CRY HAVOC: MARKERS FOR THE SUPPLEMENTARY RULES
Version 1.2, 03/04
This document contains a collection of supplementary counters and markers for all games in the “Cry Havoc” series. Most of the collection were printed in the French magazine Claymore to accompany supplementary rules and scenarios published there.

There are four main sizes for counters and markers in the boxed games of the series: 
1.	“Counter size”: Counters are normally 18mm square, although those in “Vikings” and “Viking Raiders” are 20mm square. Horses, carts, the baby dragon and some siege equipment are double counters (36x18mm); large siege engines are quadruple counters (to cover 3 hexes). The size is strange as map hexes are measured in inches, but 18-20mm is approximately ¾ inch (19.05mm). Many terrain markers (such as screens, ballistas and rubble from “Siege”) are also of this size.

2.	“Marker size”: Markers, as in “Croisades” and “Vikings”, are normally half an inch square (12.7mm). Additionally, some markers are of counter size.

3.	Hexagonal: Very large creatures (such as the Black Dragon, Queen Krob and Guard Krobs from “Dragon Noir”), some terrain pieces (such as trees, water, slopes, and the fallen log bridge from the “Dark Blades Expansion Set”), and boats (from “Vikings” and “Viking Raiders”) consist of one or more hexagons 1 inch wide (25.4mm).

4.	Irregular: Other terrain pieces (such as small boats, bridges, buildings and demolished walls) are the shape of the terrain elements themselves. Although houses and towers are cut around their external walls, their doorways are shown as hexagons. Bridges and walkways are rectangular and their size depends on the number of hexes spanned: large bridges crossing over 3 hexes are 90x25mm, medium bridges (2 hexes) are 70x20mm, small bridges (1 hex) are 35x15mm, while long narrow walkways (2 hexes) are 60x10mm and short walkways (1 hex) are 45x10mm. Demolished walls from “Dragon Noir” are over-large, being approximately 30x15mm; the supplementary markers in this collection are smaller than this so as to fit better on the 25.4mm map hexes. The small 2-hex boats from “Dragon Noir 2” are 50x21mm with a taper towards the bow. The “Dark Blades Expansion Set” also has some ‘treasures and artefacts’ which fit within a hex but are irregular in shape.

Supplementary counters and markers printed in magazines do not always follow the sizes above, but for ease of use this collection has changed them to sizes as close as possible to the standard sizes. The half-inch square markers and the small (originally 10mm square) solitaire play markers have been increased so that they are now about ¾ of the size of the counters (14mm square). A new size has been added for terrain markers that affect only hex-side terrain (such as ruined walls, locked doors, etc.): based on the shape of demolished wall markers from “Dragon Noir”, these markers are rectangular, with the same width as counters but only half the height (about 18x9mm).

Contents
1.	Markers for solitaire play (from Claymore #7)
2.	Status markers, for the ‘Montjoie extension’ (from Claymore #5) and other rules
3.	Large equipment counters, including “Siege” and ‘Hussites Extension’ (from Claymore #8)
4.	Small equipment counters, including “Vikings”, “Dark Blades” / “Dragon Noir”, and pikes for the ‘Irish and Scottish Armies Extension’ (from Claymore #13/14)
5.	Markers to show special terrain
6.	Counters for animals, civilians and wolf-riders
7.	Counters from “Dragon Noir” and “Dark Blades”, and for the ‘Dragon Noir Supplement’

Many of these markers would look better with pictures on them, so they may be revised later..

1.	Markers for solitaire play (from Claymore #7, designed by Carl Pincemin)

OFF
shot
	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
Shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	
OFF
shot
	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
Shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	
OFF
shot
	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
Shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	
OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
Shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	
OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
Shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	
OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
Shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	
OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
Shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	
OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
Shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	OFF
shot	
DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	
DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	
DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	
DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	
DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	
DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	
DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	
DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	DEF shot	

ACT
ION	ACT
ION	ACT
ION	ACT
ION	ACT
ION	ACT
ION	ACT
ION	ACT
ION	ACT
ION	ACT
ION	ACT
ION	ACT
ION	
ACT
ION	ACT
ION	ACT
ION	ACT
ION	ACT
ION	ACT
ION	ACT
ION	ACT
ION	ACT
ION	ACT
ION	ACT
ION	ACT
ION	
HOR
SE	HOR
SE	HOR
SE	HOR
SE	HOR
SE	HOR
SE	HOR
SE	HOR
SE	HOR
SE	HOR
SE	HOR
SE	HOR
SE	
HOR
SE	HOR
SE	HOR
SE	HOR
SE	HOR
SE	HOR
SE	HOR
SE	HOR
SE	HOR
SE	HOR
SE	HOR
SE	HOR
SE	

Fire
1	Fire
1	Fire
1	Fire
1	Fire
1	Fire
1	Fire
1	Fire
1	Fire
1	Fire
1	Fire
1	Fire
1	
Fire
1	Fire
1	Fire
1	Fire
1	Fire
1	Fire
1	Fire
1	Fire
1	Fire
1	Fire
1	Fire
1	Fire
1	
Fire
2	Fire
2	Fire
2	Fire
2	Fire
2	Fire
2	Fire
2	Fire
2	Fire
2	Fire
2	Fire
2	Fire
2	
Fire
2	Fire
2	Fire
2	Fire
2	Fire
2	Fire
2	Fire
2	Fire
2	Fire
2	Fire
2	Fire
2	Fire
2	
Fire
3	Fire
3	Fire
3	Fire
3	Fire
3	Fire
3	Fire
3	Fire
3	Fire
3	Fire
3	Fire
3	Fire
3	
Fire
3	Fire
3	Fire
3	Fire
3	Fire
3	Fire
3	Fire
3	Fire
3	Fire
3	Fire
3	Fire
3	Fire
3	

Burnt	
Burnt	
Burnt	
Burnt	
Burnt	
Burnt	
Burnt	
Burnt	
Burnt	
Burnt	
Burnt	
Burnt	

Burnt	
Burnt	
Burnt	
Burnt	
Burnt	
Burnt	
Burnt	
Burnt	
Burnt	
Burnt	
Burnt	
Burnt	

Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	
Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	
Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	
Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	Shot held	

Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	
Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	
Com
Bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	
Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	
Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	
Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	Com
bat	

Stun
A	Stun
A	Stun
A	Stun
A	Stun
A	Stun
A	Stun
A	Stun
A	Stun
A	Stun
A	Stun
A	Stun
A	
Stun
A	Stun
A	Stun
A	Stun
A	Stun
A	Stun
A	Stun
A	Stun
A	Stun
A	Stun
A	Stun
A	Stun
A	
Stun
A	Stun
A	Stun
A	Stun
A	Stun
A	Stun
A	Stun
A	Stun
A	Stun
A	Stun
A	Stun
A	Stun
A	
Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	
Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	
Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	Stun
  B	

CHARGE
	
CHARGE
	
CHARGE
	
CHARGE
	
CHARGE
	
CHARGE
	
CHARGE
	
CHARGE
	
CHARGE

CHARGE
	
CHARGE
	
CHARGE
	
CHARGE
	
CHARGE
	
CHARGE
	
CHARGE
	
CHARGE
	
CHARGE

CHARGE
	
CHARGE
	
CHARGE
	
CHARGE
	
CHARGE
	
CHARGE
	
CHARGE
	
CHARGE
	
CHARGE

CHARGE
	
CHARGE
	
CHARGE
	
CHARGE
	
CHARGE
	
CHARGE
	
CHARGE
	
CHARGE
	
CHARGE
	
COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	
COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	
COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	
COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	COUNTER

CHARGE	
NOTES:
These markers are larger than those originally provided in Claymore magazine. The rules for all of them can be found the ‘Cry Havoc Game Aids’ file, section 1. However, in addition to being used in solitaire games they can also be helpful in ordinary games (and especially in very large games) to help indicate the progress of the action: the ‘Fire’ and ‘Charge’ markers are particularly useful in this respect. 

Quantities on the original sheet are listed below with the quantities provided above noted in brackets afterwards. Some of the markers above have had colours added for ease of use – instructions for the ‘OFF SHOT’ and ‘DEF SHOT’ markers were that half of the markers be coloured blue and half coloured red, with blue being for future shots and red for past shots.

OFF SHOT: 90 (48+48); DEF SHOT: 90 (48+48); 
ACTION: 18 (24); HORSE: 18 (24); 
Fire 1: 18 (24); Fire 2: 18 (24); Fire 3: 18 (24); Burnt 0 (24); 
Shot Held: 34 (36); Combat: 72 (72); 
Stun A: 36 (36); Stun B: 36 (36); 
CHARGE: 20 (36); COUNTERCHARGE 20 (36).

‘Burnt’ markers are new and have been added to indicate the final destruction of the item of equipment or terrain element by the fire. ‘Charge’ and ‘Countercharge’ markers were also provided in the boxed game “Croisades” as well as in Claymore #7.

The following markers may optionally be glued back-to-back: ‘Fire 1’ and ‘Fire 2’, ‘Fire 3’ and ‘Burnt’, ‘Charge’ and ‘Countercharge’.

2.	Status markers 

2.1	Status markers from the Montjoie extension (Claymore #5)

Crossbow
Loader	

Crossbow
Loader	

Crossbow
Loader	

Crossbow
Loader	

Crossbow
Loader	

Crossbow
Loader	

Crossbow
Loader	

Crossbow
Loader	

Crossbow
Loader	

Crossbow
Loader	

Crossbow
Loader	

Crossbow
Loader	

Hamstring
Cutter	

Hamstring
Cutter	

Hamstring
Cutter	

Hamstring
Cutter	

Hamstring
Cutter	

Hamstring
Cutter	

Hamstring
Cutter	

Hamstring
Cutter	

Hamstring
Cutter	

Hamstring
Cutter	

Hamstring
Cutter	

Hamstring
Cutter	

On the
ROOF
	
On the
ROOF
	
On the
ROOF
	
On the
ROOF
	
On the
ROOF
	
On the
ROOF
	
On the
ROOF
	
On the
ROOF
	
On the
ROOF
	
On the
ROOF
	
On the
ROOF
	
On the
ROOF

Up the
TREE
	
Up the
TREE	
Up the
TREE	
Up the
TREE	
Up the
TREE	
Up the
TREE	
Up the
TREE	
Up the
TREE	
Up the
TREE	
Up the
TREE	
Up the
TREE	
Up the
TREE	

Kneeling
	
Kneeling
	
Kneeling	
Kneeling	
Kneeling	
Kneeling	
Kneeling	
Kneeling	
Kneeling	
Kneeling	
Kneeling	
Kneeling	

Inside
Building
	
Inside
Building
	
Inside
Building
	
Inside
Building
	
Inside
Building
	
Inside
Building
	
Inside
Building
	
Inside
Building
	
Inside
Building
	
Inside
Building
	
Inside
Building
	
Inside
Building

2.2	Other status markers

On the Ground
	
On the Ground
	
On the Ground
	
On the Ground
	
On the Ground
	
On the Ground
	
On the Ground
	
On the Ground
	
On the Ground
	
On the Ground
	
On the Ground
	
On the Ground

Under
Water
	
Under
Water
	
Under
Water
	
Under
Water
	
Under
Water
	
Under
Water
	
Under
Water
	
Under
Water
	
Under
Water
	
Under
Water
	
Under
Water
	
Under
Water
	
Under the rampart
	Under the rampart 	Under the rampart 	Under the rampart 	Under the rampart 	Under the rampart 	Under the rampart 	Under the rampart 	Under the rampart 	Under the rampart 	Under the rampart 	Under the rampart 	
Under the rampart
	Under the rampart 	Under the rampart 	Under the rampart 	Under the rampart 	Under the rampart 	Under the rampart 	Under the rampart 	Under the rampart 	Under the rampart 	Under the rampart 	Under the rampart 	

On the ROPE
	
On the ROPE
	
On the ROPE
	
On the ROPE
	
On the ROPE
	
On the ROPE
	
On the ROPE
	
On the ROPE
	
On the ROPE
	
On the ROPE
	
On the ROPE
	
On the ROPE

Below
ROPE
	
Below
ROPE
	
Below
ROPE
	
Below
ROPE
	
Below
ROPE
	
Below
ROPE
	
Below
ROPE
	
Below
ROPE
	
Below
ROPE
	
Below
ROPE
	
Below
ROPE
	
Below
ROPE

Stuck
	
Stuck	
Stuck	
Stuck	
Stuck	
Stuck	
Stuck	
Stuck	
Stuck	
Stuck	
Stuck	
Stuck	

TIED
	
TIED	
TIED	
TIED	
TIED	
TIED	
TIED	
TIED	
TIED	
TIED	
TIED	
TIED	
NO
weapon
	NO
weapon
	NO
weapon
	NO
weapon
	NO
weapon
	NO
weapon
	NO
weapon
	NO
weapon
	NO
weapon
	NO
weapon
	NO
weapon
	NO
weapon
	
NO
armour
	NO
armour
	NO
armour
	NO
armour
	NO
armour
	NO
armour
	NO
armour
	NO
armour
	NO
armour
	NO
armour
	NO
armour
	NO
armour

2.3	Morale status markers

PANIC
	
PANIC
	
PANIC
	
PANIC
	
PANIC
	
PANIC
	
PANIC
	
PANIC
	
PANIC
	
PANIC
	
PANIC
	
PANIC

PANIC
	
PANIC
	
PANIC
	
PANIC
	
PANIC
	
PANIC
	
PANIC
	
PANIC
	
PANIC
	
PANIC
	
PANIC
	
PANIC

PANIC
	
PANIC
	
PANIC
	
PANIC
	
PANIC
	
PANIC
	
PANIC
	
PANIC
	
PANIC
	
PANIC
	
PANIC
	
PANIC

PANIC
	
PANIC
	
PANIC
	
PANIC
	
PANIC
	
PANIC
	
PANIC
	
PANIC
	
PANIC
	
PANIC
	
PANIC
	
PANIC

ROUT
	
ROUT
	
ROUT
	
ROUT
	
ROUT
	
ROUT
	
ROUT
	
ROUT
	
ROUT
	
ROUT
	
ROUT
	
ROUT

ROUT
	
ROUT
	
ROUT
	
ROUT
	
ROUT
	
ROUT
	
ROUT
	
ROUT
	
ROUT
	
ROUT
	
ROUT
	
ROUT

ROUT
	
ROUT
	
ROUT
	
ROUT
	
ROUT
	
ROUT
	
ROUT
	
ROUT
	
ROUT
	
ROUT
	
ROUT
	
ROUT

ROUT
	
ROUT
	
ROUT
	
ROUT
	
ROUT
	
ROUT
	
ROUT
	
ROUT
	
ROUT
	
ROUT
	
ROUT
	
ROUT

Morale
+	Morale
+	Morale
+	Morale
+	Morale
+	Morale
+	Morale
+	Morale
+	Morale
+	Morale
+	Morale
+	Morale
+	
Morale
-	Morale
-	Morale
-	Morale
-	Morale
-	Morale
-	Morale
-	Morale
-	Morale
-	Morale
-	Morale
-	Morale
-	

+	
+	
+	
+	
+	
+	
+	
+	
+	
+	
+	
+	

-	
-	
-	
-	
-	
-	
-	
-	
-	
-	
-	
-	

2.4	Ransom counters for knights

RANSOM

8   6	
RANSOM

8   6	
RANSOM

8   6	
RANSOM

8   6	
RANSOM

8   6	
RANSOM

8   6	
RANSOM

8   6	
RANSOM

8   6	
RANSOM

8   6	

RANSOM
stunned
     1	
RANSOM
stunned
     1	
RANSOM
stunned
     1	
RANSOM
stunned
     1	
RANSOM
stunned
     1	
RANSOM
stunned
     1	
RANSOM
stunned
     1	
RANSOM
stunned
     1	
RANSOM
stunned
     1	

RANSOM
wounded
4   3	
RANSOM
wounded
4   3	
RANSOM
wounded
4   3	
RANSOM
wounded
4   3	
RANSOM
wounded
4   3	
RANSOM
wounded
4   3	
RANSOM
wounded
4   3	
RANSOM
wounded
4   3	
RANSOM
wounded
4   3	

2.5	Status markers for war engines

Loading
1
	
Loading
1
	
Loading
1
	
Loading
1
	
Loading
1
	
Loading
1
	
Loading
1
	
Loading
1
	
Loading
1
	
Loading
1
	
Loading
1
	
Loading
1

Loading
1
	
Loading
1
	
Loading
1
	
Loading
1
	
Loading
1
	
Loading
1
	
Loading
1
	
Loading
1
	
Loading
1
	
Loading
1
	
Loading
1
	
Loading
1

Loading
2
	
Loading
2
	
Loading
2
	
Loading
2
	
Loading
2
	
Loading
2
	
Loading
2
	
Loading
2
	
Loading
2
	
Loading
2
	
Loading
2
	
Loading
2

Loading
2
	
Loading
2
	
Loading
2
	
Loading
2
	
Loading
2
	
Loading
2
	
Loading
2
	
Loading
2
	
Loading
2
	
Loading
2
	
Loading
2
	
Loading
2

Loaded
	
Loaded
	
Loaded
	
Loaded
	
Loaded
	
Loaded
	
Loaded
	
Loaded
	
Loaded
	
Loaded
	
Loaded
	
Loaded

Fired
	
Fired
	
Fired
	
Fired
	
Fired
	
Fired
	
Fired
	
Fired
	
Fired
	
Fired
	
Fired
	
Fired

2.6	Naval markers for the ‘Byzantine and other Medieval Ships Extension’ 

GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE

OIL
	
OIL
	
OIL
	
OIL
	
OIL
	
OIL
	
OIL
	
OIL
	
OIL
	
OIL
	
OIL
	
OIL

GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE

OIL
	
OIL
	
OIL
	
OIL
	
OIL
	
OIL
	
OIL
	
OIL
	
OIL
	
OIL
	
OIL
	
OIL

GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE

OIL
	
OIL
	
OIL
	
OIL
	
OIL
	
OIL
	
OIL
	
OIL
	
OIL
	
OIL
	
OIL
	
OIL

GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE
	
GREEK
FIRE

OIL
	
OIL
	
OIL
	
OIL
	
OIL
	
OIL
	
OIL
	
OIL
	
OIL
	
OIL
	
OIL
	
OIL

Damage
	
Damage
	
Damage
	
Damage
	
Damage
	
Damage
	
Damage
	
Damage
	
Damage
	
Damage
	
Damage
	
Damage

HOLE
	
HOLE
	
HOLE
	
HOLE
	
HOLE
	
HOLE
	
HOLE
	
HOLE
	
HOLE
	
HOLE
	
HOLE
	
HOLE

2.7	Number markers

1
	
2
	
3
	
4
	
5
	
6
	
7
	
8
	
9
	
10
	
0
	+
00	

1
	
2
	
3
	
4
	
5
	
6
	
7
	
8
	
9
	
10
	
0
	+
00	

1
	
2
	
3
	
4
	
5
	
6
	
7
	
8
	
9
	
10
	
0
	+
00	

1
	
2
	
3
	
4
	
5
	
6
	
7
	
8
	
9
	
10
	
0
	+
00	

1
	
2
	
3
	
4
	
5
	
6
	
7
	
8
	
9
	
10
	
0
	+
00	

1
	
2
	
3
	
4
	
5
	
6
	
7
	
8
	
9
	
10
	
0
	+
00	

1
	
2
	
3
	
4
	
5
	
6
	
7
	
8
	
9
	
10
	
0
	+
00	

1
	
2
	
3
	
4
	
5
	
6
	
7
	
8
	
9
	
10
	
0
	+
00	

1
	
2
	
3
	
4
	
5
	
6
	
7
	
8
	
9
	
10
	
11
	
12	

13
	
14
	
15
	
16
	
17
	
18
	
19
	
20
	
21
	
22
	
23
	
24	

25
	
26
	
27
	
28
	
29
	
30
	
31
	
32
	
33
	
34
	
35
	
36	

37
	
38
	
39
	
40
	
41
	
42
	
43
	
44
	
45
	
46	
47
	
48

+1
	
+1
	
+1
	
+1
	
+1
	
+1
	
-1
	
-1
	
-1
	
-1
	
-1
	
-1

+2
	
+2
	
+2
	
+2
	
+2
	
+2
	
-2
	
-2
	
-2
	
-2
	
-2
	
-2

+3
	
+3	
+3
	
+3	
+3
	
+3	
-3
	
-3	
-3
	
-3	
-3
	
-3	

1
	
1
	
1
	
1
	
1
	
1
	
1
	
1
	
1
	
1
	
1
	
1

2
	
2
	
2
	
2
	
2
	
2
	
2
	
2
	
2
	
2
	
2
	
2

3
	
3
	
3
	
3
	
3
	
3
	
3
	
3
	
3
	
3
	
3
	
3

2.8	Markers for “Croisades” and “Croisades” role-playing game

Elite
+2 +2	
Elite
+2 +2	
Elite
+2 +2	
Elite
+2 +2	
Elite
+2 +2	
Elite
+2 +2	
Elite
+2 +2	
Elite
+2 +2	
Elite
+2 +2	
Elite
+2 +2	
Elite
+2 +2	
Elite
+2 +2	

Player
1
phase	Tax
+50%

	

	

	

	

	

	

	

	

	

	

	

C	
D	
W	

Allied	

Allied	

Allied	

Allied	

Allied	

Allied	

Allied	

Allied	

Allied	

1	

2	

3	

4	

5	

6	

7	

8	

9	

10	

11	

12	

Player
2
phase	Tax
+50%

	

	

	

	

	

	

	

	

	

	

	

C	
D	
W	

Allied	

Allied	

Allied	

Allied	

Allied	

Allied	

Allied	

Allied	

Allied	

1	

2	

3	

4	

5	

6	

7	

8	

9	

10	

11	

12	

Player
3
phase	Tax
+50%

	

	

	

	

	

	

	

	

	

	

	

C	
D	
W	

Allied	

Allied	

Allied	

Allied	

Allied	

Allied	

Allied	

Allied	

Allied	

1	

2	

3	

4	

5	

6	

7	

8	

9	

10	

11	

12	

Player
4
phase	Tax
+50%

	

	

	

	

	

	

	

	

	

	

	

C	
D	
W	

Allied	

Allied	

Allied	

Allied	

Allied	

Allied	

Allied	

Allied	

Allied	

1	

2	

3	

4	

5	

6	

7	

8	

9	

10	

11	

12	

Player
5
phase	Tax
+50%

	

	

	

	

	

	

	

	

	

	

	

C	
D	
W	

Allied	

Allied	

Allied	

Allied	

Allied	

Allied	

Allied	

Allied	

Allied	

1	

2	

3	

4	

5	

6	

7	

8	

9	

10	

11	

12	

Player
6
phase	Tax
+50%

	

	

	

	

	

	

	

	

	

	

	

C	
D	
W	

Allied	

Allied	

Allied	

Allied	

Allied	

Allied	

Allied	

Allied	

Allied	

1	

2	

3	

4	

5	

6	

7	

8	

9	

10	

11	

12	

Player
7
phase	Tax
+50%

	

	

	

	

	

	

	

	

	

	

	

C	
D	
W	

Allied	

Allied	

Allied	

Allied	

Allied	

Allied	

Allied	

Allied	

Allied	

1	

2	

3	

4	

5	

6	

7	

8	

9	

10	

11	

12	

Player
8
phase	Tax
+50%

	

	

	

	

	

	

	

	

C	
D	
W	

Allied	

Allied	

Allied	

Allied	

Allied	

Allied	

Allied	

Allied	

Allied	

1	

2	

3	

4	

5	

6	

7	

8	

9	

10	

11	

12	

NILE Flood	
Neutral
	
Neutral
	
Neutral

	

	

	

NOTES:

Section 2.1 (Montjoie):
The rules for the Montjoie extension can be found in the ‘Cry Havoc Supplement’, section 4. The markers were originally slightly larger, and only 8 of each were printed in the magazine. The rules for climbing trees and flat roofs are used in the Robin Hood campaign from Claymore #5, and optionally in other scenarios; hamstring-cutters appear in a number of supplementary scenarios, including in particular some from the Robin Hood campaign, the Irish and Scottish Armies extension (Claymore #13/14), and the Dragon Noir Supplement (Fords of Isen from Claymore #6). The ‘Inside Building’ markers were added in the 2003 update by the author of the extension. 

Section 2.2 (Other supplementary):
‘On the Ground’ markers: These are used for those characters that have been knocked over, as in the special rules for the ‘Button up your woollies’ scenario from Stratège #31. They can also be used for characters crawling or lying down to hide. See ‘Cry Havoc Supplement’ section 5.4.3.
‘Under Water’ markers: These are used for characters that are swimming under water, like the divers in the ‘Drakkar extension’ from Claymore #10. See ‘Vikings Supplement’ section 1.3 and ‘Cry Havoc Supplement’ section 6.4.
‘Under the rampart’ markers: These indicate that a character or horse is in the area beneath a rampart hex. They can also be used to separate those characters that are passing through a castle or stable gateway from those on the ramparts above. See the ‘Siege Extension Rules’ section 4.7.
‘On the rope’ and ‘Below rope’ markers: These markers can be pasted back-to-back; they show that a character is either in the middle of a rope that stretches up a wall over two levels of elevation or standing on the ground below the rope. See ‘Cry Havoc Supplement’ section 4.2.3.
‘Stuck’ markers: These markers indicate those characters that are stuck in deep marsh; they are used in scenarios in the ‘Irish and Scottish Armies Extension’ and the ‘Viking Raid campaign’. See also ‘Cry Havoc Supplement’ section 2.9, and ‘Dragon Noir Supplement’ section 2.10. 
‘Tied’ markers: These markers indicate characters that are tied up. Place the marker on a normal counter if only hands are tied (counting strengths in Attack: 0, Defence: 2 healthy, 1 wounded), or on a stunned counter if both hands and legs are tied (Defence is 1 and any wound will kill).
‘No weapon’ and ‘No armour’ markers: These markers indicate those characters that have no weapons, usually after being captured, or no armour, usually when imprisoned or undressed to sleep (noting that sleeping characters are treated as stunned). No weapon gives an Attack Strength of 2 healthy, 1 wounded; no armour reduces characters to half of their normal Defence Strength.

Section 2.3 (Morale):
‘Panic’ and ‘Rout’ markers: These may be pasted back-to-back. They are the same as the counter-size markers supplied with “Siege”, “Outremer” and “Croisades”, but these are ‘marker size’ to match other status markers and larger numbers of them can be particularly useful in bigger battles.
‘Morale +’, ‘Morale –’, ‘+’ and ‘-’ markers: These may also be pasted back-to-back, and can be used to show any positive or negative effect on a character, either in relation to morale or in relation to attack or defence. They can be used to show which characters are affected by an event or location, such as death of a commander or closeness to a holy item. The ‘+’ markers could also be used as a reminder that a foot character riding a horse will have an increase in attack strength.

Section 2.4 (Ransom):
These markers are the same as those provided with “Cry Havoc” and “Siege”; extra markers may be useful in bigger battles. ‘Ransom’ and ‘Ransom stunned’ may be pasted back-to-back. Although knights will normally be in heavy armour, and their Movement Allowance is not changed as a result of being captured, if the rules for armour are used then captured knights with a ‘Ransom’ marker should be treated as if they are unarmoured for the purposes of both combat and missile-fire. 

Section 2.5 (War engines):
These markers can be used to indicate clearly the exact stage of loading of a war engine without having to change its facing (as was the method proposed in the English rules). These markers can be pasted back-to back, ‘Loading 1’ to ‘Loading 2’ and ‘Loaded’ with ‘Fired’.

Section 2.6 (Naval markers):
‘Greek fire’ and ‘Oil’ markers: These should be pasted back-to-back. Oil markers can be used to show that equipment or water is coated in oil so will catch fire easily. Ordinary ‘Fire’ markers are needed when fire spreads from an area covered in Greek fire. See the ‘Ships Extension’ for rules.
‘Damage’ and ‘Hole’ markers: These markers should be pasted back-to-back and are used to identify hexes on a ship that have been damaged (1 damage point) or have a hole (2 or more damage points), and so cannot be used for rowing or steering. The marker is removed once the hole has been repaired. See ‘Vikings Rules’ sections 4.7 and 5.2.

Section 2.7 (Number markers):
Numbers 1 to 10: These general-purpose markers can be used to keep a record of game turns, energy points or victory points, or to identify items or special locations, or for any other need. They may be of particular use in solitaire games. Different colours are provided so that distinctions can be made between uses for different purposes, and two sets of numbers should be paired together for numbers above 10.
Numbers 1 to 48: These are most likely to be useful to indicate game turns.
Plus and minus markers: The +1/+2+3 and -1/-2/-3 markers can be used as an alternative to written notation, or as a visual memory aid of the number of skill points allocated, to identify characters with a special skill (e.g. archers). They could also be used to mark the start of medium (+1) or long (+2) missile-weapon ranges, either temporarily within a player-turn or to show the arrow-fall location of ranging shots. The minus markers could also be placed on mangonel and trebuchet counters to mark reductions in battering power (-1, -2 or -3) through damage from ‘C’ results on the Battering Table. 
1/2/3 markers: The 1/2/3 markers were recommended in the French rules for “Siege” to mark the progress of loading and of fires. Although separate loading and fire markers have been provided in this collection, the original style of marker is presented as an alternative. These markers can also be used to mark other tasks that take more than one turn, as a memory aid to mark the height of castle walls, and to supplement other number markers (e.g. for hundreds in the general purpose markers, or to act as minus markers for damage to siege engines).

Section 2.8 (Croisades markers):
Elite markers: These are used to show the increased strength of some Saracen infantry. Although specific to the Role-Playing Game, these troops can also be used in the Tactical Game.
Player markers: These can be used to mark players’ possessions and Groups in the Role-Playing Game, and can also be used to supplement the markers for the Strategic Game. The ‘Phase’ markers can be used to indicate which player phase is in progress, and the ‘Tax’ markers are placed by the board to show that the consequences of levying extra taxes apply to that player. The ‘C’, ‘D’ and ‘W’ markers may be revealed to show which defensive action has been chosen in response to an attack in the Role-Playing Game (Counter-attack, Dodge or Withdrawal).
Neutral markers: These are for neutrals (e.g. Byzantines) or 8th player in both Role-Playing and Strategic games. The ‘Nile Flood’ marker is placed in Egypt to show the dykes have been broken. Different designs are shown so as to allow for the possibility of more than one type of neutral, and the star markers could alternatively be used to indicate any special location.

3.	Large equipment counters

3.1	Counters from the ‘Montjoie Extension’ (Claymore #5)

^         ^
^

STAKES	^         ^
^

STAKES	^         ^
^

STAKES	^         ^
^

STAKES	^         ^
^

STAKES	^         ^
^

STAKES	^         ^
^

STAKES	^         ^
^

STAKES	^         ^
^

STAKES	
^         ^
^

STAKES	^         ^
^

STAKES	^         ^
^

STAKES	^         ^
^

STAKES	^         ^
^

STAKES	^         ^
^

STAKES	^         ^
^

STAKES	^         ^
^

STAKES	^         ^
^

STAKES	

3.2	Counters for the ‘Hussites Extension’ (Claymore #8)

  WARWAGON 1  
	
  WARWAGON 2   
	
  WARWAGON 3   
	
  WARWAGON 4   
	^
BOM
BARD
1	

Warwagon 1

Burnt	
Warwagon 2

Burnt	
Warwagon 3

Burnt	
Warwagon 4

Burnt	^
BOM
BARD
2	

   WARWAGON 5   
	
   WARWAGON 6   
	
   WARWAGON 7   
	
   WARWAGON 8   
	^
BOM
BARD
3	

Warwagon 5

Burnt	
Warwagon 6

Burnt	
Warwagon 7

Burnt	
Warwagon 8

Burnt	^
BOM
BARD
4	

   WARWAGON 9   
	
  WARWAGON 10  
	
  WARWAGON 11  
	
  WARWAGON 12  
	^
BOM
BARD
5	

Warwagon 9

Burnt	
Warwagon 10

Burnt	
Warwagon 11

Burnt	
Warwagon 12

Burnt	^
BOM
BARD
6	

---^---
/               \                 
SCREEN
1
	---^---
/               \
SCREEN
2	---^---
/               \
SCREEN
3	---^---
/               \
SCREEN
4
	---^---
/               \
SCREEN
5	---^---
/               \
SCREEN
6	---^---
/               \
SCREEN
7
	---^---
/               \
SCREEN
8	---^---
/               \
SCREEN
9	

Screen 1

Burnt	

Screen 2

Burnt	

Screen 3

Burnt	

Screen 4

Burnt	

Screen 5

Burnt	

Screen 6

Burnt	

Screen 7

Burnt	

Screen 8

Burnt	

Screen 9

Burnt	
---^---
/               \
SCREEN
10
	---^---
/               \
SCREEN
10
	---^---
/               \
SCREEN
12	---^---
/               \
SCREEN
13	---^---
/               \
SCREEN
14
	---^---
/               \
SCREEN
15	---^---
/               \
SCREEN
16	---^---
/               \
SCREEN
17
	---^---
/               \
SCREEN
18	

Screen 10

Burnt	

Screen 11

Burnt	

Screen 12

Burnt	

Screen 13

Burnt	

Screen 14

Burnt	

Screen 15

Burnt	

Screen 16

Burnt	

Screen 17

Burnt	

Screen 18

Burnt	

3.3	War engines

    MANGONEL   >
1	
    MANGONEL   >
2	
    MANGONEL   >
3	
    MANGONEL   >
4	^
SMALL
BALLISTA
1	

Mangonel 1

Burnt	
Mangonel 2

Burnt	
Mangonel 3

Burnt	
Mangonel 4

Burnt	
Small
Ballista 1
Burnt	

    MANGONEL   >
5	
    MANGONEL   >
6	
    MANGONEL   >
7	
    MANGONEL   >
8	^
SMALL
BALLISTA
2	

Mangonel 5

Burnt	
Mangonel 6

Burnt	
Mangonel 7

Burnt	
Mangonel 8

Burnt	
Small
Ballista 2
Burnt	

     CATAPULT    >
1	
     CATAPULT    >
2	
     CATAPULT    >
3	
     CATAPULT    >
4	^
SMALL
BALLISTA
3	

Catapult 1

Burnt	
Catapult 2

Burnt	
Catapult 3

Burnt	
Catapult 4

Burnt	
Small
Ballista 3
Burnt	

     CATAPULT    >
5	
     CATAPULT    >
6	
     CATAPULT    >
7	
     CATAPULT    >
8	^
SMALL
BALLISTA
4	

Catapult 5

Burnt	
Catapult 6

Burnt	
Catapult 7

Burnt	
Catapult 8

Burnt	
Small
Ballista 4
Burnt	

   TREBUCHET   >
1	
   TREBUCHET   >
2	
   TREBUCHET   >
3	
   TREBUCHET   >
4	^
SMALL
BALLISTA
5	

Trebuchet 1

Burnt	
Trebuchet 2

Burnt	
Trebuchet 3

Burnt	
Trebuchet 4

Burnt	
Small
Ballista 5
Burnt	

   TREBUCHET   >
5	
   TREBUCHET   >
6	
   TREBUCHET   >
7	
   TREBUCHET   >
8	^
SMALL
BALLISTA
6	

Trebuchet 5

Burnt	
Trebuchet 6

Burnt	
Trebuchet 7

Burnt	
Trebuchet 8

Burnt	
Small
Ballista 6
Burnt	

                    SIEGE TOWER 1                >
	
                    SIEGE TOWER 2                >
	^
SMALL
BALLISTA
7	

Siege Tower 1

Burnt	
Siege Tower 2

Burnt	
Small
Ballista 7
Burnt	

                    SIEGE TOWER 3                >
	
                    SIEGE TOWER 4                >
	^
SMALL
BALLISTA
8	

Siege Tower 3

Burnt	
Siege Tower 4

Burnt	
Small
Ballista 8
Burnt	

                    SIEGE TOWER 5                >
	
                    SIEGE TOWER 6                >
	^
SMALL
BALLISTA
9	

Siege Tower 5

Burnt	
Siege Tower 6

Burnt	
Small
Ballista 9
Burnt	

                 BATTERING RAM 1             >
	
                 BATTERING RAM 2             >
	^
SMALL
BALLISTA
10	

Battering Ram 1

Burnt	
Battering Ram 2

Burnt	
Small
Ballista 10
Burnt	

                 BATTERING RAM 3             >
	
                 BATTERING RAM 4             >
	^
SMALL
BALLISTA
11	

Battering Ram 3

Burnt	
Battering Ram 4

Burnt	
Small
Ballista 11
Burnt	

                                                          PENTHOUSE 1                                        >
	^
SMALL
BALLISTA
12	

Penthouse 1

Burnt	
Small
Ballista 12
Burnt	

                                                          PENTHOUSE 2                                        >
	^
SMALL
BALLISTA
13	

Penthouse 2

Burnt	
Small
Ballista 13
Burnt	

^
BALL-ISTA
1	^
BALL-ISTA
2	^
BALL-ISTA
3	^
BALL-ISTA
4	^
BALL-ISTA
5	^
BALL-ISTA
6	^
BALL-ISTA
7	^
BALL-ISTA
8	^
BALL-ISTA
9	

Ballista 1

Burnt	
Ballista 2

Burnt	
Ballista 3

Burnt	
Ballista 4

Burnt	
Ballista 5

Burnt	
Ballista 6

Burnt	
Ballista 7

Burnt	
Ballista 8

Burnt	
Ballista 9

Burnt	

3.4	Other siege equipment and supply items

CASK
1
	
CASK
2	
CASK
3	
CASK
4	
CASK
5	
CASK
6	
CASK
7	
CASK
8	
CASK
9	

CHEST
1
	
CHEST
2	
CHEST
3	
CHEST
4	
CHEST
5	
CHEST
6	
CHEST
7	
CHEST
8	
CHEST
9	

Ladder 1
	
Ladder 2
	
Ladder 3
	^
LADDER 1
	^
LADDER 2
	^
LADDER 3

Ladder 4
	
Ladder 5
	
Ladder 6
	
Ladder 
1
Burnt	
Ladder 
2
Burnt	
Ladder 
3
Burnt	

Ladder 7
	
Ladder 8
	
Ladder 9
	^
LADDER 4
	^
LADDER 5
	^
LADDER 6

Ladder 10
	
Ladder 11
	
Ladder 12
	
Ladder 
4
Burnt	
Ladder 
5
Burnt	
Ladder 
6
Burnt	

Ladder 13
	
Ladder 14
	
Ladder 15
	^
LADDER 7
	^
LADDER 8
	^
LADDER 9

Ladder 16
	
Ladder 17
	
Ladder 18
	
Ladder 
7
Burnt	
Ladder 
8
Burnt	
Ladder 
9
Burnt	
^
LADDER 10
	^
LADDER 11
	^
LADDER 12
	^
LADDER 13
	^
LADDER 14
	^
LADDER 15
	^
LADDER 16
	^
LADDER 17
	^
LADDER 18

Ladder 
10
Burnt	
Ladder 
11
Burnt	
Ladder 
12
Burnt	
Ladder 
13
Burnt	
Ladder 
14
Burnt	
Ladder 
15
Burnt	
Ladder 
16
Burnt	
Ladder 
17
Burnt	
Ladder 
18
Burnt	

LARGE
TORCH
	
LARGE
TORCH
	
LARGE
TORCH
	
LARGE
TORCH
	
LARGE
TORCH
	
LARGE
TORCH
	
LARGE
TORCH
	
LARGE
TORCH
	
LARGE
TORCH

Large 
Torch
Unlit	
Large 
Torch
Unlit	
Large 
Torch
Unlit	
Large 
Torch
Unlit	
Large 
Torch
Unlit	
Large 
Torch
Unlit	
Large 
Torch
Unlit	
Large 
Torch
Unlit	
Large 
Torch
Unlit	

     CART  1          >
	
     CART  2          >
	
     CART  3          >
	
     CART  4          >	
OX 
1
0   1      3	

Cart 1

Burnt	
Cart 2

Burnt	
Cart 3

Burnt	
Cart 4

Burnt	
Ox 
1
Dead	

     CART  5          >
	
     CART  6          >
	
     CART  7          >
	
     CART  8          >	
OX 
2
0   1      3	

Cart 5

Burnt	
Cart 6

Burnt	
Cart 7

Burnt	
Cart 8

Burnt	
Ox 
2
Dead	

LIGHT CART 1   >
	
LIGHT CART 2   >
	
LIGHT CART 3   >
	
LIGHT CART 4   >
	
OX 
3
0   1      3	

Light Cart 1

Burnt	
Light Cart 2

Burnt	
Light Cart 3

Burnt	
Light Cart 4

Burnt	
Ox 
3
Dead	

DRAFT HORSE 1  > 

 0        1                     4	
DRAFT HORSE 2   >

 0        1                     4	
DRAFT HORSE 3  > 

 0        1                     4	
DRAFT HORSE 4   >

 0        1                     4	
OX 
4
0   1      3	

Draft Horse 1

Dead	
Draft Horse 2

Dead	
Draft Horse 3

Dead	
Draft Horse 4

Dead	
Ox 
4
Dead	

DRAFT HORSE 5  >

 0        1                     4	
DRAFT HORSE 6   >

 0        1                     4	
DRAFT HORSE 7  > 

 0        1                     4	
DRAFT HORSE 8   >

 0        1                     4	
OX 
5
0   1      3	

Draft Horse 5

Dead	
Draft Horse 6

Dead	
Draft Horse 7

Dead	
Draft Horse 8

Dead	
Ox 
5
Dead	

POLE 1
	
POLE 2	
BOARD 1	
BOARD 2		

  CART 9     >
                       	                     
  CART 10   >
                     	        
 CARRIAGE    >
                    	
LITTER
	^
HAND
CART

Cart 9

Burnt	
Cart 10

Burnt	
Carriage

Burnt	
Litter

Burnt	
Hand
Cart
Burnt	

3.5	Barricades, bridges and boats

---^--------^---
BARRICADE
	---^--------^---
BARRICADE
	---^--------^---
BARRICADE
	---^---
BARRICADE
	---^---
BARRICADE
	---^---
BARRICADE

BARRICADE

Burnt	
BARRICADE

Burnt	
BARRICADE

Burnt	
Barricade

Burnt	
Barricade

Burnt	
Barricade

Burnt	
---^--------^---
BARRICADE
	---^--------^---
BARRICADE
	---^--------^---
BARRICADE
	---^---
BARRICADE
	---^---
BARRICADE
	---^---
BARRICADE

BARRICADE

Burnt	
BARRICADE

Burnt	
BARRICADE

Burnt	
Barricade

Burnt	
Barricade

Burnt	
Barricade

Burnt	
---^--------^---
BARRICADE
	---^--------^---
BARRICADE
	---^--------^---
BARRICADE
	---^---
BARRICADE
	---^---
BARRICADE
	---^---
BARRICADE

BARRICADE

Burnt	
BARRICADE

Burnt	
BARRICADE

Burnt	
Barricade

Burnt	
Barricade

Burnt	
Barricade

Burnt	
---^--------^---
BARRICADE
	---^--------^---
BARRICADE
	---^--------^---
BARRICADE
	---^---
BARRICADE
	---^---
BARRICADE
	---^---
BARRICADE

BARRICADE

Burnt	
BARRICADE

Burnt	
BARRICADE

Burnt	
Barricade

Burnt	
Barricade

Burnt	
Barricade

Burnt	

NARROW BRIDGE 1
	
NARROW BRIDGE 2
	
NARROW BRIDGE 3
	
NARROW BRIDGE 4

LONG NARROW BRIDGE 1
	
LONG NARROW BRIDGE 2
	
NARROW BRIDGE 5

LONG NARROW BRIDGE 3
	
LONG NARROW BRIDGE 4
	
NARROW BRIDGE 6

--------------------------------------------------------------------------

LARGE BRIDGE 1

--------------------------------------------------------------------------	--------------------------

SMALL BRIDGE 1

--------------------------	--------------------------

SMALL BRIDGE 2

--------------------------	
--------------------------------------------------------------------------

LARGE BRIDGE 2

--------------------------------------------------------------------------	--------------------------

SMALL BRIDGE 3

--------------------------	--------------------------

SMALL BRIDGE 4

--------------------------	
--------------------------------------------------------------------------

LARGE BRIDGE 3

--------------------------------------------------------------------------	--------------------------

SMALL BRIDGE 5

--------------------------	--------------------------

SMALL BRIDGE 6

--------------------------	
--------------------------------------------------

BRIDGE 1

--------------------------------------------------	--------------------------------------------------

BRIDGE 2

--------------------------------------------------	
DRAWBRIDGE 1
	
--------------------------------------------------

BRIDGE 3

--------------------------------------------------	--------------------------------------------------

BRIDGE 4

--------------------------------------------------	
DRAWBRIDGE 2

|                 |
              ROWBOAT 1         >
|                 |	|                 |
              ROWBOAT 2         >
|                 |		
|                 |
              ROWBOAT 3         >
|                 |	|                 |
              ROWBOAT 4         >
|                 |		
|                 |
              ROWBOAT 5         >
|                 |	|                 |
              ROWBOAT 6         >
|                 |		
|                 |
              ROWBOAT 7         >
|                 |	|                 |
              ROWBOAT 8         >
|                 |		
|
SMALL BOAT 1 >
|	|
SMALL BOAT 2 >
|	|
SMALL BOAT 3 >
|		

|                            |                            |                            |
SAIL   

|                            |                            |                            |	^
WIND
	
BROKEN
OARS
	
BROKEN
OARS
	
|                            |                            |                            |
SAIL   

|                            |                            |                            |	^

SIPHON
	
BROKEN
OARS
	
BROKEN
OARS
	
|                            |                            |                            |
SAIL   

|                            |                            |                            |	^

SIPHON
	
BROKEN
OARS
	
BROKEN
OARS
	
|                            |                            |                            |
SAIL   

|                            |                            |                            |	^

SIPHON
	
BROKEN
OARS
	
BROKEN
OARS
	
|                            |                            |                            |
SAIL   

|                            |                            |                            |	^

SIPHON
	
BROKEN
OARS
	
BROKEN
OARS
	
|                            |                            |                            |
SAIL   

|                            |                            |                            |	

TARGET	

TARGET	

TARGET	

NOTES:
Items of equipment are numbered for ease of use in postal games, and the numbers may also allow for distinctions between different contents, strengths or state of damage. 

Section 3.1 (Montjoie stakes):
The arrows indicate the direction in which the stakes are pointing.

Section 3.2 (Hussites):
The rules and a scenario for these can be found in the ‘Hussite Armies extension’. See also the ‘Cry Havoc Supplement’ sections 4.1.5 and 5.2.9 for the relevant rules. Note that bombards cannot be burnt. The screen counters can be used to supplement those for “Siege” as well as for the Hussites; note that their design shows that they offer protection to the front three hex-sides.

Section 3.3 (War engines):
These counters are extras for use in larger sieges, and are numbered for ease of use in postal games and for notation of games that have to be stopped half-way through but will be continued. Penthouses are used for mining under walls: see Montjoie extension, ‘Cry Havoc Supplement’ section 4.2.1. Catapults and small ballistas were introduced in the Medieval Ships extension (Claymore #9) and rules for possible use on land are in the ‘Cry Havoc Supplement’ section 5.2.10.

Section 3.4 (Other siege equipment): 
‘Cask’ and ‘Chest’ counters: Casks are large wooden barrels that may contain water, beer, wine or other valuable liquid supplies. Chests are large rectangular wooden containers that may contain money, treasure, loot, weapons, food or other supplies. The actual contents of a cask or chest should be written down on a piece of paper – this includes ‘empty’ since from outside appearance it will not be obvious whether a cask or chest has anything inside it. Both of these are heavy and difficult to move so normally require two characters to move them. Scenario rules may even specify that casks cannot be moved at all unless they are mounted on a cart and the cart moves. Smaller barrels and chests can be moved more easily, requiring just one person (at a cost of –2 MPs).

‘Ladders’, ‘Large torch’, ‘Cart’ and Draft animal counters: Additional counters are provided for use in larger games. Large torches are normally immovable; the red counters should be pasted back-to-back and can then be turned over to indicate whether the torches are lit or unlit. There are a number of different types of cart – those that can be climbed on have arrows showing the direction from which characters can climb onto the cart hexes.

Section 3.5 (Barricades, bridges and boats): 
Barricades: Two-hex barricades are supplied in “Samurai Blades” / “Samouraï”, and additional counters are provided here for use both in those games and in any other games of the series. Barricades are immovable but as they are constructed of wood they can be burnt or destroyed by axes (in which case the ‘Burnt’ side of the counter should be displayed).
Bridges: The two “Dragon Noir” games supply terrain pieces for bridges; these can be used to alter terrain for a scenario or can be created with a magic spell. The narrow bridges are based on the narrow walkways supplied with “Dragon Noir 2”. As they are made of wood they can be destroyed by fire or axes, in which case the counter is removed from the map. The wide bridge required for a scenario in the ‘Breaths of Life’ campaign can be made using the three long bridges.
Boats: Six rowboats are supplied with “Vikings” and two small boats with “Dragon Noir 2”.
Sails, etc: The sail and siphon counters, and the markers for wind, target and broken oars, are used in the ‘Byzantine and other medieval ships’ extension. See that extension for rules applying to them.

4	Small equipment counters

4.1	Counters from “Vikings”

HOOK
	
HOOK
	
HOOK
	
HOOK
	
HOOK
	
HOOK
	
HOOK
	
HOOK
	
HOOK
	
HOOK
	
HOOK
	
HOOK

HOOK
	
HOOK
	
HOOK
	
HOOK
	
HOOK
	
HOOK
	
ROPE
	
ROPE
	
ROPE
	
ROPE
	
ROPE
	
ROPE

ROPE
	
ROPE
	
ROPE
	
ROPE
	
ROPE
	
ROPE
	
ROPE
	
ROPE
	
ROPE
	
ROPE
	
ROPE
	
ROPE

AXE
	
AXE
	
AXE
	
AXE
	
AXE
	
AXE
	
AXE
	
AXE
	
AXE
	
AXE
	
AXE
	
AXE

AXE
	
AXE
	
AXE
	
AXE
	
AXE
	
AXE
	
AXE
	
AXE
	
AXE
	
AXE
	
AXE
	
AXE

AXE
	
AXE
	
AXE
	
AXE
	
Treasure
1
	
Treasure
2	
Treasure
3	
Treasure
4	
Treasure
5	
Treasure
6	
Treasure
7	
Treasure
8	

Bucket
	
Bucket
	
Bucket
	
Bucket
	
Bucket
	
Bucket
	
Bucket
	
Bucket
	
Bucket
	
Bucket
	
Bucket
	
Bucket

Bucket
	
Bucket
	
Bucket
	
Bucket
	
Bucket
	
Bucket
	
Bucket
	
Bucket
	
Bucket
	
Bucket
	
Bucket
	
Bucket

4.2	Small terrain features

Trap-door	
Winch
1	
Winch
2	
Winch
3	
Lever
1	
Lever
2	Mach-
inery 
1	Mach-
inery 
2	Mach-
inery 
3	
Brazier
1	
Brazier
2	
Brazier
3	
Trap-door
OPEN	
Winch1
Broken	
Winch2
Broken	
Winch3
Broken	
Lever 1
ON	
Lever 2
ON	Mach-
inery 1
ON	Mach-
inery 2
ON	Mach-
inery 3
ON	FIRE
Brazier
1	FIRE
Brazier
2	FIRE
Brazier
3	

Ladder
	
Table
	
Table
	
Table
	
Table	
Table	
Table
	
Tomb
	
Tomb	
Bed
	
Bed	
Bed	

4.3	Small equipment counters and markers from “Dark Blades” and ‘Dragon Noir’

MAGIC RING
	
MAGIC SWORD	

TARGET	

TARGET	
FIRE
	
FIRE
	
FIRE

		
ORB
	
SUN

1
	
2	
3	
4	
5	
6	
7	
8	
ENTRY
	
ENTRY	
ENTRY	
ENTRY

TRAP
	
TRAP
	
TRAP
	
TRAP
	
TRAP
	
TRAP
	
TRAP
	
TRAP
	
TRAP
	
TRAP
	
TRAP
	
TRAP

TRAP
	
TRAP
	
TRAP
	
TRAP
	
TRAP
	
TRAP

GOLD	
FOOLS
GOLD	
FOOLS
GOLD	
FOOLS
GOLD	
FOOLS
GOLD	
FOOLS
GOLD	

4.4	Small equipment counters for the ‘Dragon Noir Supplement’

Potion
1	
Potion 2	
Potion
3	
Potion 4	
Potion 5	
Potion
6	
Potion
7	
Potion
8	
MAGIC
HELM 
	
MAGIC
BOOTS
	
MAGIC
SLING
	
MAGIC 
Dagger	

Scroll
1	
Scroll 2	
Scroll
3	
Scroll
4	
Scroll 5	
Scroll 6	
Scroll 7	
Scroll 8	
MAGIC
SHIELD	
MAGIC
CLOAK	
MAGIC
STAFF	
MAGIC
Armour	

Ring
1	
Ring 
2	
Ring
3	
Amulet
1	
Amulet
2	
Amulet
3	
MAGIC
OBJECT
1	
MAGIC
OBJECT
2	
MAGIC
OBJECT
3	
MAGIC
BELT
	
MAGIC 
WAND
	
MAGIC 
Quiver	

BOW
1	
BOW
2	
BOW
3	
SWORD
1	
SWORD
2	
SWORD
3	
SPEAR
1	
SPEAR
2	
SPEAR
3	
AXE
1	
AXE
2	
AXE
3	

4.5	Other small equipment counters and markers

TORCH 
1	
TORCH
2	
TORCH
3	
TORCH 
4	
TORCH
5	
TORCH
6	
TORCH 
7	
TORCH
8	
TORCH
9	
TORCH 
10	
TORCH
11	
TORCH
12	

TORCH
1	
TORCH
2	
TORCH
3	
TORCH
4	
TORCH
5	
TORCH
6	
TORCH
7	
TORCH
8	
TORCH
9	
TORCH
10	
TORCH
11	
TORCH
12	
FIRE POT
	FIRE
POT	FIRE POT	FIRE
POT	FIRE POT	FIRE
POT	FIRE POT	FIRE
POT	FIRE POT	FIRE
POT
	HOLY
ITEM
1	HOLY
ITEM
2	

FIRE
	
FIRE
	
FIRE
	
FIRE
	
FIRE
	
FIRE
	
FIRE
	
FIRE
	
FIRE
	
FIRE
	HOLY
ITEM
3	HOLY
ITEM
4	

AMMO
1	
AMMO
2	
AMMO
3	
AMMO
4	
AMMO
5	
AMMO
6	
AMMO
7	
AMMO
8	
AMMO
9	
AMMO
10	
AMMO
11	
AMMO
12	

AMMO
13	
AMMO
14	
AMMO
15	
AMMO
16	
AMMO
17	
AMMO
18	
AMMO
19	
AMMO
20	
AMMO
21	
AMMO
22	
AMMO
23	
AMMO
24	

SACK
	
SACK
	
SACK
	
SACK
	
SACK
	
SACK
	
SACK
	
SACK
	
SACK
	
SACK
	
SACK
	
SACK

SACK
	
SACK
	
SACK
	
SACK
	
SACK
	
SACK
	
SACK
	
SACK
	
SACK
	
SACK
	
SACK
	
SACK

SACK
	
SACK
	
SACK
	
SACK
	
SACK
	
SACK
	
SACK
	
SACK
	
SACK
	
SACK
	
SACK
	
SACK

SACK
	
SACK
	
SACK
	
SACK
	
SACK
	
SACK
	
SACK
	
SACK
	
SACK
	
SACK
	
SACK
	
SACK
	
TREA
SURE
1	TREA
SURE
2	TREA
SURE
3	TREA
SURE
4	TREA
SURE
5	TREA
SURE
6	TREA
SURE
7	TREA
SURE
8	TREA
SURE
9	TREA
SURE
10	TREA
SURE
11	TREA
SURE
12	

Lance
	
Lance
	
Lance
	
Lance
	
Lance
	
Lance
	
Lance
	
Lance
	
Lance
	
Lance
	
Lance
	
Lance

4.6	Counters for pikes (from Claymore #13/14)

Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	

Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	

Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	

Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	
Pike
Up	

^

Pike	^

Pike	^

Pike	^

Pike	^

Pike	^

Pike	^

Pike	^

Pike	^

Pike	^

Pike	^

Pike	^

Pike	
^

Pike	^

Pike	^

Pike	^

Pike	^

Pike	^

Pike	^

Pike	^

Pike	^

Pike	^

Pike	^

Pike	^

Pike	
^

Pike	^

Pike	^

Pike	^

Pike	^

Pike	^

Pike	^

Pike	^

Pike	^

Pike	^

Pike	^

Pike	^

Pike	
^

Pike	^

Pike	^

Pike	^

Pike	^

Pike	^

Pike	^

Pike	^

Pike	^

Pike	^

Pike	^

Pike	^

Pike	

NOTES

Section 4.1 (Vikings)
These counters were supplied with “Vikings” but not with “Viking Raiders”. They can help owners of “Viking Raiders” to use the rules from “Vikings”, and the grappling hook and rope counters can be used with the rules for ropes up castle walls (see ‘Cry Havoc Supplement’ section 4.2.3).

Section 4.2 (Small terrain features)
These are small immovable objects and paired markers should be pasted back-to-back. The grey markers show the object when it is not doing anything; the white markers show the object when it is damaged so cannot be used (winch), is switched on to make something happen (lever), is opened up to give access to a ladder to a lower floor (trap-door), is operating (machinery), or has been lit (brazier). The single markers show items that can be climbed on: the ladder is for the trap-door.

Section 4.3 (Dragon Noir / Dark Blades)
The Magic Ring and Magic Sword were supplied with “Dark Blades”, as are two target markers and three fire markers (for use with fireball spells). The numbered markers are used where there are alternative locations possible for something that the players are searching for; the Orb and Sun counters represent things that have been discovered. The ‘Entry’ markers show the entrances to the deep dungeons below the underground caverns.
‘Trap’, ‘Gold’ and ‘Fool’s Gold’ markers: These can be used for the ‘Golden Trap’ Scenario in the “Dark Blades Expansion Set”.

Section 4.4 (Dragon Noir supplement)
These counters have been included to allow experimentation with optional rules suggested in the ‘Dragon Noir supplement’. Items’ magical properties should be noted down on a piece of paper.

Section 4.5 (Other small items)
‘Torch’ counters: The red markers can be used to show those torches that are lit. Torches can normally be carried by characters, but may start the scenario placed in holders on a wall; in this case the scenario rules must specify the cost to remove the torch from its holder (either 2 MPs or one turn). These torch markers can also be used for lamps, candles and portable lanterns. The ‘large torch’ counters in Section 3.4 are for free-standing torches or lanterns that cannot be moved; the smaller ‘torch’ markers in Section 5.2 are for immovable torches that are fixed to walls. 
‘Firepot’ and ‘Fire’ counters: These should be pasted back-to-back; turn the firepot counter over to ‘Fire’ in the hex where it lands. Rules for firepots are in the ‘Cry Havoc Supplement’ section 5.2.1.
‘Ammo’ counters: A separate record is needed to record the number and type of ammunition represented by each numbered marker. Spare ammunition would normally be stored on a cart or in a building.
‘Sack’ counters: These can be used to represent supplies, and are specifically required for the “Starvelings” scenario from Claymore #8 (in the ‘Siege Tactical Scenarios’).
‘Treasure’ counters: These can be used for any easily-moved item of value. Records for each number can be kept separately to identify the particular type or value of any one treasure counter.
‘Lance’ counters: Lances can give a bonus during a charge. See Supplement section 5.3.4

Section 4.5 (pikes):
‘Pike up’ counters: These counters are used to show that a soldier is armed with a pike but holding it upright. Pikes are used in the Falkirk scenario from the ‘Irish and Scottish Armies extension’
‘Pike’ counters: The pike markers were depicted in ‘Claymore’ in pairs. If cut out together, the pairs of long pikes could be folded into an inverted ‘V’ shape and then placed on the map to indicate the 2-hex location of the pike. Here the pike counters have been enlarged so that they can be used singly, but players may still optionally choose to fold each one along its length.

5.	Markers to show special terrain

5.1	Markers for whole-hex terrain

Water
	
Water
	
Water
	
Water
	
Water
	
Water
	
Water
	
Water
	
Water

Water
	
Water
	
Water
	
Water
	
Water
	
Water
	
Water
	
Water
	
Water

Water
	
Water
	
Water
	
Water
	
Water
	
Water
	
Water
	
Water
	
Water

Water
	
Water
	
Water
	
Water
	
Water
	
Water
	
Water
	
Water
	
Water

Water
	
Water
	
Water
	
Water
	
Water
	
Water
	
Water
	
Water
	
Water

Water
	
Water
	
Water
	
Water
	
Water
	
Water
	
Water
	
Water
	
Water

FORD
	
FORD	
FORD	
FORD	
FORD	
FORD	
FORD	
FORD	
FORD	

FORD
	
FORD	
FORD	
FORD	
FORD	
FORD	
FORD	
FORD	
FORD	

FORD
	
FORD	
FORD	
FORD	
FORD	
FORD	
FORD	
FORD	
FORD	

FORD
	
FORD	
FORD	
FORD	
FORD	
FORD	
FORD	
FORD	
FORD	

Scrub
	
Scrub
	
Scrub
	
Scrub
	
Scrub
	
Scrub
	
Scrub
	
Scrub
	
Scrub

Scrub
	
Scrub
	
Scrub
	
Scrub
	
Scrub
	
Scrub
	
Scrub
	
Scrub
	
Scrub

TREE
	
TREE
	
TREE
	
TREE
	
TREE
	
TREE
	
TREE
	
TREE
	
TREE

TREE
	
TREE
	
TREE
	
TREE
	
TREE
	
TREE
	
TREE
	
TREE
	
TREE

TREE
	
TREE
	
TREE
	
TREE
	
TREE
	
TREE
	
TREE
	
TREE
	
TREE

Marsh
	
Marsh
	
Marsh
	
Marsh
	
Marsh
	
Marsh
	
Marsh
	
Marsh
	
Marsh

Marsh
	
Marsh
	
Marsh
	
Marsh
	
Marsh
	
Marsh
	
Marsh
	
Marsh
	
Marsh

Marsh
	
Marsh
	
Marsh
	
Marsh
	
Marsh
	
Marsh
	
Marsh
	
Marsh
	
Marsh

Marsh
	
Marsh
	
Marsh
	
Marsh
	
Marsh
	
Marsh
	
Marsh
	
Marsh
	
Marsh

Marsh
	
Marsh
	
Marsh
	
Marsh
	
Marsh
	
Marsh
	
Marsh
	
Marsh
	
Marsh

MUD
	
MUD	
MUD	
MUD	
MUD	
MUD	
MUD	
MUD	
MUD	

MUD
	
MUD	
MUD	
MUD	
MUD	
MUD	
MUD	
MUD	
MUD	

MUD
	
MUD	
MUD	
MUD	
MUD	
MUD	
MUD	
MUD	
MUD	

MUD
	
MUD	
MUD	
MUD	
MUD	
MUD	
MUD	
MUD	
MUD	

MUD
	
MUD	
MUD	
MUD	
MUD	
MUD	
MUD	
MUD	
MUD	

BURNT
	
BURNT
	
BURNT
	
BURNT
	
BURNT
	
BURNT
	
BURNT
	
BURNT
	
BURNT

BURNT
	
BURNT
	
BURNT
	
BURNT
	
BURNT
	
BURNT
	
BURNT
	
BURNT
	
BURNT

BURNT
	
BURNT
	
BURNT
	
BURNT
	
BURNT
	
BURNT
	
BURNT
	
BURNT
	
BURNT

Rubble
	
Rubble
	
Rubble
	
Rubble
	
Rubble
	
Rubble
	
Rubble
	
Rubble
	
Rubble

Rubble
	
Rubble
	
Rubble
	
Rubble
	
Rubble
	
Rubble
	
Rubble
	
Rubble
	
Rubble

Rubble
	
Rubble
	
Rubble
	
Rubble
	
Rubble
	
Rubble
	
Rubble
	
Rubble
	
Rubble

Fascines
	
Fascines
	
Fascines
	
Fascines
	
Fascines
	
Fascines
	
Fascines
	
Fascines
	
Fascines

Fascines
	
Fascines
	
Fascines
	
Fascines
	
Fascines
	
Fascines
	
Fascines
	
Fascines
	
Fascines

Fascines
	
Fascines
	
Fascines
	
Fascines
	
Fascines
	
Fascines
	
Fascines
	
Fascines
	
Fascines
	
^
Stairs
^	^
Stairs
^	^
Stairs
^	^
Stairs
^	^
Stairs
^	^
Stairs
^	^
Stairs
^	^
Stairs
^	^
Stairs
^	
^
Stairs
^	^
Stairs
^	^
Stairs
^	^
Stairs
^	^
Stairs
^	^
Stairs
^	^
Stairs
^	^
Stairs
^	^
Stairs
^	
^
Spiral
 Stair
>	^
Spiral
 Stair
>	^
Spiral
 Stair
>	^
Spiral
 Stair
>	^
Spiral
 Stair
>	^
Spiral
 Stair
>	^
>   
Spiral
Stair	^
>   
Spiral
Stair	^
>   
Spiral
Stair	

>  Long Stairs  >
	
>  Long Stairs  >
	
>  Long Stairs  >
	
>  Long Stairs  >
	^
>  
Spiral
Stair	

FLAT
	
FLAT
	
FLAT
	
FLAT
	
FLAT
	
FLAT
	
FLAT
	
FLAT
	
FLAT

FLAT
	
FLAT
	
FLAT
	
FLAT
	
FLAT
	
FLAT
	
FLAT
	
FLAT
	
FLAT

FLAT
	
FLAT
	
FLAT
	
FLAT
	
FLAT
	
FLAT
	
FLAT
	
FLAT
	
FLAT

FLAT
	
FLAT
	
FLAT
	
FLAT
	
FLAT
	
FLAT
	
FLAT
	
FLAT
	
FLAT

5.2	Markers for hex-side terrain and modified terrain

WALL	
WALL	
WALL	
WALL	
WALL	
WALL	
WALL	
WALL	
WALL	

WALL	
WALL	
WALL	
WALL	
WALL	
WALL	
WALL	
WALL	
WALL	

Low wall	
Low wall	
Low wall	
Low wall	
Low wall	
Low wall	
Low wall	
Low wall	
Low wall	

Low wall	
Low wall	
Low wall	
Low wall	
Low wall	
Low wall	
Low wall	
Low wall	
Low wall	
Ruined Wall	Ruined Wall	Ruined Wall	Ruined Wall	Ruined Wall	Ruined Wall	Ruined Wall	Ruined Wall	Ruined Wall	
Ruined Wall	Ruined Wall	Ruined Wall	Ruined Wall	Ruined Wall	Ruined Wall	Ruined Wall	Ruined Wall	Ruined Wall	
Demolished
Wall	Demolished
Wall	Demolished
Wall	Demolished
Wall	Demolished
Wall	Demolished
Wall	Demolished
Wall	Demolished
Wall	Demolished
Wall	
Demolished
Wall	Demolished
Wall	Demolished
Wall	Demolished
Wall	Demolished
Wall	Demolished
Wall	Demolished
Wall	Demolished
Wall	Demolished
Wall	
NO
Wall	NO
Wall	NO
Wall	NO
Wall	NO
Wall	NO
Wall	NO
Wall	NO
Wall	NO
Wall	
NO
Wall	NO
Wall	NO
Wall	NO
Wall	NO
Wall	NO
Wall	NO
Wall	NO
Wall	NO
Wall	

FENCE	
FENCE	
FENCE	
FENCE	
FENCE	
FENCE	
FENCE	
FENCE	
FENCE	

FENCE	
FENCE	
FENCE	
FENCE	
FENCE	
FENCE	
FENCE	
FENCE	
FENCE	

FENCE	
FENCE	
FENCE	
FENCE	
FENCE	
FENCE	
FENCE	
FENCE	
FENCE	
FENCE
Broken	FENCE
Broken	FENCE
Broken	FENCE
Broken	FENCE
Broken	FENCE
Broken	FENCE
Broken	FENCE
Broken	FENCE
Broken	
FENCE
Broken	FENCE
Broken	FENCE
Broken	FENCE
Broken	FENCE
Broken	FENCE
Broken	FENCE
Broken	FENCE
Broken	FENCE
Broken	
FENCE
Broken	FENCE
Broken	FENCE
Broken	FENCE
Broken	FENCE
Broken	FENCE
Broken	FENCE
Broken	FENCE
Broken	FENCE
Broken	

DOOR
Closed	DOOR
Closed	DOOR
Closed	DOOR
Closed	DOOR
Closed	DOOR
Closed	DOOR
Closed	DOOR
Closed	DOOR
Closed	
DOOR
Closed	DOOR
Closed	DOOR
Closed	DOOR
Closed	DOOR
Closed	DOOR
Closed	DOOR
Closed	DOOR
Closed	DOOR
Closed	
DOOR
Closed	DOOR
Closed	DOOR
Closed	DOOR
Closed	DOOR
Closed	DOOR
Closed	DOOR
Closed	DOOR
Closed	DOOR
Closed	
DOOR
Broken	DOOR
Broken	DOOR
Broken	DOOR
Broken	DOOR
Broken	DOOR
Broken	DOOR
Broken	DOOR
Broken	DOOR
Broken	
DOOR
Broken	DOOR
Broken	DOOR
Broken	DOOR
Broken	DOOR
Broken	DOOR
Broken	DOOR
Broken	DOOR
Broken	DOOR
Broken	
DOOR
Broken	DOOR
Broken	DOOR
Broken	DOOR
Broken	DOOR
Broken	DOOR
Broken	DOOR
Broken	DOOR
Broken	DOOR
Broken	
GATE
Closed	GATE
Closed	GATE
Closed	GATE
Closed	GATE
Closed	GATE
Closed	GATE
Closed	GATE
Closed	GATE
Closed	
GATE
Broken	GATE
Broken	GATE
Broken	GATE
Broken	GATE
Broken	GATE
Broken	GATE
Broken	GATE
Broken	GATE
Broken	

WINDOW
Barred	WINDOW
Barred	WINDOW
Barred	WINDOW
Barred	WINDOW
Barred	WINDOW
Barred	WINDOW
Barred	WINDOW
Barred	WINDOW
Barred	
WINDOW
Barred	WINDOW
Barred	WINDOW
Barred	WINDOW
Barred	WINDOW
Barred	WINDOW
Barred	WINDOW
Barred	WINDOW
Barred	WINDOW
Barred	
WINDOW
Barred	WINDOW
Barred	WINDOW
Barred	WINDOW
Barred	WINDOW
Barred	WINDOW
Barred	WINDOW
Barred	WINDOW
Barred	WINDOW
Barred	
BARRIER
Broken	BARRIER
Broken	BARRIER
Broken	BARRIER
Broken	BARRIER
Broken	BARRIER
Broken	BARRIER
Broken	BARRIER
Broken	BARRIER
Broken	
BARRIER
Broken	BARRIER
Broken	BARRIER
Broken	BARRIER
Broken	BARRIER
Broken	BARRIER
Broken	BARRIER
Broken	BARRIER
Broken	BARRIER
Broken	
BARRIER
Broken	BARRIER
Broken	BARRIER
Broken	BARRIER
Broken	BARRIER
Broken	BARRIER
Broken	BARRIER
Broken	BARRIER
Broken	BARRIER
Broken	

DOOR
	DOOR
	DOOR
	WINDOW
	WINDOW	WINDOW	WINDOW	WINDOW	WINDOW	
ARROW
SLIT	ARROW
SLIT	ARROW
SLIT	Shackles
	Shackles	Shackles	Shelves	Shelves	Shelves	
TORCH
1	TORCH
2	TORCH
3	TORCH
4	TORCH
5	TORCH
6	TORCH
7	TORCH
8	TORCH
9	
TORCH
1	TORCH
2	TORCH
3	TORCH
4	TORCH
5	TORCH
6	TORCH
7	TORCH
8	TORCH
9	

Locked	
Locked	
Locked	
Locked	
Locked	
Locked	
Locked	
Locked	
Locked	

Locked	
Locked	
Locked	
Locked	
Locked	
Locked	
Locked	
Locked	
Locked	

ON	
ON	
ON	
ON	
ON	
OPEN	
OPEN	
OPEN	
OPEN	

OFF	
OFF	
OFF	
OFF	
OFF	
OPEN	
OPEN	
OPEN	
OPEN	

PORTCULLIS
Down	PORTCULLIS
Down	PORTCULLIS
Down	PORTCULLIS
Down	TRAP
Open	TRAP
Open	STAIRS
Raised	
Flooded	
Flooded	
PORTCULLIS
Up	PORTCULLIS
Up	PORTCULLIS
Up	PORTCULLIS
Up	Drawbridge
Up	Drawbridge
Up	BARRIER
Up	
Blocked	
Blocked	

NOTES: 
The markers above all represent changed terrain, for use both in particular scenarios and in general scenario design.

Section 5.1 (whole hex terrain)
‘Water’ and ‘Ford’ markers: These are used to mark new terrain, as in ‘The Ford 2’ map (which modifies ‘The Crossroads’) published in Le Journal du Stratège #34 for the scenario “To the Ford – Hurrah for the Templars!”, and translated in the ‘Croisades-Outremer scenarios’. These markers can also be used to widen rivers or convert bridges into fords (as in ‘The Ford’ scenario from Claymore #1 translated in the ‘Cry Havoc One-map scenarios’), or to show that a moat is filled with water, or to mark the presence of water when the fortified medieval town is used as a port.

‘Scrub’ and ‘Tree’ markers: These are an optional method of showing terrain in a hex, either as new terrain or as a clarification of terrain on the ‘Olive Grove’ and ‘Watering Hole’ maps.

‘Marsh’ markers: These markers can be used to show the presence of marsh, either as an extra to a map or as a re-creation of ‘The Marsh’ map originally published in Claymore #6.
Mud markers: Mud hexes are alongside the river in the “Battle of Baugé 1421” scenario from Claymore #3, translated in the ‘Cry Havoc Miscellaneous Scenarios’; they can also be used in home-made scenarios. See also the “Cry Havoc Supplement” section 5.4.6 for the relevant rules.

‘Burnt’ markers: These markers represent the result of destruction by fire of a building, or the wooden ramparts of a castle, or trees, or any other equipment or terrain that is capable of being burned. The hex in question will normally be treated as flat terrain but may optionally be treated as ‘debris’ (which will incur a movement and combat penalty). Such markers are useful as additional to the small ‘Fire 3 / Burnt’ markers in section 1. ‘Burnt’ markers are specifically required for the destruction of the ramparts in the scenario “Button up your woollies” from Stratège #31.
‘Rubble’ and ‘Fascines’ markers: These markers were published in the boxed game “Siege” and in the two “Siege Extension Sets”. Additional markers are provided here to assist players who do not have the extra markers from the boxed extension sets. Fascines are used to show filled moat hexes and paths across marshes, but may also be used to indicate material laid down to smooth access across any rough ground.
‘Stairs’ and ‘Spiral stairs’ markers: These are used to show extra stairways. The arrows show the direction of access onto the stairway hex, and the direction of exit from the hex. Spiral stairs are entered from bottom left and sharp spiral stairs (which are more likely to stretch across two levels of elevation) from top left. Brown coloured stairs can be used for wooden stairways and grey coloured stairs for stone stairways.

‘Flat’ markers: These are used to show that a particular terrain feature is not present on the map, and that the hex (or hexes) in question is to be treated as flat terrain.

Section 5.2 (hex-side terain)
‘Wall’ and ‘Low wall markers’: These can be used to identify a stretch of wall rather than just one hex. ‘Wall’ markers can also be used to indicate a blocked up window or doorway.
‘Ruined wall’, ‘Demolished wall’ and ‘No wall’ markers: These are placed on individual wall sections to show that they are no longer normal walls. Demolished wall markers (and rules for their use: +1 MP to cross, (-) in attack) came with “Dragon Noir”; see ‘Dragon Noir rules’. The rules for ruined walls, and for low walls, are in the ‘Cry Havoc Supplement’ section 4.1.3.

‘Fence’ markers: These can identify the locations of hex-side barriers and obstacles. Fences may be high or low: the generic fence markers can be used for either. ‘Fence broken’ markers can be pasted onto the backs of the ‘Fence’ markers to show when a fence has been broken down or burnt.

‘Door closed’, ‘Gate closed’ and ‘Window barred’ markers: These can be used to identify hex-sides that are obstructed. ‘Gate closed’ markers can be used for large doors, such as keep doors, as well as for courtyard, stable and castle gates. No missile-fire or combat is possible through such hex-sides. 
‘Door broken’, ‘Gate broken’ and ‘Barrier broken’ markers: These can be pasted onto the backs of the previous markers, to show that a particular barrier (door, gate or barred/shuttered window) has been broken or burnt and so cannot be closed. ‘Barrier broken’ markers can also be used for any hex-side obstacle that has been destroyed.

‘Door’, ‘Window’ and ‘Arrowslit’ markers: These markers can be used to add openings in walls.
‘Shackles’ and ‘Shelves’ markers: These can be used to show the presence of fixed terrain features on the walls. Prisoners can be shackled to the wall and small items can be found on shelves.
‘Torch’ markers: These double-sided markers can be used to indicate the presence of light sources fixed to the walls. Such torches cannot be removed, although it will be possible to extinguish them.

‘Locked’ markers: These can be used for any cell door, gate or door that is not just closed but also bolted or locked with a key. Windows cannot normally be locked.
‘On’ and ‘Off’ markers: These can be pasted back-to-back and are used to show if machinery or other items with moving parts (such as a mill wheel or cog wheels) is working (on) or not (off).
‘Open’ markers: These can be used to show that doors depicted as closed on the map, such as cell doors, are in fact open.

‘Portcullis down’ and ‘Portcullis up’ markers: These should be pasted back-to-back; they show the presence of a portcullis (when it is up) and ‘down’ indicates that the castle gate is blocked.
‘Drawbridge up’ markers: These show that a drawbridge is present but raised.
‘Trap open’ and ‘Stairs raised’ markers: These show that passage through that hex is blocked.
‘Barrier up’ marker: This is provided for use with ‘The Arena’ map, to show that the barrier is raised so does not hinder movement.
‘Flooded’ and ‘Blocked’ markers: These should be pasted back-to-back; they show that underground passageways have been either flooded or blocked with rubble. The ‘Blocked’ markers can also be used to show other blockages.

6.	Counters for animals, civilians and wolf-riders

6.1	Counters for tame animals

DOG 1

4   2     10   	
DOG 2

4   2     10	
DOG 3

4   2     10	
DOG 4

4   2     10	
DOG 5

4   2     10	
FALCON
1

flying   15	
FALCON
2

flying   15	
FALCON
3

flying   15	
FALCON
4

flying  15	

DOG 1 

Dead	
DOG 2 

Dead	
DOG 3 

Dead	
DOG 4 

Dead	
DOG 5 

Dead	
FALCON
1

perching	
FALCON
2

perching	
FALCON
3

perching	
FALCON
4

perching	

Group of SHEEP 1

0   0       4	
Group of SHEEP 2

0   0       4	
Group of SHEEP 3

0   0       4	
Group of SHEEP 4

0   0       4	
Group of SHEEP 5

0   0       4	
FALCON
1

attacking	
FALCON
2

attacking	
FALCON
3

attacking	
FALCON
4

attacking	

Group of SHEEP 6

0   0       4	
Group of SHEEP 7

0   0       4	
Group of SHEEP 8

0   0       4	
Group of SHEEP 9

0   0       4	
Group of SHEEP 10

0   0       4	
FALCON
1

Dead	
FALCON
2

Dead	
FALCON
3

Dead	
FALCON
4

Dead	

MULE 
1

  0   1      8	
MULE 
2

  0   1      8	
MULE 
3

  0   1      8	
MULE 
4

  0   1      8	
MULE 
5

  0   1      8	
MULE 
6

  0   1      8	
MULE 
7

  0   1      8	
MULE 
8

  0   1      8	
MULE 
9

  0   1      8	

MULE 
1

Dead	
MULE 
2

Dead	
MULE 
3

Dead	
MULE 
4

Dead	
MULE 
5

Dead	
MULE 
6

Dead	
MULE 
7

Dead	
MULE 
8

Dead	
MULE 
9

Dead	

MULE 
10

  0   1      8	

GOAT 1

 0    1      6	

PIG 1

 0    1      6	

    HORSE  1               >

   0       1                    12	

    HORSE  2               >

   0       1                    12	

    HORSE  3               >

   0       1                    12	

MULE 
10

Dead	

GOAT 1

Dead	

PIG 1

Dead	

HORSE 1

Dead	

HORSE 2

Dead	

HORSE 3

Dead	

GOAT 2

 0    1      6	

GOAT 3

 0    1      6	

GOAT 4

 0    1      6	

    HORSE  4               >

   0       1                    12	

    HORSE  5               >

   0       1                    12	

    HORSE  6               >

   0       1                    12	

GOAT 2

Dead	

GOAT 3

Dead	

GOAT 4

Dead	

HORSE 4

Dead	

HORSE 5

Dead	

HORSE 6

Dead	

PIG 2

 0    1      6	

PIG 3

 0    1      6	

PIG 4

 0    1      6	
FAST
MULE 1

0   1    10	
FAST
MULE 2

0   1    10	
FAST
MULE 3

0   1    10	
FAST
MULE 4

0   1    10	
FAST
MULE 5

0   1    10	
FAST
MULE 6

0   1    10	

PIG 2

Dead	

PIG 3

Dead	

PIG 4

Dead	
FAST
MULE 1

Dead	
FAST
MULE 2

Dead	
FAST
MULE 3

Dead	
FAST
MULE 4

Dead	
FAST
MULE 5

Dead	
FAST
MULE 6

Dead	

   SLOW HORSE 1     >

 0        1                     10	

   SLOW HORSE 2     >

 0        1                     10	

   SLOW HORSE 3     >

 0        1                     10	

   SLOW HORSE 4     >

 0        1                     10	
OX 
6
0   1      3	

SLOW HORSE 1

Dead	

SLOW HORSE 2

Dead	

SLOW HORSE 3

Dead	

SLOW HORSE 4

Dead	
Ox 
6
Dead	

6.2	Counters for wolves and wolf-riders

WOLF
1

10  6     12	
WOLF
2

10  6     12	
WOLF
3

10  6     12	
WOLF
4

10  6     12	
WOLF
5

10  6     12	
WOLF
6

10  6     12	
WOLF
7

10  6     12	
WOLF
8

10  6     12	
WOLF
9

10  6     12	

WOLF
1

Dead	
WOLF
2

Dead	
WOLF
3

Dead	
WOLF
4

Dead	
WOLF
5

Dead	
WOLF
6

Dead	
WOLF
7

Dead	
WOLF
8

Dead	
WOLF
9

Dead	

WOLF
RIDER
1
18 10    12	
WOLF
RIDER
2
18 10    12	
WOLF
RIDER
3
18 10    12	
WOLF
RIDER
4
18 10    12	
WOLF
RIDER
5
18 10    12	
WOLF
RIDER
6
18 10    12	
WOLF
RIDER
7
18 10    12	
WOLF
RIDER
8
18 10    12	
WOLF
10

10  6     12	

WOLF
RIDER 1
Wounded
14   8    12	
WOLF
RIDER 2
Wounded
14   8    12	
WOLF
RIDER 3
Wounded
14   8    12	
WOLF
RIDER 4
Wounded
14   8    12	
WOLF
RIDER 5
Wounded
14   8    12	
WOLF
RIDER 6
Wounded
14   8    12	
WOLF
RIDER 7
Wounded
14   8    12	
WOLF
RIDER 8
Wounded
14   8    12	
WOLF
10

Dead	

6.3	Counters for villagers and other civilian bystanders

BABY 1

 0    1      0	
YOUNG
CHILD 1

 0    1      4	
YOUNG
CHILD 2

 0    1      4	

CHILD 1

 1    1      6	

CHILD 2

 1    1      6	

CHILD 3

 1    1      6	

CHILD 4

 1    1      6	
OLDER
CHILD 1

 2    1      8	
OLDER
CHILD 2

 2    1      8	

BABY 1

Dead	
YOUNG
CHILD 1

Dead	
YOUNG
CHILD 2

Dead	

CHILD 1

Dead	

CHILD 2

Dead	

CHILD 3

Dead	

CHILD 4

Dead	
OLDER
CHILD 1

Dead	
OLDER
CHILD 2

Dead	

BABY 2

 0    1      0	
YOUNG
CHILD 3

 0    1      4	
YOUNG
CHILD 4

 0    1      4	

CHILD 5

 1    1      6	

CHILD 6

 1    1      6	

CHILD 7

 1    1      6	

CHILD 8

 1    1      6	
OLDER
CHILD 3

 2    1      8	
OLDER
CHILD 4

 2    1      8	

BABY 2

Dead	
YOUNG
CHILD 3

Dead	
YOUNG
CHILD 4

Dead	

CHILD 5

Dead	

CHILD 6

Dead	

CHILD 7

Dead	

CHILD 8

Dead	
OLDER
CHILD 3

Dead	
OLDER
CHILD 4

Dead	

CIVILIAN1

 2    2      6	
CIVILIAN
1
Wounded
 1    1      3	
CIVILIAN2

 2    2      6	
CIVILIAN
2
Wounded
 1    1      3	
CIVILIAN3

 2    2      8	
CIVILIAN
3
Wounded
 1    1      4	
CIVILIAN4

 2    2      8	
CIVILIAN
4
Wounded
 1    1      4	
OLDER
CHILD 5

 2    1      8	

CIVILIAN
1
Stunned
       1	
CIVILIAN 1

Dead	
CIVILIAN
2
Stunned
       1	
CIVILIAN 2

Dead	
CIVILIAN
3
Stunned
       1	
CIVILIAN 3

Dead	
CIVILIAN
4
Stunned
       1	
CIVILIAN 4

Dead	
OLDER
CHILD 5

Dead	

NOTES:
Paired counters should be pasted back-to back.

‘Dog’ counters: Rules for these are in the Cry Havoc Supplement, section 3.3
‘Falcon’ counters: Rules for these are in the ‘Cry Havoc Supplement’, section 5.5.4
‘Group of sheep’ counters: These cannot be killed so do not need a ‘dead’ counter. They are required for the ‘Button up your woollies’ scenario from Stratège #31, and rules for their use are provided there (see ‘Siege Tactical Scenarios’).

‘Mule’ and ‘Horse’ counters: These are extra counters. The original movement allowance for mules was 6 and for horses 8: this was amended to 8 for mules and 12 for horses in ‘Croisades’. The assumption has been made that only skilled unarmoured riders can have a maximum mounted movement allowance of 15, so spare horses will normally have an allowance of only 12 MPs. 
‘Goat’ and ‘Pig’ counters: Two each of these counters are supplied with ‘Viking Raiders’ and ‘Vikings’; extra counters have been supplied for optional inclusion in scenarios. The original counters had no strengths or movement allowances: it is proposed that these animals would not be easy to lead quickly, so should have a maximum movement allowance of only 6 and can only be led by characters on foot, although it is possible to imply from the rules in the ‘Vikings scenarios’ that the movement allowance is 8 (or even as much as 12 or 15 if led by a rider, which would be ridiculous!). 
‘Fast mule’ counters: These are required for a scenario in the ‘Robin Hood campaign’.
‘Slow horse’ counters: These are for horses pulling a fast carriage or a light chariot, old nags, and horses ridden by very poor riders.

‘Wolf’ and ‘Wolf rider’ counters: Wolf-riders were designed by Christian Delabos and are used in the ‘First Battle of the Fords of Isen’ scenario from Claymore #6. Rules for these are in the ‘Dragon Noir Supplement’ and also in the ‘Cry Havoc Supplement’, section 5.1.4. The counters do not include the dismounted riders – appropriate ork or goblin counters should be used for those. The attack and defence values are based on wardogs with ork archer riders. Lucifer/Zatan and the wardogs can also be treated as wolves, but unarmoured and with a movement allowance of 12; just add the riders’ strengths to those of the ‘wolves’. 
The wolf counters can also be used independently – it is suggested that they should benefit from a pack bonus similar to that of the dwarves in ‘Dragon Noir’. Separate counters are provided for ‘Wargs’ in section 7.3: these are a type of giant wolf with the strengths based on that of Lucifer.

‘Baby’, ‘Child’ and ‘Civilian’ counters: These counters can be used to represent other inhabitants of a village, either as targets (e.g. for slave raids) or as bystanders that get in the way or must be escorted to safety. One hit will kill a child; children older than those represented here are treated as adults. ‘Civilians’ can be male or female, and the two different Movement Allowances are provided to cover those that may move more slowly due to age, past injury, illness, pregnancy, etc. The counters for women and civilians in “Cry Havoc”, “Siege”, “Viking Raiders” / “Vikings” and “Dark Blades” only have a Movement Allowance of 4, which should be increased if the rules from the later games on armour and the speed of horses are being used.

7.	Counters from “Dragon Noir” and “Dark Blades”, and for ‘Dragon Noir Supplement’

7.1	Counters from “Dark Blades”

DB
TROLL
1

16 [12]   4	DB
TROLL 1

Wounded
  8  [6]    2	DB
TROLL
2

16 [12]   4	DB
TROLL 2

Wounded
  8  [6]    2	DB
TROLL
3

16 [12]   4	DB
TROLL 3

Wounded
  8  [6]    2	DB
TROLL
4

16 [12]   4	DB
TROLL 4

Wounded
  8  [6]    2	DB
DWORC 
1

10  [6]    4	
DB
TROLL 1

Stunned
      [2]	DB
TROLL
1

Dead	DB
TROLL 2

Stunned
      [2]	DB
TROLL
2

Dead	DB
TROLL 3

Stunned
      [2]	DB
TROLL
3

Dead	DB
TROLL 4

Stunned
      [2]	DB
TROLL
4

Dead	DB
DWORC 1

Stunned
[1]	
DB
TROLL
5

16 [12]   4	DB
TROLL 5

Wounded
  8  [6]    2	DB
TROLL
6

16 [12]   4	DB
TROLL 6

Wounded
  8  [6]    2	DB
TROLL
7

16 [12]   4	DB
TROLL 7

Wounded
  8  [6]    2	DB
TROLL
8

16 [12]   4	DB
TROLL 8

Wounded
  8  [6]    2  	DB
DWORC 1

Wounded
  5  [3]    2	
DB
TROLL 5

Stunned
      [2]	DB
TROLL
5

Dead	DB
TROLL 6

Stunned
      [2]	DB
TROLL
6

Dead	DB
TROLL 7

Stunned
      [2]	DB
TROLL
7

Dead	DB
TROLL 8

Stunned
      [2]	DB
TROLL
8

Dead	DB
DWORC 
1

Dead	
DB
Gargoyle
 1

12  [8]    4	DB
Gargoyle
 1
Wounded
  6  [4]    2	DB
Gargoyle
 2

12  [8]    4	DB
Gargoyle
 2
Wounded
  6  [4]    2	DB
Gargoyle
 3

12  [8]    4	DB
Gargoyle
 3
Wounded
  6  [4]    2	DB
DWORC
2

10  [6]    4	DB
DWORC 2

Wounded
  5  [3]    2	DB
DWORC
3

10  [6]    4	
DB
Gargoyle
 1
Stunned
[1]	DB
Gargoyle
 1

Dead	DB
Gargoyle
 2
Stunned
[1]	DB
Gargoyle
 2

Dead	DB
Gargoyle
 3
Stunned
[1]	DB
Gargoyle
 3

Dead	DB
DWORC 2

Stunned
[1]	DB
DWORC 
2

Dead	DB
DWORC 3

Stunned
[1]	
DB

       DRAGON 1        >

40     [20]                 10	 DB

        DRAGON 1        >
Wounded
20     [10]                    6	DB

       DRAGON 2        >

40     [20]                  10	DB

       DRAGON 2        >
Wounded
20     [10]                   6	DB
DWORC 3

Wounded
  5  [3]    2	
DB

       DRAGON 1        >
Stunned
           [5]	DB

DRAGON 1

Dead	DB

       DRAGON 2        >
Stunned
           [5]	DB

DRAGON 2

Dead	DB
DWORC 
3

Dead	
DB
MULE 
1

  0   1      6	DB
MULE 
1

Dead	DB
MULE 
2

  0   1      6	DB
MULE 
2

Dead	DB
MULE 
3

  0   1      6	DB
MULE 
3

Dead	DB
MULE 
4

  0   1      6	DB
MULE 
4

Dead		

7.2	Counters from “Dragon Noir”

I
LIVING
DEAD 1

15  9       6	I
LIVING
DEAD 2

15  9       6	I
LIVING
DEAD 3

15  9       6	I
LIVING DEAD 4

15  9     6	I
GAR-
GOYLE 1

12  6     10	III
GAR-
GOYLE 1

12  6   10	I
GAR-
GOYLE 2

12  6     10	III
GAR-
GOYLE 2

12  6     10		
II
LIVING DEAD 1

15  9       6	II
LIVING DEAD 2

15  9       6	II
LIVING
DEAD 3

15  9       6	II
LIVING DEAD 4

15  9     6	II
GAR-
GOYLE 1

12  6     10	IV
GAR-
GOYLE 1

12  6   10	II
GAR-
GOYLE 2

12  6     10	IV
GAR-
GOYLE 2

12  6     10		

DN
TROLL
1

22  12     4	DN
TROLL
1
2 wounds
10   6      2	DN
TROLL
2

22  12     4	DN
TROLL
2
2 wounds
10   6      2	DN
TROLL
3

22  12     4	DN
TROLL
3
2 wounds
10   6      2	DN
TROLL
4

22  12     4	DN
TROLL
4
2 wounds
10   6      2	
ALKIRAM

80 35(7)   2	
DN
TROLL
1
1 wound
16    9     3	DN
TROLL
1

Dead	DN
TROLL
2
1 wound
16    9     3	DN
TROLL
2

Dead	DN
TROLL
3
1 wound
16    9     3	DN
TROLL
3

Dead	DN
TROLL
4
1 wound
16    9     3	DN
TROLL
4

Dead	
ALKIRAM

1 wound
60 28(6)   2	
DN
TROLL
5

22  12     4	DN
TROLL
5
2 wounds
10   6      2	DN
TROLL
6

22  12     4	DN
TROLL
6
2 wounds
10   6      2	DN
TROLL
7

22  12     4	DN
TROLL
7
2 wounds
10   6      2	DN
TROLL
8

22  12     4	DN
TROLL
8
2 wounds
10   6      2	
ALKIRAM

2 wounds
45 21(5)   2	
DN
TROLL
5
1 wound
16    9     3	DN
TROLL
5

Dead	DN
TROLL
6
1 wound
16    9     3	DN
TROLL
6

Dead	DN
TROLL
7
1 wound
16    9     3	DN
TROLL
7

Dead	DN
TROLL
8
1 wound
16    9     3	DN
TROLL
8

Dead	
ALKIRAM

3 wounds
30 14(4)   1	

GHARV
1

17 13 7(3)	
GHARV
1
2 wounds
 9   6  3(1)	
GHARV
2

17 13 7(3)	
GHARV
2
2 wounds
 9   6  3(1)	
GHARV
3

17 13 7(3)	
GHARV
3
2 wounds
 9   6  3(1)	
GHARV
4

17 13 7(3)	
GHARV
4
2 wounds
 9   6  3(1)	
ALKIRAM

4 wounds
15  7(3)   1	

GHARV
1
1 wound
12  9  5(2)	
GHARV
1

Dead	
GHARV
2
1 wound
12  9  5(2)	
GHARV
2

Dead	
GHARV
3
1 wound
12  9  5(2)	
GHARV
3

Dead	
GHARV
4
1 wound
12  9  5(2)	
GHARV
4

Dead	
ALKIRAM

Dead	

GHARV
5

17 13 7(3)	
GHARV
5
2 wounds
 9   6  3(1)	
GHARV
6

17 13 7(3)	
GHARV
6
2 wounds
 9   6  3(1)	
GHARV
7

17 13 7(3)	
GHARV 
7
2 wounds
 9   6  3(1)	
GHARV
8

17 13 7(3)	
GHARV
8
2 wounds
 9   6  3(1)		

GHARV
5
1 wound
12  9  5(2)	
GHARV
5

Dead	
GHARV
6
1 wound
12  9  5(2)	
GHARV
6

Dead	
GHARV
7
1 wound
12  9  5(2)	
GHARV
7

Dead	
GHARV
8
1 wound
12  9  5(2)	
GHARV
8

Dead		

DN

          DRAGON 1      >

40     20                     10	DN

          DRAGON 1      >
2 wounds
20     10                       6	DN

          DRAGON 2      >

40     20                     10	DN

          DRAGON 2      >
2 wounds
20     10                       6	BLACK
DRAGON
HEAD

75     40	
DN

          DRAGON 1      >
1 wound
30     15                       8	DN

DRAGON 1

Dead	DN

          DRAGON 2      >
1 wound
30     15                       8	DN

DRAGON 2

Dead	BLACK
DRAGON
L. CLAW

35     20	

BLACK  DRAGON
BODY

  0     30                       6	
BLACK  DRAGON
BODY
1 wound
  0     20                       5	
BLACK  DRAGON
BODY
2 wounds
  0     12                       4	

BLACK  DRAGON

Dead	BLACK
DRAGON
R. CLAW

35     20	
BLACK
DRAGON
HEAD
1 wound
50     25	BLACK
DRAGON
HEAD
2 wounds
30       0	BLACK
DRAGON
L. CLAW
1 wound
22     13	BLACK
DRAGON
L. CLAW
2 wounds
15       0	BLACK
DRAGON
R. CLAW
1 wound
22     13	BLACK
DRAGON
R. CLAW
2 wounds
15       0	BLACK
DRAGON
TAIL
1 wound
35     15	BLACK
DRAGON
TAIL
2 wounds
20       0	BLACK
DRAGON
TAIL

55     25	

7.3	Counters for the ‘Dragon Noir Supplement’

FAMILIAR  1

1   3      10	
FAMILIAR  2

1   3      10	
FLYING
FAMILIAR

1   1    12*	
PANTHER  1

12   7    12	
PANTHER  2

12   7    12	
HOUND
1

7   4      12	
HOUND
2

7   4      12	
HOUND
3

7   4      12	
HOUND
4

7   4      12	

FAMILIAR  1

Dead	
FAMILIAR  2

Dead	
FLYING FAMILIAR

Dead	
PANTHER  1

Dead	
PANTHER  2

Dead	
HOUND
1

Dead	
HOUND
2

Dead	
HOUND
3

Dead	
HOUND
4

Dead	

DWORC
1

10  [6]    5	
DWORC 1

wounded
  5  [3]    3	
DWORC
2

10  [6]    5	
DWORC 2

wounded
  5  [3]    3	
DWORC
3

10  [6]    5	
DWORC 3

wounded
  5  [3]    3	
WARG
1

14  10   12	
WARG
2

14  10   12	
WARG
3

14  10   12	

DWORC 1

Stunned
[1]	
DWORC 
1

Dead	
DWORC 2

Stunned
[1]	
DWORC 
2

Dead	
DWORC 3

Stunned
[1]	
DWORC 
3

Dead	
WARG
1

Dead	
WARG
2

Dead	
WARG
3

Dead	

BIRDMAN
1

8 6 10*(6)	
BIRDMAN
 1
Wounded
4  3  8*(3)	
BIRDMAN
2

8 6 10*(6)	
BIRDMAN
 2
Wounded
4  3  8*(3)	
BIRDMAN
3

8 6 10*(6)	
BIRDMAN
 3
Wounded
4  3  8*(3)	
BIRDMAN
4

8 6 10*(6)	
BIRDMAN
 4
Wounded
4  3  8*(3)	
TALKING
 BIRD

5  3    12*	

BIRDMAN
 1
Stunned
     1	
BIRDMAN
1

Dead	
BIRDMAN
 2
Stunned
     1	
BIRDMAN
2

Dead	
BIRDMAN
 3
Stunned
     1	
BIRDMAN
3

Dead	
BIRDMAN
 4
Stunned
     1	
BIRDMAN
4

Dead	
TALKING
 BIRD

Dead	

        CENTAUR 1      >

 18     10                     15 	

        CENTAUR 2      >

 18     10                    15 	
HARPY
1

7  7    12*	
HARPY
2

7  7    12*	
HARPY
3

7  7    12*	
HARPY
4

7  7    12*	
HARPY
5

7  7    12*	

        CENTAUR 1      >
Wounded
 12       7                     12 	

        CENTAUR 2      >
Wounded
 12       7                    12	
HARPY 1

Wounded
5  4    10*	
HARPY 2

Wounded
5  4    10*	
HARPY 3

Wounded
5  4    10*	
HARPY 4

Wounded
5  4    10*	
HARPY 5

Wounded
5  4    10*	

          CENTAUR 1       

Dead	

          CENTAUR 2       

Dead	
HARPY
1

Dead	
HARPY
2

Dead	
HARPY
3

Dead	
HARPY
4

Dead	
HARPY
5

Dead	

        CENTAUR 3      >

 18     10                     15 	

        CENTAUR 4      >

 18     10                    15 	^                    ^

GIANT FEET

30     20                       4	
GIANT 
EAGLE
1
10  8   12*	
GIANT 
EAGLE
2
10  8   12*	
GIANT 
EAGLE
3
10  8   12*	

        CENTAUR 3      >
Wounded
 12       7                     12 	

        CENTAUR 4      >
Wounded
 12       7                    12	^                    ^

GIANT FEET
1 wound
22     15                       3	
GIANT
EAGLE 1
Wounded
 7  5    10*	
GIANT
EAGLE 2
Wounded
 7  5    10*	
GIANT
EAGLE 3
Wounded
 7  5    10*	

          CENTAUR 3       

Dead	

          CENTAUR 4      

Dead	^                    ^

GIANT FEET
2 wounds
15     10                       2	
GIANT
EAGLE
1
Dead	
GIANT
EAGLE
2
Dead	
GIANT
EAGLE
3
Dead	

GIANT BODY

Dead	
GIANT
 RAT
1
10   7    8	
GIANT
 RAT
1
Dead	
BEAR

12  9    8	
BEAR
Berserk
Wounded
16* 12  10	
BEAR

Dead	

NOTES
Additional counters have been supplied to allow for scenarios with larger numbers of the creatures concerned. Counters should be copied onto card and the appropriate pairs glued back-to-back. 

Dark Blades counters: The creature and animal counters reproduced here are the ones that are different from those supplied with “Dragon Noir”. The defence strengths of these counters have been shown with armour, so that the rules for armour (proposed in the ‘Dark Blades Expansion’ and in “Dragon Noir”) can be applied if desired. The Mules have been left with their original Movement Allowances of 6; however, the Mules should normally have a Movement Allowance of ‘8’ (as per “Croisades”), if they are used with the later rules for armour and movement allowances. The Dworc is supposedly a cross between Dwarf and Ork, although effectively it just seems like a weak dwarf; if armour rules are used it would make sense to raise the movement allowances for the Dworcs so as to distinguish them from Dwarves while still keeping them distinct from the Orks/Mon-Ogers: 5 when healthy and 3 when wounded is suggested (see the counters in section 7.3).

Dragon Noir counters: These are the creatures that are different or additional to those in Dark Blades, save that no Krobs from Dragon Noir 2 have been reproduced. The Gharvs can be used as ‘wandering monsters’ in any scenario, either as giant crocodilians or as land monsters. Alkiram’s current strength counter is placed on top of the 7-hex circular body counter. The Black Dragon’s head, body and tail counters fit into 3 hexes in line, and its claws go in the side hexes to the front. 

Dragon Noir Supplement counters: These creatures are proposed in the “Dragon Noir Supplement” as possible additions to the game: the strengths are merely suggestions and players are free to modify these as they wish. Hounds and mated pairs of animals should have a pack bonus like that of the Dwarves. Wargs are very large intelligent wolves (as in ‘The Lord of the Rings’): their strengths have been based on Lucifer/Zatan. If players want to use giant spiders, the Krobs (not shown here) can be used. Giants, Centaurs, Harpies, Eagles, Bears, and all one-hit animals, cannot be stunned. Note also that Vincent Foin has produced alternative counters for Centaurs, Minotaurs, Unicorns, and other fantasy creatures – his approach has been to give them all 3 hits (like Trolls) so that they are tougher to kill. He has also given the centaurs higher strengths than those proposed above, and most of them have individual variations in strengths.

History: Version 1.0, September 2002; Version 1.1, April 2003: Substantial reorganisation and re-sizing; 
Version 1.2: added 2.2 ‘Inside Building’ markers, 2.8 “Croisades” markers, 4.5 ‘Lance’ counters; re-sized 2.6 ‘Oil’ markers; corrected 3.3 Penthouse counters.

[RDG: CHavoc markers version 1.2, March 2004]