are doubled, up to a maximum of 50%, when defending. Vulnerabilities are not affected.&lt;br /&gt;
==== Leadership ====&lt;br /&gt;
This unit can lead friendly units that are next to it, making them fight better.&lt;br /&gt;
Adjacent friendly units of lower level will do more damage in battle. When a unit adjacent to, of a lower level than, and on the same side as a unit with Leadership engages in combat, its attacks do 25% more damage times the difference in their levels.&lt;br /&gt;
==== Skirmisher ====&lt;br /&gt;
This unit is skilled in moving past enemies quickly, and ignores all enemy Zones of Control.&lt;br /&gt;
==== Illuminates ====&lt;br /&gt;
This unit illuminates the surrounding area, making lawful units fight better, and chaotic units fight worse.&lt;br /&gt;
Any units adjacent to this unit will fight as if it were dusk when it is night, and as if it were day when it is dusk.&lt;br /&gt;
==== Teleport ====&lt;br /&gt;
This unit may teleport between any two friendly villages using one of its moves.&lt;br /&gt;
==== Ambush ====&lt;br /&gt;
This unit gains the skirmisher ability in forest terrain.&lt;br /&gt;
==== Nightstalk ====&lt;br /&gt;
This unit gains the skirmisher ability during the night.&lt;br /&gt;
==== Submerge ====&lt;br /&gt;
All the attacks of this units made from deep water are treated as backstab attacks.&lt;br /&gt;
&lt;br /&gt;
=== Weapon specials ===&lt;br /&gt;
==== Berserk ====&lt;br /&gt;
Whether used offensively or defensively, this attack presses the engagement until one of the combatants is slain, or 30 rounds of attacks have occurred.&lt;br /&gt;
==== Backstab ====&lt;br /&gt;
This attack deals double damage if there is an enemy of the target on the opposite side of the target.&lt;br /&gt;
==== Plague ====&lt;br /&gt;
When a unit is killed by a Plague attack, that unit is replaced with a unit identical to and on the same side as the unit with the Plague attack. (This doesn't work on Undead or units in villages.)&lt;br /&gt;
==== Slow ====&lt;br /&gt;
This attack slows the target until it ends a turn. Slow halves the damage caused by attacks and the movement cost for a slowed unit is doubled.&lt;br /&gt;
==== Marksman ====&lt;br /&gt;
When used offensively, this attack always has at least a 60% chance to hit.&lt;br /&gt;
==== Magical ====&lt;br /&gt;
This attack always has a 70% chance to hit.&lt;br /&gt;
==== Charge ====&lt;br /&gt;
This attack deals double damage to the target. It also causes this unit to take double damage from the target's counterattack.&lt;br /&gt;
==== Drains ====&lt;br /&gt;
This unit drains health from living units, healing itself for half the amount of damage it deals (rounded down).&lt;br /&gt;
==== First strike ====&lt;br /&gt;
This unit always strikes first with this attack, even if they are defending.&lt;br /&gt;
==== Poison ====&lt;br /&gt;
This attack poisons living targets. Poisoned units lose 8 HP every turn until they are cured or are reduced to 1 HP.&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15321</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15321"/>
		<updated>2007-05-12T03:20:13Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Experience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit list ==&lt;br /&gt;
This is a set of static html files, based on the configuration files and the translation.  The files can be found at:&amp;lt;br&amp;gt;&lt;br /&gt;
http://units.wesnoth.org/&amp;lt;br&amp;gt;&lt;br /&gt;
http://zapicm.googlepages.com/&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* As many unit cards as you want.&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids on it.&lt;br /&gt;
* Tokens for time of day, and the slowed and poisoned effects.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Plenty of them to represent hit points (different sizes).&lt;br /&gt;
** Many to represent XP points.&lt;br /&gt;
** Many to represent gold (different sizes).&lt;br /&gt;
** A few of different colors for villages.&lt;br /&gt;
* Some ten sided dices.&lt;br /&gt;
The unit cards, pawns and tokens can be printed from the [http://zapicm.googlepages.com/wesnoth_cards.xls card generator] in Excel. Images of the most popular maps can be found here [in construction]. For counters, some options are coins, stones, pieces from other games; when sizes are recommended, the numbers to count will be big, so pieces to represent different values will come handy.&lt;br /&gt;
&lt;br /&gt;
== The unit cards ==&lt;br /&gt;
[image:http://zapicm.googlepages.com/card.gif]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;For a description of the different icons jump to the [[User:Elricz#Icons|Icons appendix]]&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player receives 100 gold, chooses a color and a faction (this can be done secretly if players agree) and then picks secretly the following number of unit cards belonging to the chosen faction:&lt;br /&gt;
* 7 cards of level 1 or level 0 units.&lt;br /&gt;
* 5 cards of level 2 units.&lt;br /&gt;
* 3 cards of level 3 or level 4 units.&lt;br /&gt;
* 1 leader card.&lt;br /&gt;
These cards make the player recruit pool, and they will remain covered until used.&lt;br /&gt;
Each player also picks the village counters corresponding to their chosen color, but not the pawns yet. Group the counters in pools, then make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== First round ==&lt;br /&gt;
Following the positions on the map, each player uncovers the card corresponding to the leader, picks the corresponding pawn and places it on the main section of the castle in the map. Then, from the HP counter pool she picks the corresponding counters to the leader hit points and places them over the card.  Finally, she picks one of the ten sided dices and also places it on the leader card, showing the number corresponding to the movement of the unit.&amp;lt;br&amp;gt;&lt;br /&gt;
Once every player has deployed their leaders, they take turns on recruiting units one by one, following these steps:&lt;br /&gt;
* Uncover the unit card.&lt;br /&gt;
* Pay the cost in gold to the gold counter pool.&lt;br /&gt;
* Pick the corresponding pawn and place it on an unoccupied space of the caste.&lt;br /&gt;
* Pick the appropriate number of HP counters and place them over the card.&lt;br /&gt;
* -- Optional: Roll for treats [in construction] --&lt;br /&gt;
This continues until a player has no free spaces on the castle, or not enough gold to pay for a unit. The initial unit cards that have not been used remain covered. Additionally, every time that a player recruits a level 0 unit, she may pick another level 0 card for her faction from the deck, and add it to her recruit pool, uncovered. This unit will not trigger the acquisition of an additional unit when recruited.&amp;lt;br&amp;gt;&lt;br /&gt;
-- Variant -- All players deploy their units at the same time, this option will save time for experienced players.&amp;lt;br&amp;gt;&lt;br /&gt;
Once all players have deployed their units, each player starting from the first one has a chance to move their leader (see movement section below) and the turn ends. Cycle the time of day stack, so the morning tile shows on top, and the second round starts.&lt;br /&gt;
&lt;br /&gt;
== Subsequent rounds ==&lt;br /&gt;
In each subsequent round, each player takes alternative turns, where they have the opportunity to move all their units. The turns have the following structure.&lt;br /&gt;
&lt;br /&gt;
== The turns ==&lt;br /&gt;
Each turn has two phases, activation and actions.&lt;br /&gt;
=== Activation ===&lt;br /&gt;
At the beginning of the player turn, gold is collected, units are activated and special effects are evaluated.&lt;br /&gt;
==== Gold ====&lt;br /&gt;
The upkeep of an army is not cheap, and the more experience the units have the more demanding they are.  To calculate the upkeep, add the level of all the units in play, except the leader.&lt;br /&gt;
Gold is obtained from owned villages (see [[User:Elricz#Movement|movement section]]), and a fixed income from the leader. The income from each village depends on the number of units in the army; the normal income from a village is 3 gold, but every village that exceeds the total number of units produces only 2 gold.  There is also a fixed income of 2 gold coming from your leader.&amp;lt;br&amp;gt;&lt;br /&gt;
Some examples:&amp;lt;br&amp;gt;&lt;br /&gt;
After the first turn, player 1 has recruited 6 level 1 units, and captured a village.  At the starting of the turn the income will be: 2 (from the leader) + 3 (1 village) - 6 (sum of unit levels) = -1 gold, to be paid.&amp;lt;br&amp;gt;&lt;br /&gt;
A few turns later, the player owns 8 villages, and the army consists of two level 2 units and three level 1 units.  The income will be: 2 (from the leader) + 15 (5 villages) + 6 (4 villages over the number of units) - 7 (sum of unit levels) = 16 gold to receive.&lt;br /&gt;
&lt;br /&gt;
==== Unit activation ====&lt;br /&gt;
Untap all unit cards.  If a card was untapped at the beginning, that unit heals 2 HP, that cannot go beyond the unit initial HP.&lt;br /&gt;
==== Special effects ====&lt;br /&gt;
===== Healing =====&lt;br /&gt;
Every non poisoned unit in a village, or with the regeneration ability, regains 8 HP. Non poisoned units adjacent to a unit the heal ability regain the number of points stated on the ability (4 or 8). If more than one unit with the heal ability is adjacent to the healed unit, this one is only healed once, for the maximum value that the units provide. &lt;br /&gt;
Healed units can go beyond their initial HP.&lt;br /&gt;
===== Poison =====&lt;br /&gt;
Poisoned units lose 8 HP, but they cannot go below 1 because of poison.  If they are adjacent to a unit with the heal ability, they don't lose the HP, but they remain poisoned.  If they are in a village, have the regeneration ability, or adjacent to a unit with the cures ability, they don't lose HP and the poison is removed.&lt;br /&gt;
=== Unit actions ===&lt;br /&gt;
Each turn, a unit can make a movement, attack other units and conquer villages.&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Each unit has a number of movement points, and the unit card shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination hex and describe the route of continuous hexes from the unit current position that the unit will follow; add all the movement costs for each hex, and if the total is equal or less than the movement points of the unit, the movement can be done.&lt;br /&gt;
A unit must stop if at any point of its route it finds:&lt;br /&gt;
* An enemy or unoccupied village.&lt;br /&gt;
* There is an enemy unit of least level 1 on an adjacent hex. Units with the skirmisher ability are not forced to stop in this case.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same hex as them. With the exception of the leader, all units must complete their movement once they start it; to reflect it, tap the unit card when you select the unit to move.&lt;br /&gt;
===== Leader movement =====&lt;br /&gt;
The same rules of movement apply for the leader, but it can make partial movements, as long as it is not forced to stop because of any of the three cases above. To reflect the movement points left on the leader, you can use a 10 sided dice.&lt;br /&gt;
If the leader is in the main section of the castle, it can recruit in the same way as it was done on the first turn.&lt;br /&gt;
&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, and the player puts one of her village markers in the hex to reflect the ownership.&lt;br /&gt;
==== Attack ====&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, tap the unit if it was not tapped and select one of the attacks available for the unit, which are stated in the unit card and pawn. The defending unit can also select one of its own attacks, but it has to have the same range as the attacker (melee or ranged). The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&amp;lt;br&amp;gt;&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on. Starting with the attacker, each player take turns in rolling one d10 for each swing that the attack allows. If the number is equal (when the 0/10 is counted as 0) or higher than the defense, the attack hits, and some damage is done.&lt;br /&gt;
&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted to a unit is the figure stated in the attack.  This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units do 25% more damage during the day, and 25% less during the night.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit card.&lt;br /&gt;
* Units that are adjacent to a unit with leadership have a modifier equal to 25% times the difference in levels. This is not applicable if the attacking unit has a higher level than the unit with leadership.&lt;br /&gt;
* If the attack has the &amp;quot;charge&amp;quot; special, the damage is doubled.&lt;br /&gt;
* If the attack has the &amp;quot;backstab&amp;quot; special and there is an enemy of the target on the opposite side of the target, the damage is doubled.&lt;br /&gt;
* If the unit is slowed, the damage is halved.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. The damage is subtracted after each successful hit; if the hit points of a unit go below 1, the unit dies, and the unit dealing the blow gains experience. Remove the pawn from the map, and return the card to the recruit pool of the player.&lt;br /&gt;
==== Experience ====&lt;br /&gt;
The main source of experience is killing other units.  The amount of experience gained is twice the level of the unit killed, with a minimum of 1 for a level 0 unit. Additionally, if a unit is attacked from three units or more and it survives, it gains 1 experience point.&amp;lt;br&amp;gt;&lt;br /&gt;
When the unit has gained at least the experience points stated on their cards, it levels up. The possible units that it can advance to are listed in the unit card, and the player may choose between them, but the player must have it available on her recruit pool.  If this is not the case, the unit is fully healed, and the experience counters are removed from it.&lt;br /&gt;
&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The leader card is tapped if it has moved in the turn, and any slowed unit regains its normal status. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again. When the dawn tile is shown (every 6 turns), each player can add any two unit cards from their respective faction to their recruit pool.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive. That team is declared the winner, no matter the number of units currently in the map.&lt;br /&gt;
&lt;br /&gt;
== Appendixes ==&lt;br /&gt;
=== Icons ===&lt;br /&gt;
Terrains:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/terrains.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Attack types:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/resistances.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Attack specials:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/specials.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unit abilities ===&lt;br /&gt;
==== Heals ====&lt;br /&gt;
Allows the unit to heal adjacent friendly units at the beginning of each turn.&lt;br /&gt;
A unit cared for by this healer may heal up to 4 HP per turn, or stop poison from taking effect for that turn.&lt;br /&gt;
A poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure.&lt;br /&gt;
==== Cures ====&lt;br /&gt;
This unit combines herbal remedies with magic to heal units more quickly than is normally possible on the battlefield.&lt;br /&gt;
A unit cared for by this healer may heal up to 8 HP per turn.&lt;br /&gt;
A curer can cure a unit of poison, although that unit will receive no additional healing on the turn it is cured of the poison.&amp;quot;&lt;br /&gt;
==== Regenerates ====&lt;br /&gt;
The unit will heal itself 8 HP per turn. If it is poisoned, it will remove the poison instead of healing.&lt;br /&gt;
==== Steadfast ====&lt;br /&gt;
This unit's resistances are doubled, up to a maximum of 50%, when defending. Vulnerabilities are not affected.&lt;br /&gt;
==== Leadership ====&lt;br /&gt;
This unit can lead friendly units that are next to it, making them fight better.&lt;br /&gt;
Adjacent friendly units of lower level will do more damage in battle. When a unit adjacent to, of a lower level than, and on the same side as a unit with Leadership engages in combat, its attacks do 25% more damage times the difference in their levels.&lt;br /&gt;
==== Skirmisher ====&lt;br /&gt;
This unit is skilled in moving past enemies quickly, and ignores all enemy Zones of Control.&lt;br /&gt;
==== Illuminates ====&lt;br /&gt;
This unit illuminates the surrounding area, making lawful units fight better, and chaotic units fight worse.&lt;br /&gt;
Any units adjacent to this unit will fight as if it were dusk when it is night, and as if it were day when it is dusk.&lt;br /&gt;
==== Teleport ====&lt;br /&gt;
This unit may teleport between any two friendly villages using one of its moves.&lt;br /&gt;
==== Ambush ====&lt;br /&gt;
This unit gains the skirmisher ability in forest terrain.&lt;br /&gt;
==== Nightstalk ====&lt;br /&gt;
This unit gains the skirmisher ability during the night.&lt;br /&gt;
==== Submerge ====&lt;br /&gt;
All the attacks of this units made from deep water are treated as backstab attacks.&lt;br /&gt;
&lt;br /&gt;
=== Weapon specials ===&lt;br /&gt;
==== Berserk ====&lt;br /&gt;
Whether used offensively or defensively, this attack presses the engagement until one of the combatants is slain, or 30 rounds of attacks have occurred.&lt;br /&gt;
==== Backstab ====&lt;br /&gt;
This attack deals double damage if there is an enemy of the target on the opposite side of the target.&lt;br /&gt;
==== Plague ====&lt;br /&gt;
When a unit is killed by a Plague attack, that unit is replaced with a unit identical to and on the same side as the unit with the Plague attack. (This doesn't work on Undead or units in villages.)&lt;br /&gt;
==== Slow ====&lt;br /&gt;
This attack slows the target until it ends a turn. Slow halves the damage caused by attacks and the movement cost for a slowed unit is doubled.&lt;br /&gt;
==== Marksman ====&lt;br /&gt;
When used offensively, this attack always has at least a 60% chance to hit.&lt;br /&gt;
==== Magical ====&lt;br /&gt;
This attack always has a 70% chance to hit.&lt;br /&gt;
==== Charge ====&lt;br /&gt;
This attack deals double damage to the target. It also causes this unit to take double damage from the target's counterattack.&lt;br /&gt;
==== Drains ====&lt;br /&gt;
This unit drains health from living units, healing itself for half the amount of damage it deals (rounded down).&lt;br /&gt;
==== First strike ====&lt;br /&gt;
This unit always strikes first with this attack, even if they are defending.&lt;br /&gt;
==== Poison ====&lt;br /&gt;
This attack poisons living targets. Poisoned units lose 8 HP every turn until they are cured or are reduced to 1 HP.&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15320</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15320"/>
		<updated>2007-05-12T03:19:47Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Attack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit list ==&lt;br /&gt;
This is a set of static html files, based on the configuration files and the translation.  The files can be found at:&amp;lt;br&amp;gt;&lt;br /&gt;
http://units.wesnoth.org/&amp;lt;br&amp;gt;&lt;br /&gt;
http://zapicm.googlepages.com/&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* As many unit cards as you want.&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids on it.&lt;br /&gt;
* Tokens for time of day, and the slowed and poisoned effects.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Plenty of them to represent hit points (different sizes).&lt;br /&gt;
** Many to represent XP points.&lt;br /&gt;
** Many to represent gold (different sizes).&lt;br /&gt;
** A few of different colors for villages.&lt;br /&gt;
* Some ten sided dices.&lt;br /&gt;
The unit cards, pawns and tokens can be printed from the [http://zapicm.googlepages.com/wesnoth_cards.xls card generator] in Excel. Images of the most popular maps can be found here [in construction]. For counters, some options are coins, stones, pieces from other games; when sizes are recommended, the numbers to count will be big, so pieces to represent different values will come handy.&lt;br /&gt;
&lt;br /&gt;
== The unit cards ==&lt;br /&gt;
[image:http://zapicm.googlepages.com/card.gif]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;For a description of the different icons jump to the [[User:Elricz#Icons|Icons appendix]]&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player receives 100 gold, chooses a color and a faction (this can be done secretly if players agree) and then picks secretly the following number of unit cards belonging to the chosen faction:&lt;br /&gt;
* 7 cards of level 1 or level 0 units.&lt;br /&gt;
* 5 cards of level 2 units.&lt;br /&gt;
* 3 cards of level 3 or level 4 units.&lt;br /&gt;
* 1 leader card.&lt;br /&gt;
These cards make the player recruit pool, and they will remain covered until used.&lt;br /&gt;
Each player also picks the village counters corresponding to their chosen color, but not the pawns yet. Group the counters in pools, then make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== First round ==&lt;br /&gt;
Following the positions on the map, each player uncovers the card corresponding to the leader, picks the corresponding pawn and places it on the main section of the castle in the map. Then, from the HP counter pool she picks the corresponding counters to the leader hit points and places them over the card.  Finally, she picks one of the ten sided dices and also places it on the leader card, showing the number corresponding to the movement of the unit.&amp;lt;br&amp;gt;&lt;br /&gt;
Once every player has deployed their leaders, they take turns on recruiting units one by one, following these steps:&lt;br /&gt;
* Uncover the unit card.&lt;br /&gt;
* Pay the cost in gold to the gold counter pool.&lt;br /&gt;
* Pick the corresponding pawn and place it on an unoccupied space of the caste.&lt;br /&gt;
* Pick the appropriate number of HP counters and place them over the card.&lt;br /&gt;
* -- Optional: Roll for treats [in construction] --&lt;br /&gt;
This continues until a player has no free spaces on the castle, or not enough gold to pay for a unit. The initial unit cards that have not been used remain covered. Additionally, every time that a player recruits a level 0 unit, she may pick another level 0 card for her faction from the deck, and add it to her recruit pool, uncovered. This unit will not trigger the acquisition of an additional unit when recruited.&amp;lt;br&amp;gt;&lt;br /&gt;
-- Variant -- All players deploy their units at the same time, this option will save time for experienced players.&amp;lt;br&amp;gt;&lt;br /&gt;
Once all players have deployed their units, each player starting from the first one has a chance to move their leader (see movement section below) and the turn ends. Cycle the time of day stack, so the morning tile shows on top, and the second round starts.&lt;br /&gt;
&lt;br /&gt;
== Subsequent rounds ==&lt;br /&gt;
In each subsequent round, each player takes alternative turns, where they have the opportunity to move all their units. The turns have the following structure.&lt;br /&gt;
&lt;br /&gt;
== The turns ==&lt;br /&gt;
Each turn has two phases, activation and actions.&lt;br /&gt;
=== Activation ===&lt;br /&gt;
At the beginning of the player turn, gold is collected, units are activated and special effects are evaluated.&lt;br /&gt;
==== Gold ====&lt;br /&gt;
The upkeep of an army is not cheap, and the more experience the units have the more demanding they are.  To calculate the upkeep, add the level of all the units in play, except the leader.&lt;br /&gt;
Gold is obtained from owned villages (see [[User:Elricz#Movement|movement section]]), and a fixed income from the leader. The income from each village depends on the number of units in the army; the normal income from a village is 3 gold, but every village that exceeds the total number of units produces only 2 gold.  There is also a fixed income of 2 gold coming from your leader.&amp;lt;br&amp;gt;&lt;br /&gt;
Some examples:&amp;lt;br&amp;gt;&lt;br /&gt;
After the first turn, player 1 has recruited 6 level 1 units, and captured a village.  At the starting of the turn the income will be: 2 (from the leader) + 3 (1 village) - 6 (sum of unit levels) = -1 gold, to be paid.&amp;lt;br&amp;gt;&lt;br /&gt;
A few turns later, the player owns 8 villages, and the army consists of two level 2 units and three level 1 units.  The income will be: 2 (from the leader) + 15 (5 villages) + 6 (4 villages over the number of units) - 7 (sum of unit levels) = 16 gold to receive.&lt;br /&gt;
&lt;br /&gt;
==== Unit activation ====&lt;br /&gt;
Untap all unit cards.  If a card was untapped at the beginning, that unit heals 2 HP, that cannot go beyond the unit initial HP.&lt;br /&gt;
==== Special effects ====&lt;br /&gt;
===== Healing =====&lt;br /&gt;
Every non poisoned unit in a village, or with the regeneration ability, regains 8 HP. Non poisoned units adjacent to a unit the heal ability regain the number of points stated on the ability (4 or 8). If more than one unit with the heal ability is adjacent to the healed unit, this one is only healed once, for the maximum value that the units provide. &lt;br /&gt;
Healed units can go beyond their initial HP.&lt;br /&gt;
===== Poison =====&lt;br /&gt;
Poisoned units lose 8 HP, but they cannot go below 1 because of poison.  If they are adjacent to a unit with the heal ability, they don't lose the HP, but they remain poisoned.  If they are in a village, have the regeneration ability, or adjacent to a unit with the cures ability, they don't lose HP and the poison is removed.&lt;br /&gt;
=== Unit actions ===&lt;br /&gt;
Each turn, a unit can make a movement, attack other units and conquer villages.&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Each unit has a number of movement points, and the unit card shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination hex and describe the route of continuous hexes from the unit current position that the unit will follow; add all the movement costs for each hex, and if the total is equal or less than the movement points of the unit, the movement can be done.&lt;br /&gt;
A unit must stop if at any point of its route it finds:&lt;br /&gt;
* An enemy or unoccupied village.&lt;br /&gt;
* There is an enemy unit of least level 1 on an adjacent hex. Units with the skirmisher ability are not forced to stop in this case.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same hex as them. With the exception of the leader, all units must complete their movement once they start it; to reflect it, tap the unit card when you select the unit to move.&lt;br /&gt;
===== Leader movement =====&lt;br /&gt;
The same rules of movement apply for the leader, but it can make partial movements, as long as it is not forced to stop because of any of the three cases above. To reflect the movement points left on the leader, you can use a 10 sided dice.&lt;br /&gt;
If the leader is in the main section of the castle, it can recruit in the same way as it was done on the first turn.&lt;br /&gt;
&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, and the player puts one of her village markers in the hex to reflect the ownership.&lt;br /&gt;
==== Attack ====&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, tap the unit if it was not tapped and select one of the attacks available for the unit, which are stated in the unit card and pawn. The defending unit can also select one of its own attacks, but it has to have the same range as the attacker (melee or ranged). The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&amp;lt;br&amp;gt;&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on. Starting with the attacker, each player take turns in rolling one d10 for each swing that the attack allows. If the number is equal (when the 0/10 is counted as 0) or higher than the defense, the attack hits, and some damage is done.&lt;br /&gt;
&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted to a unit is the figure stated in the attack.  This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units do 25% more damage during the day, and 25% less during the night.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit card.&lt;br /&gt;
* Units that are adjacent to a unit with leadership have a modifier equal to 25% times the difference in levels. This is not applicable if the attacking unit has a higher level than the unit with leadership.&lt;br /&gt;
* If the attack has the &amp;quot;charge&amp;quot; special, the damage is doubled.&lt;br /&gt;
* If the attack has the &amp;quot;backstab&amp;quot; special and there is an enemy of the target on the opposite side of the target, the damage is doubled.&lt;br /&gt;
* If the unit is slowed, the damage is halved.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. The damage is subtracted after each successful hit; if the hit points of a unit go below 1, the unit dies, and the unit dealing the blow gains experience. Remove the pawn from the map, and return the card to the recruit pool of the player.&lt;br /&gt;
==== Experience ====&lt;br /&gt;
The main source of experience is killing other units.  The amount of experience gained is twice the level of the unit killed, with a minimum of 1 for a level 0 unit. Additionally, if a unit is attacked from three units or more and it survives, it gains 1 experience point.&lt;br /&gt;
When the unit has gained at least the experience points stated on their cards, it levels up. The possible units that it can advance to are listed in the unit card, and the player may choose between them, but the player must have it available on her recruit pool.  If this is not the case, the unit is fully healed, and the experience counters are removed from it.&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The leader card is tapped if it has moved in the turn, and any slowed unit regains its normal status. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again. When the dawn tile is shown (every 6 turns), each player can add any two unit cards from their respective faction to their recruit pool.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive. That team is declared the winner, no matter the number of units currently in the map.&lt;br /&gt;
&lt;br /&gt;
== Appendixes ==&lt;br /&gt;
=== Icons ===&lt;br /&gt;
Terrains:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/terrains.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Attack types:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/resistances.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Attack specials:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/specials.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unit abilities ===&lt;br /&gt;
==== Heals ====&lt;br /&gt;
Allows the unit to heal adjacent friendly units at the beginning of each turn.&lt;br /&gt;
A unit cared for by this healer may heal up to 4 HP per turn, or stop poison from taking effect for that turn.&lt;br /&gt;
A poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure.&lt;br /&gt;
==== Cures ====&lt;br /&gt;
This unit combines herbal remedies with magic to heal units more quickly than is normally possible on the battlefield.&lt;br /&gt;
A unit cared for by this healer may heal up to 8 HP per turn.&lt;br /&gt;
A curer can cure a unit of poison, although that unit will receive no additional healing on the turn it is cured of the poison.&amp;quot;&lt;br /&gt;
==== Regenerates ====&lt;br /&gt;
The unit will heal itself 8 HP per turn. If it is poisoned, it will remove the poison instead of healing.&lt;br /&gt;
==== Steadfast ====&lt;br /&gt;
This unit's resistances are doubled, up to a maximum of 50%, when defending. Vulnerabilities are not affected.&lt;br /&gt;
==== Leadership ====&lt;br /&gt;
This unit can lead friendly units that are next to it, making them fight better.&lt;br /&gt;
Adjacent friendly units of lower level will do more damage in battle. When a unit adjacent to, of a lower level than, and on the same side as a unit with Leadership engages in combat, its attacks do 25% more damage times the difference in their levels.&lt;br /&gt;
==== Skirmisher ====&lt;br /&gt;
This unit is skilled in moving past enemies quickly, and ignores all enemy Zones of Control.&lt;br /&gt;
==== Illuminates ====&lt;br /&gt;
This unit illuminates the surrounding area, making lawful units fight better, and chaotic units fight worse.&lt;br /&gt;
Any units adjacent to this unit will fight as if it were dusk when it is night, and as if it were day when it is dusk.&lt;br /&gt;
==== Teleport ====&lt;br /&gt;
This unit may teleport between any two friendly villages using one of its moves.&lt;br /&gt;
==== Ambush ====&lt;br /&gt;
This unit gains the skirmisher ability in forest terrain.&lt;br /&gt;
==== Nightstalk ====&lt;br /&gt;
This unit gains the skirmisher ability during the night.&lt;br /&gt;
==== Submerge ====&lt;br /&gt;
All the attacks of this units made from deep water are treated as backstab attacks.&lt;br /&gt;
&lt;br /&gt;
=== Weapon specials ===&lt;br /&gt;
==== Berserk ====&lt;br /&gt;
Whether used offensively or defensively, this attack presses the engagement until one of the combatants is slain, or 30 rounds of attacks have occurred.&lt;br /&gt;
==== Backstab ====&lt;br /&gt;
This attack deals double damage if there is an enemy of the target on the opposite side of the target.&lt;br /&gt;
==== Plague ====&lt;br /&gt;
When a unit is killed by a Plague attack, that unit is replaced with a unit identical to and on the same side as the unit with the Plague attack. (This doesn't work on Undead or units in villages.)&lt;br /&gt;
==== Slow ====&lt;br /&gt;
This attack slows the target until it ends a turn. Slow halves the damage caused by attacks and the movement cost for a slowed unit is doubled.&lt;br /&gt;
==== Marksman ====&lt;br /&gt;
When used offensively, this attack always has at least a 60% chance to hit.&lt;br /&gt;
==== Magical ====&lt;br /&gt;
This attack always has a 70% chance to hit.&lt;br /&gt;
==== Charge ====&lt;br /&gt;
This attack deals double damage to the target. It also causes this unit to take double damage from the target's counterattack.&lt;br /&gt;
==== Drains ====&lt;br /&gt;
This unit drains health from living units, healing itself for half the amount of damage it deals (rounded down).&lt;br /&gt;
==== First strike ====&lt;br /&gt;
This unit always strikes first with this attack, even if they are defending.&lt;br /&gt;
==== Poison ====&lt;br /&gt;
This attack poisons living targets. Poisoned units lose 8 HP every turn until they are cured or are reduced to 1 HP.&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15319</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15319"/>
		<updated>2007-05-12T03:18:29Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Leader movement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit list ==&lt;br /&gt;
This is a set of static html files, based on the configuration files and the translation.  The files can be found at:&amp;lt;br&amp;gt;&lt;br /&gt;
http://units.wesnoth.org/&amp;lt;br&amp;gt;&lt;br /&gt;
http://zapicm.googlepages.com/&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* As many unit cards as you want.&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids on it.&lt;br /&gt;
* Tokens for time of day, and the slowed and poisoned effects.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Plenty of them to represent hit points (different sizes).&lt;br /&gt;
** Many to represent XP points.&lt;br /&gt;
** Many to represent gold (different sizes).&lt;br /&gt;
** A few of different colors for villages.&lt;br /&gt;
* Some ten sided dices.&lt;br /&gt;
The unit cards, pawns and tokens can be printed from the [http://zapicm.googlepages.com/wesnoth_cards.xls card generator] in Excel. Images of the most popular maps can be found here [in construction]. For counters, some options are coins, stones, pieces from other games; when sizes are recommended, the numbers to count will be big, so pieces to represent different values will come handy.&lt;br /&gt;
&lt;br /&gt;
== The unit cards ==&lt;br /&gt;
[image:http://zapicm.googlepages.com/card.gif]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;For a description of the different icons jump to the [[User:Elricz#Icons|Icons appendix]]&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player receives 100 gold, chooses a color and a faction (this can be done secretly if players agree) and then picks secretly the following number of unit cards belonging to the chosen faction:&lt;br /&gt;
* 7 cards of level 1 or level 0 units.&lt;br /&gt;
* 5 cards of level 2 units.&lt;br /&gt;
* 3 cards of level 3 or level 4 units.&lt;br /&gt;
* 1 leader card.&lt;br /&gt;
These cards make the player recruit pool, and they will remain covered until used.&lt;br /&gt;
Each player also picks the village counters corresponding to their chosen color, but not the pawns yet. Group the counters in pools, then make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== First round ==&lt;br /&gt;
Following the positions on the map, each player uncovers the card corresponding to the leader, picks the corresponding pawn and places it on the main section of the castle in the map. Then, from the HP counter pool she picks the corresponding counters to the leader hit points and places them over the card.  Finally, she picks one of the ten sided dices and also places it on the leader card, showing the number corresponding to the movement of the unit.&amp;lt;br&amp;gt;&lt;br /&gt;
Once every player has deployed their leaders, they take turns on recruiting units one by one, following these steps:&lt;br /&gt;
* Uncover the unit card.&lt;br /&gt;
* Pay the cost in gold to the gold counter pool.&lt;br /&gt;
* Pick the corresponding pawn and place it on an unoccupied space of the caste.&lt;br /&gt;
* Pick the appropriate number of HP counters and place them over the card.&lt;br /&gt;
* -- Optional: Roll for treats [in construction] --&lt;br /&gt;
This continues until a player has no free spaces on the castle, or not enough gold to pay for a unit. The initial unit cards that have not been used remain covered. Additionally, every time that a player recruits a level 0 unit, she may pick another level 0 card for her faction from the deck, and add it to her recruit pool, uncovered. This unit will not trigger the acquisition of an additional unit when recruited.&amp;lt;br&amp;gt;&lt;br /&gt;
-- Variant -- All players deploy their units at the same time, this option will save time for experienced players.&amp;lt;br&amp;gt;&lt;br /&gt;
Once all players have deployed their units, each player starting from the first one has a chance to move their leader (see movement section below) and the turn ends. Cycle the time of day stack, so the morning tile shows on top, and the second round starts.&lt;br /&gt;
&lt;br /&gt;
== Subsequent rounds ==&lt;br /&gt;
In each subsequent round, each player takes alternative turns, where they have the opportunity to move all their units. The turns have the following structure.&lt;br /&gt;
&lt;br /&gt;
== The turns ==&lt;br /&gt;
Each turn has two phases, activation and actions.&lt;br /&gt;
=== Activation ===&lt;br /&gt;
At the beginning of the player turn, gold is collected, units are activated and special effects are evaluated.&lt;br /&gt;
==== Gold ====&lt;br /&gt;
The upkeep of an army is not cheap, and the more experience the units have the more demanding they are.  To calculate the upkeep, add the level of all the units in play, except the leader.&lt;br /&gt;
Gold is obtained from owned villages (see [[User:Elricz#Movement|movement section]]), and a fixed income from the leader. The income from each village depends on the number of units in the army; the normal income from a village is 3 gold, but every village that exceeds the total number of units produces only 2 gold.  There is also a fixed income of 2 gold coming from your leader.&amp;lt;br&amp;gt;&lt;br /&gt;
Some examples:&amp;lt;br&amp;gt;&lt;br /&gt;
After the first turn, player 1 has recruited 6 level 1 units, and captured a village.  At the starting of the turn the income will be: 2 (from the leader) + 3 (1 village) - 6 (sum of unit levels) = -1 gold, to be paid.&amp;lt;br&amp;gt;&lt;br /&gt;
A few turns later, the player owns 8 villages, and the army consists of two level 2 units and three level 1 units.  The income will be: 2 (from the leader) + 15 (5 villages) + 6 (4 villages over the number of units) - 7 (sum of unit levels) = 16 gold to receive.&lt;br /&gt;
&lt;br /&gt;
==== Unit activation ====&lt;br /&gt;
Untap all unit cards.  If a card was untapped at the beginning, that unit heals 2 HP, that cannot go beyond the unit initial HP.&lt;br /&gt;
==== Special effects ====&lt;br /&gt;
===== Healing =====&lt;br /&gt;
Every non poisoned unit in a village, or with the regeneration ability, regains 8 HP. Non poisoned units adjacent to a unit the heal ability regain the number of points stated on the ability (4 or 8). If more than one unit with the heal ability is adjacent to the healed unit, this one is only healed once, for the maximum value that the units provide. &lt;br /&gt;
Healed units can go beyond their initial HP.&lt;br /&gt;
===== Poison =====&lt;br /&gt;
Poisoned units lose 8 HP, but they cannot go below 1 because of poison.  If they are adjacent to a unit with the heal ability, they don't lose the HP, but they remain poisoned.  If they are in a village, have the regeneration ability, or adjacent to a unit with the cures ability, they don't lose HP and the poison is removed.&lt;br /&gt;
=== Unit actions ===&lt;br /&gt;
Each turn, a unit can make a movement, attack other units and conquer villages.&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Each unit has a number of movement points, and the unit card shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination hex and describe the route of continuous hexes from the unit current position that the unit will follow; add all the movement costs for each hex, and if the total is equal or less than the movement points of the unit, the movement can be done.&lt;br /&gt;
A unit must stop if at any point of its route it finds:&lt;br /&gt;
* An enemy or unoccupied village.&lt;br /&gt;
* There is an enemy unit of least level 1 on an adjacent hex. Units with the skirmisher ability are not forced to stop in this case.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same hex as them. With the exception of the leader, all units must complete their movement once they start it; to reflect it, tap the unit card when you select the unit to move.&lt;br /&gt;
===== Leader movement =====&lt;br /&gt;
The same rules of movement apply for the leader, but it can make partial movements, as long as it is not forced to stop because of any of the three cases above. To reflect the movement points left on the leader, you can use a 10 sided dice.&lt;br /&gt;
If the leader is in the main section of the castle, it can recruit in the same way as it was done on the first turn.&lt;br /&gt;
&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, and the player puts one of her village markers in the hex to reflect the ownership.&lt;br /&gt;
==== Attack ====&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, tap the unit if it was not tapped and select one of the attacks available for the unit, which are stated in the unit card and pawn. The defending unit can also select one of its own attacks, but it has to have the same range as the attacker (melee or ranged). The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on. Starting with the attacker, each player take turns in rolling one d10 for each swing that the attack allows. If the number is equal (when the 0/10 is counted as 0) or higher than the defense, the attack hits, and some damage is done.&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted to a unit is the figure stated in the attack.  This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units do 25% more damage during the day, and 25% less during the night.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit card.&lt;br /&gt;
* Units that are adjacent to a unit with leadership have a modifier equal to 25% times the difference in levels. This is not applicable if the attacking unit has a higher level than the unit with leadership.&lt;br /&gt;
* If the attack has the &amp;quot;charge&amp;quot; special, the damage is doubled.&lt;br /&gt;
* If the attack has the &amp;quot;backstab&amp;quot; special and there is an enemy of the target on the opposite side of the target, the damage is doubled.&lt;br /&gt;
* If the unit is slowed, the damage is halved.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. The damage is subtracted after each successful hit; if the hit points of a unit go below 1, the unit dies, and the unit dealing the blow gains experience. Remove the pawn from the map, and return the card to the recruit pool of the player.&lt;br /&gt;
==== Experience ====&lt;br /&gt;
The main source of experience is killing other units.  The amount of experience gained is twice the level of the unit killed, with a minimum of 1 for a level 0 unit. Additionally, if a unit is attacked from three units or more and it survives, it gains 1 experience point.&lt;br /&gt;
When the unit has gained at least the experience points stated on their cards, it levels up. The possible units that it can advance to are listed in the unit card, and the player may choose between them, but the player must have it available on her recruit pool.  If this is not the case, the unit is fully healed, and the experience counters are removed from it.&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The leader card is tapped if it has moved in the turn, and any slowed unit regains its normal status. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again. When the dawn tile is shown (every 6 turns), each player can add any two unit cards from their respective faction to their recruit pool.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive. That team is declared the winner, no matter the number of units currently in the map.&lt;br /&gt;
&lt;br /&gt;
== Appendixes ==&lt;br /&gt;
=== Icons ===&lt;br /&gt;
Terrains:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/terrains.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Attack types:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/resistances.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Attack specials:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/specials.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unit abilities ===&lt;br /&gt;
==== Heals ====&lt;br /&gt;
Allows the unit to heal adjacent friendly units at the beginning of each turn.&lt;br /&gt;
A unit cared for by this healer may heal up to 4 HP per turn, or stop poison from taking effect for that turn.&lt;br /&gt;
A poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure.&lt;br /&gt;
==== Cures ====&lt;br /&gt;
This unit combines herbal remedies with magic to heal units more quickly than is normally possible on the battlefield.&lt;br /&gt;
A unit cared for by this healer may heal up to 8 HP per turn.&lt;br /&gt;
A curer can cure a unit of poison, although that unit will receive no additional healing on the turn it is cured of the poison.&amp;quot;&lt;br /&gt;
==== Regenerates ====&lt;br /&gt;
The unit will heal itself 8 HP per turn. If it is poisoned, it will remove the poison instead of healing.&lt;br /&gt;
==== Steadfast ====&lt;br /&gt;
This unit's resistances are doubled, up to a maximum of 50%, when defending. Vulnerabilities are not affected.&lt;br /&gt;
==== Leadership ====&lt;br /&gt;
This unit can lead friendly units that are next to it, making them fight better.&lt;br /&gt;
Adjacent friendly units of lower level will do more damage in battle. When a unit adjacent to, of a lower level than, and on the same side as a unit with Leadership engages in combat, its attacks do 25% more damage times the difference in their levels.&lt;br /&gt;
==== Skirmisher ====&lt;br /&gt;
This unit is skilled in moving past enemies quickly, and ignores all enemy Zones of Control.&lt;br /&gt;
==== Illuminates ====&lt;br /&gt;
This unit illuminates the surrounding area, making lawful units fight better, and chaotic units fight worse.&lt;br /&gt;
Any units adjacent to this unit will fight as if it were dusk when it is night, and as if it were day when it is dusk.&lt;br /&gt;
==== Teleport ====&lt;br /&gt;
This unit may teleport between any two friendly villages using one of its moves.&lt;br /&gt;
==== Ambush ====&lt;br /&gt;
This unit gains the skirmisher ability in forest terrain.&lt;br /&gt;
==== Nightstalk ====&lt;br /&gt;
This unit gains the skirmisher ability during the night.&lt;br /&gt;
==== Submerge ====&lt;br /&gt;
All the attacks of this units made from deep water are treated as backstab attacks.&lt;br /&gt;
&lt;br /&gt;
=== Weapon specials ===&lt;br /&gt;
==== Berserk ====&lt;br /&gt;
Whether used offensively or defensively, this attack presses the engagement until one of the combatants is slain, or 30 rounds of attacks have occurred.&lt;br /&gt;
==== Backstab ====&lt;br /&gt;
This attack deals double damage if there is an enemy of the target on the opposite side of the target.&lt;br /&gt;
==== Plague ====&lt;br /&gt;
When a unit is killed by a Plague attack, that unit is replaced with a unit identical to and on the same side as the unit with the Plague attack. (This doesn't work on Undead or units in villages.)&lt;br /&gt;
==== Slow ====&lt;br /&gt;
This attack slows the target until it ends a turn. Slow halves the damage caused by attacks and the movement cost for a slowed unit is doubled.&lt;br /&gt;
==== Marksman ====&lt;br /&gt;
When used offensively, this attack always has at least a 60% chance to hit.&lt;br /&gt;
==== Magical ====&lt;br /&gt;
This attack always has a 70% chance to hit.&lt;br /&gt;
==== Charge ====&lt;br /&gt;
This attack deals double damage to the target. It also causes this unit to take double damage from the target's counterattack.&lt;br /&gt;
==== Drains ====&lt;br /&gt;
This unit drains health from living units, healing itself for half the amount of damage it deals (rounded down).&lt;br /&gt;
==== First strike ====&lt;br /&gt;
This unit always strikes first with this attack, even if they are defending.&lt;br /&gt;
==== Poison ====&lt;br /&gt;
This attack poisons living targets. Poisoned units lose 8 HP every turn until they are cured or are reduced to 1 HP.&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15318</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15318"/>
		<updated>2007-05-12T03:17:12Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Gold */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit list ==&lt;br /&gt;
This is a set of static html files, based on the configuration files and the translation.  The files can be found at:&amp;lt;br&amp;gt;&lt;br /&gt;
http://units.wesnoth.org/&amp;lt;br&amp;gt;&lt;br /&gt;
http://zapicm.googlepages.com/&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* As many unit cards as you want.&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids on it.&lt;br /&gt;
* Tokens for time of day, and the slowed and poisoned effects.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Plenty of them to represent hit points (different sizes).&lt;br /&gt;
** Many to represent XP points.&lt;br /&gt;
** Many to represent gold (different sizes).&lt;br /&gt;
** A few of different colors for villages.&lt;br /&gt;
* Some ten sided dices.&lt;br /&gt;
The unit cards, pawns and tokens can be printed from the [http://zapicm.googlepages.com/wesnoth_cards.xls card generator] in Excel. Images of the most popular maps can be found here [in construction]. For counters, some options are coins, stones, pieces from other games; when sizes are recommended, the numbers to count will be big, so pieces to represent different values will come handy.&lt;br /&gt;
&lt;br /&gt;
== The unit cards ==&lt;br /&gt;
[image:http://zapicm.googlepages.com/card.gif]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;For a description of the different icons jump to the [[User:Elricz#Icons|Icons appendix]]&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player receives 100 gold, chooses a color and a faction (this can be done secretly if players agree) and then picks secretly the following number of unit cards belonging to the chosen faction:&lt;br /&gt;
* 7 cards of level 1 or level 0 units.&lt;br /&gt;
* 5 cards of level 2 units.&lt;br /&gt;
* 3 cards of level 3 or level 4 units.&lt;br /&gt;
* 1 leader card.&lt;br /&gt;
These cards make the player recruit pool, and they will remain covered until used.&lt;br /&gt;
Each player also picks the village counters corresponding to their chosen color, but not the pawns yet. Group the counters in pools, then make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== First round ==&lt;br /&gt;
Following the positions on the map, each player uncovers the card corresponding to the leader, picks the corresponding pawn and places it on the main section of the castle in the map. Then, from the HP counter pool she picks the corresponding counters to the leader hit points and places them over the card.  Finally, she picks one of the ten sided dices and also places it on the leader card, showing the number corresponding to the movement of the unit.&amp;lt;br&amp;gt;&lt;br /&gt;
Once every player has deployed their leaders, they take turns on recruiting units one by one, following these steps:&lt;br /&gt;
* Uncover the unit card.&lt;br /&gt;
* Pay the cost in gold to the gold counter pool.&lt;br /&gt;
* Pick the corresponding pawn and place it on an unoccupied space of the caste.&lt;br /&gt;
* Pick the appropriate number of HP counters and place them over the card.&lt;br /&gt;
* -- Optional: Roll for treats [in construction] --&lt;br /&gt;
This continues until a player has no free spaces on the castle, or not enough gold to pay for a unit. The initial unit cards that have not been used remain covered. Additionally, every time that a player recruits a level 0 unit, she may pick another level 0 card for her faction from the deck, and add it to her recruit pool, uncovered. This unit will not trigger the acquisition of an additional unit when recruited.&amp;lt;br&amp;gt;&lt;br /&gt;
-- Variant -- All players deploy their units at the same time, this option will save time for experienced players.&amp;lt;br&amp;gt;&lt;br /&gt;
Once all players have deployed their units, each player starting from the first one has a chance to move their leader (see movement section below) and the turn ends. Cycle the time of day stack, so the morning tile shows on top, and the second round starts.&lt;br /&gt;
&lt;br /&gt;
== Subsequent rounds ==&lt;br /&gt;
In each subsequent round, each player takes alternative turns, where they have the opportunity to move all their units. The turns have the following structure.&lt;br /&gt;
&lt;br /&gt;
== The turns ==&lt;br /&gt;
Each turn has two phases, activation and actions.&lt;br /&gt;
=== Activation ===&lt;br /&gt;
At the beginning of the player turn, gold is collected, units are activated and special effects are evaluated.&lt;br /&gt;
==== Gold ====&lt;br /&gt;
The upkeep of an army is not cheap, and the more experience the units have the more demanding they are.  To calculate the upkeep, add the level of all the units in play, except the leader.&lt;br /&gt;
Gold is obtained from owned villages (see [[User:Elricz#Movement|movement section]]), and a fixed income from the leader. The income from each village depends on the number of units in the army; the normal income from a village is 3 gold, but every village that exceeds the total number of units produces only 2 gold.  There is also a fixed income of 2 gold coming from your leader.&amp;lt;br&amp;gt;&lt;br /&gt;
Some examples:&amp;lt;br&amp;gt;&lt;br /&gt;
After the first turn, player 1 has recruited 6 level 1 units, and captured a village.  At the starting of the turn the income will be: 2 (from the leader) + 3 (1 village) - 6 (sum of unit levels) = -1 gold, to be paid.&amp;lt;br&amp;gt;&lt;br /&gt;
A few turns later, the player owns 8 villages, and the army consists of two level 2 units and three level 1 units.  The income will be: 2 (from the leader) + 15 (5 villages) + 6 (4 villages over the number of units) - 7 (sum of unit levels) = 16 gold to receive.&lt;br /&gt;
&lt;br /&gt;
==== Unit activation ====&lt;br /&gt;
Untap all unit cards.  If a card was untapped at the beginning, that unit heals 2 HP, that cannot go beyond the unit initial HP.&lt;br /&gt;
==== Special effects ====&lt;br /&gt;
===== Healing =====&lt;br /&gt;
Every non poisoned unit in a village, or with the regeneration ability, regains 8 HP. Non poisoned units adjacent to a unit the heal ability regain the number of points stated on the ability (4 or 8). If more than one unit with the heal ability is adjacent to the healed unit, this one is only healed once, for the maximum value that the units provide. &lt;br /&gt;
Healed units can go beyond their initial HP.&lt;br /&gt;
===== Poison =====&lt;br /&gt;
Poisoned units lose 8 HP, but they cannot go below 1 because of poison.  If they are adjacent to a unit with the heal ability, they don't lose the HP, but they remain poisoned.  If they are in a village, have the regeneration ability, or adjacent to a unit with the cures ability, they don't lose HP and the poison is removed.&lt;br /&gt;
=== Unit actions ===&lt;br /&gt;
Each turn, a unit can make a movement, attack other units and conquer villages.&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Each unit has a number of movement points, and the unit card shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination hex and describe the route of continuous hexes from the unit current position that the unit will follow; add all the movement costs for each hex, and if the total is equal or less than the movement points of the unit, the movement can be done.&lt;br /&gt;
A unit must stop if at any point of its route it finds:&lt;br /&gt;
* An enemy or unoccupied village.&lt;br /&gt;
* There is an enemy unit of least level 1 on an adjacent hex. Units with the skirmisher ability are not forced to stop in this case.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same hex as them. With the exception of the leader, all units must complete their movement once they start it; to reflect it, tap the unit card when you select the unit to move.&lt;br /&gt;
===== Leader movement =====&lt;br /&gt;
The same rules of movement apply for the leader, but he can make partial movements, as long as he is not forced to stop because of any of the three cases above. To reflect the movement points left on the leader, you can use a 10 sided dice.&lt;br /&gt;
If the leader is in the main section of the castle, it can recruit in the same way as it was done on the first turn.&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, and the player puts one of her village markers in the hex to reflect the ownership.&lt;br /&gt;
==== Attack ====&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, tap the unit if it was not tapped and select one of the attacks available for the unit, which are stated in the unit card and pawn. The defending unit can also select one of its own attacks, but it has to have the same range as the attacker (melee or ranged). The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on. Starting with the attacker, each player take turns in rolling one d10 for each swing that the attack allows. If the number is equal (when the 0/10 is counted as 0) or higher than the defense, the attack hits, and some damage is done.&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted to a unit is the figure stated in the attack.  This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units do 25% more damage during the day, and 25% less during the night.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit card.&lt;br /&gt;
* Units that are adjacent to a unit with leadership have a modifier equal to 25% times the difference in levels. This is not applicable if the attacking unit has a higher level than the unit with leadership.&lt;br /&gt;
* If the attack has the &amp;quot;charge&amp;quot; special, the damage is doubled.&lt;br /&gt;
* If the attack has the &amp;quot;backstab&amp;quot; special and there is an enemy of the target on the opposite side of the target, the damage is doubled.&lt;br /&gt;
* If the unit is slowed, the damage is halved.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. The damage is subtracted after each successful hit; if the hit points of a unit go below 1, the unit dies, and the unit dealing the blow gains experience. Remove the pawn from the map, and return the card to the recruit pool of the player.&lt;br /&gt;
==== Experience ====&lt;br /&gt;
The main source of experience is killing other units.  The amount of experience gained is twice the level of the unit killed, with a minimum of 1 for a level 0 unit. Additionally, if a unit is attacked from three units or more and it survives, it gains 1 experience point.&lt;br /&gt;
When the unit has gained at least the experience points stated on their cards, it levels up. The possible units that it can advance to are listed in the unit card, and the player may choose between them, but the player must have it available on her recruit pool.  If this is not the case, the unit is fully healed, and the experience counters are removed from it.&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The leader card is tapped if it has moved in the turn, and any slowed unit regains its normal status. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again. When the dawn tile is shown (every 6 turns), each player can add any two unit cards from their respective faction to their recruit pool.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive. That team is declared the winner, no matter the number of units currently in the map.&lt;br /&gt;
&lt;br /&gt;
== Appendixes ==&lt;br /&gt;
=== Icons ===&lt;br /&gt;
Terrains:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/terrains.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Attack types:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/resistances.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Attack specials:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/specials.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unit abilities ===&lt;br /&gt;
==== Heals ====&lt;br /&gt;
Allows the unit to heal adjacent friendly units at the beginning of each turn.&lt;br /&gt;
A unit cared for by this healer may heal up to 4 HP per turn, or stop poison from taking effect for that turn.&lt;br /&gt;
A poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure.&lt;br /&gt;
==== Cures ====&lt;br /&gt;
This unit combines herbal remedies with magic to heal units more quickly than is normally possible on the battlefield.&lt;br /&gt;
A unit cared for by this healer may heal up to 8 HP per turn.&lt;br /&gt;
A curer can cure a unit of poison, although that unit will receive no additional healing on the turn it is cured of the poison.&amp;quot;&lt;br /&gt;
==== Regenerates ====&lt;br /&gt;
The unit will heal itself 8 HP per turn. If it is poisoned, it will remove the poison instead of healing.&lt;br /&gt;
==== Steadfast ====&lt;br /&gt;
This unit's resistances are doubled, up to a maximum of 50%, when defending. Vulnerabilities are not affected.&lt;br /&gt;
==== Leadership ====&lt;br /&gt;
This unit can lead friendly units that are next to it, making them fight better.&lt;br /&gt;
Adjacent friendly units of lower level will do more damage in battle. When a unit adjacent to, of a lower level than, and on the same side as a unit with Leadership engages in combat, its attacks do 25% more damage times the difference in their levels.&lt;br /&gt;
==== Skirmisher ====&lt;br /&gt;
This unit is skilled in moving past enemies quickly, and ignores all enemy Zones of Control.&lt;br /&gt;
==== Illuminates ====&lt;br /&gt;
This unit illuminates the surrounding area, making lawful units fight better, and chaotic units fight worse.&lt;br /&gt;
Any units adjacent to this unit will fight as if it were dusk when it is night, and as if it were day when it is dusk.&lt;br /&gt;
==== Teleport ====&lt;br /&gt;
This unit may teleport between any two friendly villages using one of its moves.&lt;br /&gt;
==== Ambush ====&lt;br /&gt;
This unit gains the skirmisher ability in forest terrain.&lt;br /&gt;
==== Nightstalk ====&lt;br /&gt;
This unit gains the skirmisher ability during the night.&lt;br /&gt;
==== Submerge ====&lt;br /&gt;
All the attacks of this units made from deep water are treated as backstab attacks.&lt;br /&gt;
&lt;br /&gt;
=== Weapon specials ===&lt;br /&gt;
==== Berserk ====&lt;br /&gt;
Whether used offensively or defensively, this attack presses the engagement until one of the combatants is slain, or 30 rounds of attacks have occurred.&lt;br /&gt;
==== Backstab ====&lt;br /&gt;
This attack deals double damage if there is an enemy of the target on the opposite side of the target.&lt;br /&gt;
==== Plague ====&lt;br /&gt;
When a unit is killed by a Plague attack, that unit is replaced with a unit identical to and on the same side as the unit with the Plague attack. (This doesn't work on Undead or units in villages.)&lt;br /&gt;
==== Slow ====&lt;br /&gt;
This attack slows the target until it ends a turn. Slow halves the damage caused by attacks and the movement cost for a slowed unit is doubled.&lt;br /&gt;
==== Marksman ====&lt;br /&gt;
When used offensively, this attack always has at least a 60% chance to hit.&lt;br /&gt;
==== Magical ====&lt;br /&gt;
This attack always has a 70% chance to hit.&lt;br /&gt;
==== Charge ====&lt;br /&gt;
This attack deals double damage to the target. It also causes this unit to take double damage from the target's counterattack.&lt;br /&gt;
==== Drains ====&lt;br /&gt;
This unit drains health from living units, healing itself for half the amount of damage it deals (rounded down).&lt;br /&gt;
==== First strike ====&lt;br /&gt;
This unit always strikes first with this attack, even if they are defending.&lt;br /&gt;
==== Poison ====&lt;br /&gt;
This attack poisons living targets. Poisoned units lose 8 HP every turn until they are cured or are reduced to 1 HP.&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15317</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15317"/>
		<updated>2007-05-12T03:15:40Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* First round */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit list ==&lt;br /&gt;
This is a set of static html files, based on the configuration files and the translation.  The files can be found at:&amp;lt;br&amp;gt;&lt;br /&gt;
http://units.wesnoth.org/&amp;lt;br&amp;gt;&lt;br /&gt;
http://zapicm.googlepages.com/&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* As many unit cards as you want.&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids on it.&lt;br /&gt;
* Tokens for time of day, and the slowed and poisoned effects.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Plenty of them to represent hit points (different sizes).&lt;br /&gt;
** Many to represent XP points.&lt;br /&gt;
** Many to represent gold (different sizes).&lt;br /&gt;
** A few of different colors for villages.&lt;br /&gt;
* Some ten sided dices.&lt;br /&gt;
The unit cards, pawns and tokens can be printed from the [http://zapicm.googlepages.com/wesnoth_cards.xls card generator] in Excel. Images of the most popular maps can be found here [in construction]. For counters, some options are coins, stones, pieces from other games; when sizes are recommended, the numbers to count will be big, so pieces to represent different values will come handy.&lt;br /&gt;
&lt;br /&gt;
== The unit cards ==&lt;br /&gt;
[image:http://zapicm.googlepages.com/card.gif]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;For a description of the different icons jump to the [[User:Elricz#Icons|Icons appendix]]&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player receives 100 gold, chooses a color and a faction (this can be done secretly if players agree) and then picks secretly the following number of unit cards belonging to the chosen faction:&lt;br /&gt;
* 7 cards of level 1 or level 0 units.&lt;br /&gt;
* 5 cards of level 2 units.&lt;br /&gt;
* 3 cards of level 3 or level 4 units.&lt;br /&gt;
* 1 leader card.&lt;br /&gt;
These cards make the player recruit pool, and they will remain covered until used.&lt;br /&gt;
Each player also picks the village counters corresponding to their chosen color, but not the pawns yet. Group the counters in pools, then make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== First round ==&lt;br /&gt;
Following the positions on the map, each player uncovers the card corresponding to the leader, picks the corresponding pawn and places it on the main section of the castle in the map. Then, from the HP counter pool she picks the corresponding counters to the leader hit points and places them over the card.  Finally, she picks one of the ten sided dices and also places it on the leader card, showing the number corresponding to the movement of the unit.&amp;lt;br&amp;gt;&lt;br /&gt;
Once every player has deployed their leaders, they take turns on recruiting units one by one, following these steps:&lt;br /&gt;
* Uncover the unit card.&lt;br /&gt;
* Pay the cost in gold to the gold counter pool.&lt;br /&gt;
* Pick the corresponding pawn and place it on an unoccupied space of the caste.&lt;br /&gt;
* Pick the appropriate number of HP counters and place them over the card.&lt;br /&gt;
* -- Optional: Roll for treats [in construction] --&lt;br /&gt;
This continues until a player has no free spaces on the castle, or not enough gold to pay for a unit. The initial unit cards that have not been used remain covered. Additionally, every time that a player recruits a level 0 unit, she may pick another level 0 card for her faction from the deck, and add it to her recruit pool, uncovered. This unit will not trigger the acquisition of an additional unit when recruited.&amp;lt;br&amp;gt;&lt;br /&gt;
-- Variant -- All players deploy their units at the same time, this option will save time for experienced players.&amp;lt;br&amp;gt;&lt;br /&gt;
Once all players have deployed their units, each player starting from the first one has a chance to move their leader (see movement section below) and the turn ends. Cycle the time of day stack, so the morning tile shows on top, and the second round starts.&lt;br /&gt;
&lt;br /&gt;
== Subsequent rounds ==&lt;br /&gt;
In each subsequent round, each player takes alternative turns, where they have the opportunity to move all their units. The turns have the following structure.&lt;br /&gt;
&lt;br /&gt;
== The turns ==&lt;br /&gt;
Each turn has two phases, activation and actions.&lt;br /&gt;
=== Activation ===&lt;br /&gt;
At the beginning of the player turn, gold is collected, units are activated and special effects are evaluated.&lt;br /&gt;
==== Gold ====&lt;br /&gt;
The upkeep of an army is not cheap, and the more experience the units have the more demanding they are.  To calculate the upkeep, add the level of all the units in play, except the leader.&lt;br /&gt;
Gold is obtained from owned villages (see movement section below), and a fixed income from the leader. The income from each village depends on the number of units in the army; the normal income from a village is 3 gold, but every village that exceeds the total number of units produces only 2 gold.  There is also a fixed income of 2 gold coming from your leader.&lt;br /&gt;
Some examples:&lt;br /&gt;
After the first turn, player 1 has recruited 6 level 1 units, and captured a village.  At the starting of the turn the income will be: 2 (from the leader) + 3 (1 village) - 6 (sum of unit levels) = -1 gold, to be paid.&lt;br /&gt;
A few turns later, the player owns 8 villages, and the army consists of two level 2 units and three level 1 units.  The income will be: 2 (from the leader) + 15 (5 villages) + 6 (4 villages over the number of units) - 7 (sum of unit levels) = 16 gold to receive.&lt;br /&gt;
==== Unit activation ====&lt;br /&gt;
Untap all unit cards.  If a card was untapped at the beginning, that unit heals 2 HP, that cannot go beyond the unit initial HP.&lt;br /&gt;
==== Special effects ====&lt;br /&gt;
===== Healing =====&lt;br /&gt;
Every non poisoned unit in a village, or with the regeneration ability, regains 8 HP. Non poisoned units adjacent to a unit the heal ability regain the number of points stated on the ability (4 or 8). If more than one unit with the heal ability is adjacent to the healed unit, this one is only healed once, for the maximum value that the units provide. &lt;br /&gt;
Healed units can go beyond their initial HP.&lt;br /&gt;
===== Poison =====&lt;br /&gt;
Poisoned units lose 8 HP, but they cannot go below 1 because of poison.  If they are adjacent to a unit with the heal ability, they don't lose the HP, but they remain poisoned.  If they are in a village, have the regeneration ability, or adjacent to a unit with the cures ability, they don't lose HP and the poison is removed.&lt;br /&gt;
=== Unit actions ===&lt;br /&gt;
Each turn, a unit can make a movement, attack other units and conquer villages.&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Each unit has a number of movement points, and the unit card shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination hex and describe the route of continuous hexes from the unit current position that the unit will follow; add all the movement costs for each hex, and if the total is equal or less than the movement points of the unit, the movement can be done.&lt;br /&gt;
A unit must stop if at any point of its route it finds:&lt;br /&gt;
* An enemy or unoccupied village.&lt;br /&gt;
* There is an enemy unit of least level 1 on an adjacent hex. Units with the skirmisher ability are not forced to stop in this case.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same hex as them. With the exception of the leader, all units must complete their movement once they start it; to reflect it, tap the unit card when you select the unit to move.&lt;br /&gt;
===== Leader movement =====&lt;br /&gt;
The same rules of movement apply for the leader, but he can make partial movements, as long as he is not forced to stop because of any of the three cases above. To reflect the movement points left on the leader, you can use a 10 sided dice.&lt;br /&gt;
If the leader is in the main section of the castle, it can recruit in the same way as it was done on the first turn.&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, and the player puts one of her village markers in the hex to reflect the ownership.&lt;br /&gt;
==== Attack ====&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, tap the unit if it was not tapped and select one of the attacks available for the unit, which are stated in the unit card and pawn. The defending unit can also select one of its own attacks, but it has to have the same range as the attacker (melee or ranged). The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on. Starting with the attacker, each player take turns in rolling one d10 for each swing that the attack allows. If the number is equal (when the 0/10 is counted as 0) or higher than the defense, the attack hits, and some damage is done.&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted to a unit is the figure stated in the attack.  This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units do 25% more damage during the day, and 25% less during the night.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit card.&lt;br /&gt;
* Units that are adjacent to a unit with leadership have a modifier equal to 25% times the difference in levels. This is not applicable if the attacking unit has a higher level than the unit with leadership.&lt;br /&gt;
* If the attack has the &amp;quot;charge&amp;quot; special, the damage is doubled.&lt;br /&gt;
* If the attack has the &amp;quot;backstab&amp;quot; special and there is an enemy of the target on the opposite side of the target, the damage is doubled.&lt;br /&gt;
* If the unit is slowed, the damage is halved.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. The damage is subtracted after each successful hit; if the hit points of a unit go below 1, the unit dies, and the unit dealing the blow gains experience. Remove the pawn from the map, and return the card to the recruit pool of the player.&lt;br /&gt;
==== Experience ====&lt;br /&gt;
The main source of experience is killing other units.  The amount of experience gained is twice the level of the unit killed, with a minimum of 1 for a level 0 unit. Additionally, if a unit is attacked from three units or more and it survives, it gains 1 experience point.&lt;br /&gt;
When the unit has gained at least the experience points stated on their cards, it levels up. The possible units that it can advance to are listed in the unit card, and the player may choose between them, but the player must have it available on her recruit pool.  If this is not the case, the unit is fully healed, and the experience counters are removed from it.&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The leader card is tapped if it has moved in the turn, and any slowed unit regains its normal status. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again. When the dawn tile is shown (every 6 turns), each player can add any two unit cards from their respective faction to their recruit pool.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive. That team is declared the winner, no matter the number of units currently in the map.&lt;br /&gt;
&lt;br /&gt;
== Appendixes ==&lt;br /&gt;
=== Icons ===&lt;br /&gt;
Terrains:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/terrains.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Attack types:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/resistances.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Attack specials:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/specials.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unit abilities ===&lt;br /&gt;
==== Heals ====&lt;br /&gt;
Allows the unit to heal adjacent friendly units at the beginning of each turn.&lt;br /&gt;
A unit cared for by this healer may heal up to 4 HP per turn, or stop poison from taking effect for that turn.&lt;br /&gt;
A poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure.&lt;br /&gt;
==== Cures ====&lt;br /&gt;
This unit combines herbal remedies with magic to heal units more quickly than is normally possible on the battlefield.&lt;br /&gt;
A unit cared for by this healer may heal up to 8 HP per turn.&lt;br /&gt;
A curer can cure a unit of poison, although that unit will receive no additional healing on the turn it is cured of the poison.&amp;quot;&lt;br /&gt;
==== Regenerates ====&lt;br /&gt;
The unit will heal itself 8 HP per turn. If it is poisoned, it will remove the poison instead of healing.&lt;br /&gt;
==== Steadfast ====&lt;br /&gt;
This unit's resistances are doubled, up to a maximum of 50%, when defending. Vulnerabilities are not affected.&lt;br /&gt;
==== Leadership ====&lt;br /&gt;
This unit can lead friendly units that are next to it, making them fight better.&lt;br /&gt;
Adjacent friendly units of lower level will do more damage in battle. When a unit adjacent to, of a lower level than, and on the same side as a unit with Leadership engages in combat, its attacks do 25% more damage times the difference in their levels.&lt;br /&gt;
==== Skirmisher ====&lt;br /&gt;
This unit is skilled in moving past enemies quickly, and ignores all enemy Zones of Control.&lt;br /&gt;
==== Illuminates ====&lt;br /&gt;
This unit illuminates the surrounding area, making lawful units fight better, and chaotic units fight worse.&lt;br /&gt;
Any units adjacent to this unit will fight as if it were dusk when it is night, and as if it were day when it is dusk.&lt;br /&gt;
==== Teleport ====&lt;br /&gt;
This unit may teleport between any two friendly villages using one of its moves.&lt;br /&gt;
==== Ambush ====&lt;br /&gt;
This unit gains the skirmisher ability in forest terrain.&lt;br /&gt;
==== Nightstalk ====&lt;br /&gt;
This unit gains the skirmisher ability during the night.&lt;br /&gt;
==== Submerge ====&lt;br /&gt;
All the attacks of this units made from deep water are treated as backstab attacks.&lt;br /&gt;
&lt;br /&gt;
=== Weapon specials ===&lt;br /&gt;
==== Berserk ====&lt;br /&gt;
Whether used offensively or defensively, this attack presses the engagement until one of the combatants is slain, or 30 rounds of attacks have occurred.&lt;br /&gt;
==== Backstab ====&lt;br /&gt;
This attack deals double damage if there is an enemy of the target on the opposite side of the target.&lt;br /&gt;
==== Plague ====&lt;br /&gt;
When a unit is killed by a Plague attack, that unit is replaced with a unit identical to and on the same side as the unit with the Plague attack. (This doesn't work on Undead or units in villages.)&lt;br /&gt;
==== Slow ====&lt;br /&gt;
This attack slows the target until it ends a turn. Slow halves the damage caused by attacks and the movement cost for a slowed unit is doubled.&lt;br /&gt;
==== Marksman ====&lt;br /&gt;
When used offensively, this attack always has at least a 60% chance to hit.&lt;br /&gt;
==== Magical ====&lt;br /&gt;
This attack always has a 70% chance to hit.&lt;br /&gt;
==== Charge ====&lt;br /&gt;
This attack deals double damage to the target. It also causes this unit to take double damage from the target's counterattack.&lt;br /&gt;
==== Drains ====&lt;br /&gt;
This unit drains health from living units, healing itself for half the amount of damage it deals (rounded down).&lt;br /&gt;
==== First strike ====&lt;br /&gt;
This unit always strikes first with this attack, even if they are defending.&lt;br /&gt;
==== Poison ====&lt;br /&gt;
This attack poisons living targets. Poisoned units lose 8 HP every turn until they are cured or are reduced to 1 HP.&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15316</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15316"/>
		<updated>2007-05-12T03:11:10Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Materials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit list ==&lt;br /&gt;
This is a set of static html files, based on the configuration files and the translation.  The files can be found at:&amp;lt;br&amp;gt;&lt;br /&gt;
http://units.wesnoth.org/&amp;lt;br&amp;gt;&lt;br /&gt;
http://zapicm.googlepages.com/&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* As many unit cards as you want.&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids on it.&lt;br /&gt;
* Tokens for time of day, and the slowed and poisoned effects.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Plenty of them to represent hit points (different sizes).&lt;br /&gt;
** Many to represent XP points.&lt;br /&gt;
** Many to represent gold (different sizes).&lt;br /&gt;
** A few of different colors for villages.&lt;br /&gt;
* Some ten sided dices.&lt;br /&gt;
The unit cards, pawns and tokens can be printed from the [http://zapicm.googlepages.com/wesnoth_cards.xls card generator] in Excel. Images of the most popular maps can be found here [in construction]. For counters, some options are coins, stones, pieces from other games; when sizes are recommended, the numbers to count will be big, so pieces to represent different values will come handy.&lt;br /&gt;
&lt;br /&gt;
== The unit cards ==&lt;br /&gt;
[image:http://zapicm.googlepages.com/card.gif]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;For a description of the different icons jump to the [[User:Elricz#Icons|Icons appendix]]&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player receives 100 gold, chooses a color and a faction (this can be done secretly if players agree) and then picks secretly the following number of unit cards belonging to the chosen faction:&lt;br /&gt;
* 7 cards of level 1 or level 0 units.&lt;br /&gt;
* 5 cards of level 2 units.&lt;br /&gt;
* 3 cards of level 3 or level 4 units.&lt;br /&gt;
* 1 leader card.&lt;br /&gt;
These cards make the player recruit pool, and they will remain covered until used.&lt;br /&gt;
Each player also picks the village counters corresponding to their chosen color, but not the pawns yet. Group the counters in pools, then make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== First round ==&lt;br /&gt;
Following the positions on the map, each player uncovers the card corresponding to the leader, picks the corresponding pawn and places it on the main section of the castle in the map. Then, from the HP counter pool she picks the corresponding counters to the leader hit points and places them over the card.  Finally, she picks one of the ten sided dices and also places it on the leader card, showing the number corresponding to the movement of the unit.&lt;br /&gt;
Once every player has deployed their leaders, they take turns on recruiting units one by one, following these steps:&lt;br /&gt;
* Uncover the unit card.&lt;br /&gt;
* Pay the cost in gold to the gold counter pool.&lt;br /&gt;
* Pick the corresponding pawn and place it on an unoccupied space of the caste.&lt;br /&gt;
* Pick the appropriate number of HP counters and place them over the card.&lt;br /&gt;
* -- Optional: Roll for treats [in construction] --&lt;br /&gt;
This continues until a player has no free spaces on the castle, or not enough gold to pay for a unit. The initial unit cards that have not been used remain covered. Additionally, every time that a player recruits a level 0 unit, she may pick another level 0 card for her faction from the deck, and add it to her recruit pool, uncovered. This unit will not trigger the acquisition of an additional unit when recruited.&lt;br /&gt;
-- Variant -- All players deploy their units at the same time, this option will save time for experienced players.&lt;br /&gt;
Once all players have deployed their units, each player starting from the first one has a chance to move their leader (see movement section below) and the turn ends. Cycle the time of day stack, so the morning tile shows on top, and the second round starts.&lt;br /&gt;
&lt;br /&gt;
== Subsequent rounds ==&lt;br /&gt;
In each subsequent round, each player takes alternative turns, where they have the opportunity to move all their units. The turns have the following structure.&lt;br /&gt;
&lt;br /&gt;
== The turns ==&lt;br /&gt;
Each turn has two phases, activation and actions.&lt;br /&gt;
=== Activation ===&lt;br /&gt;
At the beginning of the player turn, gold is collected, units are activated and special effects are evaluated.&lt;br /&gt;
==== Gold ====&lt;br /&gt;
The upkeep of an army is not cheap, and the more experience the units have the more demanding they are.  To calculate the upkeep, add the level of all the units in play, except the leader.&lt;br /&gt;
Gold is obtained from owned villages (see movement section below), and a fixed income from the leader. The income from each village depends on the number of units in the army; the normal income from a village is 3 gold, but every village that exceeds the total number of units produces only 2 gold.  There is also a fixed income of 2 gold coming from your leader.&lt;br /&gt;
Some examples:&lt;br /&gt;
After the first turn, player 1 has recruited 6 level 1 units, and captured a village.  At the starting of the turn the income will be: 2 (from the leader) + 3 (1 village) - 6 (sum of unit levels) = -1 gold, to be paid.&lt;br /&gt;
A few turns later, the player owns 8 villages, and the army consists of two level 2 units and three level 1 units.  The income will be: 2 (from the leader) + 15 (5 villages) + 6 (4 villages over the number of units) - 7 (sum of unit levels) = 16 gold to receive.&lt;br /&gt;
==== Unit activation ====&lt;br /&gt;
Untap all unit cards.  If a card was untapped at the beginning, that unit heals 2 HP, that cannot go beyond the unit initial HP.&lt;br /&gt;
==== Special effects ====&lt;br /&gt;
===== Healing =====&lt;br /&gt;
Every non poisoned unit in a village, or with the regeneration ability, regains 8 HP. Non poisoned units adjacent to a unit the heal ability regain the number of points stated on the ability (4 or 8). If more than one unit with the heal ability is adjacent to the healed unit, this one is only healed once, for the maximum value that the units provide. &lt;br /&gt;
Healed units can go beyond their initial HP.&lt;br /&gt;
===== Poison =====&lt;br /&gt;
Poisoned units lose 8 HP, but they cannot go below 1 because of poison.  If they are adjacent to a unit with the heal ability, they don't lose the HP, but they remain poisoned.  If they are in a village, have the regeneration ability, or adjacent to a unit with the cures ability, they don't lose HP and the poison is removed.&lt;br /&gt;
=== Unit actions ===&lt;br /&gt;
Each turn, a unit can make a movement, attack other units and conquer villages.&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Each unit has a number of movement points, and the unit card shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination hex and describe the route of continuous hexes from the unit current position that the unit will follow; add all the movement costs for each hex, and if the total is equal or less than the movement points of the unit, the movement can be done.&lt;br /&gt;
A unit must stop if at any point of its route it finds:&lt;br /&gt;
* An enemy or unoccupied village.&lt;br /&gt;
* There is an enemy unit of least level 1 on an adjacent hex. Units with the skirmisher ability are not forced to stop in this case.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same hex as them. With the exception of the leader, all units must complete their movement once they start it; to reflect it, tap the unit card when you select the unit to move.&lt;br /&gt;
===== Leader movement =====&lt;br /&gt;
The same rules of movement apply for the leader, but he can make partial movements, as long as he is not forced to stop because of any of the three cases above. To reflect the movement points left on the leader, you can use a 10 sided dice.&lt;br /&gt;
If the leader is in the main section of the castle, it can recruit in the same way as it was done on the first turn.&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, and the player puts one of her village markers in the hex to reflect the ownership.&lt;br /&gt;
==== Attack ====&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, tap the unit if it was not tapped and select one of the attacks available for the unit, which are stated in the unit card and pawn. The defending unit can also select one of its own attacks, but it has to have the same range as the attacker (melee or ranged). The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on. Starting with the attacker, each player take turns in rolling one d10 for each swing that the attack allows. If the number is equal (when the 0/10 is counted as 0) or higher than the defense, the attack hits, and some damage is done.&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted to a unit is the figure stated in the attack.  This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units do 25% more damage during the day, and 25% less during the night.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit card.&lt;br /&gt;
* Units that are adjacent to a unit with leadership have a modifier equal to 25% times the difference in levels. This is not applicable if the attacking unit has a higher level than the unit with leadership.&lt;br /&gt;
* If the attack has the &amp;quot;charge&amp;quot; special, the damage is doubled.&lt;br /&gt;
* If the attack has the &amp;quot;backstab&amp;quot; special and there is an enemy of the target on the opposite side of the target, the damage is doubled.&lt;br /&gt;
* If the unit is slowed, the damage is halved.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. The damage is subtracted after each successful hit; if the hit points of a unit go below 1, the unit dies, and the unit dealing the blow gains experience. Remove the pawn from the map, and return the card to the recruit pool of the player.&lt;br /&gt;
==== Experience ====&lt;br /&gt;
The main source of experience is killing other units.  The amount of experience gained is twice the level of the unit killed, with a minimum of 1 for a level 0 unit. Additionally, if a unit is attacked from three units or more and it survives, it gains 1 experience point.&lt;br /&gt;
When the unit has gained at least the experience points stated on their cards, it levels up. The possible units that it can advance to are listed in the unit card, and the player may choose between them, but the player must have it available on her recruit pool.  If this is not the case, the unit is fully healed, and the experience counters are removed from it.&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The leader card is tapped if it has moved in the turn, and any slowed unit regains its normal status. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again. When the dawn tile is shown (every 6 turns), each player can add any two unit cards from their respective faction to their recruit pool.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive. That team is declared the winner, no matter the number of units currently in the map.&lt;br /&gt;
&lt;br /&gt;
== Appendixes ==&lt;br /&gt;
=== Icons ===&lt;br /&gt;
Terrains:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/terrains.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Attack types:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/resistances.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Attack specials:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/specials.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unit abilities ===&lt;br /&gt;
==== Heals ====&lt;br /&gt;
Allows the unit to heal adjacent friendly units at the beginning of each turn.&lt;br /&gt;
A unit cared for by this healer may heal up to 4 HP per turn, or stop poison from taking effect for that turn.&lt;br /&gt;
A poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure.&lt;br /&gt;
==== Cures ====&lt;br /&gt;
This unit combines herbal remedies with magic to heal units more quickly than is normally possible on the battlefield.&lt;br /&gt;
A unit cared for by this healer may heal up to 8 HP per turn.&lt;br /&gt;
A curer can cure a unit of poison, although that unit will receive no additional healing on the turn it is cured of the poison.&amp;quot;&lt;br /&gt;
==== Regenerates ====&lt;br /&gt;
The unit will heal itself 8 HP per turn. If it is poisoned, it will remove the poison instead of healing.&lt;br /&gt;
==== Steadfast ====&lt;br /&gt;
This unit's resistances are doubled, up to a maximum of 50%, when defending. Vulnerabilities are not affected.&lt;br /&gt;
==== Leadership ====&lt;br /&gt;
This unit can lead friendly units that are next to it, making them fight better.&lt;br /&gt;
Adjacent friendly units of lower level will do more damage in battle. When a unit adjacent to, of a lower level than, and on the same side as a unit with Leadership engages in combat, its attacks do 25% more damage times the difference in their levels.&lt;br /&gt;
==== Skirmisher ====&lt;br /&gt;
This unit is skilled in moving past enemies quickly, and ignores all enemy Zones of Control.&lt;br /&gt;
==== Illuminates ====&lt;br /&gt;
This unit illuminates the surrounding area, making lawful units fight better, and chaotic units fight worse.&lt;br /&gt;
Any units adjacent to this unit will fight as if it were dusk when it is night, and as if it were day when it is dusk.&lt;br /&gt;
==== Teleport ====&lt;br /&gt;
This unit may teleport between any two friendly villages using one of its moves.&lt;br /&gt;
==== Ambush ====&lt;br /&gt;
This unit gains the skirmisher ability in forest terrain.&lt;br /&gt;
==== Nightstalk ====&lt;br /&gt;
This unit gains the skirmisher ability during the night.&lt;br /&gt;
==== Submerge ====&lt;br /&gt;
All the attacks of this units made from deep water are treated as backstab attacks.&lt;br /&gt;
&lt;br /&gt;
=== Weapon specials ===&lt;br /&gt;
==== Berserk ====&lt;br /&gt;
Whether used offensively or defensively, this attack presses the engagement until one of the combatants is slain, or 30 rounds of attacks have occurred.&lt;br /&gt;
==== Backstab ====&lt;br /&gt;
This attack deals double damage if there is an enemy of the target on the opposite side of the target.&lt;br /&gt;
==== Plague ====&lt;br /&gt;
When a unit is killed by a Plague attack, that unit is replaced with a unit identical to and on the same side as the unit with the Plague attack. (This doesn't work on Undead or units in villages.)&lt;br /&gt;
==== Slow ====&lt;br /&gt;
This attack slows the target until it ends a turn. Slow halves the damage caused by attacks and the movement cost for a slowed unit is doubled.&lt;br /&gt;
==== Marksman ====&lt;br /&gt;
When used offensively, this attack always has at least a 60% chance to hit.&lt;br /&gt;
==== Magical ====&lt;br /&gt;
This attack always has a 70% chance to hit.&lt;br /&gt;
==== Charge ====&lt;br /&gt;
This attack deals double damage to the target. It also causes this unit to take double damage from the target's counterattack.&lt;br /&gt;
==== Drains ====&lt;br /&gt;
This unit drains health from living units, healing itself for half the amount of damage it deals (rounded down).&lt;br /&gt;
==== First strike ====&lt;br /&gt;
This unit always strikes first with this attack, even if they are defending.&lt;br /&gt;
==== Poison ====&lt;br /&gt;
This attack poisons living targets. Poisoned units lose 8 HP every turn until they are cured or are reduced to 1 HP.&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15305</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15305"/>
		<updated>2007-05-11T18:44:15Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Appendixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit list ==&lt;br /&gt;
This is a set of static html files, based on the configuration files and the translation.  The files can be found at:&amp;lt;br&amp;gt;&lt;br /&gt;
http://units.wesnoth.org/&amp;lt;br&amp;gt;&lt;br /&gt;
http://zapicm.googlepages.com/&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* As many unit cards as you want.&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids on it.&lt;br /&gt;
* Tokens for time of day, and the slowed and poisoned effects.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Plenty of them to represent hit points (different sizes).&lt;br /&gt;
** Many to represent XP points.&lt;br /&gt;
** Many to represent gold (different sizes).&lt;br /&gt;
** A few of different colors for villages.&lt;br /&gt;
* Some ten sided dices.&lt;br /&gt;
The unit cards, pawns and tokens can be printed from the card generator in Excel. Images of the most popular maps can be found here [in construction]. For counters, some options are coins, stones, pieces from other games; when sizes are recommended, the numbers to count will be big, so pieces to represent different values will come handy.&lt;br /&gt;
&lt;br /&gt;
== The unit cards ==&lt;br /&gt;
[image:http://zapicm.googlepages.com/card.gif]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;For a description of the different icons jump to the [[User:Elricz#Icons|Icons appendix]]&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player receives 100 gold, chooses a color and a faction (this can be done secretly if players agree) and then picks secretly the following number of unit cards belonging to the chosen faction:&lt;br /&gt;
* 7 cards of level 1 or level 0 units.&lt;br /&gt;
* 5 cards of level 2 units.&lt;br /&gt;
* 3 cards of level 3 or level 4 units.&lt;br /&gt;
* 1 leader card.&lt;br /&gt;
These cards make the player recruit pool, and they will remain covered until used.&lt;br /&gt;
Each player also picks the village counters corresponding to their chosen color, but not the pawns yet. Group the counters in pools, then make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== First round ==&lt;br /&gt;
Following the positions on the map, each player uncovers the card corresponding to the leader, picks the corresponding pawn and places it on the main section of the castle in the map. Then, from the HP counter pool she picks the corresponding counters to the leader hit points and places them over the card.  Finally, she picks one of the ten sided dices and also places it on the leader card, showing the number corresponding to the movement of the unit.&lt;br /&gt;
Once every player has deployed their leaders, they take turns on recruiting units one by one, following these steps:&lt;br /&gt;
* Uncover the unit card.&lt;br /&gt;
* Pay the cost in gold to the gold counter pool.&lt;br /&gt;
* Pick the corresponding pawn and place it on an unoccupied space of the caste.&lt;br /&gt;
* Pick the appropriate number of HP counters and place them over the card.&lt;br /&gt;
* -- Optional: Roll for treats [in construction] --&lt;br /&gt;
This continues until a player has no free spaces on the castle, or not enough gold to pay for a unit. The initial unit cards that have not been used remain covered. Additionally, every time that a player recruits a level 0 unit, she may pick another level 0 card for her faction from the deck, and add it to her recruit pool, uncovered. This unit will not trigger the acquisition of an additional unit when recruited.&lt;br /&gt;
-- Variant -- All players deploy their units at the same time, this option will save time for experienced players.&lt;br /&gt;
Once all players have deployed their units, each player starting from the first one has a chance to move their leader (see movement section below) and the turn ends. Cycle the time of day stack, so the morning tile shows on top, and the second round starts.&lt;br /&gt;
&lt;br /&gt;
== Subsequent rounds ==&lt;br /&gt;
In each subsequent round, each player takes alternative turns, where they have the opportunity to move all their units. The turns have the following structure.&lt;br /&gt;
&lt;br /&gt;
== The turns ==&lt;br /&gt;
Each turn has two phases, activation and actions.&lt;br /&gt;
=== Activation ===&lt;br /&gt;
At the beginning of the player turn, gold is collected, units are activated and special effects are evaluated.&lt;br /&gt;
==== Gold ====&lt;br /&gt;
The upkeep of an army is not cheap, and the more experience the units have the more demanding they are.  To calculate the upkeep, add the level of all the units in play, except the leader.&lt;br /&gt;
Gold is obtained from owned villages (see movement section below), and a fixed income from the leader. The income from each village depends on the number of units in the army; the normal income from a village is 3 gold, but every village that exceeds the total number of units produces only 2 gold.  There is also a fixed income of 2 gold coming from your leader.&lt;br /&gt;
Some examples:&lt;br /&gt;
After the first turn, player 1 has recruited 6 level 1 units, and captured a village.  At the starting of the turn the income will be: 2 (from the leader) + 3 (1 village) - 6 (sum of unit levels) = -1 gold, to be paid.&lt;br /&gt;
A few turns later, the player owns 8 villages, and the army consists of two level 2 units and three level 1 units.  The income will be: 2 (from the leader) + 15 (5 villages) + 6 (4 villages over the number of units) - 7 (sum of unit levels) = 16 gold to receive.&lt;br /&gt;
==== Unit activation ====&lt;br /&gt;
Untap all unit cards.  If a card was untapped at the beginning, that unit heals 2 HP, that cannot go beyond the unit initial HP.&lt;br /&gt;
==== Special effects ====&lt;br /&gt;
===== Healing =====&lt;br /&gt;
Every non poisoned unit in a village, or with the regeneration ability, regains 8 HP. Non poisoned units adjacent to a unit the heal ability regain the number of points stated on the ability (4 or 8). If more than one unit with the heal ability is adjacent to the healed unit, this one is only healed once, for the maximum value that the units provide. &lt;br /&gt;
Healed units can go beyond their initial HP.&lt;br /&gt;
===== Poison =====&lt;br /&gt;
Poisoned units lose 8 HP, but they cannot go below 1 because of poison.  If they are adjacent to a unit with the heal ability, they don't lose the HP, but they remain poisoned.  If they are in a village, have the regeneration ability, or adjacent to a unit with the cures ability, they don't lose HP and the poison is removed.&lt;br /&gt;
=== Unit actions ===&lt;br /&gt;
Each turn, a unit can make a movement, attack other units and conquer villages.&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Each unit has a number of movement points, and the unit card shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination hex and describe the route of continuous hexes from the unit current position that the unit will follow; add all the movement costs for each hex, and if the total is equal or less than the movement points of the unit, the movement can be done.&lt;br /&gt;
A unit must stop if at any point of its route it finds:&lt;br /&gt;
* An enemy or unoccupied village.&lt;br /&gt;
* There is an enemy unit of least level 1 on an adjacent hex. Units with the skirmisher ability are not forced to stop in this case.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same hex as them. With the exception of the leader, all units must complete their movement once they start it; to reflect it, tap the unit card when you select the unit to move.&lt;br /&gt;
===== Leader movement =====&lt;br /&gt;
The same rules of movement apply for the leader, but he can make partial movements, as long as he is not forced to stop because of any of the three cases above. To reflect the movement points left on the leader, you can use a 10 sided dice.&lt;br /&gt;
If the leader is in the main section of the castle, it can recruit in the same way as it was done on the first turn.&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, and the player puts one of her village markers in the hex to reflect the ownership.&lt;br /&gt;
==== Attack ====&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, tap the unit if it was not tapped and select one of the attacks available for the unit, which are stated in the unit card and pawn. The defending unit can also select one of its own attacks, but it has to have the same range as the attacker (melee or ranged). The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on. Starting with the attacker, each player take turns in rolling one d10 for each swing that the attack allows. If the number is equal (when the 0/10 is counted as 0) or higher than the defense, the attack hits, and some damage is done.&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted to a unit is the figure stated in the attack.  This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units do 25% more damage during the day, and 25% less during the night.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit card.&lt;br /&gt;
* Units that are adjacent to a unit with leadership have a modifier equal to 25% times the difference in levels. This is not applicable if the attacking unit has a higher level than the unit with leadership.&lt;br /&gt;
* If the attack has the &amp;quot;charge&amp;quot; special, the damage is doubled.&lt;br /&gt;
* If the attack has the &amp;quot;backstab&amp;quot; special and there is an enemy of the target on the opposite side of the target, the damage is doubled.&lt;br /&gt;
* If the unit is slowed, the damage is halved.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. The damage is subtracted after each successful hit; if the hit points of a unit go below 1, the unit dies, and the unit dealing the blow gains experience. Remove the pawn from the map, and return the card to the recruit pool of the player.&lt;br /&gt;
==== Experience ====&lt;br /&gt;
The main source of experience is killing other units.  The amount of experience gained is twice the level of the unit killed, with a minimum of 1 for a level 0 unit. Additionally, if a unit is attacked from three units or more and it survives, it gains 1 experience point.&lt;br /&gt;
When the unit has gained at least the experience points stated on their cards, it levels up. The possible units that it can advance to are listed in the unit card, and the player may choose between them, but the player must have it available on her recruit pool.  If this is not the case, the unit is fully healed, and the experience counters are removed from it.&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The leader card is tapped if it has moved in the turn, and any slowed unit regains its normal status. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again. When the dawn tile is shown (every 6 turns), each player can add any two unit cards from their respective faction to their recruit pool.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive. That team is declared the winner, no matter the number of units currently in the map.&lt;br /&gt;
&lt;br /&gt;
== Appendixes ==&lt;br /&gt;
=== Icons ===&lt;br /&gt;
Terrains:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/terrains.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Attack types:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/resistances.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Attack specials:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/specials.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unit abilities ===&lt;br /&gt;
==== Heals ====&lt;br /&gt;
Allows the unit to heal adjacent friendly units at the beginning of each turn.&lt;br /&gt;
A unit cared for by this healer may heal up to 4 HP per turn, or stop poison from taking effect for that turn.&lt;br /&gt;
A poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure.&lt;br /&gt;
==== Cures ====&lt;br /&gt;
This unit combines herbal remedies with magic to heal units more quickly than is normally possible on the battlefield.&lt;br /&gt;
A unit cared for by this healer may heal up to 8 HP per turn.&lt;br /&gt;
A curer can cure a unit of poison, although that unit will receive no additional healing on the turn it is cured of the poison.&amp;quot;&lt;br /&gt;
==== Regenerates ====&lt;br /&gt;
The unit will heal itself 8 HP per turn. If it is poisoned, it will remove the poison instead of healing.&lt;br /&gt;
==== Steadfast ====&lt;br /&gt;
This unit's resistances are doubled, up to a maximum of 50%, when defending. Vulnerabilities are not affected.&lt;br /&gt;
==== Leadership ====&lt;br /&gt;
This unit can lead friendly units that are next to it, making them fight better.&lt;br /&gt;
Adjacent friendly units of lower level will do more damage in battle. When a unit adjacent to, of a lower level than, and on the same side as a unit with Leadership engages in combat, its attacks do 25% more damage times the difference in their levels.&lt;br /&gt;
==== Skirmisher ====&lt;br /&gt;
This unit is skilled in moving past enemies quickly, and ignores all enemy Zones of Control.&lt;br /&gt;
==== Illuminates ====&lt;br /&gt;
This unit illuminates the surrounding area, making lawful units fight better, and chaotic units fight worse.&lt;br /&gt;
Any units adjacent to this unit will fight as if it were dusk when it is night, and as if it were day when it is dusk.&lt;br /&gt;
==== Teleport ====&lt;br /&gt;
This unit may teleport between any two friendly villages using one of its moves.&lt;br /&gt;
==== Ambush ====&lt;br /&gt;
This unit gains the skirmisher ability in forest terrain.&lt;br /&gt;
==== Nightstalk ====&lt;br /&gt;
This unit gains the skirmisher ability during the night.&lt;br /&gt;
==== Submerge ====&lt;br /&gt;
All the attacks of this units made from deep water are treated as backstab attacks.&lt;br /&gt;
&lt;br /&gt;
=== Weapon specials ===&lt;br /&gt;
==== Berserk ====&lt;br /&gt;
Whether used offensively or defensively, this attack presses the engagement until one of the combatants is slain, or 30 rounds of attacks have occurred.&lt;br /&gt;
==== Backstab ====&lt;br /&gt;
This attack deals double damage if there is an enemy of the target on the opposite side of the target.&lt;br /&gt;
==== Plague ====&lt;br /&gt;
When a unit is killed by a Plague attack, that unit is replaced with a unit identical to and on the same side as the unit with the Plague attack. (This doesn't work on Undead or units in villages.)&lt;br /&gt;
==== Slow ====&lt;br /&gt;
This attack slows the target until it ends a turn. Slow halves the damage caused by attacks and the movement cost for a slowed unit is doubled.&lt;br /&gt;
==== Marksman ====&lt;br /&gt;
When used offensively, this attack always has at least a 60% chance to hit.&lt;br /&gt;
==== Magical ====&lt;br /&gt;
This attack always has a 70% chance to hit.&lt;br /&gt;
==== Charge ====&lt;br /&gt;
This attack deals double damage to the target. It also causes this unit to take double damage from the target's counterattack.&lt;br /&gt;
==== Drains ====&lt;br /&gt;
This unit drains health from living units, healing itself for half the amount of damage it deals (rounded down).&lt;br /&gt;
==== First strike ====&lt;br /&gt;
This unit always strikes first with this attack, even if they are defending.&lt;br /&gt;
==== Poison ====&lt;br /&gt;
This attack poisons living targets. Poisoned units lose 8 HP every turn until they are cured or are reduced to 1 HP.&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15304</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15304"/>
		<updated>2007-05-11T18:29:53Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* The unit cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit list ==&lt;br /&gt;
This is a set of static html files, based on the configuration files and the translation.  The files can be found at:&amp;lt;br&amp;gt;&lt;br /&gt;
http://units.wesnoth.org/&amp;lt;br&amp;gt;&lt;br /&gt;
http://zapicm.googlepages.com/&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* As many unit cards as you want.&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids on it.&lt;br /&gt;
* Tokens for time of day, and the slowed and poisoned effects.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Plenty of them to represent hit points (different sizes).&lt;br /&gt;
** Many to represent XP points.&lt;br /&gt;
** Many to represent gold (different sizes).&lt;br /&gt;
** A few of different colors for villages.&lt;br /&gt;
* Some ten sided dices.&lt;br /&gt;
The unit cards, pawns and tokens can be printed from the card generator in Excel. Images of the most popular maps can be found here [in construction]. For counters, some options are coins, stones, pieces from other games; when sizes are recommended, the numbers to count will be big, so pieces to represent different values will come handy.&lt;br /&gt;
&lt;br /&gt;
== The unit cards ==&lt;br /&gt;
[image:http://zapicm.googlepages.com/card.gif]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;For a description of the different icons jump to the [[User:Elricz#Icons|Icons appendix]]&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player receives 100 gold, chooses a color and a faction (this can be done secretly if players agree) and then picks secretly the following number of unit cards belonging to the chosen faction:&lt;br /&gt;
* 7 cards of level 1 or level 0 units.&lt;br /&gt;
* 5 cards of level 2 units.&lt;br /&gt;
* 3 cards of level 3 or level 4 units.&lt;br /&gt;
* 1 leader card.&lt;br /&gt;
These cards make the player recruit pool, and they will remain covered until used.&lt;br /&gt;
Each player also picks the village counters corresponding to their chosen color, but not the pawns yet. Group the counters in pools, then make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== First round ==&lt;br /&gt;
Following the positions on the map, each player uncovers the card corresponding to the leader, picks the corresponding pawn and places it on the main section of the castle in the map. Then, from the HP counter pool she picks the corresponding counters to the leader hit points and places them over the card.  Finally, she picks one of the ten sided dices and also places it on the leader card, showing the number corresponding to the movement of the unit.&lt;br /&gt;
Once every player has deployed their leaders, they take turns on recruiting units one by one, following these steps:&lt;br /&gt;
* Uncover the unit card.&lt;br /&gt;
* Pay the cost in gold to the gold counter pool.&lt;br /&gt;
* Pick the corresponding pawn and place it on an unoccupied space of the caste.&lt;br /&gt;
* Pick the appropriate number of HP counters and place them over the card.&lt;br /&gt;
* -- Optional: Roll for treats [in construction] --&lt;br /&gt;
This continues until a player has no free spaces on the castle, or not enough gold to pay for a unit. The initial unit cards that have not been used remain covered. Additionally, every time that a player recruits a level 0 unit, she may pick another level 0 card for her faction from the deck, and add it to her recruit pool, uncovered. This unit will not trigger the acquisition of an additional unit when recruited.&lt;br /&gt;
-- Variant -- All players deploy their units at the same time, this option will save time for experienced players.&lt;br /&gt;
Once all players have deployed their units, each player starting from the first one has a chance to move their leader (see movement section below) and the turn ends. Cycle the time of day stack, so the morning tile shows on top, and the second round starts.&lt;br /&gt;
&lt;br /&gt;
== Subsequent rounds ==&lt;br /&gt;
In each subsequent round, each player takes alternative turns, where they have the opportunity to move all their units. The turns have the following structure.&lt;br /&gt;
&lt;br /&gt;
== The turns ==&lt;br /&gt;
Each turn has two phases, activation and actions.&lt;br /&gt;
=== Activation ===&lt;br /&gt;
At the beginning of the player turn, gold is collected, units are activated and special effects are evaluated.&lt;br /&gt;
==== Gold ====&lt;br /&gt;
The upkeep of an army is not cheap, and the more experience the units have the more demanding they are.  To calculate the upkeep, add the level of all the units in play, except the leader.&lt;br /&gt;
Gold is obtained from owned villages (see movement section below), and a fixed income from the leader. The income from each village depends on the number of units in the army; the normal income from a village is 3 gold, but every village that exceeds the total number of units produces only 2 gold.  There is also a fixed income of 2 gold coming from your leader.&lt;br /&gt;
Some examples:&lt;br /&gt;
After the first turn, player 1 has recruited 6 level 1 units, and captured a village.  At the starting of the turn the income will be: 2 (from the leader) + 3 (1 village) - 6 (sum of unit levels) = -1 gold, to be paid.&lt;br /&gt;
A few turns later, the player owns 8 villages, and the army consists of two level 2 units and three level 1 units.  The income will be: 2 (from the leader) + 15 (5 villages) + 6 (4 villages over the number of units) - 7 (sum of unit levels) = 16 gold to receive.&lt;br /&gt;
==== Unit activation ====&lt;br /&gt;
Untap all unit cards.  If a card was untapped at the beginning, that unit heals 2 HP, that cannot go beyond the unit initial HP.&lt;br /&gt;
==== Special effects ====&lt;br /&gt;
===== Healing =====&lt;br /&gt;
Every non poisoned unit in a village, or with the regeneration ability, regains 8 HP. Non poisoned units adjacent to a unit the heal ability regain the number of points stated on the ability (4 or 8). If more than one unit with the heal ability is adjacent to the healed unit, this one is only healed once, for the maximum value that the units provide. &lt;br /&gt;
Healed units can go beyond their initial HP.&lt;br /&gt;
===== Poison =====&lt;br /&gt;
Poisoned units lose 8 HP, but they cannot go below 1 because of poison.  If they are adjacent to a unit with the heal ability, they don't lose the HP, but they remain poisoned.  If they are in a village, have the regeneration ability, or adjacent to a unit with the cures ability, they don't lose HP and the poison is removed.&lt;br /&gt;
=== Unit actions ===&lt;br /&gt;
Each turn, a unit can make a movement, attack other units and conquer villages.&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Each unit has a number of movement points, and the unit card shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination hex and describe the route of continuous hexes from the unit current position that the unit will follow; add all the movement costs for each hex, and if the total is equal or less than the movement points of the unit, the movement can be done.&lt;br /&gt;
A unit must stop if at any point of its route it finds:&lt;br /&gt;
* An enemy or unoccupied village.&lt;br /&gt;
* There is an enemy unit of least level 1 on an adjacent hex. Units with the skirmisher ability are not forced to stop in this case.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same hex as them. With the exception of the leader, all units must complete their movement once they start it; to reflect it, tap the unit card when you select the unit to move.&lt;br /&gt;
===== Leader movement =====&lt;br /&gt;
The same rules of movement apply for the leader, but he can make partial movements, as long as he is not forced to stop because of any of the three cases above. To reflect the movement points left on the leader, you can use a 10 sided dice.&lt;br /&gt;
If the leader is in the main section of the castle, it can recruit in the same way as it was done on the first turn.&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, and the player puts one of her village markers in the hex to reflect the ownership.&lt;br /&gt;
==== Attack ====&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, tap the unit if it was not tapped and select one of the attacks available for the unit, which are stated in the unit card and pawn. The defending unit can also select one of its own attacks, but it has to have the same range as the attacker (melee or ranged). The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on. Starting with the attacker, each player take turns in rolling one d10 for each swing that the attack allows. If the number is equal (when the 0/10 is counted as 0) or higher than the defense, the attack hits, and some damage is done.&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted to a unit is the figure stated in the attack.  This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units do 25% more damage during the day, and 25% less during the night.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit card.&lt;br /&gt;
* Units that are adjacent to a unit with leadership have a modifier equal to 25% times the difference in levels. This is not applicable if the attacking unit has a higher level than the unit with leadership.&lt;br /&gt;
* If the attack has the &amp;quot;charge&amp;quot; special, the damage is doubled.&lt;br /&gt;
* If the attack has the &amp;quot;backstab&amp;quot; special and there is an enemy of the target on the opposite side of the target, the damage is doubled.&lt;br /&gt;
* If the unit is slowed, the damage is halved.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. The damage is subtracted after each successful hit; if the hit points of a unit go below 1, the unit dies, and the unit dealing the blow gains experience. Remove the pawn from the map, and return the card to the recruit pool of the player.&lt;br /&gt;
==== Experience ====&lt;br /&gt;
The main source of experience is killing other units.  The amount of experience gained is twice the level of the unit killed, with a minimum of 1 for a level 0 unit. Additionally, if a unit is attacked from three units or more and it survives, it gains 1 experience point.&lt;br /&gt;
When the unit has gained at least the experience points stated on their cards, it levels up. The possible units that it can advance to are listed in the unit card, and the player may choose between them, but the player must have it available on her recruit pool.  If this is not the case, the unit is fully healed, and the experience counters are removed from it.&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The leader card is tapped if it has moved in the turn, and any slowed unit regains its normal status. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again. When the dawn tile is shown (every 6 turns), each player can add any two unit cards from their respective faction to their recruit pool.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive. That team is declared the winner, no matter the number of units currently in the map.&lt;br /&gt;
&lt;br /&gt;
== Appendixes ==&lt;br /&gt;
=== Icons ===&lt;br /&gt;
Terrains:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/terrains.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Attack types:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/resistances.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Attack specials:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/specials.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unit abilities ===&lt;br /&gt;
=== Weapon specials ===&lt;br /&gt;
=== Terrain types ===&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15303</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15303"/>
		<updated>2007-05-11T18:26:37Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* The unit cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit list ==&lt;br /&gt;
This is a set of static html files, based on the configuration files and the translation.  The files can be found at:&amp;lt;br&amp;gt;&lt;br /&gt;
http://units.wesnoth.org/&amp;lt;br&amp;gt;&lt;br /&gt;
http://zapicm.googlepages.com/&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* As many unit cards as you want.&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids on it.&lt;br /&gt;
* Tokens for time of day, and the slowed and poisoned effects.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Plenty of them to represent hit points (different sizes).&lt;br /&gt;
** Many to represent XP points.&lt;br /&gt;
** Many to represent gold (different sizes).&lt;br /&gt;
** A few of different colors for villages.&lt;br /&gt;
* Some ten sided dices.&lt;br /&gt;
The unit cards, pawns and tokens can be printed from the card generator in Excel. Images of the most popular maps can be found here [in construction]. For counters, some options are coins, stones, pieces from other games; when sizes are recommended, the numbers to count will be big, so pieces to represent different values will come handy.&lt;br /&gt;
&lt;br /&gt;
== The unit cards ==&lt;br /&gt;
[image:http://zapicm.googlepages.com/card.gif]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;For a description of the different icons jump to [[User:Elricz#Icons]]&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player receives 100 gold, chooses a color and a faction (this can be done secretly if players agree) and then picks secretly the following number of unit cards belonging to the chosen faction:&lt;br /&gt;
* 7 cards of level 1 or level 0 units.&lt;br /&gt;
* 5 cards of level 2 units.&lt;br /&gt;
* 3 cards of level 3 or level 4 units.&lt;br /&gt;
* 1 leader card.&lt;br /&gt;
These cards make the player recruit pool, and they will remain covered until used.&lt;br /&gt;
Each player also picks the village counters corresponding to their chosen color, but not the pawns yet. Group the counters in pools, then make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== First round ==&lt;br /&gt;
Following the positions on the map, each player uncovers the card corresponding to the leader, picks the corresponding pawn and places it on the main section of the castle in the map. Then, from the HP counter pool she picks the corresponding counters to the leader hit points and places them over the card.  Finally, she picks one of the ten sided dices and also places it on the leader card, showing the number corresponding to the movement of the unit.&lt;br /&gt;
Once every player has deployed their leaders, they take turns on recruiting units one by one, following these steps:&lt;br /&gt;
* Uncover the unit card.&lt;br /&gt;
* Pay the cost in gold to the gold counter pool.&lt;br /&gt;
* Pick the corresponding pawn and place it on an unoccupied space of the caste.&lt;br /&gt;
* Pick the appropriate number of HP counters and place them over the card.&lt;br /&gt;
* -- Optional: Roll for treats [in construction] --&lt;br /&gt;
This continues until a player has no free spaces on the castle, or not enough gold to pay for a unit. The initial unit cards that have not been used remain covered. Additionally, every time that a player recruits a level 0 unit, she may pick another level 0 card for her faction from the deck, and add it to her recruit pool, uncovered. This unit will not trigger the acquisition of an additional unit when recruited.&lt;br /&gt;
-- Variant -- All players deploy their units at the same time, this option will save time for experienced players.&lt;br /&gt;
Once all players have deployed their units, each player starting from the first one has a chance to move their leader (see movement section below) and the turn ends. Cycle the time of day stack, so the morning tile shows on top, and the second round starts.&lt;br /&gt;
&lt;br /&gt;
== Subsequent rounds ==&lt;br /&gt;
In each subsequent round, each player takes alternative turns, where they have the opportunity to move all their units. The turns have the following structure.&lt;br /&gt;
&lt;br /&gt;
== The turns ==&lt;br /&gt;
Each turn has two phases, activation and actions.&lt;br /&gt;
=== Activation ===&lt;br /&gt;
At the beginning of the player turn, gold is collected, units are activated and special effects are evaluated.&lt;br /&gt;
==== Gold ====&lt;br /&gt;
The upkeep of an army is not cheap, and the more experience the units have the more demanding they are.  To calculate the upkeep, add the level of all the units in play, except the leader.&lt;br /&gt;
Gold is obtained from owned villages (see movement section below), and a fixed income from the leader. The income from each village depends on the number of units in the army; the normal income from a village is 3 gold, but every village that exceeds the total number of units produces only 2 gold.  There is also a fixed income of 2 gold coming from your leader.&lt;br /&gt;
Some examples:&lt;br /&gt;
After the first turn, player 1 has recruited 6 level 1 units, and captured a village.  At the starting of the turn the income will be: 2 (from the leader) + 3 (1 village) - 6 (sum of unit levels) = -1 gold, to be paid.&lt;br /&gt;
A few turns later, the player owns 8 villages, and the army consists of two level 2 units and three level 1 units.  The income will be: 2 (from the leader) + 15 (5 villages) + 6 (4 villages over the number of units) - 7 (sum of unit levels) = 16 gold to receive.&lt;br /&gt;
==== Unit activation ====&lt;br /&gt;
Untap all unit cards.  If a card was untapped at the beginning, that unit heals 2 HP, that cannot go beyond the unit initial HP.&lt;br /&gt;
==== Special effects ====&lt;br /&gt;
===== Healing =====&lt;br /&gt;
Every non poisoned unit in a village, or with the regeneration ability, regains 8 HP. Non poisoned units adjacent to a unit the heal ability regain the number of points stated on the ability (4 or 8). If more than one unit with the heal ability is adjacent to the healed unit, this one is only healed once, for the maximum value that the units provide. &lt;br /&gt;
Healed units can go beyond their initial HP.&lt;br /&gt;
===== Poison =====&lt;br /&gt;
Poisoned units lose 8 HP, but they cannot go below 1 because of poison.  If they are adjacent to a unit with the heal ability, they don't lose the HP, but they remain poisoned.  If they are in a village, have the regeneration ability, or adjacent to a unit with the cures ability, they don't lose HP and the poison is removed.&lt;br /&gt;
=== Unit actions ===&lt;br /&gt;
Each turn, a unit can make a movement, attack other units and conquer villages.&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Each unit has a number of movement points, and the unit card shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination hex and describe the route of continuous hexes from the unit current position that the unit will follow; add all the movement costs for each hex, and if the total is equal or less than the movement points of the unit, the movement can be done.&lt;br /&gt;
A unit must stop if at any point of its route it finds:&lt;br /&gt;
* An enemy or unoccupied village.&lt;br /&gt;
* There is an enemy unit of least level 1 on an adjacent hex. Units with the skirmisher ability are not forced to stop in this case.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same hex as them. With the exception of the leader, all units must complete their movement once they start it; to reflect it, tap the unit card when you select the unit to move.&lt;br /&gt;
===== Leader movement =====&lt;br /&gt;
The same rules of movement apply for the leader, but he can make partial movements, as long as he is not forced to stop because of any of the three cases above. To reflect the movement points left on the leader, you can use a 10 sided dice.&lt;br /&gt;
If the leader is in the main section of the castle, it can recruit in the same way as it was done on the first turn.&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, and the player puts one of her village markers in the hex to reflect the ownership.&lt;br /&gt;
==== Attack ====&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, tap the unit if it was not tapped and select one of the attacks available for the unit, which are stated in the unit card and pawn. The defending unit can also select one of its own attacks, but it has to have the same range as the attacker (melee or ranged). The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on. Starting with the attacker, each player take turns in rolling one d10 for each swing that the attack allows. If the number is equal (when the 0/10 is counted as 0) or higher than the defense, the attack hits, and some damage is done.&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted to a unit is the figure stated in the attack.  This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units do 25% more damage during the day, and 25% less during the night.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit card.&lt;br /&gt;
* Units that are adjacent to a unit with leadership have a modifier equal to 25% times the difference in levels. This is not applicable if the attacking unit has a higher level than the unit with leadership.&lt;br /&gt;
* If the attack has the &amp;quot;charge&amp;quot; special, the damage is doubled.&lt;br /&gt;
* If the attack has the &amp;quot;backstab&amp;quot; special and there is an enemy of the target on the opposite side of the target, the damage is doubled.&lt;br /&gt;
* If the unit is slowed, the damage is halved.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. The damage is subtracted after each successful hit; if the hit points of a unit go below 1, the unit dies, and the unit dealing the blow gains experience. Remove the pawn from the map, and return the card to the recruit pool of the player.&lt;br /&gt;
==== Experience ====&lt;br /&gt;
The main source of experience is killing other units.  The amount of experience gained is twice the level of the unit killed, with a minimum of 1 for a level 0 unit. Additionally, if a unit is attacked from three units or more and it survives, it gains 1 experience point.&lt;br /&gt;
When the unit has gained at least the experience points stated on their cards, it levels up. The possible units that it can advance to are listed in the unit card, and the player may choose between them, but the player must have it available on her recruit pool.  If this is not the case, the unit is fully healed, and the experience counters are removed from it.&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The leader card is tapped if it has moved in the turn, and any slowed unit regains its normal status. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again. When the dawn tile is shown (every 6 turns), each player can add any two unit cards from their respective faction to their recruit pool.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive. That team is declared the winner, no matter the number of units currently in the map.&lt;br /&gt;
&lt;br /&gt;
== Appendixes ==&lt;br /&gt;
=== Icons ===&lt;br /&gt;
Terrains:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/terrains.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Attack types:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/resistances.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Attack specials:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/specials.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unit abilities ===&lt;br /&gt;
=== Weapon specials ===&lt;br /&gt;
=== Terrain types ===&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15302</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15302"/>
		<updated>2007-05-11T18:14:54Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Icons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit list ==&lt;br /&gt;
This is a set of static html files, based on the configuration files and the translation.  The files can be found at:&amp;lt;br&amp;gt;&lt;br /&gt;
http://units.wesnoth.org/&amp;lt;br&amp;gt;&lt;br /&gt;
http://zapicm.googlepages.com/&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* As many unit cards as you want.&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids on it.&lt;br /&gt;
* Tokens for time of day, and the slowed and poisoned effects.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Plenty of them to represent hit points (different sizes).&lt;br /&gt;
** Many to represent XP points.&lt;br /&gt;
** Many to represent gold (different sizes).&lt;br /&gt;
** A few of different colors for villages.&lt;br /&gt;
* Some ten sided dices.&lt;br /&gt;
The unit cards, pawns and tokens can be printed from the card generator in Excel. Images of the most popular maps can be found here [in construction]. For counters, some options are coins, stones, pieces from other games; when sizes are recommended, the numbers to count will be big, so pieces to represent different values will come handy.&lt;br /&gt;
&lt;br /&gt;
== The unit cards ==&lt;br /&gt;
[image:http://zapicm.googlepages.com/card.gif]&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player receives 100 gold, chooses a color and a faction (this can be done secretly if players agree) and then picks secretly the following number of unit cards belonging to the chosen faction:&lt;br /&gt;
* 7 cards of level 1 or level 0 units.&lt;br /&gt;
* 5 cards of level 2 units.&lt;br /&gt;
* 3 cards of level 3 or level 4 units.&lt;br /&gt;
* 1 leader card.&lt;br /&gt;
These cards make the player recruit pool, and they will remain covered until used.&lt;br /&gt;
Each player also picks the village counters corresponding to their chosen color, but not the pawns yet. Group the counters in pools, then make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== First round ==&lt;br /&gt;
Following the positions on the map, each player uncovers the card corresponding to the leader, picks the corresponding pawn and places it on the main section of the castle in the map. Then, from the HP counter pool she picks the corresponding counters to the leader hit points and places them over the card.  Finally, she picks one of the ten sided dices and also places it on the leader card, showing the number corresponding to the movement of the unit.&lt;br /&gt;
Once every player has deployed their leaders, they take turns on recruiting units one by one, following these steps:&lt;br /&gt;
* Uncover the unit card.&lt;br /&gt;
* Pay the cost in gold to the gold counter pool.&lt;br /&gt;
* Pick the corresponding pawn and place it on an unoccupied space of the caste.&lt;br /&gt;
* Pick the appropriate number of HP counters and place them over the card.&lt;br /&gt;
* -- Optional: Roll for treats [in construction] --&lt;br /&gt;
This continues until a player has no free spaces on the castle, or not enough gold to pay for a unit. The initial unit cards that have not been used remain covered. Additionally, every time that a player recruits a level 0 unit, she may pick another level 0 card for her faction from the deck, and add it to her recruit pool, uncovered. This unit will not trigger the acquisition of an additional unit when recruited.&lt;br /&gt;
-- Variant -- All players deploy their units at the same time, this option will save time for experienced players.&lt;br /&gt;
Once all players have deployed their units, each player starting from the first one has a chance to move their leader (see movement section below) and the turn ends. Cycle the time of day stack, so the morning tile shows on top, and the second round starts.&lt;br /&gt;
&lt;br /&gt;
== Subsequent rounds ==&lt;br /&gt;
In each subsequent round, each player takes alternative turns, where they have the opportunity to move all their units. The turns have the following structure.&lt;br /&gt;
&lt;br /&gt;
== The turns ==&lt;br /&gt;
Each turn has two phases, activation and actions.&lt;br /&gt;
=== Activation ===&lt;br /&gt;
At the beginning of the player turn, gold is collected, units are activated and special effects are evaluated.&lt;br /&gt;
==== Gold ====&lt;br /&gt;
The upkeep of an army is not cheap, and the more experience the units have the more demanding they are.  To calculate the upkeep, add the level of all the units in play, except the leader.&lt;br /&gt;
Gold is obtained from owned villages (see movement section below), and a fixed income from the leader. The income from each village depends on the number of units in the army; the normal income from a village is 3 gold, but every village that exceeds the total number of units produces only 2 gold.  There is also a fixed income of 2 gold coming from your leader.&lt;br /&gt;
Some examples:&lt;br /&gt;
After the first turn, player 1 has recruited 6 level 1 units, and captured a village.  At the starting of the turn the income will be: 2 (from the leader) + 3 (1 village) - 6 (sum of unit levels) = -1 gold, to be paid.&lt;br /&gt;
A few turns later, the player owns 8 villages, and the army consists of two level 2 units and three level 1 units.  The income will be: 2 (from the leader) + 15 (5 villages) + 6 (4 villages over the number of units) - 7 (sum of unit levels) = 16 gold to receive.&lt;br /&gt;
==== Unit activation ====&lt;br /&gt;
Untap all unit cards.  If a card was untapped at the beginning, that unit heals 2 HP, that cannot go beyond the unit initial HP.&lt;br /&gt;
==== Special effects ====&lt;br /&gt;
===== Healing =====&lt;br /&gt;
Every non poisoned unit in a village, or with the regeneration ability, regains 8 HP. Non poisoned units adjacent to a unit the heal ability regain the number of points stated on the ability (4 or 8). If more than one unit with the heal ability is adjacent to the healed unit, this one is only healed once, for the maximum value that the units provide. &lt;br /&gt;
Healed units can go beyond their initial HP.&lt;br /&gt;
===== Poison =====&lt;br /&gt;
Poisoned units lose 8 HP, but they cannot go below 1 because of poison.  If they are adjacent to a unit with the heal ability, they don't lose the HP, but they remain poisoned.  If they are in a village, have the regeneration ability, or adjacent to a unit with the cures ability, they don't lose HP and the poison is removed.&lt;br /&gt;
=== Unit actions ===&lt;br /&gt;
Each turn, a unit can make a movement, attack other units and conquer villages.&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Each unit has a number of movement points, and the unit card shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination hex and describe the route of continuous hexes from the unit current position that the unit will follow; add all the movement costs for each hex, and if the total is equal or less than the movement points of the unit, the movement can be done.&lt;br /&gt;
A unit must stop if at any point of its route it finds:&lt;br /&gt;
* An enemy or unoccupied village.&lt;br /&gt;
* There is an enemy unit of least level 1 on an adjacent hex. Units with the skirmisher ability are not forced to stop in this case.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same hex as them. With the exception of the leader, all units must complete their movement once they start it; to reflect it, tap the unit card when you select the unit to move.&lt;br /&gt;
===== Leader movement =====&lt;br /&gt;
The same rules of movement apply for the leader, but he can make partial movements, as long as he is not forced to stop because of any of the three cases above. To reflect the movement points left on the leader, you can use a 10 sided dice.&lt;br /&gt;
If the leader is in the main section of the castle, it can recruit in the same way as it was done on the first turn.&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, and the player puts one of her village markers in the hex to reflect the ownership.&lt;br /&gt;
==== Attack ====&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, tap the unit if it was not tapped and select one of the attacks available for the unit, which are stated in the unit card and pawn. The defending unit can also select one of its own attacks, but it has to have the same range as the attacker (melee or ranged). The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on. Starting with the attacker, each player take turns in rolling one d10 for each swing that the attack allows. If the number is equal (when the 0/10 is counted as 0) or higher than the defense, the attack hits, and some damage is done.&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted to a unit is the figure stated in the attack.  This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units do 25% more damage during the day, and 25% less during the night.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit card.&lt;br /&gt;
* Units that are adjacent to a unit with leadership have a modifier equal to 25% times the difference in levels. This is not applicable if the attacking unit has a higher level than the unit with leadership.&lt;br /&gt;
* If the attack has the &amp;quot;charge&amp;quot; special, the damage is doubled.&lt;br /&gt;
* If the attack has the &amp;quot;backstab&amp;quot; special and there is an enemy of the target on the opposite side of the target, the damage is doubled.&lt;br /&gt;
* If the unit is slowed, the damage is halved.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. The damage is subtracted after each successful hit; if the hit points of a unit go below 1, the unit dies, and the unit dealing the blow gains experience. Remove the pawn from the map, and return the card to the recruit pool of the player.&lt;br /&gt;
==== Experience ====&lt;br /&gt;
The main source of experience is killing other units.  The amount of experience gained is twice the level of the unit killed, with a minimum of 1 for a level 0 unit. Additionally, if a unit is attacked from three units or more and it survives, it gains 1 experience point.&lt;br /&gt;
When the unit has gained at least the experience points stated on their cards, it levels up. The possible units that it can advance to are listed in the unit card, and the player may choose between them, but the player must have it available on her recruit pool.  If this is not the case, the unit is fully healed, and the experience counters are removed from it.&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The leader card is tapped if it has moved in the turn, and any slowed unit regains its normal status. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again. When the dawn tile is shown (every 6 turns), each player can add any two unit cards from their respective faction to their recruit pool.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive. That team is declared the winner, no matter the number of units currently in the map.&lt;br /&gt;
&lt;br /&gt;
== Appendixes ==&lt;br /&gt;
=== Icons ===&lt;br /&gt;
Terrains:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/terrains.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Attack types:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/resistances.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Attack specials:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[image:http://zapicm.googlepages.com/specials.gif]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unit abilities ===&lt;br /&gt;
=== Weapon specials ===&lt;br /&gt;
=== Terrain types ===&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15301</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15301"/>
		<updated>2007-05-11T17:56:14Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Appendixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit list ==&lt;br /&gt;
This is a set of static html files, based on the configuration files and the translation.  The files can be found at:&amp;lt;br&amp;gt;&lt;br /&gt;
http://units.wesnoth.org/&amp;lt;br&amp;gt;&lt;br /&gt;
http://zapicm.googlepages.com/&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* As many unit cards as you want.&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids on it.&lt;br /&gt;
* Tokens for time of day, and the slowed and poisoned effects.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Plenty of them to represent hit points (different sizes).&lt;br /&gt;
** Many to represent XP points.&lt;br /&gt;
** Many to represent gold (different sizes).&lt;br /&gt;
** A few of different colors for villages.&lt;br /&gt;
* Some ten sided dices.&lt;br /&gt;
The unit cards, pawns and tokens can be printed from the card generator in Excel. Images of the most popular maps can be found here [in construction]. For counters, some options are coins, stones, pieces from other games; when sizes are recommended, the numbers to count will be big, so pieces to represent different values will come handy.&lt;br /&gt;
&lt;br /&gt;
== The unit cards ==&lt;br /&gt;
[image:http://zapicm.googlepages.com/card.gif]&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player receives 100 gold, chooses a color and a faction (this can be done secretly if players agree) and then picks secretly the following number of unit cards belonging to the chosen faction:&lt;br /&gt;
* 7 cards of level 1 or level 0 units.&lt;br /&gt;
* 5 cards of level 2 units.&lt;br /&gt;
* 3 cards of level 3 or level 4 units.&lt;br /&gt;
* 1 leader card.&lt;br /&gt;
These cards make the player recruit pool, and they will remain covered until used.&lt;br /&gt;
Each player also picks the village counters corresponding to their chosen color, but not the pawns yet. Group the counters in pools, then make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== First round ==&lt;br /&gt;
Following the positions on the map, each player uncovers the card corresponding to the leader, picks the corresponding pawn and places it on the main section of the castle in the map. Then, from the HP counter pool she picks the corresponding counters to the leader hit points and places them over the card.  Finally, she picks one of the ten sided dices and also places it on the leader card, showing the number corresponding to the movement of the unit.&lt;br /&gt;
Once every player has deployed their leaders, they take turns on recruiting units one by one, following these steps:&lt;br /&gt;
* Uncover the unit card.&lt;br /&gt;
* Pay the cost in gold to the gold counter pool.&lt;br /&gt;
* Pick the corresponding pawn and place it on an unoccupied space of the caste.&lt;br /&gt;
* Pick the appropriate number of HP counters and place them over the card.&lt;br /&gt;
* -- Optional: Roll for treats [in construction] --&lt;br /&gt;
This continues until a player has no free spaces on the castle, or not enough gold to pay for a unit. The initial unit cards that have not been used remain covered. Additionally, every time that a player recruits a level 0 unit, she may pick another level 0 card for her faction from the deck, and add it to her recruit pool, uncovered. This unit will not trigger the acquisition of an additional unit when recruited.&lt;br /&gt;
-- Variant -- All players deploy their units at the same time, this option will save time for experienced players.&lt;br /&gt;
Once all players have deployed their units, each player starting from the first one has a chance to move their leader (see movement section below) and the turn ends. Cycle the time of day stack, so the morning tile shows on top, and the second round starts.&lt;br /&gt;
&lt;br /&gt;
== Subsequent rounds ==&lt;br /&gt;
In each subsequent round, each player takes alternative turns, where they have the opportunity to move all their units. The turns have the following structure.&lt;br /&gt;
&lt;br /&gt;
== The turns ==&lt;br /&gt;
Each turn has two phases, activation and actions.&lt;br /&gt;
=== Activation ===&lt;br /&gt;
At the beginning of the player turn, gold is collected, units are activated and special effects are evaluated.&lt;br /&gt;
==== Gold ====&lt;br /&gt;
The upkeep of an army is not cheap, and the more experience the units have the more demanding they are.  To calculate the upkeep, add the level of all the units in play, except the leader.&lt;br /&gt;
Gold is obtained from owned villages (see movement section below), and a fixed income from the leader. The income from each village depends on the number of units in the army; the normal income from a village is 3 gold, but every village that exceeds the total number of units produces only 2 gold.  There is also a fixed income of 2 gold coming from your leader.&lt;br /&gt;
Some examples:&lt;br /&gt;
After the first turn, player 1 has recruited 6 level 1 units, and captured a village.  At the starting of the turn the income will be: 2 (from the leader) + 3 (1 village) - 6 (sum of unit levels) = -1 gold, to be paid.&lt;br /&gt;
A few turns later, the player owns 8 villages, and the army consists of two level 2 units and three level 1 units.  The income will be: 2 (from the leader) + 15 (5 villages) + 6 (4 villages over the number of units) - 7 (sum of unit levels) = 16 gold to receive.&lt;br /&gt;
==== Unit activation ====&lt;br /&gt;
Untap all unit cards.  If a card was untapped at the beginning, that unit heals 2 HP, that cannot go beyond the unit initial HP.&lt;br /&gt;
==== Special effects ====&lt;br /&gt;
===== Healing =====&lt;br /&gt;
Every non poisoned unit in a village, or with the regeneration ability, regains 8 HP. Non poisoned units adjacent to a unit the heal ability regain the number of points stated on the ability (4 or 8). If more than one unit with the heal ability is adjacent to the healed unit, this one is only healed once, for the maximum value that the units provide. &lt;br /&gt;
Healed units can go beyond their initial HP.&lt;br /&gt;
===== Poison =====&lt;br /&gt;
Poisoned units lose 8 HP, but they cannot go below 1 because of poison.  If they are adjacent to a unit with the heal ability, they don't lose the HP, but they remain poisoned.  If they are in a village, have the regeneration ability, or adjacent to a unit with the cures ability, they don't lose HP and the poison is removed.&lt;br /&gt;
=== Unit actions ===&lt;br /&gt;
Each turn, a unit can make a movement, attack other units and conquer villages.&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Each unit has a number of movement points, and the unit card shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination hex and describe the route of continuous hexes from the unit current position that the unit will follow; add all the movement costs for each hex, and if the total is equal or less than the movement points of the unit, the movement can be done.&lt;br /&gt;
A unit must stop if at any point of its route it finds:&lt;br /&gt;
* An enemy or unoccupied village.&lt;br /&gt;
* There is an enemy unit of least level 1 on an adjacent hex. Units with the skirmisher ability are not forced to stop in this case.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same hex as them. With the exception of the leader, all units must complete their movement once they start it; to reflect it, tap the unit card when you select the unit to move.&lt;br /&gt;
===== Leader movement =====&lt;br /&gt;
The same rules of movement apply for the leader, but he can make partial movements, as long as he is not forced to stop because of any of the three cases above. To reflect the movement points left on the leader, you can use a 10 sided dice.&lt;br /&gt;
If the leader is in the main section of the castle, it can recruit in the same way as it was done on the first turn.&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, and the player puts one of her village markers in the hex to reflect the ownership.&lt;br /&gt;
==== Attack ====&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, tap the unit if it was not tapped and select one of the attacks available for the unit, which are stated in the unit card and pawn. The defending unit can also select one of its own attacks, but it has to have the same range as the attacker (melee or ranged). The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on. Starting with the attacker, each player take turns in rolling one d10 for each swing that the attack allows. If the number is equal (when the 0/10 is counted as 0) or higher than the defense, the attack hits, and some damage is done.&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted to a unit is the figure stated in the attack.  This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units do 25% more damage during the day, and 25% less during the night.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit card.&lt;br /&gt;
* Units that are adjacent to a unit with leadership have a modifier equal to 25% times the difference in levels. This is not applicable if the attacking unit has a higher level than the unit with leadership.&lt;br /&gt;
* If the attack has the &amp;quot;charge&amp;quot; special, the damage is doubled.&lt;br /&gt;
* If the attack has the &amp;quot;backstab&amp;quot; special and there is an enemy of the target on the opposite side of the target, the damage is doubled.&lt;br /&gt;
* If the unit is slowed, the damage is halved.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. The damage is subtracted after each successful hit; if the hit points of a unit go below 1, the unit dies, and the unit dealing the blow gains experience. Remove the pawn from the map, and return the card to the recruit pool of the player.&lt;br /&gt;
==== Experience ====&lt;br /&gt;
The main source of experience is killing other units.  The amount of experience gained is twice the level of the unit killed, with a minimum of 1 for a level 0 unit. Additionally, if a unit is attacked from three units or more and it survives, it gains 1 experience point.&lt;br /&gt;
When the unit has gained at least the experience points stated on their cards, it levels up. The possible units that it can advance to are listed in the unit card, and the player may choose between them, but the player must have it available on her recruit pool.  If this is not the case, the unit is fully healed, and the experience counters are removed from it.&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The leader card is tapped if it has moved in the turn, and any slowed unit regains its normal status. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again. When the dawn tile is shown (every 6 turns), each player can add any two unit cards from their respective faction to their recruit pool.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive. That team is declared the winner, no matter the number of units currently in the map.&lt;br /&gt;
&lt;br /&gt;
== Appendixes ==&lt;br /&gt;
=== Icons ===&lt;br /&gt;
=== Unit abilities ===&lt;br /&gt;
=== Weapon specials ===&lt;br /&gt;
=== Terrain types ===&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15300</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15300"/>
		<updated>2007-05-11T17:48:16Z</updated>

		<summary type="html">&lt;p&gt;Elricz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit list ==&lt;br /&gt;
This is a set of static html files, based on the configuration files and the translation.  The files can be found at:&amp;lt;br&amp;gt;&lt;br /&gt;
http://units.wesnoth.org/&amp;lt;br&amp;gt;&lt;br /&gt;
http://zapicm.googlepages.com/&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* As many unit cards as you want.&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids on it.&lt;br /&gt;
* Tokens for time of day, and the slowed and poisoned effects.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Plenty of them to represent hit points (different sizes).&lt;br /&gt;
** Many to represent XP points.&lt;br /&gt;
** Many to represent gold (different sizes).&lt;br /&gt;
** A few of different colors for villages.&lt;br /&gt;
* Some ten sided dices.&lt;br /&gt;
The unit cards, pawns and tokens can be printed from the card generator in Excel. Images of the most popular maps can be found here [in construction]. For counters, some options are coins, stones, pieces from other games; when sizes are recommended, the numbers to count will be big, so pieces to represent different values will come handy.&lt;br /&gt;
&lt;br /&gt;
== The unit cards ==&lt;br /&gt;
[image:http://zapicm.googlepages.com/card.gif]&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player receives 100 gold, chooses a color and a faction (this can be done secretly if players agree) and then picks secretly the following number of unit cards belonging to the chosen faction:&lt;br /&gt;
* 7 cards of level 1 or level 0 units.&lt;br /&gt;
* 5 cards of level 2 units.&lt;br /&gt;
* 3 cards of level 3 or level 4 units.&lt;br /&gt;
* 1 leader card.&lt;br /&gt;
These cards make the player recruit pool, and they will remain covered until used.&lt;br /&gt;
Each player also picks the village counters corresponding to their chosen color, but not the pawns yet. Group the counters in pools, then make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== First round ==&lt;br /&gt;
Following the positions on the map, each player uncovers the card corresponding to the leader, picks the corresponding pawn and places it on the main section of the castle in the map. Then, from the HP counter pool she picks the corresponding counters to the leader hit points and places them over the card.  Finally, she picks one of the ten sided dices and also places it on the leader card, showing the number corresponding to the movement of the unit.&lt;br /&gt;
Once every player has deployed their leaders, they take turns on recruiting units one by one, following these steps:&lt;br /&gt;
* Uncover the unit card.&lt;br /&gt;
* Pay the cost in gold to the gold counter pool.&lt;br /&gt;
* Pick the corresponding pawn and place it on an unoccupied space of the caste.&lt;br /&gt;
* Pick the appropriate number of HP counters and place them over the card.&lt;br /&gt;
* -- Optional: Roll for treats [in construction] --&lt;br /&gt;
This continues until a player has no free spaces on the castle, or not enough gold to pay for a unit. The initial unit cards that have not been used remain covered. Additionally, every time that a player recruits a level 0 unit, she may pick another level 0 card for her faction from the deck, and add it to her recruit pool, uncovered. This unit will not trigger the acquisition of an additional unit when recruited.&lt;br /&gt;
-- Variant -- All players deploy their units at the same time, this option will save time for experienced players.&lt;br /&gt;
Once all players have deployed their units, each player starting from the first one has a chance to move their leader (see movement section below) and the turn ends. Cycle the time of day stack, so the morning tile shows on top, and the second round starts.&lt;br /&gt;
&lt;br /&gt;
== Subsequent rounds ==&lt;br /&gt;
In each subsequent round, each player takes alternative turns, where they have the opportunity to move all their units. The turns have the following structure.&lt;br /&gt;
&lt;br /&gt;
== The turns ==&lt;br /&gt;
Each turn has two phases, activation and actions.&lt;br /&gt;
=== Activation ===&lt;br /&gt;
At the beginning of the player turn, gold is collected, units are activated and special effects are evaluated.&lt;br /&gt;
==== Gold ====&lt;br /&gt;
The upkeep of an army is not cheap, and the more experience the units have the more demanding they are.  To calculate the upkeep, add the level of all the units in play, except the leader.&lt;br /&gt;
Gold is obtained from owned villages (see movement section below), and a fixed income from the leader. The income from each village depends on the number of units in the army; the normal income from a village is 3 gold, but every village that exceeds the total number of units produces only 2 gold.  There is also a fixed income of 2 gold coming from your leader.&lt;br /&gt;
Some examples:&lt;br /&gt;
After the first turn, player 1 has recruited 6 level 1 units, and captured a village.  At the starting of the turn the income will be: 2 (from the leader) + 3 (1 village) - 6 (sum of unit levels) = -1 gold, to be paid.&lt;br /&gt;
A few turns later, the player owns 8 villages, and the army consists of two level 2 units and three level 1 units.  The income will be: 2 (from the leader) + 15 (5 villages) + 6 (4 villages over the number of units) - 7 (sum of unit levels) = 16 gold to receive.&lt;br /&gt;
==== Unit activation ====&lt;br /&gt;
Untap all unit cards.  If a card was untapped at the beginning, that unit heals 2 HP, that cannot go beyond the unit initial HP.&lt;br /&gt;
==== Special effects ====&lt;br /&gt;
===== Healing =====&lt;br /&gt;
Every non poisoned unit in a village, or with the regeneration ability, regains 8 HP. Non poisoned units adjacent to a unit the heal ability regain the number of points stated on the ability (4 or 8). If more than one unit with the heal ability is adjacent to the healed unit, this one is only healed once, for the maximum value that the units provide. &lt;br /&gt;
Healed units can go beyond their initial HP.&lt;br /&gt;
===== Poison =====&lt;br /&gt;
Poisoned units lose 8 HP, but they cannot go below 1 because of poison.  If they are adjacent to a unit with the heal ability, they don't lose the HP, but they remain poisoned.  If they are in a village, have the regeneration ability, or adjacent to a unit with the cures ability, they don't lose HP and the poison is removed.&lt;br /&gt;
=== Unit actions ===&lt;br /&gt;
Each turn, a unit can make a movement, attack other units and conquer villages.&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Each unit has a number of movement points, and the unit card shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination hex and describe the route of continuous hexes from the unit current position that the unit will follow; add all the movement costs for each hex, and if the total is equal or less than the movement points of the unit, the movement can be done.&lt;br /&gt;
A unit must stop if at any point of its route it finds:&lt;br /&gt;
* An enemy or unoccupied village.&lt;br /&gt;
* There is an enemy unit of least level 1 on an adjacent hex. Units with the skirmisher ability are not forced to stop in this case.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same hex as them. With the exception of the leader, all units must complete their movement once they start it; to reflect it, tap the unit card when you select the unit to move.&lt;br /&gt;
===== Leader movement =====&lt;br /&gt;
The same rules of movement apply for the leader, but he can make partial movements, as long as he is not forced to stop because of any of the three cases above. To reflect the movement points left on the leader, you can use a 10 sided dice.&lt;br /&gt;
If the leader is in the main section of the castle, it can recruit in the same way as it was done on the first turn.&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, and the player puts one of her village markers in the hex to reflect the ownership.&lt;br /&gt;
==== Attack ====&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, tap the unit if it was not tapped and select one of the attacks available for the unit, which are stated in the unit card and pawn. The defending unit can also select one of its own attacks, but it has to have the same range as the attacker (melee or ranged). The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on. Starting with the attacker, each player take turns in rolling one d10 for each swing that the attack allows. If the number is equal (when the 0/10 is counted as 0) or higher than the defense, the attack hits, and some damage is done.&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted to a unit is the figure stated in the attack.  This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units do 25% more damage during the day, and 25% less during the night.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit card.&lt;br /&gt;
* Units that are adjacent to a unit with leadership have a modifier equal to 25% times the difference in levels. This is not applicable if the attacking unit has a higher level than the unit with leadership.&lt;br /&gt;
* If the attack has the &amp;quot;charge&amp;quot; special, the damage is doubled.&lt;br /&gt;
* If the attack has the &amp;quot;backstab&amp;quot; special and there is an enemy of the target on the opposite side of the target, the damage is doubled.&lt;br /&gt;
* If the unit is slowed, the damage is halved.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. The damage is subtracted after each successful hit; if the hit points of a unit go below 1, the unit dies, and the unit dealing the blow gains experience. Remove the pawn from the map, and return the card to the recruit pool of the player.&lt;br /&gt;
==== Experience ====&lt;br /&gt;
The main source of experience is killing other units.  The amount of experience gained is twice the level of the unit killed, with a minimum of 1 for a level 0 unit. Additionally, if a unit is attacked from three units or more and it survives, it gains 1 experience point.&lt;br /&gt;
When the unit has gained at least the experience points stated on their cards, it levels up. The possible units that it can advance to are listed in the unit card, and the player may choose between them, but the player must have it available on her recruit pool.  If this is not the case, the unit is fully healed, and the experience counters are removed from it.&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The leader card is tapped if it has moved in the turn, and any slowed unit regains its normal status. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again. When the dawn tile is shown (every 6 turns), each player can add any two unit cards from their respective faction to their recruit pool.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive. That team is declared the winner, no matter the number of units currently in the map.&lt;br /&gt;
&lt;br /&gt;
== Appendixes ==&lt;br /&gt;
=== Unit abilities ===&lt;br /&gt;
=== Weapon specials ===&lt;br /&gt;
=== Terrain types ===&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15299</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15299"/>
		<updated>2007-05-11T17:47:14Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* The unit cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit list ==&lt;br /&gt;
This is a set of static html files, based on the configuration files and the translation.  The files can be found at:&amp;lt;br&amp;gt;&lt;br /&gt;
http://units.wesnoth.org/&amp;lt;br&amp;gt;&lt;br /&gt;
http://zapicm.googlepages.com/&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Description ==&lt;br /&gt;
Battle for Wesnoth is a turn-based fantasy strategy game.&lt;br /&gt;
Defeat all enemy leaders using a well-chosen cadre of troops, taking care to husband your resources of gold and villages. All units have their own strengths and weaknesses; to win, you must deploy your forces to their best advantage while denying your foes the chance to do the same. As units gain experience, they acquire new abilities and become more powerful. You can play in your own language, and even create your own custom units, scenarios or campaigns.&lt;br /&gt;
&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* As many unit cards as you want.&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids on it.&lt;br /&gt;
* Tokens for time of day, and the slowed and poisoned effects.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Plenty of them to represent hit points (different sizes).&lt;br /&gt;
** Many to represent XP points.&lt;br /&gt;
** Many to represent gold (different sizes).&lt;br /&gt;
** A few of different colors for villages.&lt;br /&gt;
* Some ten sided dices.&lt;br /&gt;
The unit cards, pawns and tokens can be printed from the card generator in Excel. Images of the most popular maps can be found here [in construction]. For counters, some options are coins, stones, pieces from other games; when sizes are recommended, the numbers to count will be big, so pieces to represent different values will come handy.&lt;br /&gt;
&lt;br /&gt;
== The unit cards ==&lt;br /&gt;
[image:http://zapicm.googlepages.com/card.gif]&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player receives 100 gold, chooses a color and a faction (this can be done secretly if players agree) and then picks secretly the following number of unit cards belonging to the chosen faction:&lt;br /&gt;
* 7 cards of level 1 or level 0 units.&lt;br /&gt;
* 5 cards of level 2 units.&lt;br /&gt;
* 3 cards of level 3 or level 4 units.&lt;br /&gt;
* 1 leader card.&lt;br /&gt;
These cards make the player recruit pool, and they will remain covered until used.&lt;br /&gt;
Each player also picks the village counters corresponding to their chosen color, but not the pawns yet. Group the counters in pools, then make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== First round ==&lt;br /&gt;
Following the positions on the map, each player uncovers the card corresponding to the leader, picks the corresponding pawn and places it on the main section of the castle in the map. Then, from the HP counter pool she picks the corresponding counters to the leader hit points and places them over the card.  Finally, she picks one of the ten sided dices and also places it on the leader card, showing the number corresponding to the movement of the unit.&lt;br /&gt;
Once every player has deployed their leaders, they take turns on recruiting units one by one, following these steps:&lt;br /&gt;
* Uncover the unit card.&lt;br /&gt;
* Pay the cost in gold to the gold counter pool.&lt;br /&gt;
* Pick the corresponding pawn and place it on an unoccupied space of the caste.&lt;br /&gt;
* Pick the appropriate number of HP counters and place them over the card.&lt;br /&gt;
* -- Optional: Roll for treats [in construction] --&lt;br /&gt;
This continues until a player has no free spaces on the castle, or not enough gold to pay for a unit. The initial unit cards that have not been used remain covered. Additionally, every time that a player recruits a level 0 unit, she may pick another level 0 card for her faction from the deck, and add it to her recruit pool, uncovered. This unit will not trigger the acquisition of an additional unit when recruited.&lt;br /&gt;
-- Variant -- All players deploy their units at the same time, this option will save time for experienced players.&lt;br /&gt;
Once all players have deployed their units, each player starting from the first one has a chance to move their leader (see movement section below) and the turn ends. Cycle the time of day stack, so the morning tile shows on top, and the second round starts.&lt;br /&gt;
&lt;br /&gt;
== Subsequent rounds ==&lt;br /&gt;
In each subsequent round, each player takes alternative turns, where they have the opportunity to move all their units. The turns have the following structure.&lt;br /&gt;
&lt;br /&gt;
== The turns ==&lt;br /&gt;
Each turn has two phases, activation and actions.&lt;br /&gt;
=== Activation ===&lt;br /&gt;
At the beginning of the player turn, gold is collected, units are activated and special effects are evaluated.&lt;br /&gt;
==== Gold ====&lt;br /&gt;
The upkeep of an army is not cheap, and the more experience the units have the more demanding they are.  To calculate the upkeep, add the level of all the units in play, except the leader.&lt;br /&gt;
Gold is obtained from owned villages (see movement section below), and a fixed income from the leader. The income from each village depends on the number of units in the army; the normal income from a village is 3 gold, but every village that exceeds the total number of units produces only 2 gold.  There is also a fixed income of 2 gold coming from your leader.&lt;br /&gt;
Some examples:&lt;br /&gt;
After the first turn, player 1 has recruited 6 level 1 units, and captured a village.  At the starting of the turn the income will be: 2 (from the leader) + 3 (1 village) - 6 (sum of unit levels) = -1 gold, to be paid.&lt;br /&gt;
A few turns later, the player owns 8 villages, and the army consists of two level 2 units and three level 1 units.  The income will be: 2 (from the leader) + 15 (5 villages) + 6 (4 villages over the number of units) - 7 (sum of unit levels) = 16 gold to receive.&lt;br /&gt;
==== Unit activation ====&lt;br /&gt;
Untap all unit cards.  If a card was untapped at the beginning, that unit heals 2 HP, that cannot go beyond the unit initial HP.&lt;br /&gt;
==== Special effects ====&lt;br /&gt;
===== Healing =====&lt;br /&gt;
Every non poisoned unit in a village, or with the regeneration ability, regains 8 HP. Non poisoned units adjacent to a unit the heal ability regain the number of points stated on the ability (4 or 8). If more than one unit with the heal ability is adjacent to the healed unit, this one is only healed once, for the maximum value that the units provide. &lt;br /&gt;
Healed units can go beyond their initial HP.&lt;br /&gt;
===== Poison =====&lt;br /&gt;
Poisoned units lose 8 HP, but they cannot go below 1 because of poison.  If they are adjacent to a unit with the heal ability, they don't lose the HP, but they remain poisoned.  If they are in a village, have the regeneration ability, or adjacent to a unit with the cures ability, they don't lose HP and the poison is removed.&lt;br /&gt;
=== Unit actions ===&lt;br /&gt;
Each turn, a unit can make a movement, attack other units and conquer villages.&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Each unit has a number of movement points, and the unit card shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination hex and describe the route of continuous hexes from the unit current position that the unit will follow; add all the movement costs for each hex, and if the total is equal or less than the movement points of the unit, the movement can be done.&lt;br /&gt;
A unit must stop if at any point of its route it finds:&lt;br /&gt;
* An enemy or unoccupied village.&lt;br /&gt;
* There is an enemy unit of least level 1 on an adjacent hex. Units with the skirmisher ability are not forced to stop in this case.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same hex as them. With the exception of the leader, all units must complete their movement once they start it; to reflect it, tap the unit card when you select the unit to move.&lt;br /&gt;
===== Leader movement =====&lt;br /&gt;
The same rules of movement apply for the leader, but he can make partial movements, as long as he is not forced to stop because of any of the three cases above. To reflect the movement points left on the leader, you can use a 10 sided dice.&lt;br /&gt;
If the leader is in the main section of the castle, it can recruit in the same way as it was done on the first turn.&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, and the player puts one of her village markers in the hex to reflect the ownership.&lt;br /&gt;
==== Attack ====&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, tap the unit if it was not tapped and select one of the attacks available for the unit, which are stated in the unit card and pawn. The defending unit can also select one of its own attacks, but it has to have the same range as the attacker (melee or ranged). The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on. Starting with the attacker, each player take turns in rolling one d10 for each swing that the attack allows. If the number is equal (when the 0/10 is counted as 0) or higher than the defense, the attack hits, and some damage is done.&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted to a unit is the figure stated in the attack.  This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units do 25% more damage during the day, and 25% less during the night.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit card.&lt;br /&gt;
* Units that are adjacent to a unit with leadership have a modifier equal to 25% times the difference in levels. This is not applicable if the attacking unit has a higher level than the unit with leadership.&lt;br /&gt;
* If the attack has the &amp;quot;charge&amp;quot; special, the damage is doubled.&lt;br /&gt;
* If the attack has the &amp;quot;backstab&amp;quot; special and there is an enemy of the target on the opposite side of the target, the damage is doubled.&lt;br /&gt;
* If the unit is slowed, the damage is halved.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. The damage is subtracted after each successful hit; if the hit points of a unit go below 1, the unit dies, and the unit dealing the blow gains experience. Remove the pawn from the map, and return the card to the recruit pool of the player.&lt;br /&gt;
==== Experience ====&lt;br /&gt;
The main source of experience is killing other units.  The amount of experience gained is twice the level of the unit killed, with a minimum of 1 for a level 0 unit. Additionally, if a unit is attacked from three units or more and it survives, it gains 1 experience point.&lt;br /&gt;
When the unit has gained at least the experience points stated on their cards, it levels up. The possible units that it can advance to are listed in the unit card, and the player may choose between them, but the player must have it available on her recruit pool.  If this is not the case, the unit is fully healed, and the experience counters are removed from it.&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The leader card is tapped if it has moved in the turn, and any slowed unit regains its normal status. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again. When the dawn tile is shown (every 6 turns), each player can add any two unit cards from their respective faction to their recruit pool.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive. That team is declared the winner, no matter the number of units currently in the map.&lt;br /&gt;
&lt;br /&gt;
== Appendixes ==&lt;br /&gt;
=== Unit abilities ===&lt;br /&gt;
=== Weapon specials ===&lt;br /&gt;
=== Terrain types ===&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15284</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15284"/>
		<updated>2007-05-11T13:32:26Z</updated>

		<summary type="html">&lt;p&gt;Elricz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit list ==&lt;br /&gt;
This is a set of static html files, based on the configuration files and the translation.  The files can be found at:&amp;lt;br&amp;gt;&lt;br /&gt;
http://units.wesnoth.org/&amp;lt;br&amp;gt;&lt;br /&gt;
http://zapicm.googlepages.com/&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Description ==&lt;br /&gt;
Battle for Wesnoth is a turn-based fantasy strategy game.&lt;br /&gt;
Defeat all enemy leaders using a well-chosen cadre of troops, taking care to husband your resources of gold and villages. All units have their own strengths and weaknesses; to win, you must deploy your forces to their best advantage while denying your foes the chance to do the same. As units gain experience, they acquire new abilities and become more powerful. You can play in your own language, and even create your own custom units, scenarios or campaigns.&lt;br /&gt;
&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* As many unit cards as you want.&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids on it.&lt;br /&gt;
* Tokens for time of day, and the slowed and poisoned effects.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Plenty of them to represent hit points (different sizes).&lt;br /&gt;
** Many to represent XP points.&lt;br /&gt;
** Many to represent gold (different sizes).&lt;br /&gt;
** A few of different colors for villages.&lt;br /&gt;
* Some ten sided dices.&lt;br /&gt;
The unit cards, pawns and tokens can be printed from the card generator in Excel. Images of the most popular maps can be found here [in construction]. For counters, some options are coins, stones, pieces from other games; when sizes are recommended, the numbers to count will be big, so pieces to represent different values will come handy.&lt;br /&gt;
&lt;br /&gt;
== The unit cards ==&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player receives 100 gold, chooses a color and a faction (this can be done secretly if players agree) and then picks secretly the following number of unit cards belonging to the chosen faction:&lt;br /&gt;
* 7 cards of level 1 or level 0 units.&lt;br /&gt;
* 5 cards of level 2 units.&lt;br /&gt;
* 3 cards of level 3 or level 4 units.&lt;br /&gt;
* 1 leader card.&lt;br /&gt;
These cards make the player recruit pool, and they will remain covered until used.&lt;br /&gt;
Each player also picks the village counters corresponding to their chosen color, but not the pawns yet. Group the counters in pools, then make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== First round ==&lt;br /&gt;
Following the positions on the map, each player uncovers the card corresponding to the leader, picks the corresponding pawn and places it on the main section of the castle in the map. Then, from the HP counter pool she picks the corresponding counters to the leader hit points and places them over the card.  Finally, she picks one of the ten sided dices and also places it on the leader card, showing the number corresponding to the movement of the unit.&lt;br /&gt;
Once every player has deployed their leaders, they take turns on recruiting units one by one, following these steps:&lt;br /&gt;
* Uncover the unit card.&lt;br /&gt;
* Pay the cost in gold to the gold counter pool.&lt;br /&gt;
* Pick the corresponding pawn and place it on an unoccupied space of the caste.&lt;br /&gt;
* Pick the appropriate number of HP counters and place them over the card.&lt;br /&gt;
* -- Optional: Roll for treats [in construction] --&lt;br /&gt;
This continues until a player has no free spaces on the castle, or not enough gold to pay for a unit. The initial unit cards that have not been used remain covered. Additionally, every time that a player recruits a level 0 unit, she may pick another level 0 card for her faction from the deck, and add it to her recruit pool, uncovered. This unit will not trigger the acquisition of an additional unit when recruited.&lt;br /&gt;
-- Variant -- All players deploy their units at the same time, this option will save time for experienced players.&lt;br /&gt;
Once all players have deployed their units, each player starting from the first one has a chance to move their leader (see movement section below) and the turn ends. Cycle the time of day stack, so the morning tile shows on top, and the second round starts.&lt;br /&gt;
&lt;br /&gt;
== Subsequent rounds ==&lt;br /&gt;
In each subsequent round, each player takes alternative turns, where they have the opportunity to move all their units. The turns have the following structure.&lt;br /&gt;
&lt;br /&gt;
== The turns ==&lt;br /&gt;
Each turn has two phases, activation and actions.&lt;br /&gt;
=== Activation ===&lt;br /&gt;
At the beginning of the player turn, gold is collected, units are activated and special effects are evaluated.&lt;br /&gt;
==== Gold ====&lt;br /&gt;
The upkeep of an army is not cheap, and the more experience the units have the more demanding they are.  To calculate the upkeep, add the level of all the units in play, except the leader.&lt;br /&gt;
Gold is obtained from owned villages (see movement section below), and a fixed income from the leader. The income from each village depends on the number of units in the army; the normal income from a village is 3 gold, but every village that exceeds the total number of units produces only 2 gold.  There is also a fixed income of 2 gold coming from your leader.&lt;br /&gt;
Some examples:&lt;br /&gt;
After the first turn, player 1 has recruited 6 level 1 units, and captured a village.  At the starting of the turn the income will be: 2 (from the leader) + 3 (1 village) - 6 (sum of unit levels) = -1 gold, to be paid.&lt;br /&gt;
A few turns later, the player owns 8 villages, and the army consists of two level 2 units and three level 1 units.  The income will be: 2 (from the leader) + 15 (5 villages) + 6 (4 villages over the number of units) - 7 (sum of unit levels) = 16 gold to receive.&lt;br /&gt;
==== Unit activation ====&lt;br /&gt;
Untap all unit cards.  If a card was untapped at the beginning, that unit heals 2 HP, that cannot go beyond the unit initial HP.&lt;br /&gt;
==== Special effects ====&lt;br /&gt;
===== Healing =====&lt;br /&gt;
Every non poisoned unit in a village, or with the regeneration ability, regains 8 HP. Non poisoned units adjacent to a unit the heal ability regain the number of points stated on the ability (4 or 8). If more than one unit with the heal ability is adjacent to the healed unit, this one is only healed once, for the maximum value that the units provide. &lt;br /&gt;
Healed units can go beyond their initial HP.&lt;br /&gt;
===== Poison =====&lt;br /&gt;
Poisoned units lose 8 HP, but they cannot go below 1 because of poison.  If they are adjacent to a unit with the heal ability, they don't lose the HP, but they remain poisoned.  If they are in a village, have the regeneration ability, or adjacent to a unit with the cures ability, they don't lose HP and the poison is removed.&lt;br /&gt;
=== Unit actions ===&lt;br /&gt;
Each turn, a unit can make a movement, attack other units and conquer villages.&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Each unit has a number of movement points, and the unit card shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination hex and describe the route of continuous hexes from the unit current position that the unit will follow; add all the movement costs for each hex, and if the total is equal or less than the movement points of the unit, the movement can be done.&lt;br /&gt;
A unit must stop if at any point of its route it finds:&lt;br /&gt;
* An enemy or unoccupied village.&lt;br /&gt;
* There is an enemy unit of least level 1 on an adjacent hex. Units with the skirmisher ability are not forced to stop in this case.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same hex as them. With the exception of the leader, all units must complete their movement once they start it; to reflect it, tap the unit card when you select the unit to move.&lt;br /&gt;
===== Leader movement =====&lt;br /&gt;
The same rules of movement apply for the leader, but he can make partial movements, as long as he is not forced to stop because of any of the three cases above. To reflect the movement points left on the leader, you can use a 10 sided dice.&lt;br /&gt;
If the leader is in the main section of the castle, it can recruit in the same way as it was done on the first turn.&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, and the player puts one of her village markers in the hex to reflect the ownership.&lt;br /&gt;
==== Attack ====&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, tap the unit if it was not tapped and select one of the attacks available for the unit, which are stated in the unit card and pawn. The defending unit can also select one of its own attacks, but it has to have the same range as the attacker (melee or ranged). The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on. Starting with the attacker, each player take turns in rolling one d10 for each swing that the attack allows. If the number is equal (when the 0/10 is counted as 0) or higher than the defense, the attack hits, and some damage is done.&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted to a unit is the figure stated in the attack.  This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units do 25% more damage during the day, and 25% less during the night.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit card.&lt;br /&gt;
* Units that are adjacent to a unit with leadership have a modifier equal to 25% times the difference in levels. This is not applicable if the attacking unit has a higher level than the unit with leadership.&lt;br /&gt;
* If the attack has the &amp;quot;charge&amp;quot; special, the damage is doubled.&lt;br /&gt;
* If the attack has the &amp;quot;backstab&amp;quot; special and there is an enemy of the target on the opposite side of the target, the damage is doubled.&lt;br /&gt;
* If the unit is slowed, the damage is halved.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. The damage is subtracted after each successful hit; if the hit points of a unit go below 1, the unit dies, and the unit dealing the blow gains experience. Remove the pawn from the map, and return the card to the recruit pool of the player.&lt;br /&gt;
==== Experience ====&lt;br /&gt;
The main source of experience is killing other units.  The amount of experience gained is twice the level of the unit killed, with a minimum of 1 for a level 0 unit. Additionally, if a unit is attacked from three units or more and it survives, it gains 1 experience point.&lt;br /&gt;
When the unit has gained at least the experience points stated on their cards, it levels up. The possible units that it can advance to are listed in the unit card, and the player may choose between them, but the player must have it available on her recruit pool.  If this is not the case, the unit is fully healed, and the experience counters are removed from it.&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The leader card is tapped if it has moved in the turn, and any slowed unit regains its normal status. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again. When the dawn tile is shown (every 6 turns), each player can add any two unit cards from their respective faction to their recruit pool.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only one team with leaders alive. That team is declared the winner, no matter the number of units currently in the map.&lt;br /&gt;
&lt;br /&gt;
== Appendixes ==&lt;br /&gt;
=== Unit abilities ===&lt;br /&gt;
=== Weapon specials ===&lt;br /&gt;
=== Terrain types ===&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15269</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15269"/>
		<updated>2007-05-10T20:07:16Z</updated>

		<summary type="html">&lt;p&gt;Elricz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit list ==&lt;br /&gt;
This is a set of static html files, based on the configuration files and the translation.  The files can be found at:&amp;lt;br&amp;gt;&lt;br /&gt;
http://units.wesnoth.org/&amp;lt;br&amp;gt;&lt;br /&gt;
http://zapicm.googlepages.com/&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress] =&lt;br /&gt;
== Description ==&lt;br /&gt;
Battle for Wesnoth is a turn-based fantasy strategy game.&lt;br /&gt;
Defeat all enemy leaders using a well-chosen cadre of troops, taking care to husband your resources of gold and villages. All units have their own strengths and weaknesses; to win, you must deploy your forces to their best advantage while denying your foes the chance to do the same. As units gain experience, they acquire new abilities and become more powerful. You can play in your own language, and even create your own custom units, scenarios or campaigns.&lt;br /&gt;
&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuos skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* As many units cards as you want.&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids on it.&lt;br /&gt;
* Tokens for time of day, and the slowed and poisoned effects.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Plenty of them to represent hit points (different sizes).&lt;br /&gt;
** Many to represent XP points.&lt;br /&gt;
** Many to represent gold (different sizes).&lt;br /&gt;
** A few of different colors for villages.&lt;br /&gt;
* Some ten sided dices.&lt;br /&gt;
The unit cards, pawns and tokens can be printed from the card generator in Excel. Images of the most popular maps can be found here [in construction]. For counters, some options are coins, stones, pieces from other games; when sizes are recommended, the numbers to count will be big, so pieces to represent different values will come handy.&lt;br /&gt;
&lt;br /&gt;
== The unit cards ==&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player receives 100 gold, chooses a color and a faction (this can be done secretly if players agree) and then picks secretly the following number of unit cards belonging to the chosen faction:&lt;br /&gt;
* 7 cards of level 1 or level 0 units.&lt;br /&gt;
* 5 cards of level 2 units.&lt;br /&gt;
* 3 cards of level 3 or level 4 units.&lt;br /&gt;
* 1 leader card.&lt;br /&gt;
These cards make the player recruit pool, and they will remain covered until used.&lt;br /&gt;
Each player also picks the village counters corresponding to their chosen color, but not the pawns yet. Group the counters in pools, then make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== First round ==&lt;br /&gt;
Following the positions on the map, each player uncovers the card corresponding to the leader, picks the corresponding pawn and places it on the main section of the castle in the map. Then, from the HP counter pool she picks the corresponding counters to the leader hit points and places them over the card.  Finally, she picks one of the ten sided dices and also places it on the leader card, showing the number corresponding to the movement of the unit.&lt;br /&gt;
Once every player has deployed their leaders, they take turns on recruiting units one by one, following these steps:&lt;br /&gt;
* Uncover the unit card.&lt;br /&gt;
* Pay the cost in gold to the gold counter pool.&lt;br /&gt;
* Pick the corresponding pawn and place it on an unoccupied space of the caste.&lt;br /&gt;
* Pick the appropriate number of HP counters and place them over the card.&lt;br /&gt;
* -- Optional: Roll for treats [in construction] --&lt;br /&gt;
This continues until a player has no free spaces on the castle, or not enough gold to pay for a unit. The initial unit cards that has not been used remain covered. Additionally, every time that a player recruits a level 0 unit, she may pick another level 0 card for her faction from the deck, and add it to her recruit pool, uncovered. This unit will not trigger the adquisition of an additional unit when recruited.&lt;br /&gt;
-- Variant --  All players deploy their units at the same time, this option will save time for experienced players.&lt;br /&gt;
Once all players have deployed their units, each player starting from the first one has a chance to move their leader (see movement section below) and the turn ends. Cycle the time of day stack, so the morning tile shows on top, and the second round starts.&lt;br /&gt;
&lt;br /&gt;
== Subsequent rounds ==&lt;br /&gt;
In each subsequent round, each player takes alternative turns, where they have the opportunity to move all their units. The turns have the following structure.&lt;br /&gt;
&lt;br /&gt;
== The turns ==&lt;br /&gt;
Each turn has two phases, activation and actions.&lt;br /&gt;
=== Activation ===&lt;br /&gt;
At the beginning of the player turn, gold is collected, units are activated and special effects are evaluated.&lt;br /&gt;
==== Gold ====&lt;br /&gt;
The upkeep of an army is not cheap, and the more experience the units have the more demanding they are.  To calculate the upkeep, add the level of all the units in play, except the leader.&lt;br /&gt;
Gold is obtained from owned villages (see movement section below), and a fixed income from the leader. The income from each village depends on the number of units in the army; the normal income from a village is 3 gold, but every village that exceeds the total number of units produces only 2 gold.  There is also a fixed income of 2 golds coming from your leader.&lt;br /&gt;
Some examples:&lt;br /&gt;
After the first turn, player 1 has recruited 6 level 1 units, and captured a village.  At the starting of the turn the income will be: 2 (from the leader) + 3 (1 village) - 6 (sum of unit levels) = -1 gold, to be paid.&lt;br /&gt;
A few turns later, the player owns 8 villages, and the army consist of two level 2 units and three level 1 units.  The income will be: 2 (from the leader) + 15 (5 villages) + 6 (4 villages over the number of units) - 7 (sum of unit levels) = 16 gold to receive.&lt;br /&gt;
==== Unit activation ====&lt;br /&gt;
Untap all units cards.  If a card was untapped at the beginning, that unit heals 2 HP, that cannot go beyond the unit initial HP.&lt;br /&gt;
==== Special effects ====&lt;br /&gt;
===== Healing =====&lt;br /&gt;
Every non poisoned unit in a village, or with the regeneration ability, regains 8 HP. Non poisoned units adjacent to a unit the heals ability regain the number of points stated on the ability (4 or 8). If more than one unit with the heal ability is adjacent to the healed unit, this one is only healed once, for the maximum value that the units provide. &lt;br /&gt;
Healed units can go beyond their initial HP.&lt;br /&gt;
===== Poison =====&lt;br /&gt;
Poisoned units lose 8 HP, but they cannot go below 1 because of poison.  If they are adjacent to a unit with the heals ability, they don't lose the HP, but they remain poisoned.  If they are in a village, have the regeneration ability, or adjacent to a unit with the cures ability, they don't lose HP and the poison is removed.&lt;br /&gt;
=== Unit actions ===&lt;br /&gt;
Each turn, a unit can make a movement, attack other units and conquer villages.&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Each unit has a number of movement points, and the unit card shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination hex and describe the route of continuos hexes from the unit current position that the unit will follow; add all the movement costs for each hex, and if the total is equal or less than the movement points of the unit, the movement can be done.&lt;br /&gt;
An unit must stop if at any point of its route it finds:&lt;br /&gt;
* An enemy or unoccupied village.&lt;br /&gt;
* There is a enemy unit of least level 1 on an adjacent hex. Units with the skirmisher ability are not forced to stop in this case.&lt;br /&gt;
* It runs out of movement points.&lt;br /&gt;
A unit may go through own and allied units, but it cannot stop in the same hex as them. With the exception of the leader, all units must complete their movement once they start it; to reflect it, tap the unit card when you select the unit to move.&lt;br /&gt;
===== Leader movement =====&lt;br /&gt;
The same rules of movement apply for the leader, but he can make partial movements, as long as he is not forced to stop because of any of the three cases above. To reflect the movement points left on the leader, you can use a 10 sided dice.&lt;br /&gt;
If the leader is in the main section of the castle, it can recruit in the same way as it was done on the first turn.&lt;br /&gt;
==== Villages ====&lt;br /&gt;
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, and the player puts one of her village markers in the hex to reflect the ownership.&lt;br /&gt;
==== Attack ====&lt;br /&gt;
If a unit is adjacent to an enemy unit, it can start an attack. To do so, tap the unit if it was not tapped and select one of the attacks available for the unit, that are stated in the unit card and pawn. The defending unit can also select one of its own attacks, but it has to have the same range as the attacker (melee or ranged). The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.&lt;br /&gt;
Once both attacks have been selected, check the defense for each unit based on the terrain they stand on. Starting with the attacker, each player take turns in rolling one d10 for each swing that the attack allows. If the number is equal (when the 0/10 is counted as 0) or higher than the defense, the attack hits, and some damage is done.&lt;br /&gt;
==== Damage ====&lt;br /&gt;
The base damage inflicted to a unit is the figure stated in the attack.  This figure can be modified by the following factors:&lt;br /&gt;
* Lawful units do 25% more damage during the day, and 25% less during the night.&lt;br /&gt;
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit card.&lt;br /&gt;
* Units that are adjacent to an unit with leadership have a modifier equat to 25% times the difference in levels. This is not applicable if the attacking unit has a higher level than the unit with leadership.&lt;br /&gt;
* If the attack has the &amp;quot;charge&amp;quot; special, the damage is doubled.&lt;br /&gt;
* If the attack has the &amp;quot;backstab&amp;quot; special and there is an enemy of the target on the opposite side of the target, the damage is doubled.&lt;br /&gt;
* If the unit is slowed, the damage is halved.&lt;br /&gt;
The minimum damage that can be done with an attack is 1. The damage is substracted after each successful hit; if the hit points of an unit go below 1, the unit dies, and the unit dealing the blow gains experience. Remove the pawn from the map, and return the card to the recruit pool of the player.&lt;br /&gt;
==== Experience ====&lt;br /&gt;
The main source of experience is killing other units.  The ammount of experience gained is twice the level of the unit killed, with a minimum of 1 for a level 0 unit. Additionally, if a unit is attacked from three units or more and it survives, it gains 1 experience point.&lt;br /&gt;
When the unit has gained at least the experience points stated on their cards, it levels up. The possible units that it can advance to are listed in the unit card, and the player may choose between them, but the player must have it available on her recruit pool.  If this is not the case, the unit is fully healed, and the experience counters are removed from it.&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The leader card is tapped if it has moved in the turn, and any slowed unit regains its normal status. The turn passes to the player on the left.&lt;br /&gt;
&lt;br /&gt;
== End of round ==&lt;br /&gt;
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again. When the dawn tile is shown (every 6 turns), each player can add any two unit cards to their recruit pool.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The game ends when there is only leaders alive in one team. That team is declared the winner, no matter the number of units currently in the map.&lt;br /&gt;
&lt;br /&gt;
== Apendixes ==&lt;br /&gt;
=== Unit abilities ===&lt;br /&gt;
=== Weapon specials ===&lt;br /&gt;
=== Terrain types ===&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15268</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15268"/>
		<updated>2007-05-10T20:06:39Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Wesnoth CD */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit list ==&lt;br /&gt;
This is a set of static html files, based on the configuration files and the translation.  The files can be found at:&amp;lt;br&amp;gt;&lt;br /&gt;
http://units.wesnoth.org/&amp;lt;br&amp;gt;&lt;br /&gt;
http://zapicm.googlepages.com/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress]=&lt;br /&gt;
== Description ==&lt;br /&gt;
Battle for Wesnoth is a turn-based fantasy strategy game.&lt;br /&gt;
Defeat all enemy leaders using a well-chosen cadre of troops, taking care to husband your resources of gold and villages. All units have their own strengths and weaknesses; to win, you must deploy your forces to their best advantage while denying your foes the chance to do the same. As units gain experience, they acquire new abilities and become more powerful. You can play in your own language, and even create your own custom units, scenarios or campaigns.&lt;br /&gt;
&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuos skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* As many units cards as you want.&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids on it.&lt;br /&gt;
* Tokens for time of day, and the slowed and poisoned effects.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Plenty of them to represent hit points (different sizes).&lt;br /&gt;
** Many to represent XP points.&lt;br /&gt;
** Many to represent gold (different sizes).&lt;br /&gt;
** A few of different colors for villages.&lt;br /&gt;
* Some ten sided dices.&lt;br /&gt;
The unit cards, pawns and tokens can be printed from the card generator in Excel. Images of the most popular maps can be found here [in construction]. For counters, some options are coins, stones, pieces from other games; when sizes are recommended, the numbers to count will be big, so pieces to represent different values will come handy.&lt;br /&gt;
&lt;br /&gt;
== The unit cards ==&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player receives 100 gold, chooses a color and a faction (this can be done secretly if players agree) and then picks secretly the following number of unit cards belonging to the chosen faction:&lt;br /&gt;
* 7 cards of level 1 or level 0 units.&lt;br /&gt;
* 5 cards of level 2 units.&lt;br /&gt;
* 3 cards of level 3 or level 4 units.&lt;br /&gt;
* 1 leader card.&lt;br /&gt;
These cards make the player recruit pool, and they will remain covered until used.&lt;br /&gt;
Each player also picks the village counters corresponding to their chosen color, but not the pawns yet. Group the counters in pools, then make an ordered stack with the tokens for the time of day, with the morning tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== First turn ==&lt;br /&gt;
Following the positions on the map, each player uncovers the card corresponding to the leader, picks the corresponding pawn and places it on the main section of the castle in the map. Then, from the HP counter pool she picks the corresponding counters to the leader hit points and places them over the card.  Finally, she picks one of the ten sided dices and also places it on the leader card, showing the number corresponding to the movement of the unit.&lt;br /&gt;
Once every player has deployed their leaders, they take turns on recruiting units one by one, following these steps:&lt;br /&gt;
* Uncover the unit card.&lt;br /&gt;
* Pay the cost in gold to the gold counter pool.&lt;br /&gt;
* Pick the corresponding pawn and place it on an unoccupied space of the caste.&lt;br /&gt;
* Pick the appropriate number of HP counters and place them over the card.&lt;br /&gt;
* -- Optional: Roll for treats [in construction] --&lt;br /&gt;
This continues until a player has no free spaces on the castle, or not enough gold to pay for a unit. The initial unit cards that has not been used remain covered. Additionally, every time that a player recruits a level 0 unit, she may pick another level 0 card for her faction from the deck, and add it to her recruit pool, uncovered. This unit will not trigger the adquisition of an additional unit when recruited.&lt;br /&gt;
-- Variant --  All players deploy their units at the same time, this option will save time for experienced players.&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15094</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15094"/>
		<updated>2007-05-03T21:11:34Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Wesnoth Board Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit list ==&lt;br /&gt;
This is a set of static html files, based on the configuration files and the translation.  The files can be found at:&amp;lt;br&amp;gt;&lt;br /&gt;
http://units.wesnoth.org/&amp;lt;br&amp;gt;&lt;br /&gt;
http://zapicm.googlepages.com/&lt;br /&gt;
&lt;br /&gt;
== Wesnoth CD ==&lt;br /&gt;
This is a work in progress, to make a CD compilation of the game and related materials.&lt;br /&gt;
The current status of folders is:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Add-ons (59.3 Mb)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Installers&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Mac (72.9 Mb)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Windows (58.6 Mb)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Packages&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;SUSE (TBD)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Debian (65.4 Mb)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;RedHat (197 Mb)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Source (71.4 Mb)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit list (46.4 Mb)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
Total: 571.1 Mb&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game [In progress]=&lt;br /&gt;
== Description ==&lt;br /&gt;
Battle for Wesnoth is a turn-based fantasy strategy game.&lt;br /&gt;
Defeat all enemy leaders using a well-chosen cadre of troops, taking care to husband your resources of gold and villages. All units have their own strengths and weaknesses; to win, you must deploy your forces to their best advantage while denying your foes the chance to do the same. As units gain experience, they acquire new abilities and become more powerful. You can play in your own language, and even create your own custom units, scenarios or campaigns.&lt;br /&gt;
&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuos skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* As many units cards as you want.&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids on it.&lt;br /&gt;
* Tokens for time of day, and the slowed and poisoned effects.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Plenty of them to represent hit points (different sizes).&lt;br /&gt;
** Many to represent XP points.&lt;br /&gt;
** Many to represent gold (different sizes).&lt;br /&gt;
** A few of different colors for villages.&lt;br /&gt;
* Some ten sided dices.&lt;br /&gt;
The unit cards, pawns and tokens can be printed from the card generator in Excel. Images of the most popular maps can be found here [in construction]. For counters, some options are coins, stones, pieces from other games; when sizes are recommended, the numbers to count will be big, so pieces to represent different values will come handy.&lt;br /&gt;
&lt;br /&gt;
== The unit cards ==&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player receives 100 gold, chooses a color and a faction (this can be done secretly if players agree) and then picks secretly the following number of unit cards belonging to the chosen faction:&lt;br /&gt;
* 7 cards of level 1 or level 0 units.&lt;br /&gt;
* 5 cards of level 2 units.&lt;br /&gt;
* 3 cards of level 3 or level 4 units.&lt;br /&gt;
* 1 leader card.&lt;br /&gt;
These cards make the player recruit pool, and they will remain covered until used.&lt;br /&gt;
Each player also picks the village counters corresponding to their chosen color, but not the pawns yet. Group the counters in pools, then make an ordered stack with the tokens for the time of day, with the morning tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== First turn ==&lt;br /&gt;
Following the positions on the map, each player uncovers the card corresponding to the leader, picks the corresponding pawn and places it on the main section of the castle in the map. Then, from the HP counter pool she picks the corresponding counters to the leader hit points and places them over the card.  Finally, she picks one of the ten sided dices and also places it on the leader card, showing the number corresponding to the movement of the unit.&lt;br /&gt;
Once every player has deployed their leaders, they take turns on recruiting units one by one, following these steps:&lt;br /&gt;
* Uncover the unit card.&lt;br /&gt;
* Pay the cost in gold to the gold counter pool.&lt;br /&gt;
* Pick the corresponding pawn and place it on an unoccupied space of the caste.&lt;br /&gt;
* Pick the appropriate number of HP counters and place them over the card.&lt;br /&gt;
* -- Optional: Roll for treats [in construction] --&lt;br /&gt;
This continues until a player has no free spaces on the castle, or not enough gold to pay for a unit. The initial unit cards that has not been used remain covered. Additionally, every time that a player recruits a level 0 unit, she may pick another level 0 card for her faction from the deck, and add it to her recruit pool, uncovered. This unit will not trigger the adquisition of an additional unit when recruited.&lt;br /&gt;
-- Variant --  All players deploy their units at the same time, this option will save time for experienced players.&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15093</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=15093"/>
		<updated>2007-05-03T21:10:58Z</updated>

		<summary type="html">&lt;p&gt;Elricz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit list ==&lt;br /&gt;
This is a set of static html files, based on the configuration files and the translation.  The files can be found at:&amp;lt;br&amp;gt;&lt;br /&gt;
http://units.wesnoth.org/&amp;lt;br&amp;gt;&lt;br /&gt;
http://zapicm.googlepages.com/&lt;br /&gt;
&lt;br /&gt;
== Wesnoth CD ==&lt;br /&gt;
This is a work in progress, to make a CD compilation of the game and related materials.&lt;br /&gt;
The current status of folders is:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Add-ons (59.3 Mb)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Installers&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Mac (72.9 Mb)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Windows (58.6 Mb)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Packages&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;SUSE (TBD)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Debian (65.4 Mb)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;RedHat (197 Mb)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Source (71.4 Mb)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit list (46.4 Mb)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
Total: 571.1 Mb&lt;br /&gt;
&lt;br /&gt;
= Wesnoth Board Game =&lt;br /&gt;
== Description ==&lt;br /&gt;
Battle for Wesnoth is a turn-based fantasy strategy game.&lt;br /&gt;
Defeat all enemy leaders using a well-chosen cadre of troops, taking care to husband your resources of gold and villages. All units have their own strengths and weaknesses; to win, you must deploy your forces to their best advantage while denying your foes the chance to do the same. As units gain experience, they acquire new abilities and become more powerful. You can play in your own language, and even create your own custom units, scenarios or campaigns.&lt;br /&gt;
&lt;br /&gt;
== Once upon a time ==&lt;br /&gt;
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuos skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
Defeat all the enemy leaders.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
In order to play the game, you will need:&lt;br /&gt;
* As many units cards as you want.&lt;br /&gt;
* One set of pawns per player, with different color bases.&lt;br /&gt;
* A map of the battlefield, with hexagonal grids on it.&lt;br /&gt;
* Tokens for time of day, and the slowed and poisoned effects.&lt;br /&gt;
* Counters:&lt;br /&gt;
** Plenty of them to represent hit points (different sizes).&lt;br /&gt;
** Many to represent XP points.&lt;br /&gt;
** Many to represent gold (different sizes).&lt;br /&gt;
** A few of different colors for villages.&lt;br /&gt;
* Some ten sided dices.&lt;br /&gt;
The unit cards, pawns and tokens can be printed from the card generator in Excel. Images of the most popular maps can be found here [in construction]. For counters, some options are coins, stones, pieces from other games; when sizes are recommended, the numbers to count will be big, so pieces to represent different values will come handy.&lt;br /&gt;
&lt;br /&gt;
== The unit cards ==&lt;br /&gt;
&lt;br /&gt;
== Set up ==&lt;br /&gt;
Unfold the map and assign players to every starting position of the map. Each player receives 100 gold, chooses a color and a faction (this can be done secretly if players agree) and then picks secretly the following number of unit cards belonging to the chosen faction:&lt;br /&gt;
* 7 cards of level 1 or level 0 units.&lt;br /&gt;
* 5 cards of level 2 units.&lt;br /&gt;
* 3 cards of level 3 or level 4 units.&lt;br /&gt;
* 1 leader card.&lt;br /&gt;
These cards make the player recruit pool, and they will remain covered until used.&lt;br /&gt;
Each player also picks the village counters corresponding to their chosen color, but not the pawns yet. Group the counters in pools, then make an ordered stack with the tokens for the time of day, with the morning tile on top, and you are ready for the first turn.&lt;br /&gt;
&lt;br /&gt;
== First turn ==&lt;br /&gt;
Following the positions on the map, each player uncovers the card corresponding to the leader, picks the corresponding pawn and places it on the main section of the castle in the map. Then, from the HP counter pool she picks the corresponding counters to the leader hit points and places them over the card.  Finally, she picks one of the ten sided dices and also places it on the leader card, showing the number corresponding to the movement of the unit.&lt;br /&gt;
Once every player has deployed their leaders, they take turns on recruiting units one by one, following these steps:&lt;br /&gt;
* Uncover the unit card.&lt;br /&gt;
* Pay the cost in gold to the gold counter pool.&lt;br /&gt;
* Pick the corresponding pawn and place it on an unoccupied space of the caste.&lt;br /&gt;
* Pick the appropriate number of HP counters and place them over the card.&lt;br /&gt;
* -- Optional: Roll for treats [in construction] --&lt;br /&gt;
This continues until a player has no free spaces on the castle, or not enough gold to pay for a unit. The initial unit cards that has not been used remain covered. Additionally, every time that a player recruits a level 0 unit, she may pick another level 0 card for her faction from the deck, and add it to her recruit pool, uncovered. This unit will not trigger the adquisition of an additional unit when recruited.&lt;br /&gt;
-- Variant --  All players deploy their units at the same time, this option will save time for experienced players.&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DeveloperResources&amp;diff=14190</id>
		<title>DeveloperResources</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DeveloperResources&amp;diff=14190"/>
		<updated>2007-03-05T20:37:34Z</updated>

		<summary type="html">&lt;p&gt;Elricz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* code documentation, created with Doxygen - http://devdocs.wesnoth.org/&lt;br /&gt;
* units - http://units.wesnoth.org/&lt;br /&gt;
* unit list - http://zapicm.freeshell.org/stable/&lt;br /&gt;
* movement types &amp;amp; resistance - http://zapicm.freeshell.org/stable/data/&lt;br /&gt;
* gettext status - http://gettext.wesnoth.org/&lt;br /&gt;
* changelog - http://changelog.wesnoth.org/&lt;br /&gt;
* forum - http://forum.wesnoth.org/&lt;br /&gt;
* [[FrequentlyProposedIdeas]] - summary of past often-repeated forum discussions&lt;br /&gt;
* [[BuildingScenarios]] and related useful forum discussions: [http://www.wesnoth.org/forum/viewtopic.php?t=4188 Beginning Campaign Development], [http://www.wesnoth.org/forum/viewtopic.php?t=4301 A Balancing Act]&lt;br /&gt;
* Standard Template Library - http://www.sgi.com/tech/stl/&lt;br /&gt;
* [[ExternalUtilities]]&lt;br /&gt;
* [[DebugMode]] and [[CommandMode]] - in game debugging commands&lt;br /&gt;
* [[WesnothSVN]] - SVN instructions&lt;br /&gt;
* [[CompilingWesnoth]] - how to compile Battle for Wesnoth (it's not hard)&lt;br /&gt;
&lt;br /&gt;
* Gna! links&lt;br /&gt;
** bugs and feature requests - http://bugs.wesnoth.org/&lt;br /&gt;
** patches - http://patches.wesnoth.org/&lt;br /&gt;
** websvn - http://websvn.wesnoth.org/&lt;br /&gt;
&lt;br /&gt;
* Mailing lists:&lt;br /&gt;
** wesnoth-dev - https://mail.gna.org/listinfo/wesnoth-dev/&lt;br /&gt;
** wesnoth-commits - https://mail.gna.org/listinfo/wesnoth-commits/&lt;br /&gt;
&lt;br /&gt;
* IRC: [irc://irc.wesnoth.org/#wesnoth-dev freenode/#wesnoth-dev] (alias to irc.freenode.net)&lt;br /&gt;
** IRC logs - http://irclog.wesnoth.org/&lt;br /&gt;
&lt;br /&gt;
* [[Developers]]&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DeveloperResources&amp;diff=14188</id>
		<title>DeveloperResources</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DeveloperResources&amp;diff=14188"/>
		<updated>2007-03-05T20:36:35Z</updated>

		<summary type="html">&lt;p&gt;Elricz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* code documentation, created with Doxygen - http://devdocs.wesnoth.org/&lt;br /&gt;
* units - http://units.wesnoth.org/&lt;br /&gt;
* unit list - http://units.wesnoth.org/&lt;br /&gt;
* movement types &amp;amp; resistance - http://zapicm.freeshell.org/stable/data/&lt;br /&gt;
* gettext status - http://gettext.wesnoth.org/&lt;br /&gt;
* changelog - http://changelog.wesnoth.org/&lt;br /&gt;
* forum - http://forum.wesnoth.org/&lt;br /&gt;
* [[FrequentlyProposedIdeas]] - summary of past often-repeated forum discussions&lt;br /&gt;
* [[BuildingScenarios]] and related useful forum discussions: [http://www.wesnoth.org/forum/viewtopic.php?t=4188 Beginning Campaign Development], [http://www.wesnoth.org/forum/viewtopic.php?t=4301 A Balancing Act]&lt;br /&gt;
* Standard Template Library - http://www.sgi.com/tech/stl/&lt;br /&gt;
* [[ExternalUtilities]]&lt;br /&gt;
* [[DebugMode]] and [[CommandMode]] - in game debugging commands&lt;br /&gt;
* [[WesnothSVN]] - SVN instructions&lt;br /&gt;
* [[CompilingWesnoth]] - how to compile Battle for Wesnoth (it's not hard)&lt;br /&gt;
&lt;br /&gt;
* Gna! links&lt;br /&gt;
** bugs and feature requests - http://bugs.wesnoth.org/&lt;br /&gt;
** patches - http://patches.wesnoth.org/&lt;br /&gt;
** websvn - http://websvn.wesnoth.org/&lt;br /&gt;
&lt;br /&gt;
* Mailing lists:&lt;br /&gt;
** wesnoth-dev - https://mail.gna.org/listinfo/wesnoth-dev/&lt;br /&gt;
** wesnoth-commits - https://mail.gna.org/listinfo/wesnoth-commits/&lt;br /&gt;
&lt;br /&gt;
* IRC: [irc://irc.wesnoth.org/#wesnoth-dev freenode/#wesnoth-dev] (alias to irc.freenode.net)&lt;br /&gt;
** IRC logs - http://irclog.wesnoth.org/&lt;br /&gt;
&lt;br /&gt;
* [[Developers]]&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=13334</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=13334"/>
		<updated>2007-01-18T17:01:49Z</updated>

		<summary type="html">&lt;p&gt;Elricz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit list ==&lt;br /&gt;
This is a set of static html files, based on the configuration files and the translation.  The files can be found at:&amp;lt;br&amp;gt;&lt;br /&gt;
http://units.wesnoth.org/&amp;lt;br&amp;gt;&lt;br /&gt;
http://zapicm.googlepages.com/&lt;br /&gt;
&lt;br /&gt;
== Wesnoth CD ==&lt;br /&gt;
This is a work in progress, to make a CD compilation of the game and related materials.&lt;br /&gt;
The current status of folders is:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Add-ons (59.3 Mb)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Installers&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Mac (72.9 Mb)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Windows (58.6 Mb)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Packages&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;SUSE (TBD)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Debian (65.4 Mb)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;RedHat (197 Mb)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Source (71.4 Mb)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit list (46.4 Mb)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
Total: 571.1 Mb&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=13329</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=13329"/>
		<updated>2007-01-17T23:55:57Z</updated>

		<summary type="html">&lt;p&gt;Elricz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit list ==&lt;br /&gt;
This is a set of static html files, based on the configuration files and the translation.  The files can be found at:&amp;lt;br&amp;gt;&lt;br /&gt;
http://units.wesnoth.org/&amp;lt;br&amp;gt;&lt;br /&gt;
http://zapicm.googlepages.com/&lt;br /&gt;
&lt;br /&gt;
== Wesnoth CD ==&lt;br /&gt;
This is a work in progress, to make a CD compilation of the game and related materials.&lt;br /&gt;
The current status of folders is:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Add-ons (59.3 Mb)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Installers&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Mac (72.9 Mb)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Windows (58.6 Mb)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Packages (Work in progress)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Source (71.4 Mb)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit list (46.4 Mb)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
Total: 308.7 Mb&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=13323</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=13323"/>
		<updated>2007-01-16T03:28:45Z</updated>

		<summary type="html">&lt;p&gt;Elricz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit list ==&lt;br /&gt;
This is a set of static html files, based on the configuration files and the translation.  The files can be found at:&amp;lt;br&amp;gt;&lt;br /&gt;
http://units.wesnoth.org/&amp;lt;br&amp;gt;&lt;br /&gt;
http://zapicm.googlepages.com/&lt;br /&gt;
&lt;br /&gt;
== Wesnoth CD ==&lt;br /&gt;
This is a work in progress, to make a CD compilation of the game and related materials.&lt;br /&gt;
The current status of folders is:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Add-ons (Work in progress)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Installers&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;ul type=&amp;quot;disc&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Mac (72.9 Mb)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Windows (58.6 Mb)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Packages (Work in progress)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Source (71.4 Mb)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unit list (46.4 Mb)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
Total: 249.4 Mb&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=13322</id>
		<title>User:Elricz</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Elricz&amp;diff=13322"/>
		<updated>2007-01-16T03:19:43Z</updated>

		<summary type="html">&lt;p&gt;Elricz: What elricz may be working on&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit list ==&lt;br /&gt;
This is a set of static html files, based on the configuration files and the translation.  The files can be found at:&lt;br /&gt;
http://units.wesnoth.org/&lt;br /&gt;
http://zapicm.googlepages.com/&lt;br /&gt;
&lt;br /&gt;
== Wesnoth CD ==&lt;br /&gt;
This is a work in progress, to make a CD compilation of the game and related materials.&lt;br /&gt;
The current status of folders is:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Add-ons&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Installers&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Packages&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Source&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Credits&amp;diff=13138</id>
		<title>Credits</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Credits&amp;diff=13138"/>
		<updated>2006-12-12T10:41:31Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Other Contributions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
__TOC__&lt;br /&gt;
|}&lt;br /&gt;
In July 2003, '''David White''' released the first version of Wesnoth. Since then, many people have joined the project, contributing in very different ways.&lt;br /&gt;
&lt;br /&gt;
== Developers ==&lt;br /&gt;
====Coders, (minor and major)====&lt;br /&gt;
* Alfredo Beaumont (ziberpunk) - autotools&lt;br /&gt;
* András Salamon ([[User:Ott|ott]]) - QA, bug fixing, subediting, game mechanics&lt;br /&gt;
* Benoît Timbert (Noyga) - coder&lt;br /&gt;
* Bram Ridder (Morloth) - editor improvements&lt;br /&gt;
* [[User:bruno|Bruno Wolff III]] - Campaign web interface, [[MainlineScenarios#The_Dark_Hordes|The Dark Hordes]] maintainer, bug fixing, minor coder&lt;br /&gt;
* Cédric Duval - coder, internationalization manager&lt;br /&gt;
* David Philippi (Torangan) - internationalization manager, wescamp&lt;br /&gt;
* [mailto:davidnwhite_AT_verizon.net David White] (Sirp) - founder, lead developer, scenario designer&lt;br /&gt;
* Dominic Bolin (Xan) - programmer&lt;br /&gt;
* Guillaume Melquiond (silene) - coding, bug fixes&lt;br /&gt;
* Jérémy Rosen (Boucman) - coder&lt;br /&gt;
* Jörg Hinrichs (Yogi Bear/YogiHH) - coder&lt;br /&gt;
* Jon Daniel (forcemstr) - coder, bug fixes&lt;br /&gt;
* [mailto:mcnabb_AT_gravity.psu.edu J.W.C. McNabb] (Darth Fool) - coder, graphics&lt;br /&gt;
* Justin Zaun (jzaun) - coder, scenario designer&lt;br /&gt;
* [mailto:erl_AT_erl.se Kristoffer Erlandsson] (erl) - help system, editor&lt;br /&gt;
* Nicolas Weeger (ryo) - Python API&lt;br /&gt;
* [mailto:patrick_x99(AT).hotmail.com Patrick Parker] ([[User:Sapient|Sapient]]) - misc. gui changes, orphaned-idea adopter&lt;br /&gt;
* [mailto:philippe.plantier_AT_naema.org Philippe Plantier] ([[User:Ayin|Ayin]]) - several parts of the code, notably terrain graphics code&lt;br /&gt;
* [mailto:ydirson_AT_altern.org Yann Dirson] - gettext support, tinygui&lt;br /&gt;
&lt;br /&gt;
====Miscellaneous====&lt;br /&gt;
* Benjamin Drieu (benj) - campaign writer (wrote &amp;quot;Son of the Black Eye&amp;quot;)&lt;br /&gt;
* [mailto:dragonking_AT_o2.pl Bartek Waresiak] (Dragonking) - multiplayer balancing&lt;br /&gt;
* Crossbow/Miyo - administrator, release manager&lt;br /&gt;
* Francisco Muñoz (fmunoz) - artwork manager, many images, scenario designer (also listed below)&lt;br /&gt;
* Hogne Håskjold (frame) - terrain designer (also listed below)&lt;br /&gt;
* [mailto:isaac_AT_sindominio.net Isaac Clerencia] - administrator, release manager&lt;br /&gt;
* James Spencer (Shade) - campaign writer (wrote &amp;quot;The Rise of Wesnoth&amp;quot;)&lt;br /&gt;
* Joseph Simmons (Turin) - campaign writer, some graphics (wrote &amp;quot;The Eastern Invasion,&amp;quot; and others)&lt;br /&gt;
* Mark Michelsen (skovbaer) - internationalization manager&lt;br /&gt;
* Mike Quiñones (Doc Paterson) - multiplayer balancing, multiplayer maps&lt;br /&gt;
* [mailto:Crazy-Ivanovic_AT_gmx.net Nils Kneuper] (Ivanovic) - internationalization manager, campaign maintainer (Two Brothers)&lt;br /&gt;
* Richard Kettering (Jetryl) - artwork manager, many images (also listed below)&lt;br /&gt;
* Richard S. (Noy) - multiplayer balancing&lt;br /&gt;
* Soliton - multiplayer balancing&lt;br /&gt;
* Susanna Björverud (sanna) - internationalization manager&lt;br /&gt;
* [mailto:kleinfel_AT_wpi.edu Zack Kleinfeld] - multiplayer maps, unit balancing&lt;br /&gt;
&lt;br /&gt;
====Unclassified====&lt;br /&gt;
* Jan Zvánovec (jaz)&lt;br /&gt;
* John B. Messerly (jbm)&lt;br /&gt;
* [mailto:jorda_AT_ettin.org Jordà Polo] (ettin)&lt;br /&gt;
* J.R. Blain (Cowboy)&lt;br /&gt;
* Maksim Orlovich (SadEagle)&lt;br /&gt;
* Zas&lt;br /&gt;
&lt;br /&gt;
== Artists ==&lt;br /&gt;
==== Major Contributors ====&lt;br /&gt;
* Francisco Muñoz (fmunoz) - Founding Artist and former lead artist, worked consistently on all aspects till around v0.7-0.9.&lt;br /&gt;
* Richard Kettering [http://www.wesnoth.org/wiki/User:Jetryl (Jetryl)] - Current art director/slave, major focus on sprites, portraits, buildings, and icons&lt;br /&gt;
* Hogne Håskjold (frame/freim) - Current director of terrain art, made much of the current terrains (esp. mountains)&lt;br /&gt;
* J. W. Bjerk [http://www.wesnoth.org/wiki/User:Eleazar (Eleazar)] - terrain (esp Chasm, Cave, Water), sprite animations, various visual tweaks&lt;br /&gt;
* Pekka Aikio (pekka) - tiles, esp. castles, and attack icons&lt;br /&gt;
* Lari Nieminen (zookeeper) - Current sprite animation director and WML wizard&lt;br /&gt;
* James Woo (Pickslide) - portraits (major focus on orcs and campaigns)&lt;br /&gt;
* Jason Lutes - portraits (major focus on humans, some campaign portraits)&lt;br /&gt;
* ?? (Neoriceisgood) - sprite creator and animator (major focus on drakes, dwarves, saurians)&lt;br /&gt;
* Peter Geinitz (Shadow/Wayfarer) - sprite creator and animator&lt;br /&gt;
&lt;br /&gt;
==== Moderate Contributors ====&lt;br /&gt;
* Alex Jarocha-Ernst (Jormungandr) - portraits&lt;br /&gt;
* Moritz Göbelbecker (mog) - tiles, esp. swamp, encampment, ice, and work with lava/chasm&lt;br /&gt;
* Erkki Lonkainen (Eternal) - created and animated many replacement sprites (esp. ogre, orc assassin &amp;amp; spear units, and cockatrice)&lt;br /&gt;
* Leonhard ? (Leonhard) - made several of the new attack icons&lt;br /&gt;
* Michael Gil de Muro (grp21) - portraits (for the campaign &amp;quot;The Rise of Wesnoth&amp;quot;)&lt;br /&gt;
* Robert Bolin (Zebulon) - tiles, sprite editing and animations&lt;br /&gt;
* Christophe Anjard (Christophe33) - made many of the old (c. v0.6) terrains, and some sprites for the dwarves&lt;br /&gt;
* Johann de Venecia (Johann) - drew the new campaign story art for HttT&lt;br /&gt;
* Mark Goodenough (Ranger M) - Sprite animator&lt;br /&gt;
&lt;br /&gt;
==== Minor Contributors ====&lt;br /&gt;
&lt;br /&gt;
* Eli Dupree (Elvish Pillager) - sprites and animations&lt;br /&gt;
* Murray Cook (Zhukov) - Sprite animator&lt;br /&gt;
* Gerald Clears (Smok'em Jags) - sprite animator&lt;br /&gt;
* Jesse Holland (Kestenvarn) - map illustrator, designed the current map for HttT&lt;br /&gt;
* Mikko Kraft (Deserter) - Sprite animator&lt;br /&gt;
* Michael Mielewczik (Mille) - Sprite animator&lt;br /&gt;
* Stephen Stone (Disto) - Sprite animator&lt;br /&gt;
* Andrew James Patterson (Kamahawk) - sprites&lt;br /&gt;
* Diego Brea (Cobretti) - sprite creator/animator&lt;br /&gt;
* ?? (antwerpz) - sprite creator/animator for old saurian units&lt;br /&gt;
* Gareth Miller (Gafgarion) - made some early sprites/tiles&lt;br /&gt;
* James Barton (Sangel) - sprites&lt;br /&gt;
* John Muccigrosso (Eponymous Archon) - made some early sprites, such as the human bowmen&lt;br /&gt;
* ?? (Slainte) - made sprites for c. v0.6 mages, also made many of the old attack icons&lt;br /&gt;
* ?? (Svetac) - made many of the old attack icons&lt;br /&gt;
* Johanna Manninen (lohari) - edited tiles, ported freeciv tiles used in very early versions of wesnoth&lt;br /&gt;
* Tristan Millner (tatmf) - made portrait of dwarven fighter&lt;br /&gt;
&lt;br /&gt;
==== Very Minor Contributors ====&lt;br /&gt;
* Gideon Chia (Deonjo) - new &amp;quot;units&amp;quot; icon for general status bar&lt;br /&gt;
* John-Robert Funck (XJaPaN) - sprite animator&lt;br /&gt;
* Jonatan Alamà (tin) - made red logo used until before v1.0&lt;br /&gt;
* Jimmy Olsson (Azlan) - made old icons for windows version&lt;br /&gt;
* Randall Walls (slightcrazed) - sprite animator&lt;br /&gt;
* Jason Frailey (Valdroni) - made scorpion portrait&lt;br /&gt;
* Nicholas Kerpan (Thrawn) - made human theif portrait&lt;br /&gt;
* ?? (Highhole) - revised storm trident&lt;br /&gt;
* Irwin Ismail (Swordy) - original projectile/attack icon for chakram&lt;br /&gt;
* Evan Crook (Flametrooper) - Sprite animator (TC conversion)&lt;br /&gt;
&lt;br /&gt;
== Musicians ==&lt;br /&gt;
* Aleksi Aubry-Carlson (Aleksi) - music coordinator/composer&lt;br /&gt;
* Joseph Toscano (zhaymusic.com) - music&lt;br /&gt;
* Pau Congost - music&lt;br /&gt;
* Fredrik Lindroth - music&lt;br /&gt;
* Timothy Pinkham (TimothyP)&lt;br /&gt;
&lt;br /&gt;
== Translators ==&lt;br /&gt;
* adson - hungarian translation&lt;br /&gt;
* İhsan Akın - turkish translation&lt;br /&gt;
* Agata Chmiel - polish translation&lt;br /&gt;
* Aleksej Korgenkov (Grimpanto) - esperanto translation&lt;br /&gt;
* Alessio D'Ascanio (otaku) - italian translation&lt;br /&gt;
* Alexander Alexiou (Santi) - greek translation&lt;br /&gt;
* Alexander Kjäll (capitol) - swedish translation&lt;br /&gt;
* Alexandr Menovchicov - russian translation&lt;br /&gt;
* Alexey Remizov - russian translation&lt;br /&gt;
* Alexey Zakharchenko - russian translation&lt;br /&gt;
* Alfredo Beaumont (ziberpunk) - basque translation&lt;br /&gt;
* Ambra Viviani Loos - brazilian portuguese translation&lt;br /&gt;
* Americo Iacovizzi (DarkAmex) - italian translation&lt;br /&gt;
* Anders K. Madsen (madsen) - danish translation&lt;br /&gt;
* András Salamon ([[User:Ott|ott]]) - afrikaans, english and hungarian translation&lt;br /&gt;
* Andre Schmidt (schmidta) - german translation&lt;br /&gt;
* Anežka Bubeníčková (Bubu) - czech translation&lt;br /&gt;
* Ankka - finnish translation&lt;br /&gt;
* Anton Tsigularov (Atilla) - bulgarian translation&lt;br /&gt;
* Arkadiusz Danilecki (szopen) - polish translation&lt;br /&gt;
* Arnaud Garoux (La vie en wose) - french translation&lt;br /&gt;
* Arne Deprez - dutch translation&lt;br /&gt;
* Artur R. Czechowski - polish translation&lt;br /&gt;
* Åse Petersson (tintin) - swedish translation&lt;br /&gt;
* Aurélien Brevers (Breversa) - french translation&lt;br /&gt;
* Azamat Hackimov - russian translation&lt;br /&gt;
* Bartek Waresiak (Dragonking) - polish translation&lt;br /&gt;
* Beer (Eddi) - hungarian translation&lt;br /&gt;
* Benoit Astruc - french translation&lt;br /&gt;
* Benoît Timbert (Noyga) - french translation&lt;br /&gt;
* Bjarke Sørensen (basher) - danish translation&lt;br /&gt;
* BlueStar - japanese translation&lt;br /&gt;
* Boris Stumm (quijote_) - german translation&lt;br /&gt;
* BOrsuk - polish translation&lt;br /&gt;
* Branko Kokanovic (kokan) - serbian translation&lt;br /&gt;
* Bruno Fève (PP) - french translation&lt;br /&gt;
* Cédric Duval - french translation&lt;br /&gt;
* Carles Company (brrr) - catalan translation&lt;br /&gt;
* Celso Goya - brazilian portuguese translation&lt;br /&gt;
* Christoph Berg (chrber) - german translation&lt;br /&gt;
* [mailto:cbterra_AT_gmail.com Claudio Terra] - brazilian portuguese translation&lt;br /&gt;
* Claus Aranha - brazilian portuguese translation&lt;br /&gt;
* crys0000 - italian translation&lt;br /&gt;
* Dan Rosàs Garcia (focks) - catalan translation&lt;br /&gt;
* Damien Jacquot - french translation&lt;br /&gt;
* Daniel López (Azazelo) - catalan translation&lt;br /&gt;
* DaringTremayne - french translation&lt;br /&gt;
* David Martínez Moreno - spanish translation&lt;br /&gt;
* David Nečas (Yeti) - czech translation&lt;br /&gt;
* dentro - hungarian translation&lt;br /&gt;
* Enes Akın (yekialem) - turkish translation&lt;br /&gt;
* Erik J. Mesoy (Circon) - norwegian translation&lt;br /&gt;
* Eugenio Favalli (ElvenProgrammer) - italian translation&lt;br /&gt;
* Federico Tomassetti - italian translation&lt;br /&gt;
* Flamma - spanish translation&lt;br /&gt;
* Foppe Benedictus - dutch translation&lt;br /&gt;
* Franciso Muñoz (fmunoz) - spanish translation&lt;br /&gt;
* François Mariage (Paquito) - french translation&lt;br /&gt;
* François Orieux - french translation&lt;br /&gt;
* Gabriel Rodríguez (Chewie) - spanish translation&lt;br /&gt;
* Gaute Jao (Bombadil) - norwegian translation&lt;br /&gt;
* Geoffroy Douillié ([[User:Gdou|Gdou]]) - french translation&lt;br /&gt;
* Georgi Dimitrov (oblak)- bulgarian translation&lt;br /&gt;
* Gérard Bodin - french translation&lt;br /&gt;
* Gerfried Fuchs (Alfie) - german translation&lt;br /&gt;
* Gilluin - hungarian translation&lt;br /&gt;
* Guillaume Duwelz-Rebert - french translation&lt;br /&gt;
* [mailto:massart.guillaume_AT_wanadoo.fr Guillaume Massart (Piou2fois)] - french translation&lt;br /&gt;
* Guillaume Melquiond (silene) - french translation&lt;br /&gt;
* Hallvard Norheim Bø (Lysander) - norwegian translation&lt;br /&gt;
* Håvard Korsvoll - norwegian translation&lt;br /&gt;
* Huang huan (unicon) - chinese translation&lt;br /&gt;
* Hugo Gerlach (Entrimo) - swedish translation&lt;br /&gt;
* Ilya Kaznacheev - russian translation&lt;br /&gt;
* Ilya Kotov - russian translation&lt;br /&gt;
* Ivan Kovacs - slovak translation&lt;br /&gt;
* isazi - italian translation&lt;br /&gt;
* Iván Herrero (navitux) - spanish translator&lt;br /&gt;
* Jaka Kranjc (lynx) - slovenian translation&lt;br /&gt;
* Jan Greve (Jan) - german translation&lt;br /&gt;
* Jan-Heiner Laberenz (jan-heiner) - german translation&lt;br /&gt;
* Jean Privat (Tout) - french translation&lt;br /&gt;
* Jean-Luc Richard (Le Gnome) - french translation&lt;br /&gt;
* Jehan Hysseo (Jey) - french translation&lt;br /&gt;
* Jérémy Rosen (Boucman) - french translation&lt;br /&gt;
* Jesper Fuglsang Wolff (ulven) - danish translation&lt;br /&gt;
* Joan Queralt - catalan translation&lt;br /&gt;
* Joeri Melis - dutch translation&lt;br /&gt;
* Jonatan Alamà (tin) - catalan translation&lt;br /&gt;
* [mailto:jorda_AT_ettin.org Jordà Polo] (ettin) - catalan translation coordinator&lt;br /&gt;
* Jose Gordillo (kilder) - spanish and catalan translation&lt;br /&gt;
* Jose Manuel Gomez (joseg) - spanish translation&lt;br /&gt;
* Joset Anthony Zamora (sophie^) - filipino translation&lt;br /&gt;
* Julien Moncel - french translation&lt;br /&gt;
* Julien Tailleur - french translation&lt;br /&gt;
* Julen Landa (genars) - basque translation&lt;br /&gt;
* Jussi Rautio (jgrr) - finnish translation&lt;br /&gt;
* Kai Ensenbach (Pingu) - german translation&lt;br /&gt;
* Kékkői László (BlackEvil) - hungarian translation&lt;br /&gt;
* Karol Nowak (grzywacz) - polish translation&lt;br /&gt;
* Katerina Sykioti - greek translation&lt;br /&gt;
* Kertész Csaba - hungarian translation&lt;br /&gt;
* Khiraly - hungarian translation&lt;br /&gt;
* Kim Woong (Kazya) - korean translation&lt;br /&gt;
* kko - finnish translation&lt;br /&gt;
* Konstantinos Karasavvas - greek translation&lt;br /&gt;
* Kosif -  turkish translation&lt;br /&gt;
* Kovács Dániel - hungarian translation&lt;br /&gt;
* krix - hungarian translation&lt;br /&gt;
* Lala - dutch translation&lt;br /&gt;
* Leo Danielson (Lugo Moll) - swedish translation&lt;br /&gt;
* Luciano Montanaro (Luciano) - italian translation&lt;br /&gt;
* Lukáš Faltýnek - czech translation&lt;br /&gt;
* Ľubo Fajth - esperanto translation&lt;br /&gt;
* Maarten Albrecht - dutch and esperanto translation&lt;br /&gt;
* Mark Michelsen (skovbaer) - danish translation&lt;br /&gt;
* Mark Polo (mpolo) - latin translation&lt;br /&gt;
* Mark Recasens - catalan translation&lt;br /&gt;
* Marko Vasic - serbian translation&lt;br /&gt;
* Mart Tõnso - estonian translation&lt;br /&gt;
* Martin Dzbor - slovak translation&lt;br /&gt;
* Martin Šín - czech translation&lt;br /&gt;
* Matej Repinc - slovenian translation&lt;br /&gt;
* Mathias Bundgaard Svensson (freaken) - danish translation&lt;br /&gt;
* Matias Parmala - finnish translation&lt;br /&gt;
* methinks - polish translation&lt;br /&gt;
* Michał Jedynak (Artanis) - polish translation&lt;br /&gt;
* Michał Ligowski (misiorysio) - polish translation&lt;br /&gt;
* Michel Loos - brazilian portuguese translation&lt;br /&gt;
* Mikel Olasagasti (Hey_neken) - basque translation&lt;br /&gt;
* Mikko Kraft (deserter) - finnish translation&lt;br /&gt;
* Mintaka - czech translation&lt;br /&gt;
* Naoki Iimura (amatubu) いいむらなおき - japanese translation&lt;br /&gt;
* Nico Oliver - afrikaans translation&lt;br /&gt;
* Nicolas Boudin (Blurgk) - french translation&lt;br /&gt;
* [mailto:Crazy-Ivanovic_AT_gmx.net Nils Kneuper] (Ivanovic) - german translation&lt;br /&gt;
* [mailto:okyada_AT_gmail.com Nobuhito Okada] 岡田信人 - japanese translation&lt;br /&gt;
* [mailto:tapik_AT_buchtovi.cz Oto Buchta] ([[User:Tapik|tapik]]) - czech translation&lt;br /&gt;
* Pau Rul·lan Ferragut - catalan translation&lt;br /&gt;
* Paweł Stradomski - polish translation&lt;br /&gt;
* Paweł Tomak - polish translation&lt;br /&gt;
* paxed - finnish translation&lt;br /&gt;
* Petr Kopač (Ferda) - czech translation&lt;br /&gt;
* Petr Kovár (Juans) - czech translation&lt;br /&gt;
* [mailto:philippe.plantier_AT_naema.org Philippe Plantier] ([[User:Ayin|Ayin]]) - french translation&lt;br /&gt;
* Pieter Vermeylen (Onne) - dutch translation&lt;br /&gt;
* P&amp;amp;#305;nar Yanarda&amp;amp;#287; (moonquelle) - turkish translation&lt;br /&gt;
* Q - japanese translation&lt;br /&gt;
* Rastislav Šarišský (Asto) - esperanto translation&lt;br /&gt;
* Renato Cunha - brazilian portuguese translation&lt;br /&gt;
* Ricardo Sodré Andrade - brazilian portuguese translation&lt;br /&gt;
* Roberto Garcia (Motxales) - catalan translation&lt;br /&gt;
* Roel Thijs (Roel) - dutch translation&lt;br /&gt;
* Roger Koot - dutch translation&lt;br /&gt;
* RokStar - italian translation&lt;br /&gt;
* Roman Tuchin (Sankt) - russian translation&lt;br /&gt;
* Rudolf Orság - czech translation&lt;br /&gt;
* Ruben Philipp Wickenhäuser (The Very Uhu) - german translation&lt;br /&gt;
* Sébastien Raynaud (Galactic turkey) - french translation&lt;br /&gt;
* Sérgio de Miranda Costa -  brazilian portuguese translation&lt;br /&gt;
* Selim Farsakoğlu -  turkish translation&lt;br /&gt;
* Sofronius - czech translation&lt;br /&gt;
* Spiros, Giorgis - greek translation&lt;br /&gt;
* [mailto:sreckotoroman_AT_gmail_DOT_com Srećko Toroman] (FreeCraft) - serbian translation&lt;br /&gt;
* Stefan Bergström (tephlon) - swedish translation&lt;br /&gt;
* Stephan Grochtmann (Schattenstephan) - german translation&lt;br /&gt;
* [mailto:susanna.bjorverud_AT_telia.com Susanna Björverud] (sanna) - swedish translation&lt;br /&gt;
* Susanne Mesoy (Rarlgland) - norwegian translation&lt;br /&gt;
* Széll Tamás (TomJoad) - hungarian translation&lt;br /&gt;
* Takanobu Hirai - japanese translation&lt;br /&gt;
* Tiago Souza (Salvador) - brazilian portuguese translation&lt;br /&gt;
* Tobe Deprez - dutch translation&lt;br /&gt;
* Vít Komárek - czech translation&lt;br /&gt;
* Vít Krčál - czech translation&lt;br /&gt;
* [http://www.viliam.bur.sk/ Viliam Búr] - slovak translation&lt;br /&gt;
* Vladimír Slávik - czech translation&lt;br /&gt;
* vonHalenbach - german translation&lt;br /&gt;
* William Dupré - french translation&lt;br /&gt;
* wint3r - swedish translation&lt;br /&gt;
* [mailto:ydirson_AT_altern.org Yann Dirson] - french translation&lt;br /&gt;
* Yuji Matsumoto - japanese translation&lt;br /&gt;
* Zas - french translation&lt;br /&gt;
&lt;br /&gt;
== Other Contributions ==&lt;br /&gt;
* ?? (lwa) - Mac OS X packager&lt;br /&gt;
* Ben Anderman (crimson_penguin) - unit list&lt;br /&gt;
* Dacyn - scenario designer&lt;br /&gt;
* Cyril Bouthors (CyrilB) - debian packager, patron&lt;br /&gt;
* Darryl Dixon - packager&lt;br /&gt;
* edge - packager&lt;br /&gt;
* Francesco Gigli (Jaramir) - wiki, wesnoth.slack.it&lt;br /&gt;
* Frédéric Wagner&lt;br /&gt;
* Jay Hopping - packager&lt;br /&gt;
* Jeff Breidenbach (Jab) - Bilinear interpolation&lt;br /&gt;
* Joshua Northey (Becephalus) - multiplayer maps&lt;br /&gt;
* Marcin Konicki (ahwayakchih) - BeOS packager&lt;br /&gt;
* Marcus Phillips (Sithrandel) - Mac OS X packager (for v1.0 and before)&lt;br /&gt;
* Mark Michelsen (skovbaer) - slackware packager&lt;br /&gt;
* Miguel Zapico (elricz) - unit list translations&lt;br /&gt;
* Peter Groen (pg) - multiplayer maps&lt;br /&gt;
* Ruben Philipp Wickenhäuser (The Very Uhu) - multiplayer maps&lt;br /&gt;
* Tom Chance (telex4) - multiplayer maps, scenario balancing&lt;br /&gt;
* Sam Phillips (dark172) - creation of campains and multiplayer maps&lt;br /&gt;
&lt;br /&gt;
{{Home}}&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Play&amp;diff=12860</id>
		<title>Play</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Play&amp;diff=12860"/>
		<updated>2006-12-01T18:46:10Z</updated>

		<summary type="html">&lt;p&gt;Elricz: /* Advanced Players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Getting Battle for Wesnoth ==&lt;br /&gt;
* [[Description|About the project]]&lt;br /&gt;
* [[Download|Downloads and Source Code Page]]&lt;br /&gt;
* [[CompilingWesnoth| Compiling Wesnoth]]&lt;br /&gt;
&lt;br /&gt;
== Playing Battle for Wesnoth ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://www.wesnoth.org/images/sshots/wesnoth-1.0-urug.jpg http://www.wesnoth.org/images/sshots/wesnoth-1.0-urug-175.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;The Elves Besieged&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[GettingStarted|Get Started]]&lt;br /&gt;
* [[WesnothManual|Game Manual]]&lt;br /&gt;
* [[BasicStrategy|Basic Tactics]]&lt;br /&gt;
* [[MainlineScenarios|Walkthroughs of Official Campaigns]]&lt;br /&gt;
* [[UserScenarios | User-made Add-On Campaigns]]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
&lt;br /&gt;
== Advanced Players ==&lt;br /&gt;
* [[CommandMode|Debugging and Multiplayer Command Reference]]&lt;br /&gt;
* [[AdvancedTactics|Advanced Tactics]]&lt;br /&gt;
* [http://zapicm.freeshell.org Units Reference]&lt;br /&gt;
* [[MultiplayerServers|Multiplayer Servers]]&lt;br /&gt;
* [[How to play...|The &amp;quot;How to play&amp;quot; Series]]&lt;br /&gt;
&lt;br /&gt;
== The world of Wesnoth ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://www.wesnoth.org/images/sshots/wesnoth-map-1.jpg http://www.wesnoth.org/images/sshots/wesnoth-map-1-175.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt; Wesnoth and Surrounding Lands&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[WesnothHistory|The history of Wesnoth]]&lt;br /&gt;
* [[WesnothGeography|The geography of Wesnoth]]&lt;br /&gt;
* [[RaceDescriptions|The races of creatures in Wesnoth]]&lt;br /&gt;
* [[WesnothPoetry|Wesnothian poetry]]&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* [[WhatArePlayersSaying|Comments from Wesnoth Players]]&lt;br /&gt;
* [[WesnothReviews|Third party Wesnoth reviews]]&lt;br /&gt;
* [[Screenshots]]&lt;br /&gt;
* [[FAQ#Do_you_want_help_making_this_game.3F_How_can_I_help.3F|Help to improve the game]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{Home}}&lt;/div&gt;</summary>
		<author><name>Elricz</name></author>
		
	</entry>
</feed>