DRAGON NOIR / DARK BLADES: SUPPLEMENTARY RULES AND SCENARIOS
Version 2.6, 04/04
Contents											        Page

1.	Introduction.											  2

2.	Supplementary rules										  3
2.1	Wolf riders (from Claymore #6) 
2.2	Two-handed axes (from the game “Vikings”)
2.3	Shieldwall (from the game “Vikings”)
2.4	Cutting hamstrings (from (Claymore #5)
2.5	Climbing trees (from Claymore #5)
2.6	Falconers (from Le Journal du Stratège #55/56)
2.7	Javelins (from the game “Croisades” and Claymore #6)
2.8	Slings and stone-throwing (from the game “Croisades” and Claymore #13/14)
2.9	Terrain clarifications (including consolidated terrain effects table)
2.10	Swamp
2.11	Optional character rules
2.12	Points values
2.13	Dragon breath and dragonriders
2.14	Flying creatures
2.15	Zombies (from the “Dark Blades Expansion Set”)
2.16	Magical treasures (from the game “Dark Blades”)
2.17	Magic potions, scrolls and artefacts
2.18	Heroic abilities and fanatical defenders
2.19	Anyone can ride a horse
2.20	Pets and wild beasts 
2.21	Familiars and extra magic-users
2.22	Fantasy creatures.

3.	Main differences between “Dragon Noir” and “Dark Blades”.				24	3.1	The story and game material
	3.2	The maps and scenarios
	3.3	The counters
	3.4	The rules on magic
3.5	The rules on missile-fire
3.6	Terrain and movement

4.	Additional scenarios for “Dragon Noir 1” / “Dark Blades”					34
4.1	A stake for Godiva (Un bûcher pour Godiva, from Claymore #2)
4.2	Elf patrol (La patrouille des Elfes, from Claymore #7)
4.3	Wolf hunt (Chasse aux loups, from Claymore #13/14)
4.4	The first battle of the Fords of Isen (La premiére bataille des gués d’Isen, from Claymore #6)
4.5	Crann Ull (from Le Journal du Stratège #55/56).

5.	Additional scenario and advice for “Dragon Noir 2”						41
5.1	General advice to players (from Casus Belli #75) 
5.2	Return to the light of the sun (Retour à la lumière du soleil, from Casus Belli #75).

1	INTRODUCTION
These rules and scenarios are drawn primarily from French sources and were translated by Bob Gingell in 1999. “Dark Blades” was published by Standard Games and Publications in English in 1986, and by Welt der Spiel in Germany under the name “Lichtbringer”. “Dragon Noir” (which used the same maps and counters with some modification, but added new maps, rules and scenarios) was published by Eurogames in French in two volumes in 1990 and 1993. English translations of the rules and scenarios for “Dragon Noir” (also by Bob Gingell) are available separately as ‘Dragon Noir Rules’, ‘Dragon Noir 1 Scenarios’ and ‘Dragon Noir 2 Scenarios’.

Three campaign scenarios using “Dragon Noir” are also available separately:
i)	Shaman’s Hordes (Les hordes du Shaman, campaign from Stratège #60/61)
ii)	The Breaths of Life (Les souffles de vie, campaign from Claymore #3)
iii)	Robin Hood (Robin des bois, campaign from Claymore #5)

A translated collection of additional rules, mainly from French magazines, that have been proposed for all the games in the “Cry Havoc” series is available as the ‘Cry Havoc Supplement’. This supplement also contains a number of summaries and comparative tables. 

The less powerful Exile characters can be easily included in scenarios set in the worlds of “Cry Havoc” and “Croisades”, in the roles of mounted squires and servants. Some have been specifically identified as appropriate for use in Armenian armies in the ‘Byzantine Army extension’ for “Croisades”. Two can be used as mounted javelinmen, which are in particular demand for scenarios set in Spain. The elves could also serve as additional armoured shortbowmen. 

Although the rules and scenarios were written in French and therefore intended primarily for use with “Dragon Noir”, all can be adapted to be used with the rules for “Dark Blades”. The scenario “Crann Ull” (4.5) was actually written for use with “Dark Blades”.

Only the “Fords of Isen” scenario (4.4) specifically requires use of the first four of the supplementary rules. The supplementary rules may be used at players’ discretion in any other scenario, whether that scenario be original, supplementary or home-made.

The 5 scenarios will require use of other boxed sets and maps from the Cry Havoc series. Details are given with the individual scenarios, but in summary the following boxed games are also required: scenarios 1, 2, 3 and 5 - “Cry Havoc”, scenarios 4 and 5 - “Outremer” / “Croisades” and “Viking Raiders” / “Vikings”, scenario 5 – “Siege”. The one scenario for “Dragon Noir 2” only requires material from that boxed game. The following supplementary maps are also needed: scenarios 2 and 3 - ‘The Forest’, scenario 4 - ‘The Open Field’ and two of ‘The Ford’ (ideas for alternatives are given with the scenario).

2	
SUPPLEMENTARY RULES

2.1	WOLF RIDERS
[These rules are translated from a game aid article by Christian Delabos, “Throwing weapons and battlefield specialists” (Armes de jet et hommes de trait) in Claymore 6, published 1994.] 

Here is a new type of character for DRAGON NOIR. The riders are represented by the Orc (Mon-oger) archers and the wolves by the wardogs [the two ork wardogs (unarmoured) plus Lucifer]. The two types of counter are superimposed to represent the rider mounted.

Movement: The movement allowance used is that of the “wolves”. The riders benefit from the special rules for wardogs concerning Challenges so long as they are mounted. The riders can enter the same hexes as can the wardogs (see the DN game aid card).

Missile fire: Wolf riders being shot at use the table for “Fire at mounted characters” with the following modifications to the results:
	A:	Offensive fire – Retreat 3 hexes; 
Defensive fire – Movement allowance reduced by 3 hexes next move
	B:	Wolf unharmed, rider stunned and dismounted
	C:	Offensive fire – Wolf unharmed, rider wounded;
Defensive fire – Same as “A”
	D:	Wolf killed, rider wounded and dismounted

Wolfriders are armed with shortbows. Riders taking a shot use the following table:

Modifications to die roll for shooting

Distance	1-8 hexes	9-15 hexes	16-35 hexes	
Modification	Normal	+1	+2	

Frequency of shot and movement: If using both offensive and defensive fire the movement allowance for wolf riders is reduced to half (i.e. move 4 instead of 8).

Combat: The attack strengths and defence strengths of the rider and his mount are added together. The wolf and rider are treated as making a combined attack: the odds table is consequently shifted one column to the right if attacking a character on foot.

If the rider is attacked, the players must use the table “combat against mounted characters”. If a rider and his mount are attacked by more than 2 characters (of which at least two are mounted), the odds table is shifted one column to the right.

Mounting a wolf: Mounting and dismounting a wolf is only possible for a wolfrider. This operation only costs 1 movement point. A wolf without a rider uses the normal wardog rules from “Dragon Noir” (or “Dark Blades”) [but should be unarmoured].

 Points value: Rider 2x Attack + 1x Defence, plus Wolf 1x Attack + ½ x Defence.

Combined attack and defence strengths and points values for mounted wolfriders:
-	Ordinary rider (unarmoured wardog):18/10-8, wounded 14/8-8; points value is 20+13 = 33.
-	Rider on Lucifer/Zatan: 22/14-12[10*], wounded 18/12-12[10*]; points value is 20+19=39.

* Note: Zatan has a movement allowance of 10 in “Dark Blades”, whereas Lucifer has a move of 12 in “Dragon Noir” so as to keep up with the horses: the points value is unaffected by this variation.

[Players may wish to use copies of Lucifer to represent intelligent ‘wargs’ (from Tolkien’s “The Hobbit” and “The Lord of the Rings”), who would not normally be ridden, while unarmoured wardogs would then represent ordinary wolves, some of whom may be ridden and some not. All could fight alongside one another. Wolf movement should be raised to 10 or 12, at least when not being ridden.]

2.2	SHIELD WALL
The Huscarls from VIKINGS are armed with very tall shields. During battles their training allowed them to adopt a special formation based on this weapon of defence. They placed their shields upright and very close together so as to form a continuous barricade. Such a defence did not allow them to attack or to move while keeping the formation. This was above all an excellent protection against missile fire and enemy attack.

In VIKINGS, the Anglo-Saxon player may adopt such a formation with his huscarls by lining them up side-by-side in groups of at least three characters in a straight line (see diagram). The two hex-sides forming the top of the counter mark the front of the line. All the huscarls in the shield wall receive heavy cover if shot at and are in favourable terrain if attacked, irrespective of the actual terrain that they occupy. However, these advantages do not apply if the line of fire or the attack is made behind that front line. Shooting and attacks from the sides and the rear are resolved normally. In Lord of the Rings type scenarios for Dragon Noir the Huscarls and dismounted heavy cavalry on the side of Good can use this rule.
Diagram:	          Front line
								Side   H    H    H
			 						  Rear

2.3	THE TWO-HANDED AXE
This rule allows some characters to use a special method of combat: fighting with a two-handed axe. Limited to experienced warriors, a technique such as this confers an extraordinary strength in attack but also renders the character more vulnerable in defence, since he cannot use his shield. In “Vikings” only characters carrying an axe and belonging to the following categories can use this rule: for the Vikings Jarls, Hirdmen and Berserkers; for the Anglo-Saxons Earls and  Huscarls. 
The rule could also be applied to the Exile Rix, who has a large axe. Two other conditions must also be satisfied: the character must be on foot and in full health. In Lord of the Rings type scenarios for “Dragon Noir” the Hirdmen representing Saruman’s Man-Orcs use this rule.

At the time of starting the combats, the player concerned identifies those warriors who will attack using their axes with both hands. On each of them he places an axe marker in such a way that it can be clearly seen. The marked characters will have their attack strength doubled during the current combat phase. This will also apply to all the repeat attacks of enraged Berserkers which take place during the same combat phase (see the special rule in VIKINGS). During the enemy player’s turn, the same characters will be treated as being in an unfavourable situation (-) if they are attacked, a disadvantage which is added to the calculation concerning the nature of the terrain (+, 0 or -). When a shooter takes one as a target, he subtracts 1 point from the die roll result before consulting the missile-fire results table. The protection given by armour remains. When his game turn comes round again, a player can decide to remove the axe marker from a character, or alternatively to leave it. If the axe marker is removed, the character’s attack strength returns to normal and he no longer suffers any of the defence disadvantages (for missile-fire and combat) consequent on the method of fighting.

2.4	CUTTING HAMSTRINGS
[This rule by Hervé Tardy is from the additional rules of the “Montjoie” extension for the Cry Havoc series of games published in Claymore #5 in 1994. His 2003 amendments are in brackets.]

This method of combat was an essential part of every medieval battle. The role of such men was to discreetly approach knights in combat and, with a carefully targeted knife-stroke, to cut the hamstring tendons of the poor horse so that it collapsed, thus rendering its rider much more vulnerable. Due to the cowardliness and dishonour of such an act, only peasants [and Goblins from Dragon Noir / Dark Blades] are able to make this type of attack. 

Movement: At the beginning of his movement phase, the peasant must be outside the field of view of the target rider (the arc to the front and from the side hexes. See the example below). The player then declares his intention to attempt to hamstring the horse. If that act succeeds, the peasant will not be able to carry out any other action during the combat phase. 

All of his movement must be made outside of the field of view of the rider. If this is not the case, the attempt fails. The character must end his move on one of the three hexes adjacent to the rear of the rider. {Place a “Hamstring” marker on the counter.}
			    					_________________________
Example 1: Rider C faces three enemies (A2, A3 and	__|_____|__X__|__*__|_A2__|__
A4). A1 is a peasant who will try to hamstring the horse.	|_____|__X__|__C___>__|_A3__|
The starred hexes (and the hexes of A2, A3 and A4)		__|_____|__X__|__A4_|__*__|__
show C’s field of view. The hexes marked “X” are		|_____|_____|__*__|__*__|__*__|
those from which the attack can be mounted.			__|__A1_|__*__|__*__|__*__|___

Resolving the attack: At the beginning of his combat phase, the hamstring-cutter rols 1D6 and consults the Challenges table. A failure indicates that the rider (or his horse) has discovered him and that he has been wounded by a sword blow (or kick…). The attempt will end there.

If he passes this last test, the attempt is resolved as an attack at 7:1 odds against an unarmoured mounted character; results D, E and F will cause the death of the horse. The defence strength of the horse is 1.
			    					___________________________
Example 2: Movement phase: A1				__|_____|_____|__*__|_A2__|___
moves to the hex marked “X” without 			|_____|__X__|__C___>__|_A3__|
crossing a starred hex. He is now 				__|___|_____|__A4_|__*__|___
ready to make his hamstring attempt.				|_____|___|__*__|__*__|__*__|
			__|__A1_|__*__|__*__|__*__|___

In the event of a successful attack, the rider is affected by his fall according to the results shown in the table. The hamstring-cutter can advance after combat normally. If he fails to obtain D, E or F, the results shown are not applied to the rider.
			    					___________________________
Example 3: Combat phase: A1 succeeds with a 4 on the	__|_____|___|__B__|_A2__|___
Challenge table. He has not been seen and can therefore	|_____|_A1|__C___>__|_A3__|
launch his attack. His attack odds are 7. The die result of	__|_____|_____|__A4_|__*__|___
4 gives result E. The horse collapses and the knight falls	|_____|_____|__*__|__*__|__*__|
wounded (B). A1 advances after combat (). A2, who 	__|_____|__*__|__*__|__*__|___
has not yet fought, can now attack the wounded knight B.

It is possible to use more than one hamstring-cutter against the one rider in a turn, but only one of them can make the attack. On the other hand, the rider can be attacked in normal combat during that same turn by all other adjacent enemies.

2.5	CLIMBING TREES
[This rule by Hervé Tardy is from the additional rules of the “Montjoie” extension for the Cry Havoc series of games published in Claymore #5 in 1994. His 2003 amendments are in brackets.]

“Cry Havoc” does not allow characters to make use of the branches of trees, which limits tactical possibilities. The rules below add an essential spice to Robin Hood type scenarios by allowing characters to climb into trees and to jump down from them, either directly onto the ground, or onto a horse, or even better onto an enemy. Outlaws, to your bows…

Climbing into a tree: An unarmoured character [or elf] may climb into a tree covering 7 hexes on a map {or a palm tree}. The character must pass through the central hex of the tree, representing the trunk, in order to climb up. Place a marker “In the tree” [such extra markers would need to be made by the player] onto the character to show his position at the top level of the tree.

The level of elevation for a character up a tree is Level 1. As a result, he cannot fight a character on an adjacent ground hex (but see the exception for jumping onto an enemy).

The cost to climb a tree is 6 Movement Points [the first tree hex climbed must be the trunk hex]. The cost to pass from one tree hex at level 1 to another is 4 MPs. {A character can climb down a tree through the central hex (the trunk) at a cost of 4 MPs. When two 7-hex trees are adjacent, it is possible to move from one tree to the other but there is a risk of falling. Roll 1D6: on 1-4 the crossing is successful, on 5 the character falls and is stunned, and on 6 the character falls and is wounded.} As a consequence of the difference in levels it is possible that one tree hex may contain two characters at the same time: one up the tree (at level 1), the other below him (at level 0). 

A sequence of diagrams is provided to illustrate:
1.	Moving to the trunk from outside the tree costs 2 MPs for each tree hex entered, i.e. 4 MPs to enter first the outer hex and then the trunk.
2.	Climbing up the trunk costs 6 MPs and an “In the tree” marker is then placed on him.
3.	Moving from one hex to another up the tree costs 4 MPs.

Tactical factors for tops of trees	
Hex type	Movement cost	Cover type	Combat effect	
Tree (level 1)	4	Light	-   [Elves: +]	

Shooting from up a tree: An archer, slinger or knife-thrower can shoot from up a tree. Crossbowmen and javelinmen cannot shoot. A shooter from up a tree adds +1 to his die roll.

Jumping from a tree: Note: This rule can be used for any jump between two hexes where there is a difference of 1 in level of elevation (e.g. walls, roofs, etc…) [But see jump rules in DN2].

Any unarmoured character can attempt to jump from a tree hex into an adjacent hex (or the same hex) which is at the next lower level of elevation. The jump is made during the movement phase and costs 4 MPs. If the movement allowance has not been used up, the character can continue to move by using the remaining MPs. If his landing hex is next to an enemy, his movement phase ends.

Result of a jump: The character risks being injured by the jump. To determine if he lands well, roll 1D6. Result of 1-5: the jump is successful; result of 6: the character is wounded.

The same rule can be applied to an unarmoured character jumping onto his horse. To determine if he lands well, roll 1D10. Result of 1-6: the jump is successful. The rider can continue to move on horseback by multiplying his remaining MPs by two. Result of 7-8: the character misses the horse but is unharmed. Result of 9: the character misses the horse and is stunned. Result of 10: the character misses the horse and is wounded. {If he misses the horse, the character is placed on the target hex and the horse is displaced 1 hex.}

It is possible to use the rule on defensive fire on a character jumping from a tree, but not if the shooter or a character from his side is adjacent to or below the tree hex from which the jump is made. 

Jumping onto an enemy: A character in a tree can jump onto an adversary in a hex on the next lower level of elevation which is either adjacent to or below him. The procedure for jumping is the same as that explained above. The character ends his movement phase on top of the chosen adversary. He cannot move any further, even if he has unused Movement Points.

The character who attacks by jumping multiplies his attack strength by 8. It is easier to unbalance an armoured character taken by surprise (because of his weight), or a mounted character (by unseating him). Thus if a character is mounted and unarmoured, or if the character is on foot in armour, subtract -1 from the die roll; if the character is mounted and armoured, subtract -2 from the die roll.

Once a player decides to make an attack by jumping onto an enemy, no other form of attack can be substituted. Even if the attacker is wounded while making the jump, the factor taken into account for the calculation is still that of the beginning of the action (chronologically the attack takes place before he hits the ground).

After the attack, the attacker is placed on a hex adjacent to that of the defender. The rules on advance and retreat after combat are applied normally. 

[Note on Elves: The Elves of “Dragon Noir” are armoured but have a movement allowance of 8 (the same speed as unarmoured characters including unarmoured elves such as Laberne and Jon); this indicates that their armour does not limit their movement capability. They also treat tree hexes as favourable terrain in combat. It is proposed that all elves should be able to climb trees, irrespective of whether they are armoured or unarmoured.]

[Jumping or retreating into water: It is possible on some maps to jump into water. Armoured characters, and adult Guard and Warrior Krobs, will take a wound rather than retreat, and would drown if they jumped; it is proposed that other characters may use the DN2 jump table with the modifications noted below. Players may wish instead to modify the rules above for jumping from trees; a more detailed comparison of different proposals for rules on jumping and leaping can be found in the ‘Cry Havoc Supplement’.  

No movement, shooting or attacks can be made immediately after a jump into water. Retreats cannot be made over a balcony railing (Dragon's Lake) or low wall (Wights' Bridge), but such a climb as part of a normal move before a jump is possible at a cost of +2 MPs.

The following modifications should be made to the tables: 
	-2 on the Gharv Appearance Table for any jump into water. 
	-2 on the Jump Table for a jump one level into water;
	-0 on the Jump Table for a jump two levels into water (Dragon's Lake); 
	+2 on the Jump Table for a jump into a hex with stepping stones (Dragon's Lake).]

2.6	FALCONERS
[This rule by Pierre Berclaz was added specifically for the scenario “Crann Ull” in Le Journal du Stratège 55/56, but it can be used outside of that scenario. The concept of a trained bird of prey appears in fantasy fiction and so is particularly appropriate for Dark Blades / Dragon Noir in parallel to the rules for the wardog Zatan / Lucifer.]

The falconer was a character common in the Middle Ages as hunting with falcons was very popular. Just as the raptors were specially trained for the hunt, so it would also be possible to train them for battle. It would not be unrealistic therefore on the battlefield to see one or more falconers could launching their birds to attack enemy troops. A falcon counter showing a bird with spread wings is supplied with the article for cutting out. 

[Suggestion: Players making their own counter should have “Falcon 1 flying” on one side and “Falcon 1 attacking” on the other side; those with artistic abilities can draw the bird flying and attacking. Further counters would have Falcon 2, Falcon 3, etc.]

Any character from the Cry Havoc series having an Attack Strength of more than 12 (a number chosen arbitrarily which could be modified as necessary for particular scenarios) can have been educated as a falconer. [The scenario “Crann Ull” in this issue of Stratège uses the Turcopole Tamara from Outremer/Croisades (mounted value 12/6-15).] The falcon only obeys its master as a consequence of the controlling power (CP) of the master over his animal. The CP will vary with the objectives of the scenario (minimum: 0, maximum: 5); it allows control over the actions of the raptor while it is outside its master’s voice-range. Within voice range the falcon will always obey.

The actions of the falcon
The falcon may act differently depending on whether it is within its master’s voice range or not. The voice carries 15 hexes. Within this range the falconer can control his raptor as he wishes. Outside this range the falcon may not obey its master 100%.

The falcon is trained for a certain type of combat. The falconer decides if his bird is trained to make:
A:	1 attack in 1 turn
B:	1 attack in 2 turns
C:	2 attacks in 2 turns (1 attack per turn)
D:	2 attacks in 4 turns (1 attack per 2 turns)

Once the falconer has decided on the above, he cannot alter this for that falcon. Each time he flies the falcon outside voice range, the falconer rolls 1D10 and adds his CP. If the result is 10 or above, the falcon obeys and carries out the orders for which it was trained. For other results, the falconer applies the consequences noted below:
1-2:	The falcon attacks its master
3-4:	The falcon does not attack the target character but instead attacks the character nearest to the target that it can reach (friend or enemy), according to its training.
5-6:	The falcon carries out an attack at one level less than ordered (if it is trained for A, it makes no attack; if it is trained for B, it attacks as A; etc…)
7-9:	The falcon does not attack any character.
10+:	The falcon obeys its orders and attacks according to its training. 

Combat
When it attacks, the falcon counter is placed on the target character. The falconer must be able to see the target at the moment that he flies the bird. For the attacks the normal combat results table (CRT) is consulted: the falcon is treated as if it were a character on foot for this, but it can never be hit while flying and when attacking from the air it is in extra-favourable terrain ++ (even better than + terrain) so that it will always benefit from at least one column shift on the CRT (but solely when attacking from the air).

Combat varies according to the type of training:
Training A: 	The falcon is placed on the target character, it attacks and then disengages immediately after the attack (i.e. at the end of the combat phase) onto an adjacent hex where it cannot be attacked by hand. The character attacked cannot therefore make a counterattack during his own combat phase.
Training B: 	The falcon spends 2 combat phases on the target character without disengaging as in the previous attack. During the second attack the falcon does not benefit from any column shift on the CRT.
Training C: 	The falcon makes 2 attacks of type A. Between them the falcon must pass a movement phase in flight. It attacks the same character twice and the two attacks must take place in two successive turns.
Training D: 	The falcon makes 2 attacks of type B, with, as in type C, a movement phase of flight between the two.

During combat against mounted characters, the falcon cannot kill the horse. Only results against the rider are applied. A falcon can never attack a character within a building or on a tree hex. The falcon is automatically killed on receiving a result of “wounded” or “stunned”.

The falcon can be shot at in flight during the missile-fire phase (either offensive or defensive). The shot cannot be made with a thrown dagger, javelin or with a ballista. The falcon has no cover and will always be at short range. If an obstacle is between the falcon and the shooter, the line of fire is broken and shooting is impossible. A character or horse will not create an obstacle that breaks the line of sight. The shooter has a penalty of +2 on the die roll. Consult the table of shots against characters on foot and apply the results relating to defensive fire, even if offensive fire is used. 

Movement
The falcon has a movement allowance of 15 hexes. It ignores the additional costs due to terrain. It is launched during a movement phase at the end of the falconer’s movement when he can see his target (i.e. he is theoretically in a position to shoot at the target). The falcon carries out its move immediately. The falcon must make a swooping move of at least 10 hexes during each movement phase spent flying. The falcon is always in the air unless it is attacking (it never lands except on the shoulder or arm of the falconer). The counter is placed beneath the falconer while being carried by him. If the falconer is killed, the falcon is removed from the game. If the falconer is stunned, the falcon counter remains beneath the character.

Falconer’s assistants
The falconer can only carry one falcon at a time. If he wants to fly more than one falcon, he will require assistants to carry the other raptors. An assistant (any character) can carry one falcon. The number of falconer’s assistants (which will also determine the number of falcons available) will be specified in the scenario.

Values for falcon (Attack/Defence-Movement): 6/3-15; only takes 1 hit.
[Att/Def are estimated as they were omitted in error from the published counter.]

2.7	JAVELINS
“Croisades” introduced javelins (throwing spears) as a missile weapon. These rules were extended by Christian Delabos in Claymore #6 to cover mounted javelinmen and angons. Two characters in “Dragon Noir” are unarmoured and carry spears, both while mounted and on foot: Santiago and Simon. These two characters can be designated as carrying javelins.

Foot javelins
Javelinmen are light infantry and normally carry 4 javelins. Missile results are resolved using the shortbow column on the results table. Javelins can be transferred between adjacent friendly characters, or picked up from a dead character, so long as they are not adjacent to an enemy. Through such means javelinmen cannot carry more than their maximum number of javelins.

Mounted javelins
Mounted javelinmen are necessarily light cavalry and cannot carry more than 3 javelins. To be able to throw a javelin, a mounted thrower must always have the target in his frontal arc.
								___________________________
Example 1: C can throw at A1 and A2 			|_A3__|____C_>___|__*__|__*__
in frontal arc (*), but not at A3 and A4.			___|_____|__*__|__*__|_A2_|__*
								|_A4__|__*__|_A1__|__*__|__*_
A mounted javelinman can throw over a friendly
foot character, if he is adjacent to him. 			_______________________	
This is not possible if the target is less than 3 hexes		|_____|____C_>____|__*__|
away from the thrower.					___|_____|__B__|__*__|__*
								|_____|__A3__|__*__|__*__|
Example 2: C can fire at A1 and A2, but not at A3.		___|__*__|__A2_|__A1_|__*

Angons (barbed javelins)
These weapons were specifically used by the Merovingian Franks, but nothing stops you from using them in a scenario for “Dragon Noir”. The angon is a javelin with a barbed head; its two barbs hook into a shield and make it impossible to use. 

In game terms, javelinmen will carry 3 javelins and 1 angon. The angon is used exactly like a javelin and is subject to the same restrictions and modifications to throwing (see “Croisades”).

Frequency of fire and movement: Offensive fire only, no movement restriction.
Before throwing an angon, the player must specify the nature of the target – character or shield? If the shield is chosen as the target, the following table is used:

Shooting against mounted and foot characters
	
Die roll	Cover type (mounted)	Cover type (foot)	
	None	Light	Medium	None	Light 	Medium	
  1
  2
  3
  4
  5+	Hit
Hit
Hit
-
-	Hit
Hit
-
-
-	Hit
-
-
-
-	Hit
Hit
Hit
Hit
-	Hit
Hit
Hit
-
-	Hit
Hit
-
-
-	

If the shield is hit, the defence strength of the character carrying it is divided by two until he gets rid of the angon. Removing an angon from a shield takes one complete turn without moving or fighting. 

For ease of play, players should determine that shields are only carried by characters whose counters show them carrying a shield.  If the target chosen is the shield and not its bearer, the die roll is not modified for “target in armour”. 

Modifications to die roll due to range, and frequency of fire

Range	Short 	Medium	Long	Frequency of fire	
Modification	 0	 +1	 +2	No limit on movement	
Mounted javelin	1-4 hexes	5-10 hexes	11-15 hexes	Offensive only	
Foot javelin	1-5 hexes	6-12 hexes	13-25 hexes	Offensive and Defensive	
Angon	1-5 hexes	6-12 hexes	13-25 hexes	Offensive only	

Purchase Cost / Points values 
Unarmoured mounted javelin: 2x Attack Strength + 1x Defence Strength. 
Unarmoured foot javelin with angon: 2x Attack Strength + ½x Defence Strength. 
Unarmoured foot javelin: 2x Attack Strength. 

2.8	SLINGS AND STONE-THROWING
The rules for slings were introduced in “Croisades”, and those for throwing stones by hand in Claymore #13/14. Stone-throwing was proposed specifically for Irish warriors of the Viking period and for Highland clansmen, but it could be applied to other characters. The longbow results table is applied for both [or optionally use the shortbow table for thrown stones, as proposed by Vincent Foin], but with the following ranges (ranges for slings are reduced from those in “Croisades” to take account of the reduction in all missile-weapon ranges in “Dragon Noir”):

Range	Short	Medium	Long	Frequency of fire and limits on movement	
Modification	0	+1	+2		
Stone	1-2 hexes	3 hexes (*)	4 hexes (*)	Offensive only: free movement
Offensive + defensive: no movement	
Sling	1-8 hexes	9-15 hexes	16-30 hexes		

(*) Add a further +1 to the die roll for stones thrown at medium or long range (i.e. +2 and +3 added instead of +1 and +2).  

2.9	TERRAIN CLARIFICATIONS
Some of the terrain in “Dragon Noir” (and in “Dark Blades” before that) is not explained in the rules or terrain effects tables. The following rules are proposed using a mixture of ideas from French magazines and from Lutz Pietschker’s PBM rules (which are based on the English rules).

Note that a clear distinction is drawn between terrain occupying the whole of a hex (such as the machinery or table) and terrain occupying only the hex-side (like a wall or window). Whole hex terrain adds to the cost of entry into a hex, but hex-side terrain adds to the cost of crossing that hex-side whether crossing into or out of the hex in which the terrain is depicted. 

1)	Mill machinery: The mill gear on The Watermill map should add +1 to the cost of entering the hex (i.e. the hex now costs 2 MPs), and it should impede combat thus reducing the favourability of the terrain (from + to 0). It gives no cover. The mill wheel is impassable and gives infinite cover like a wall; a character is killed if forced to enter a mill wheel hex. 

2)	Lifting barrier: The barrier on The Arena map is depicted as being narrow (so likely to act as a hex-side obstacle), but for simplicity the two barrier hexes should be treated as flat terrain when the barrier is raised and obstructed terrain when it is lowered. Raising and lowering the barrier is a task that takes a full move without combat or shooting; place blank markers on the hexes when it is raised. The lowered barrier is impassable to horses and costs 2 MPs for foot characters. It offers light cover if the line of fire crosses it, but only to adjacent characters if shot at from a higher level of elevation. [Drawn from Lutz Pietschker’s PBM rules.]

3)	Gate of bars: The two main gates to “the Cells” on The Arena map are depicted with double bars. These are hex-side terrain and just like doorways, save that when closed they can be shot through giving medium cover. Note that a target inside the guardhouse would normally have medium cover, so he will have infinite cover if shot at through a closed gate unless he is adjacent to the gate. Targets shot at by a shooter adjacent to a gate do not benefit from the gate’s cover. Such gates are twice as difficult to batter down as single-bar doors.

4)	Torturer’s table, Brazier and Shackles: The table on The Jails map should be treated as filling the whole hex and costing +1 to enter (due to climbing onto the table). While on a table a character will be in favourable terrain compared to those on the ground (i.e. + instead of 0 or ++ instead of +). A table gives no cover to a character on it but medium cover to a character behind it. The brazier is treated like the mill gear when it is unlit and is impassable when lit. The shelves in the room with the table and brazier are ignored for the purposes of movement and cover, but will contain weapons for freed prisoners. Characters cannot move if shackled to the wall or to the table.

5)	Rubble and Ruined walls: On The Wights Bridge map, the damaged part of the bridge (hex F10) and the adjacent island hex with stones on it (G10) are rubble hexes (2 MPs, medium cover, (-) in combat). The damaged building walls on The Dark Island and The Haunted Swamp maps are ruined wall hex-sides, with the hex-side treated like a mixture between rubble and a low wall (+1 MP, impassable to horses, medium cover behind it, (+) for defence across it). [Rubble rules from “Siege”; rules for ruined walls were suggested by Christian Delabos in Claymore #7.]

6)	Steep slope hex-sides: Three hexes on The Wights Bridge map consist of flat terrain with a small stretch of slope affecting just one hex-side. The “50% rule” (a rule from “Croisades” that in cases of doubt the majority terrain in a hex will determine the terrain of the hex) determines that these are flat terrain hexes. The maps are clearly drawn, however, so there should be some effect from the slope. Suggestion: Across the relevant slope-lip hex-side, movement costs +3 for the steep slope, cover is medium, and combat from the lower level is disadvantaged (-).

7)	Magically-created tunnels: Entry into and exit from such a tunnel should cost +1 MP as for demolished walls. [This suggestion comes from François Edelin in Le Journal du Stratège #60/61.]

8)	Narrow stairways: Stairways like those on The Pit map, which do not fill the whole width of a hex and which link just one hex at the top to one hex at the bottom, are considered to be narrow staircases. One dead body on the stairs will add +1 to movement costs, and two bodies will block it. One character can push or pull one body down the stairs in one turn, using the normal rules for moving bodies. Combat on such stairs gives a (+) advantage to the higher character. These rules can optionally also be applied to wide stairways. [Pierre Berclaz from Le Journal du Stratège #41/42.]

9)	Narrow bridges and walkways: As with narrow stairways one dead or stunned character will obstruct a bridge or walkway. Two bodies will block a walkway and three bodies (or a horse) will block a narrow bridge. Bodies can be thrown off the bridge or walkway using the same rules as for narrow stairways above. [Note that the upper levels connected by walkways are paved and so should count (like building interiors) as advantageous terrain (+) in combat.]
Optionally unoccupied narrow wooden walkways may be thrown down: this should take one character (who cannot move, shoot or fight and must not be adjacent to an enemy) two turns at one end of the walkway, or two characters one turn if both are adjacent to the walkway.

Horses can jump across a stream, and in game terms there is little need for such a rule if they can be ridden normally across the bridge. Adapting the rules from “Dark Blades” and its Expansion Set, horses could be led across a very narrow bridge at a cost of 4 MPs but could not be ridden across. Horses could be ridden slowly for 4 MPs across an ordinary narrow bridge, or led across normally.

10)	Paved areas underground: Paved areas are ‘building interior’ hexes so are ‘+’ for combat; this benefits characters on the upper level of ‘The Maze’ map when fighting against enemies on the stairs (-) or walkways (0). The entrances to “buildings” (on the Lake, the Cavern, the Jails, the Swamp and the Island maps) use the normal rules for doorways. Paved areas may be treated as having low roofs in which case flying would not be possible, but this should not apply to the upper level of the Maze map or the lower floor of the building on the Lake map.

11)	Windows: The rules prohibit combat through windows, although all earlier games in the series permit this. Under the official “Dragon Noir” rules all windows are wide enough to be climbed through but too narrow for combat. Optionally combat could be permitted using the rules from “Vikings”: whether outside or inside defenders are always ‘+’ and attackers are always ‘-’.

12)	Dead bodies: The rules for DN2 make no mention of movement penalties due to the presence of dead bodies. The rules from DN1 should apply to the Adventurers, whose bodies may be dragged off to feed the Krob Queen; it is proposed that dead Krobs and Gharvs should also be left on the map and will also restrict movement until the time that those bodies are removed so that they can reappear as reinforcements. An explanation for removing the bodies is that the Krobs and Gharvs decompose fairly quickly leaving only a squishy mess that can be ignored for game purposes. Dead Baby Krobs should be removed immediately as they are too small for their bodies to have any effect on movement. Alkiram’s body will never decompose and will be impassable to all. The bodies of other Krobs and of Gharvs will remain where they fell, until their counters are needed again; movement penalties are imposed like those caused by the bodies of Adventurers. 

The Black Dragon and Alkiram ignore most terrain for movement purposes, so are unaffected by dead bodies. It is suggested that only the Adventurers will be affected by the penalties for dead bodies: the Krobs can easily climb over the dead while the Gharvs and Dragons will eat or push their way through.

Particularly large creatures should impose a heavier movement penalty than that imposed by a human-sized body. A dead Krob Guard or Baby Dragon is the equivalent of a dead horse or 3 human bodies. Thrugg, the Trolls and the Gharvs (all of which take 3 hits to kill) should be treated as equivalent to 2 dead bodies. For simplicity small creatures such as Wardogs and Hunter Krobs should be treated as equivalent to humans. Since Adventurers can climb onto the extremities of a Black Dragon to attack its body, the head and tail of a dead dragon should be treated as equivalent to a dead horse, but the body should be impassable. Note that on steep staircases and walkways one body will be enough to impose a movement penalty and two (or the equivalent of two) will block them.
 
Consolidated Terrain Effects Table
The table below gathers into one place all the terrain effects for “Dragon Noir”. The first section contains the terrain identified on the Game Aid card (see section 5 of the Rules). The second section contains terrain dealt with separately within the Rules and Scenarios, and also includes terrain relevant to “Dragon Noir” that is only covered in other games of the “Cry Havoc” series: “Siege”, “Vikings” and the “Dark Blades Expansion Set”. The third section contains terrain proposed in supplementary rules, mostly from the French magazines “Claymore”, “Casus Belli” and “Le Journal du Stratège”.

Terrain type		Cost in MPs	Cover	Combat Effect	
Terrain effects from the Game Aid Card	
Flat or Tunnel	1	None		0; Gharvs: -	
Scrub		2; 4 to horses	Light		-	
Steep slope	4; 8 to horses	Medium/None	-	
Tree (1)	2; Impassable to horses	Light	-; Elves: +	
Crevasse	Impassable; 1 to horses if jumping	None	Impossible	
Spider web	1 to Krobs; Impassable to Adventurers	Light		Krobs: +	
Water (1) (2)	5; 2 or 1; Impassable to horses/armour	Light/ Medium 	-; Gharvs: +	
Marsh (3)	2 [4 to horses]	Light		-; Gharvs: +	
Bridge	1	None	0	
Stepping stones	2; Impassable to horses	None		-; Gharvs: +	
Demolished wall	+1	None	-	
Building interior (paved)	1; Impassable to horses	Medium/None 	+	
Window 	4 [= +3]; Impassable to horses	Medium/None 	Impossible	
Doorway	1; Impassable to horses	Medium/None 	+ (def)	
Stairway	2; Impassable to horses	None	-	
Terrain from Dragon Noir rulebook and from other boxed games	
Arrow slit	Impassable from outside	Heavy	Impossible	
Tower battlement	Impassable [unless using ladder or flying]	Heavy/Infinite	Impossible	
Underground entry	1; Impassable to horses	Medium	0	
Deep dungeon	Special  	Impossible	-	
Prison bars	Impassable [unless unlocked door]	Light/None	0	
Boat (4)	1; 2 from water	Light	+	
Rubble (4)	2	Medium	-	
Window (4)	+3; Impassable to horses	Medium	+ (def); - (att)	
Narrow bridge (4)	1; 4 or impassable to horses	None	0	
Stepping stones (4)	2; 6 if led or impassable to horses	None		-; Gharvs: +	
Fallen log bridge (4)	4; Impassable to horses	None	-	
Terrain from supplementary rules	
Millwheel	Impassable	Infinite	Impossible	
Mill gear (5)	2 	+ None	0	
Gate of bars closed	Impassable	Medium	Impossible	
Lifting barrier (6) 	Lowered = 2, impassable to horses	Light	0	
Ruined wall (7)	+1; Impassable to horses	Medium	+ (def)	
Stone parapet 	+2	Medium	+ (def)	
Wooden balcony	+2	Light	+ (def)	
Brazier (5)	2; Impassable if fire lit	+ None	0 / Impossible	
Table (8)	2 	None/Medium	+ +	
Narrow stairs (9)	2; Impassable to horses	None/Medium	- or +	
Top of a tree	4; Up trunk: 6, Down (jump/climb): 4	Light	-;  Elves: +	
Deep marsh (3)	4; 6 to horses	Light	-; Gharvs +	
Ford	3	Light	-; Gharvs +	

NOTES
(1)	Horses can be led through trees and unarmoured horses can be led through water. 
(2)	Good swimmers pay less for water: goblins / Hunter Krobs 2 MPs, Gharvs / dragons 1 MP. 
(3)	Both types of marsh can require armoured foot and riders to test for getting stuck.
(4)	Boats from “Vikings” except for movement, rubble from “Siege”, alternative window rules from “Vikings”, stepping stones and the two bridges from the “Dark Blades Expansion Set”.
(5)	Mill gear and brazier are (0) as the hexes are less advantageous than the normal (+) for all building interior hexes. If the brazier is lit it is impassable (i.e. it is treated just like a fire).
(6) 	The barrier has no effect when raised. When lowered (which is a whole turn task) the barrier only gives cover to adjacent characters when fired through from a higher elevation level.
(7)	Where walls are broken on the maps these rules can replace those for ‘demolished walls’.
(8)	The table is (+ +) as it gives a combat advantage over the (+) for adjacent building interior hexes. A line of fire crossing a table gives medium cover.
(9)	Narrow stairs give medium cover if partially enclosed or line of fire crosses the higher level. Spiral stairs give medium cover if line of fire is in direct line to exit, otherwise heavy cover.

2.10	SWAMP 
It is strongly recommended that armoured and other heavy characters (such as Thrugg and the Trolls), and armoured Krobs (i.e. Warriors and Guards), should test for getting stuck in the marsh, using the rules by Philippe Gaillard from Claymore #6. On 1-4 the character is stuck in the mire, the move ends, and he must re-roll next turn to extricate himself; while stuck he cannot move but can shoot, attack and defend normally. A stuck character tests for the appearance of Gharvs as if wounded; if both stuck and wounded the penalty is doubled. A set of “stuck” markers might be helpful to determine whether a character is not free to move without a further die roll next turn.

Deep marsh: The rules in Claymore #6 give higher movement costs for marsh on the unofficial supplementary map ‘The Marsh’: 4 MPs for foot and 6 MPs for mounted. These costs can also be applied to the Haunted Swamp marsh hexes if the players agree to treat that marsh as “deep marsh”.

Armoured characters that are stunned in a deep marsh hex (and optionally also in an ‘ordinary’ marsh hex) will fall over; on the next turn they must roll to see if they succeed in freeing themselves from the clinging marsh and manage to stand up. On a roll of 1-5 the character fails and is treated for all intents and purposes as if stunned - stuck and unable to attack or defend. On the following turn the character may try again to stand up. If the character does stand up he may then move during that turn.

The movement costs for deep marsh could result in a character with a low movement allowance being unable to move once wounded. To resolve this, wounded characters that are not stuck can be helped out of deep marsh. The same rule as is used for moving dead bodies can be used, but only one adjacent helper may be sufficient since the wounded character is alive and consequently helping himself to move. The helping Adventurer(s) or Krob(s) must spend a full movement allowance assisting the character to move 1 hex. The total movement points of the characters must be at least 8 points (i.e. the movement cost for deep marsh x 2), or 16 points for a Guard Krob. The die must still be rolled as usual for each marsh hex entered by the character being aided, so he may get stuck again.

If a die roll is called for on the Haunted Swamp map to determine which hex a Gharv should appear in, the odds should favour water hexes over marsh hexes adjacent to water over marsh hexes which are not next to water. If a Gharv cannot be placed next to the character who caused it to appear (due to the presence of other characters), it is placed as close as possible to the target character.

Optionally the boggy pools on the Haunted Swamp map can be entered by Krob Guards at a cost of 4 MPs. Crossing the map is thus slow but not impossible for the Guards, although attacks by the Gharvs will increase the level of risk. Both the Baby Dragon and the Gharvs can bog snorkel as well as swim so marshy pools cost 1 MP and marsh 2 MPs, and both are favourable terrain (+) in combat. 

Marsh in “Dark Blades” (applying to the hexes that look more like scrub on the Watermill and Arena maps) costs 2 MPs for foot and 4 MPs for riders: this mounted cost should be applied in “Dragon Noir” for marsh above ground. Any scrub hexes could be treated as marsh. All riders except wolfriders, including unarmoured riders unless the horse is being led, will also have to test for getting stuck in marsh. It is suggested that armoured riders should deduct –2 from the die roll.

2.11	OPTIONAL CHARACTER RULES
These optional rules may be used in any scenarios if both players agree.

1)	Exiles with special weapons: Santiago and Simon may be given javelins: up to 3 javelins on horseback and up to 4 on foot which may include 1 angon (see section 2.7 above). Rix has an axe, which may be used in both hands when on foot (see section 2.2 above). The two-handed weapon rule can also be applied to any other character with an axe, but would not normally apply to other weapons that can only be used in both hands (e.g. a double-handed sword or flail).

2)	Elves: Elves may be treated as unable to use their longbows when wounded. This rule is suggested by the depiction of wounded elves armed only with sword and shield, and is applied in the “Blows of Fate” campaign published in Claymore #3. Points values should then be reduced. In fantasy literature elven archers are commonly unarmoured, so they may be treated as unarmoured; their movement allowance would not change as elven armour is very light in weight.

3)	Goblins: The goblins and the wolfriders may be given the ability to cut hamstrings (used in supplementary scenario 4 but only useful above ground against horsemen: see rules in section 2.3 above), and all the goblins except the bowman may also be given the ability to throw stones (see rules in section 2.8 above). Any Goblin might also be allowed to ride a wolf.

4)	Dwarves: Those dwarves not carrying bows (i.e. carrying an axe, hammer or standard) could use the two-handed axe rule. Dwarves in fantasy literature are most commonly armoured, so although these are depicted unarmoured they could be treated as being armoured; their movement allowance would be reduced to 5 MPs when healthy but would remain at 3 MPs when wounded (dwarves are strong so would not be slowed down a great deal by armour).

5)	Mounted Magicians: Magicians could have their ability to cast spells against other hexes limited when mounted, in the same way as longbows cannot be fired and crossbows cannot be loaded while on horseback. Spellcasting that affects the magician himself and his own hex would be subject to no such limitations. Mounted spellcasting that affects other hexes should only be possible when the spell-caster is mounted on his personal mount (which would be accustomed to the use of magical energy), and it should be prohibited when riding any other animal. 

‘Teleport’ only affects a magician on foot, so all other spells affecting the magician himself can be freely cast when mounted. ‘Invisibility’, however, should cost a mounted magician 30 EPs (for 2 hexes). A counterspell that affects the magician’s own hex should be treated like the spells affecting the magician himself; for simplicity all counterspells should be treated the same as a defensive counterspell and so can be cast freely when mounted.

Suggestions for limitations on mounted spellcasting 
•	Cannot be cast while mounted: teleport, all (or most) terrain-changing spells, detection spells. 
•	Can be cast mounted if no movement at all: spirit summoning spells.
•	Can be cast mounted if no more than half movement: fireball, spells affecting other characters. 
•	Can be cast mounted at any speed on any mount: counterspell, spells affecting the spellcaster.
A possibility is to permit ‘cheaper’ terrain-changing spells (under 15 EPs: small or medium tree, and small pool, bridge and crevasse) to be cast while moving no more than half movement. Another alternative is for all ‘half movement spells’ to be cast at any speed but still only from the magician’s own mount. Spells cast using an artefact (see section 2.17) can be cast at any speed on any mount.

A magician at skill level 1 has a Points Value of 5x ATT + 2x DEF on foot, but the formula when mounted should be reduced if capability to cast spells is restricted. Suggestion: 4x ATT + 2x DEF, but it could be lower than this if mounted spellcasting is restricted further (e.g. 3x ATT + 2x DEF).

6)	Krob Royal Guards: The Guards are large and heavy, and occupy more than one hex, so should generally be subject to the terrain movement costs and restrictions listed for mounted knights. However, they should be able to move up and down wide stairways (indeed horses should perhaps also be allowed to be led up or down such stairways), and should only pay the standard movement costs for marsh. Guards can turn freely, and can either move into two hexes simultaneously, paying the cost of the least advantageous terrain type, or into just one new hex. Testing for the appearance of Gharvs should be done separately for each hex occupied by a Guard (as should be the case for any other creature that attracts Gharvs and occupies more than one hex). The dead body of a Guard acts like a dead horse in restricting movement (i.e. it adds +1 MP).

Guards should normally be spawned randomly, and once a Guard has been killed that baby should not be added back into the spawning pool until there are less than 3 Guards remaining in the pool. Line up the babies in order of death to indicate which baby should be returned first. Optionally the Krob player may choose which Guard is spawned but must then cycle through all the Guards before being able to ‘recycle’ a dead one. Both these rules try to avoid Migam always being resurrected immediately and Zym never appearing. Similar rules should apply to the Slayers (as they also vary in strength).

A Guard is treated as being on the majority terrain of the 3 hexes occupied for combat purposes, so this should also apply to movement. This means that Guards could be allowed moves which partially cross a water hex (e.g. in particular the edges of pools on the Haunted Swamp map), so long as 2 hexes remain on land or marsh. This is not movement through a water hex, which is prohibited, as the Guard is not treated as being in the water hex. Hexes and hex-sides wholly covered by water would remain impassable. To enable such movement, it is proposed that Guards should be able to enter marshy pool hexes at a cost of 4 MPs so long as at least two body hexes remain on land. However, as deep marsh costs 4 MPs per hex, the more hazardous pools in deep marsh should remain impassable to Guards.
Example: an advance into a marsh hex and a water hex, with the rear body moving into a previously occupied marsh or flat terrain hex, would cost 4 MPs and could not be made if wounded.

7)	Alkiram: The ‘majority terrain’ principle applied for Guard movement, which permits partial movement through prohibited terrain, could optionally be used to permit the Queen to move around the pit on the Pit map. Since she is 7 hexes in size, then at least 4 body hexes must be on hard ground at one level while parts of her body could overhang a lower level. It is suggested that at the end of her move she must have at least 5 body hexes (i.e. at least two-thirds) on flat ground. This would have the effect of opening up all areas on that map except the enclosed circular area centred on L3 and the passageway starting at K15. Characters in a pit hex could not attack her and would be represented as being on the lower level by placing them beneath that part of the Queen. If part of the Queen covered a stairway, then the Queen could be attacked from the lower level as if attacked from the rear. Alkiram cannot be ‘recycled’ in the Spawning Phase, so if she is killed her body will remain on the map; the body would be impassable and if a line of fire crosses the body it will give medium cover. 

8)	Gharvs: Gharvs can appear above ground, applying the normal rules to different terrain. They are subdivided into three types: freshwater gharvs (normal rules but all scrub should become marsh for that scenario), saltwater gharvs (water and marsh rules apply to sea and salt marsh), and land gharvs (water and marsh rules apply to tree (1 MP) and scrub (2 MPs); water is impassable).

9)	Dragons: The Baby Dragon, like a horse, occupies the least advantageous terrain of the two hexes occupied. Both dragons pay foot movement costs for terrain, but terrain impassable to horses is usually impassable to dragons. The Baby Dragon must spend 3 MPs (like a horse) to turn 180 degrees and reverse its position. The Black Dragon treats scrub as flat, and only its head can enter stairways. Gharvs do not attack dragons. The dead body of a Baby Dragon is treated like that of a horse. 
The dead body of the Black Dragon is impassable, and gives medium cover to any character behind it. The claws of the Black Dragon do not take up any space when the dragon dies, so they should be treated as slashing through the air above their hexes, and thus preventing occupation by others, rather than occupying space on the ground. As a result, when an Adventurer advances into a hex occupied by the dragon’s injured foot to attack its body, no extra movement cost is incurred. In contrast, when an Adventurer moves into a defeated head or tail hex, an extra +1 MP is required.

2.12	POINTS VALUES 
Points Values for characters can be calculated on a similar basis to the formulae used in “Croisades”. A basic unarmoured character is valued at 1x ATT (attack strength) + ½ x DEF (defence strength). Armour, mounted, missile weapons and special powers raise these multipliers. It is suggested that the following special powers will raise Points Values: 
-	Add ½x ATT: Poison attacks; heroes, Slayer Krobs or others with an attack bonus in combat. 
-	Add ½x DEF: Extra defence against missiles (per level of defence); stun treated as retreat.
-	Add 1x DEF: Three wounds to kill plus stun treated as retreat.
No additions would be made for: Berserkers or others with repeated attacks (such as Gharvs with two attack phases per turn); Bowmen on horses if restricted shooting.

Formulae for Points Values	
Calculation	Character type(s)	
6 x ATT + 2 x DEF	Spellcaster with skill level 2	
5 x ATT + 2 x DEF	Spellcaster (mounted or foot) with skill level 1	
4 x ATT + 2 x DEF	Mounted spellcaster (skill level 1) with restricted spellcasting	
3 x ATT + 2 x DEF	Armoured Crossbow 	
3 x ATT + 1 x DEF	Unarmoured Crossbow / Longbow / Sling; Armoured Elf with longbow	
3 x ATT	Unarmoured foot with throwing axe	
2 x ATT + 2 x DEF	Armoured Shortbow; Elf Archer unable to shoot when wounded; 
Armoured mounted Crossbow; Mounted carrying longbow	
2 x ATT + 1½ x DEF	Guard Krob (add + 1 x DEF if acting as Queen)	
2 x ATT + 1 x DEF	Unarmoured Shortbow; Mounted javelin; Slayer Krob	
2 x ATT + ½ x DEF	Armoured foot javelin / 2-handed axe; Unarmoured foot with angon	
2 x ATT	Unarmoured foot javelin / 2-handed axe; Stone thrower; Hamstring cutter 	
1 x ATT + 5 x DEF	Alkiram (add + 1 x DEF if spawning rate increases with time)	
1 x ATT + 2 x DEF	Armoured heavy cavalry; Baby dragon	
1 x ATT + 1½ x DEF	Troll; Gharv; Warrior Krob 	
1 x ATT + 1 x DEF	Unarmoured light cavalry; Armoured foot / wardog; Hunter Krob	
1 x ATT + ½ x DEF	Unarmoured foot / goblin; Unarmoured wardog / wolf; Baby Krob	
1 x ATT	Peasant, Civilian	

NOTES
(1)	The Black Dragon is immune to missiles and does not retreat, has 4 attacks (from 4 2-hit body parts) and 1 3-hit essential body part. Total ATT is 200 and DEF 165 (105 + 2x 30).
(2)	The Baby Dragon has increased defence for 3 hits and as retreat results are ignored. 
(3)	Elves are stronger than normal archers so are over-valued if PVs are 3x ATT, 2x DEF. 
(4)	Guards resist missiles at +2, cancelled by weakness to the rear; 2 attacks gives 2x ATT + 1½x DEF (keeping PVs and Krob reinforcement costs roughly in proportion at about 10:1).
(5)	Alkiram has 5 hits, resists missiles at  +4 and spawns Baby Krobs, reduced by weakness to the rear and very slow movement. Total is thus 1x ATT + (7-2=) 5x DEF.

A table of calculated Points Values appears in the ‘Cry Havoc Supplement’.

2.13	DRAGON BREATH AND DRAGONRIDERS
Dragon breath: Dragon breath was proposed by François Edelin in Le Journal du Stratège #60/61. The head of a dragon may breathe a fireball to range of 2 hexes instead of making a normal attack. [Players could increase this range, but the range should never exceed the range permitted for spellcasters.]

Other forms of breath for dragons could be introduced, e.g. limited anti-personnel magic-using powers; gas clouds (stun characters in the area of effect); lightning bolts (like a ballista bolt in a straight line); fear (characters caught in area of effect run away for next movement phase); hypnotic control (take over a character for one turn); screech (characters within range cover their ears and cannot move or attack, defence reduced), etc… Ranges should not be too great – as bowmen have a limit of 5 hexes underground, a dragon should also have about 5 underground (but more above ground). Hits should not be automatic: results tables for fireballs and ballista could be used. Dragons should have only one such breath power, and should not be able to use it more than once every three turns (possibly 4 or 5 turns if it is a particularly powerful attack). A more frequent but weaker attack, like that of the gargoyle in “Dark Blades”, which is equivalent to a short range shortbow attack once per turn, is also possible.

Dragonriders (from Bob Gingell): Princess Sarah and Gotmar the Dragon Trainer (in their fully recovered state in DN2 rather than their ‘dwarven slave’ state from DN1) could be allowed to ride the dragons in scenarios set after the recovery of the Mauve Orb and the events of “Dragon Noir 2”.

Sarah rides the Baby Dragon. The rules for this are like those for wolfriders, adding both attack and defence values together into one combined attack and defence (47/24 in full health), and benefiting from one column shift to the right as a multiple attack. However, two or more riders attacking Sarah and the dragon will not gain any column shift for a multiple attack. It costs the unarmoured Sarah 3 MPs to mount or dismount the dragon, and owing to its large size and protective scales she will not be affected by either missile-fire or combat damage until the dragon has suffered two wounds. If it is killed, she will be thrown from its back and will land in a hex adjacent to the body, stunned if the result causing the death was ‘D’, wounded if ‘E’ and killed if ‘F’.

Only Gotmar can ride the Black Dragon; mounting and dismounting costs him 3 MPs. He sits on the central body hex, and his strengths are combined with those of the body (12/40 in full health). Armed with a long spear, Gotmar gives the dragon one more attack; if this attack is made solely by Gotmar he benefits from advantageous terrain (+) due to his advantage in height and protection. Combined attacks by dragon and Gotmar gain the usual column shift bonus. Gotmar ignores retreat results but he may be wounded when attacking. He benefits from the dragon’s immunity to missile-fire, and only the dragon suffers wounds when defending. If the dragon dies, Gotmar will be thrown off using the same rules as for Sarah and the Baby Dragon.

2.14	FLYING CREATURES
The smaller dragon could be allowed to fly, using the same rules as for gargoyles in “Dragon Noir”. Any other character or creature could also be given flying skills, but as with the gargoyle would normally be required to land before taking part in combat. Since the gargoyle has a maximum move of 10 and can fly over intervening characters, level 1 obstacles and terrain for up to 5 hexes, other flying characters could also be allowed to fly for up to 50% of their total movement allowance. It is suggested that only characters or creatures with high movement allowances (8 or above) should be allowed to fly. Flying horses could also be introduced, and possibly artefacts that permit flying, such as a flying carpet. Players may wish to experiment with new creatures, such as the giant eagles that appear in “The Hobbit”. 

Any character or creature in the air will be in the equivalent of light cover; a creature permitted to attack while flying (e.g. a large bird) would attack from the air, and defend during the next player-turn, at (+). Similar rules to those for the falcon may apply, but note the differences: the falcon is small (so is in the equivalent to medium cover when shot at), and acts solely according to training and commands (so is (0) in defence). Larger flying creatures will have free will and may respond more easily to the defender’s actions.

Man-sized flying creatures (including gargoyles) are prohibited from flying in underground tunnels that are only one hex wide (due to the low roof). The same rule should also apply to buildings and most underground paved areas. However, even within such areas, flying creatures should be able to fly between adjacent hexes from one level to another without penalty or extra cost: for example they would fly rather than jump from stairhead or walkway to lower level on the Dragon Lake and Maze maps. Balconies or parapets are ignored, as the creatures will fly over those. Similarly, they can fly up to an adjacent higher level hex, or onto a table or stairway. However, flyers must have sufficient space to stretch their wings when starting their flight: at least one adjacent empty hex at the starting elevation that is not in front or behind the initial direction of flight. Man-sized flying creatures cannot fly through doorways or up spiral staircases, and could be normally limited to a maximum height gain of one elevation level per flight. Most flyers of this sort must land by the end of the turn.

2.15	ZOMBIES
The “Dark Blades Expansion Set” has one scenario in which zombie knights appear. These use normal character counters and attack everyone. They have 3 MPs whether wounded or healthy, move every movement phase, and are immune to missile-fire. (Use them to liven up a scenario, ideally as guards to a location. Their actions can be controlled like the Gharvs, staying within a particular area, or they can be moved alternately by the players themselves). 

2.16	MAGICAL TREASURES
“Dark Blades” has two magical treasures, which can be created by spellcasters: a magic ring (which adds 1 column shift to defence) and a magic sword (which adds 2 column shifts to attack). Players may include these as objects that may be discovered or won in a scenario. Alternatively they may be created by spellcasters. If they can be created, the process of creation should take 5 turns without movement or combat (like Shaman starting the fire in Scenario 4.1 below), and should cost about 50 Energy Points (i.e. about 10 EPs per turn).

Other treasures such as boots of speed (add 50% to movement) or magic bows (-1 to shooting) could also be introduced. Magical weapons and shields could give bonuses to attack or defence; these bonuses can be universal, or may only benefit one race (such as a dwarven hammer), or may only give a bonus against one race (such as a ‘dragonbane’ sword). Bonuses should not be too great: +1, and less commonly +2, should be sufficient for general use items, while +2, and less commonly +3, should be enough for race-specific items. Poisoned weapons and arrows give no bonus but will turn a wound on an ordinary character (i.e. not dragon, spirit, krob, undead or treeman) into a kill.

2.17	MAGIC POTIONS, SCROLLS AND ARTEFACTS
Players could optionally introduce magic potions into the game. These would cost 2 MPs to drink, would normally last one turn and would be discarded after one use. The most common would be a potion of healing, which make a wounded character healthy (until the character was wounded again). A potion of rage could turn a character into a berserker for one turn; a potion of strength could add 50% to the character’s attack strength for one turn. A potion of transformation would change the character into a large beast, best represented as a troll, for a turn; alternatively a similar potion could turn a character into a gargoyle for two turns with a third turn spent stunned. Other potions could be freely invented to suit particular scenarios, but none should be over-powerful.

Similar to potions, magic scrolls could offer a chance for ordinary characters to cast a spell. Each scroll would have a single use and permit one spell to be cast at a cost of no movement, shooting or combat for one turn. Scrolls could not be read if an enemy is adjacent. Most spells available to spellcasters could be contained in a scroll, although scrolls affecting movement, shooting or combat abilities should give a fixed number of extra points. The most powerful spells, including spells of detection, and most spells affecting the spellcaster himself would not normally be available. Characters of apparently low intelligence (e.g. Thrugg, Trolls, ordinary goblins) cannot read scrolls.

As a rough guide scrolls should fall into categories based on an approximate value in Energy Points. Ordinary scrolls could cover spells requiring about 10-12 EPs and powerful scrolls could cover spells requiring about 20-25 EPs. Thus ordinary scrolls could cover demolish a wall, create a small bridge, create a small crevasse, create a medium tree, create a small spring, create a one-hex tunnel; heal, double attack strength, and halve attack strength (for ordinary characters); increase movement by 5 MPs; deduct –3 from shooting die roll; one-hex magic circle; cast a fireball. The powerful scrolls could cover immobilise or revive (except for a major hero or powerful creature); heal, double attack strength or halve attack strength for a major hero; create large bridge, 2-hex tunnel, large tree, small underground entrance, large spring or large crevasse; levitate 3 hexes (except Thrugg and Trolls); 2-hex magic circle; invisibility; teleportation 6 hexes; make 4 Living Dead or make 2 Gargoyles appear.

Magic artefacts such as amulets or orbs would similarly permit spells to be cast, but the artefact would either have unlimited uses or a fixed number of charges per day. Use of an artefact would normally cost 2 MPs and each artefact could only be used once in a turn. Suggested examples: a crevasse scroll would create a permanent crevasse and then vanish, a bridge amulet would create a bridge that could be removed by a further use of the amulet and then created afresh in another location, and a fireball ring would be able to shoot three fireballs per day. 

2.18	HEROIC ABILITIES AND FANATICAL DEFENDERS
Elves already have –1 to their bow skill; the French rules for “Siege” and the role-playing rules for “Croisades” have shooting skill bonuses, and Laberne has –3 to his bow skill and shoots his longbow as frequently as a shortbow in the ‘Robin Hood’ supplementary campaign. Heroes will have a -1 combat attack bonus, but may have extra advantages: in “Scenario Book 1” a hero also has a bonus of +1 in defence, and in Graal #18 the hero also ignores the first 3 hits inflicted on him; hero kings in Casus Belli #23 also gain column shifts, defence bonus, and +3 to defence against missiles.

Any hero could have a special ability bonus. Bonuses could be awarded from a pool of skills available to either one or both sides in a scenario, and could belong to specific heroes or could help to compensate for unbalanced scenarios or novice players. Bonuses could be added as modifications to die rolls for Attack Strength, Defence Strength, Shooting Ability, or Jumping Ability, or a character could have Great Strength (-1 to carry items and counts as 2 men), etc. The maximum skill bonus for any one character’s attributes should be +3 or -3.

Fanatical defence of a person, holy relic, standard or special location (e.g. abbey or temple) can give an attack bonus: knights defending the royal standard in “Outremer” deduct –1 from their combat die roll, in Claymore #12 defenders within 3 hexes of their carroccio (a wagon containing holy relics and standard) gain –2 bonus for all attacks and missile-fire. Troops within 5 hexes of their Commander-in-chief in “Croisades” gain a column shift in both attack and defence, while personal guards in Casus Belli #23 gain 2 column shifts, and in Claymore #9 they will not retreat. 

2.19	ANYONE CAN RIDE A HORSE
Riding a horse need not be limited to those characters initially designated as riders. The game “Samurai Blades” / “Samouraï” has a rule that foot samurai can mount any riderless horse: the foot counter is placed on top of the horse counter. This gives a bonus of +5 to Attack Strength but no bonus to defence. Unarmoured characters should only add half this, rounded down, i.e. +2. 
Some races (e.g. trolls) could be prohibited from riding; others (e.g. dwarves and goblins) might only ride small beasts like donkeys (use mules with movement allowance of 10 MPs) or wolves. Armoured and very heavy characters would have a movement allowance of 12, and very inexperienced riders could also have the same; unarmoured characters could move 15 MPs. A further option is to use the rule only found in “Samurai Blades”, and allow draft horses to be ridden, both when pulling a cart and independently once unharnessed from the cart.  

2.20	PETS AND WILD BEASTS
Some special characters may have loyal animals that accompany them. Pets are normally medium to large size creatures (think ‘Beastmaster’), and familiars are small creatures used by spellcasters.

Pets act like Lucifer acts in relation to Godiva: they are fanatically loyal to one master or mistress but can also move and attack independently. A pet will add its defence strength to that of its master if adjacent to him when he is attacked (even if the pet has only just survived an attack in that same combat turn). Pets are unarmoured, ignore ‘retreat’ results, and normally die after one wound. 

Medium-sized pets such as wolves and large birds are well-trained and safe near friendly characters. A character could have two medium-sized pets of lesser strength, such as a pair of hounds. Large pets such as bears and tigers are bigger and faster, but such wild creatures are potentially dangerous to friendly characters and will attack any character adjacent to them unless they are also adjacent to their master. A large pet may die after 2 wounds, and when wounded will be particularly vicious. Optionally, e.g. if a pet’s master is killed, it may rampage (using the “Vikings” berserker rules).

The armoured wardogs have strengths of 10/6-8 and would make good medium-sized pets, but a pair of pets should be faster and have lower strengths (e.g. 7/4-12). The giant hound Lucifer is 14/10-12, which would be a good value for a large pet. Players are encouraged to create their own pets. Not all creatures in the game will be pets; as examples falcons and wardogs might not show any special loyalty to their owners. A breeding pair of animals, optionally including the two ork wardogs in the main game, should benefit from an extra column shift in combat if they both attack the same target. 

Wild beasts could also appear and attack using the Gharv rules, but closeness to trees instead of water would determine their likelihood of appearance. The rules for ‘dwarven solidarity’ could be applied not just to breeding pairs attacking the same character, but also to packs of wild animals: two beasts of a pack would gain one extra column shift and each additional beast from the pack would add a further column shift. This rule would make a pack of smaller animals very dangerous to lone adventurers.

2.21	FAMILIARS AND EXTRA MAGIC-USERS
Familiars have a psychic link that allows spellcasters to see hexes that are out of their line of sight and to cast spells from a hex some distance from their own. A spellcaster can only have one familiar. If the familiar is within the spellcaster’s basic casting range (above ground this is 10 hexes for Level 1 and 15 hexes for Level 2), the spellcaster can cast any spell from the familiar’s hex instead of from his own hex. The spell costs the normal amount of Energy Points. There is, however, a price to pay: if the familiar is killed, the spellcaster immediately suffers one wound. 

Familiars are small and will only take one hit before dying; cats and bats or small birds would make good familiars. Their small size and agility means that they will always be in one level of cover higher than their terrain when shot at, and they will always benefit from a combat advantage. Normally they will have very low attack strength, quite low defence strength but a high movement allowance: a typical familiar would be 1/3-10. If the familiar can fly it must land before it can be used to cast a spell.

Additional spellcasters can be created. Zacharie and Shaman have low strengths (4/3-6 and 3/3-6), so peasants, clerics (from “Croisades”), and women would be most appropriate as extra magic-users. Old Agatha from “Vikings” (3/3-4) would make a good witch; she could continue to benefit from the rule in “Viking Raiders” that any hit from her is poisonous and so will cause death instead of a wound. 

2.22	FANTASY CREATURES
Players may create their own creatures for scenarios using the rules of “Dragon Noir”. The characters below are proposed by Bob Gingell to give ideas as to possibilities, but have not yet been play-tested. 

Centaur: half human, half horse, skilled at archery, represented by an unarmoured archer on the front half of a horse. Strengths are the archer +10 attack and +5 defence, half that when wounded. Move is 15 full health, 12 wounded. Centaurs carry shortbows, but shoot with a bonus of –1 and use foot bow ranges. They die after 3 hits. Like the Baby Dragon, centaurs are treated as unarmoured cavalry for missile-fire and as foot in combat, and are wounded on results of D, E or F. Replace the archer with its wounded counter after 1 wound and use a dead horse counter on the second wound.

Flyers: Harpies are half woman, half bird, and are represented by unarmoured spearmen. Use the rules for flying creatures. They make a single attack from the air with their claws, and any wound caused has a 50% chance of being poisoned and causing death. They normally fight from the air, which gives them a combat advantage (+). They move 12 in full health, 10 when wounded. Giant Eagles are like harpies but with no poison attack. Birdmen are winged humans with spears that can fly short distances at speed 10 (8 when wounded); they need not land for 1 turn so long as 1 turn is then spent walking (speed 6 unwounded). They have no combat advantage when flying (or landed).

Humanoids: Lizardmen are creatures of the swamps, represented by billmen from ‘Cry Havoc’ and ‘Siege’. Lizardmen move 6 and are armoured. They move through marsh at 1 MP and water at 2 MPs per hex; both are favourable terrain (+) for them in combat. Normally, human-size creatures can be represented by any characters with similar armament to them. Undead creatures are poisoned if touched by holy items, but powerful undead such as mummies and vampires will have a poison attack and may have magic. Trolls can represent any large humanoids, such as ogres and minotaurs.

Giant: a very large humanoid capable of throwing rocks. A special 2-hex counter represents the giant’s feet. Full strength is 30-20, but movement is slow at 4 MPs. Movement costs apply for each foot, 1 per hex with last hexes of move ½ normal cost (but minimum 1); it cannot enter trees and buildings. The feet may crush any characters in the final hexes, except a dragon or treeman; anyone not crushed to death is pushed back 1 hex. It attacks to the front, either with a kick at range 1 or a club at range 2; or it can throw a rock at range 2-30; or it can batter buildings like a battering ram. Picking up a rock (which can normally be done anywhere) takes 1 turn with no attack made; no club attack can then be made until the rock is thrown. The giant uses the ballista table, short range, for throwing rocks and for crushing with its feet. Characters wounded by a kick are pushed back 1 hex. A giant is killed after 3 hits, and the body falls onto 3 hexes including 1 of the two feet hexes. Roll 1D10 for angle of fall (5 directions per foot); characters on the 2 new hexes may be crushed as by a foot, but with a modifier of –2 on the die roll. A giant’s body has the same effect as a dead horse.

Treeman: a large walking tree with influence over ordinary trees. Represented by a 3-hex tree, a treeman counts as armoured except when attacked by axes, and like a giant it takes 3 hits to kill and cannot be stunned. Its strength is 20-20 move 3, reducing to 15-15 move 2 then 10-10 move 1 when wounded. It pushes back characters when moving just like a giant or dragon. Treemen face in all directions and have 3 combat attacks, one from each hex. Two of these attacks can be combined against a target adjacent to 2 tree hexes, or attacks can be split between any number of targets that are adjacent. Treemen may also control nearby trees: any character in a tree hex within a range of 5 hexes can be attacked at the full current strength of the treeman, while characters adjacent to a tree hex can be attacked at half the strength of the treeman. Each tree hex can make 1 attack per turn, and that attack replaces one of the treeman’s 3 attacks. Treemen are vulnerable to fire attacks, e.g. fireball spells, fire arrows, flaming swords. If a fire starts, the treeman has an automatic attempt to dowse it each turn; each third turn that a fire continues, it causes 1 wound. A treeman becomes an ordinary tree when it is dead, unless it was destroyed by fire in which case it is removed from play.

3.	MAIN DIFFERENCES BETWEEN DRAGON NOIR AND DARK BLADES

There are a number of differences between the Dragon Noir (DN) games and Dark Blades (DB).  This section has been divided into the following subsections:
1	The story and game material of Dark Blades
2	The maps and scenarios
3	The counters
4	The rules on magic
5	The rules on missile-fire
6	Terrain and movement

3.1	THE STORY AND GAME MATERIAL SUPPLIED WITH “DARK BLADES”

The story: The Isle of Labyrinthia, a land steeped in mystery and history, where man and not-man lived in peace and harmony. Unfortunately, man being man he could not leave well alone. Years of persecution and degradation directed against "the monsters" that shared the Isle with man led to a bloody revolt. For years the war dragged on, and as man became worn out by constant fighting, the other inhabitants of the Isle became tougher and more ferocious. Eventually what had been a battle for domination became a battle for survival. 
"Dark Blades" leads the remains of mankind. Opposing him, the ferocious Mon-Ogers, led by the mysterious Black Fox.  Even the magic of Labyrinthia has been twisted and perverted into a weapon of war, as the last acts of this fearsome struggle are played out.

Game material
Dark Blades 
- 	2 maps: The Watermill and The Arena
-	1 campaign map of the Isle of Labyrinthia
- 	1 sheet of diecut counters representing the characters
-	1 sheet of 24 diecut spell cards
-	1 booklet with rules, background and 4 starter scenarios
-	2 quick reference sheets with tables for missile-fire and combat
-	1 sheet with beginners guide to Dark Blades
-	1 ten-sided die (numbered 0-9, the 0 counting as 10)
Dark Blades Expansion Set
-	1 booklet with additional rules and 20 new scenarios
-	1 large sheet with extra terrain pieces (to cut out)
-	1 large sheet with 40 new spell cards (to cut out)

3.2	THE MAPS AND SCENARIOS
Two major differences from Dragon Noir are immediately identifiable from the lists above:
-	No underground maps
-	Different system for spellcasting

Scenarios 1 and 2 from Dragon Noir 1 are easily played using Dark Blades. Scenario 4 merely requires the creation of a diamond-shaped four-hex pool, while Scenario 5 requires the creation of the Black Dragon itself. The remaining three scenarios require purchase of the two underground maps: the Cavern and the Lake. Variations between DB and DN in characters’ attack, defence and movement are generally not too significant. 

All the scenarios from Dark Blades and its Expansion Set can be used with a set of Dragon Noir 1, although minor modifications would be required where (as in Dark Blades Scenario 5) the Dworc and the Gargoyle are used.

Character advancement
The “Dark Blades Expansion Set” has a set of Character Advancement rules, similar to those in “Outremer” and “Scenario Book 2”, and to the role-playing rules in “Croisades”, in which points are gained or lost by achieving certain objectives. These objectives vary according to race, with special rules for peasants and spellcasters. For example, the “Good Guys” gain 2 points for killing a Mon-Oger or Troll but only 0.25 for killing a goblin, and lose 1 point for being on the losing side. By comparison the Mon-Ogers gain 3 points for capturing a human (for torture) but only 1 or 2 points for killing one (depending on strength), and lose 3 points for being on the losing side. 

Every 2 points gained adds an extra attack strength point, plus 1 defence point for every 2 attack points, up to a character type maximum. Every 2 points lost, on the other hand, subtracts one attack and one defence point. Peasants gain 1 defence point for surviving hand-to-hand combat, plus 1 attack point for every 2 defence points earned. Spellcasters gain points from surviving battles unwounded, and can use these to add spell cards.

The character maxima are as follows:
Good Guy: Mounted – 26/13; Foot 14/7 (each +2 points mounted adds +1 point to the relevant foot value).  Mon-Oger: Elite – 17/11; Regular – 16/10.  Mercenary: 16/10.  Goblin: 10/5.  Peasant: 6/7.

Sequence of play
The sequence of play is split into 7 phases:
1)	First spellcasting phase
2)	First missile-fire phase
3)	Movement phase
4)	Second missile-fire phase
5)	Second spellcasting phase
6)	Combat phase; at end of this dead and stunned trolls can be burnt
7)	Stunned characters from last player’s turn recover; trolls regenerate.

3.3	THE COUNTERS
The following characters have had their names changed, or have been added or deleted from “Dark Blades” to “Dragon Noir”:

Dark Blades				Dragon Noir
Dark Blades				Konrad
Sunfire					Godiva
Quill					Zacharie
Zatan					Lucifer
Ceebey					Aldus
Leigh					Paul
MacKandy				Gustav
Peterson				Santiago
Job					Gotmar
Mon-Oger				Ork (individual names)
Mon-Oger Berserker			Crazy Ork
Mon-Oger Elite			Elite Ork (individual names)
Mon-Oger (standard bearer)		Zorak: Elite Ork
Mon-Oger (drummer)			Guruz: Elite Ork
1 x Dworc				[not in the game]
1 x Gargoyle				2 x Gargoyles
[not in the game]			4 x Living Dead
[not in the game]			Black Dragon (‘Dragon Noir’)
4 x Mules				[not in the game]

Armour
The following changes have been made to include armour:
In DB there are no rules on armour as are later found in Outremer, but the Expansion Set adds a formula that mounted with defence of 7+ and foot with defence of 6+ should be treated as armoured. This means that Thrugg, Zatan, the Goblin Leader, the Trolls, the Dwarves and half the ordinary Mon-ogers are armoured, while Dill, Matt and MacKandy are only treated as armoured when on horseback. Leigh, Roberts and one of the Elves are unarmoured. In DN all armoured characters are identified as such by circled defence strengths: Konrad, Godiva, Grast, Hohmley, Aldus, Dill, Matt, Evans, Gustav, Paul, Roberts, Arlon; Black Fox, Zed, all 4 Elves, all 7 Elite Orks, the 2 Wardogs.  

In DN1 the following characters have armoured horses: Konrad (defence 5), Thrugg, Grast and Hohmley (defence 4), changed from their defence value of only 2 in DB. Zed’s horse is unarmoured but it is raised in from 1 in DB to 2 in DN1, while Roberts has his horse reduced from 2 to 1 (probably correcting a misprint in DB).

The effect of armour on major characters is also to raise their defence strengths when stunned: Black Fox from 3 in DB to 5 in DN, and Grast, Hohmley and Zed from 1 to 3. Thrugg when stunned is 2 in both (the defence value was omitted in error from the DB counter).

The following changes have been made to attack and defence values as a consequence of armour (rounding up rather than down half values, and strengthening the characters when on foot):

Exile armoured mounted characters - Attack and/or defence is raised from DB to DN1:
	Leigh (Paul) and Roberts from 14/6, 7/3 to 14/8, 7/4; 
	Matt from 16/9, 8/4 to 16/9, 8/5;
	Evans from 15/12, 7/6 to 15/12, 8/6; 
	MacKandy (Gustav) from 15/7, 7/3 to 15/7, 8/4.
On foot the same five, and the two remaining minor Exile armoured characters, have the following raises to attack and defence from DB to DN: 
	Leigh (Paul) from 8/3, 4/1 to 8/6, 5/3; 
Roberts and MacKandy (Gustav) from 8/4, 4/2 to 8/5, 5/3; Matt from 8/4, 4/2 to 9/6, 5/3; 
Evans from 8/6, 4/3 to 9/8, 5/4;
Aldus (Ceebey) from 10/6, 5/3 to 10/8, 6/4;
Dill from 8/5, 4/2 to 9/7, 5/4.

The two Mon-Ogers (Orks) which are changed to Elite (armoured) status in DN, have the following raises to wounded defence strengths from DB to DN:
	Standard-bearer (Zorak) from 10/5, 5/3 to 10/5, 5/4;
	Drummer (Guruz) from 8/4, 4/2 to 8/4, 4/4.

Other changes to attack and defence values
Changes to Gargoyle, Trolls, Dragon and Mon-Oger Berserker (Crazy Ork) are noted below in the special rules. Other than movement there are no changes to the two civilians from DB to DN1, but both Sarah and Gotmar (Job) are given much higher values in DN2.

Movement
The following changes have been made to movement values:
All horse movement values in DB are 10, with the exception of Dark Blades and Sunfire at 12, and Black Fox at 11. In DN1 only Zacharie on his donkey stays at 10, while the others, with two exceptions, follow the normal revised rider movement rules introduced in “Outremer”: armoured move 12 and unarmoured 15. The exceptions are the enormous Thrugg and the feeble Shaman, who are unarmoured but only have mounted movement of 12. Movement for Zatan/Lucifer the unarmoured wardog is also raised to 12, so he can keep up with the riders, but the armoured wardogs continue to move at 8. The mules from DB (move 6) do not appear in DN1, but in “Croisades” the movement allowance of mules is 8 and this movement rate should be used if mules are added to DN.

Movement of characters on foot is also modified in Dragon Noir to bring movement values into line with the later games of the Cry Havoc series. Instead of the standard move of 6 (unwounded) /3 (wounded), all unarmoured characters and Goblins move 8/4 while armoured characters stay on 6/3.  All the Mon-Ogers /Orks move 6/3 in both games, whether armoured or not. The mighty leaders, Dark Blades (Konrad) and Black Fox, and the nimble Elves, are armoured but are given a movement rate of 8/4 in DB, and this remains in DN. The Dwarves and Thrugg stay on 4/2, while the civilians Sarah and Job (Gotmar) rise from 4/2 in DB to 6/3 for Sarah, and to 6/3 in DN1 and 8/4 in DN2 for Gotmar. See below for special movement changes for Trolls, Dragon and Gargoyle.

Special characteristics
The following characters have variations in the special rules that apply to them:

Zed: Zed changes from a Knight of Honna supporting Dark Blades to being Black Fox’s right-hand man. In addition he gains special rules on poisoned weapons. Zed’s bluish skin makes it look as if he was originally intended to be a mon-oger in DB.

Zatan /Lucifer, the Wardog: Zatan is the protector of Dark Blades in DB, but of Godiva in DN. The DB Expansion adds a rule that Zatan attacks with a column-shift to the right due to his ferocity, while in DN the special rule is that he adds his defence strength to Godiva’s if he is adjacent to her. Stunned is treated as “dead” for all dogs in DB, but as “retreat” in DN. Movement is increased from 10 to 12.

Mon-Oger Berserker /Crazy Ork: This character is given special rules in the DB Expansion Set. Each turn a die is rolled to see if he goes berserk, 7-10 and he charges towards the nearest enemy and has 2 attacks per turn, ignores “retreat” results and always advances after combat. Wounded, he continues to fight at full strength until normal again. In DN he increases his strength when berserk and only has one attack, but this state only occurs when a “wounded” or “stunned” result affects him. DB: 18/12-6, 9/6-3; DN: 18/12-6, 24/16-8.

The Trolls: In DB dead Trolls can regenerate to wounded status unless set on fire (all characters carry fire-making equipment) when killed; they also regenerate from wounded or stunned to full-strength at the end of the player turn (i.e. after the combat in question). The Sequence of Play states that a stunned troll can be set on fire: this would appear to delay regeneration rather than kill it, so normal stun rules will apply and it will not be able to move and attack in its own player-turn. In DN the Trolls have no special powers but are stronger to start with, can never be stunned, and take three hits to kill.
DB: 16/12-4, 8/6-2; changed to DN: 22/12-4, 16/9-3, 10/6-2.

The Dragon: The Dragon in DB is described as a large carnivorous worm with scaly skin and bat-like (small and leathery) wings. It cannot fly or breathe fire. It is treated like a rider for combat and like a dismounted character for movement. In DN1 the Dragon is called the Baby or Dwarf Dragon to distinguish it from the larger Black Dragon. The rules on combat are similar in both games, but in DN1 it takes three hits like the Trolls. In DN1 it has a special movement rate for swimming. 
DB: 40/20-10, 20/10-5; changed to DN1: 40/20-10, 30/15-8, 20/10-6.

The Dworc: The Dworc only appears in one scenario in DB and two in the Expansion. It is a non-magical creature of less strength than the dwarves and most mon-ogers. It is reputed to be half mon-oger and half dwarf, and it’s name shows that in DB the “mon-ogers” were based on and originally intended to be called “orcs” (presumably concerns over conflict with the Tolkien estate led to the name change for the English edition). It is treated as armoured under the rules in the Expansion Set. It’s movement allowance should be raised to 6 if used with “Dragon Noir”.  DB: 10/6-4, 5/3-2. 

The Gargoyle: The Gargoyle is slow but quite a powerful creature in DB, due to its breath weapon which is equivalent to a shortbow with a range of 10. The breath is down a direct line of hexes and only affects the first character hit. By comparison the 2 Gargoyles in DN are spirit-beings called up by magic, with no breath weapon but with fast movement (10) and an ability to fly short distances (5 hexes maximum) during that movement. Like the 4 more powerful “Living Dead” spirits (which do not appear in DB), they cannot be killed, wounded or stunned, but only forced to retreat, until the end of the spell (4 turns above ground, 2 turns below ground). DB: 12/8-4, 6/4-2. DN: 12/6-10.

The Dwarves: No special rules apply to the dwarves in DB, but they do have the “solidarity” rule in DN1 which is missed out of DN2 due to the general omission of mention of dwarves in DN2.

The Elf archers, Laberne and Jon: These elven characters are given shortbows in DB, although the Expansion adds a rule that Laberne shifts one column to the right when shooting due to his prowess [he would use the Longbow column in the revised missile table]. In DN all are given longbows, and the Elves (but not Laberne, or Jon) are also given -1 to their missile-fire die roll.

The Goblins: These have no special powers in DB but swim well in DN. 

3.4	THE RULES ON MAGIC
In DB the spellcasters are randomly dealt a number of spell cards determined by the particular scenario. Each spell is treated as equivalent in value, irrespective of its actual usefulness. The basic game suggests 8 cards each from an initial deck of 24, with one use for each spell. Optionally players may increase the number of spells and/or (though this is not recommended) make the spells reusable. In the Expansion Set some scenarios limit the number of spell cards (to between 2 and 6). 

Spellcasters can cast spells in their own player-turn, either at the beginning of the turn in the first spellcasting phase, or after they have moved in the second spellcasting phase. They have an automatic save roll against magic of 5-10 instead of a Counterspell. Instead of playing a card, each spellcaster can cast a spell to try to create a magical artefact for a character, succeeding on a die-roll of 1-3: Quill can create the Magic Sword which gives two column shifts in attack, and Shaman can create the Magic Ring which gives one column shift in defence. The bonuses apply only to the characters using the Sword and Ring, which can be transferred from one character to another but which cannot be used by Dark Blades or Black Fox. Instead of casting a spell in a turn, a spellcaster may discard one spell in Phase 1 and draw a new one unseen from a draw pile. 

The character advancement rules from the Expansion Set provide for advancement points to be gained from surviving battles unwounded (1 point per scenario), which can then be traded for extra cards. 8 points can be traded in to add one card to the initial draw for each scenario, although one spell drawn would then need to be discarded; 20 points increases the size of the hand of spells by 1. 
The Expansion Set adds 40 new cards, but warns that some of them are very powerful. 
In DN the more powerful spells have a higher cost in Energy Points, and there is none of the luck involved in a random allocation of spells, nor are there the problems of lacking the right spell at a particular time since it has already been cast. 

The translator’s view is that the DN magic system is superior. However, for comparison, and to form the basis for spells that could be adapted to Level 3 spellcasting in the world of Dragon Noir, the spell cards are listed below.

Players wishing to use the Dragon Noir magic system in scenarios written for Dark Blades could try a formula of 15 EPs for each spell card allocated (based on average spell cost excluding detection spells). Reduce this to 12 EPs if experience shows 15 makes spellcasters too powerful for your style of play. 

In DN the spells are divided into 5 types according to what they affect: 
1: 	affecting self
2: 	affecting terrain 
3: 	affecting others 
4: 	detection
5: 	other (mainly combat spells). 

In contrast, in DB the spells are divided into 6 types according to their area of effect: 
S: 	Self
T: 	Touch 
D: 	Directional (straight line of sight with 20 hex range, normally affects only 1 target) 
L: 	Line of Sight (maximum range may be specified or there may be no maximum, normally affects only 1 target)
A: 	Area 1 (3 hex radius around target hex, which must be in straight LOS with 17 hex range) 
B: 	Area 2 (8 hex radius around spellcaster). 
Normally characters affected must be in LOS as well as in area of effect, and spells last one turn. 

The tables below identify the type of spell that would apply in DN as well as the type given for DB.

Dark Blades (24 cards, plus 3 repeated cards in Expansion)
 
Spell		Type	No.	Effect	Note	
Wizard Whirl	1/S	2	Move to any hex	(1)	
Heal	3/T	2	Dead or wounded to full health		
Mire Feet	3/A	2	Immobilises enemy		
Temporary Blindness	3/A	2	Halves enemy movement, prevents enemy missile fire		
Help	3/A	2	Combat column shift 1 in favour		
Shield	3/A	2	Protects against missile fire	(2)	
Move Freely	3/B	2	Ignore terrain penalties	(3)	
Fear	3/B	2	Enemy retreat 1 move, ignoring terrain penalties	(3)	
Magic Carpet	3/L	2	Double move or negate terrain difficulty (can move over water)		
Fireburst	5/B	2	1 hit to all – enemy and ally 	(4)	
Magic Arrow	5/D	1+1	1 hit unless shield spell		
Zap	5/D	1+1	Hits 1-3 targets within 5 hexes		
Freeze	5/L	1+1	Target stunned	(5)	
Death	5/L	1	1-6: dies, 10: random ally dies	(5)	

Notes:
(1) 	This spell works like the teleportation spell in DN.
(2) 	Only affects visible allies in area.
(3) 	Does not allow move over water.
(4) 	Also destroys trees, bushes, scrub, wooden buildings, and guts stone buildings; enemy spellcaster has normal save roll.
(5) 	Dark Blades and Black Fox cannot be affected.

Dark Blades Expansion Set (40 cards, less 3 repeated from DB)

Spell		Type	No.	Effect	Note	
Area Warp	1/S	2	Alter area of effect of spell	(1)	
Alter Terrain	2/L	2	Range 12, add or remove terrain piece permanently	(2)	
Quicksand	2/D	2	1 hex for 1 turn, characters jump clear on 1-5, die on 6-10 	(3)	
See-Thru	3/T	2	Shoot through blocking terrain		
Stone Pass	3/T	2	Walk through stone	(4)	
Odds-On	3/D	2	Attack strength doubled		
Fumble Fingers	3/D	2	Combat column shift 1 against	(3)	
Confuse	3/D	2	Full move in random direction		
Regenerate	3/D	2	1-3 dead only to full health		
Kinetic Move	3/D	1	Move 3 hexes and immobilise 	(5)	
Shift	3/A	2	Move enemies 1-3 hexes in any direction		
Anti-Magic Shell	3/B	2	Radius 3, shields from magic	(6)	
Befriend	3/L	2	Enemy exits gameboard, no combat	(3)	
Water Walk	3/L	2	Range 10, Cross 1-4 water hexes		
Create Monster	5/B	1	Radius 3, creates controlled dragon, dworc or gargoyle	(4)
(6)	
Oger-Eaters	5/A	1	1 hit to all Mon-ogers	(3)	
Knightly Pain	5/A	1	1 hit to all Knights	(3)	
Siren Song	5/A	2	1 hit to all, horses drop riders and exit gameboard		
Flame Finger	5/D	2	All burned = 1 hit, Trolls die		
Damage Reverse	5/D	2	Damage reverts to causer; played after damage calculated	(7)	
Return Arrow 	5/L	1	Any 1 arrow returned at firer	(7)	

Notes:
(1) 	Spellcaster cannot move after casting this spell in first spell-casting phase, spell altered must be cast in second phase. 
(2) 	Recommendation is no more than 2 additional terrain pieces on map at start of a scenario.
(3) 	Dark Blades and Black Fox jump clear of Quicksand on 1-8, and cannot be affected by the others; Befriend also does not affect Quill, Shaman and Sunfire.
(4) 	Spell lasts until spellcaster next casts a spell; no time limit is given for Create Monster but this seems to be the intention. Suggest that spell also ends if spellcaster dies.
(5) 	This spell is the only one that specifically states that the caster does not need to see he hex to which the victim is moved.
(6) 	These spells work like B, but with shorter radius.
(7) 	Cast out of phase in enemy turn, but spellcaster cannot then cast during his next turn. Return Arrow is cast before damage is calculated: it is implied that shooter must be in line of sight. 

3.5	THE RULES ON MISSILE-FIRE
There are two missile-fire phases, both in the same player-turn either side of the movement phase (i.e. phases 2 and 4). This contrasts with DN’s “defensive fire” phase in the enemy player’s turn and “offensive fire” phase in the player’s own turn. Shortbows may either fire in both phases and move half their allowance, or fire in phase 2 only and move their full allowance; in DN shortbows can fire twice without any movement restrictions. Crossbows may only fire in Phase 2, and if they fire cannot move, which is the same as in DN. 

The DB Expansion Set includes updated rules for missile weapons with new results tables. Instead of each bow having an attack strength depending on the range, and using the odds tables provided in DB, a table similar to that in DN is given. Note that in DB no characters have longbows, although ranges for longbows are given in the Expansion to allow use with other games in the series.

Missile ranges are changed between DB and DN: Short/Medium/Long 
•	Shortbow - 15/25/40 changed to 10/25/50
•	Crossbow – 15/30/55 changed to 15/30/75
•	Longbow  - 20/35/70 changed to 12/30/90

A wider range of more damaging results is provided for missile fire against mounted targets in DN1, but the results tables are identical for offensive fire against foot. DN has slight variations to the results when targets are hit by defensive rather than offensive fire. The mounted missile fire results table in the “Dark Blades Expansion Set” (DBE) has only four alternative results, in the pattern ABBCD for crossbows firing at targets in no cover (by comparison the pattern in DN1 is ABCDEF):

     DBE result						DN1 result
A: Defender retreats 4 hexes 				[Same as for DBE]
B: Horse killed, rider stunned and dismounted		Horse unharmed, rider stunned and dismounted
C: Horse unharmed, rider wounded and dismounted	Horse unharmed, rider wounded (*)
D: Horse killed, rider wounded and dismounted	[Same as for DBE]
E: [No such result]					Horse unharmed, rider killed and dismounted
F: [No such result]					Horse and rider killed

*	The rider retreats 4 hexes instead if the hit is from defensive fire. 

These results are identical to the original DB range of results, with the exception that in Dark Blades and DBE result ‘C’ has the wounded rider dismounted rather than remaining on horseback as in DN. This particular result is applied in all the Cry Havoc series games by Eurogames. 

The Expansion has some additional firing modifiers: -1 for a stationary foot target, -2 for a stationary mounted target, and +1 for a mounted target who moved 7 or more hexes last turn.

3.6	TERRAIN AND MOVEMENT

Slope: The most significant change in movement costs is that Slope costs 2 to both foot and mounted in DB, but is treated as “steep slope” in DN with a movement cost of 4 to foot and 8 to mounted. All the earlier games in the “Cry Havoc” series, both French and English, treat slopes in the same way as in DB (with all movement costing 2). However, slope costs for horses are also increased in the French “Vikings”, where foot cost is 2 (as for normal slopes) but horse cost is 4, and it seems that this doubled movement cost rule is a later improvement that should also be applied to the earlier games. All slopes from earlier games could also be treated as “steep slopes”. 

Marsh, Scrub and ‘Marshy scrub’: DB has a terrain type called “marsh”; it has no “scrub”. However, the same terrain in DN1 is called “scrub” (or rather ‘broussailles’ (bushes), the French word used for the scrub terrain in all the earlier games). A separate design is used for “marsh” on ‘The Haunted Swamp’ map from DN2, although it has exactly the same effect as the “scrub” in DN1. Both DB and DN1 give a movement cost of 2 foot and 4 mounted for this terrain, whereas in all previous games of the series “scrub” has a movement cost of 2 for both foot and mounted; all other effects are identical. The depiction of “scrub” hexes, on both ‘The Watermill’ and ‘The Arena’ maps, is of clumps of grass rather than the usual clusters of small bushes. This different image, coupled with different movement costs, leads to the suggestion that all such hexes on all maps should be called “marshy scrub”, and the 2/4 movement costs applied. The same design also appears on the ‘Watering Hole’ map in “Outremer” and ‘The Coast’ in “Viking Raiders”: they do not contain the small bushes shown on normal scrub hexes, so should be treated as “marshy scrub”. 

In both DB and DN1 it does not seem to matter whether the hexes are described as “marsh” or “scrub”, and in any event the increased cost for horses should be applied to both. All scrub hexes in earlier games could optionally also be subject to this increased cost, similar to the increase in the cost for horses on slopes.

The different design used for the marsh hexes on the ‘Haunted Swamp’ map in DN2 is given a movement cost of 2, but no movement cost for mounted as none is required in that game (4 for horses should be applied if such a marsh were on the surface). Note that the boggier ‘deep marsh’ in ‘The Marsh’ extra map from Claymore #6, which also uses the ‘Haunted Swamp’ marsh image, is given a movement cost of 4 for foot and 6 for horses, plus a test to see if armoured characters and riders get stuck. This test could be used for both the ordinary marsh and the ‘deep marsh’ hexes. 

Water: Impassable in DB, water costs 5 for unarmoured foot in DN (as in “Samurai Blades” and “Croisades”). DB has rules for drifting downstream (with 9-10 to drown) and crawling out (on 1-4) for those who jump or fall in. Wounded and stunned drown automatically. Drifting is 3 hexes in lake, 4 or 6 hexes in stream. Characters die if they drift into the millwheel; but they can grab hold of the stepping-stones on 1-6, failing which they carry on drifting next turn. There is no rule in DB (as there is in DN) that armoured characters will automatically drown, because DB has no rules for armour. 

Footbridge: DB has movement cost of 1, but impassable to horses. However the rules do allow horses to be led over a bridge. The Expansion Set changes this to allow riders to cross with a movement cost of 4. In DN1 it is an ordinary wooden bridge with a cost of 1 to all. The larger bridge in “Samurai Blades” / “Samouraï” has a cost of 2 for riders, while all drawbridges have a cost of 1. Some penalty for riders seems appropriate in DN1, whether that be a cost of 2 or 4. 

In DB any character forced to retreat by combat on a bridge, falls in.

Stepping stones: Both DB and DN have a movement cost of 2, and impassable for horses. The Expansion Set allows horses [and by implication mules] to be led across at a cost of 6 per hex, but with a die-roll for slipping on each stepping stone hex: 2 = horse only falls in and drowns, 1 = both horse and character leading it fall in. “Retreat” or “stunned” combat results cause a character to fall in; “wounded” only causes a character to fall in on 1-5.

Windows: In DB the movement cost through a window is 3, while in DN it is 4; all the other games in the series (both English and French) have a cost of 4 (with the exception of the original English version of “Cry Havoc” which also gives a cost of 3 in one place but 4 in another). DN prohibits combat through windows although this is allowed in DB (with defence ‘+’) and in all other games in the series. 

Building interiors and doorways: In DN all building interior hexes are ‘+’ for combat but in DB (and in “Viking Raiders” but not in the earlier English games where they were ‘+’) they are all ‘0’. The advantage of the DN rule is that it clearly identifies the bonus to characters defending inside a house (or paved area underground), while all characters fighting inside the building itself remain in equal terrain. In DB all fighting inside a house, including window and door hexes, is ‘0’ against ‘0’.

DB treats doorway hexsides as ‘+’, which creates the same result for doorways as in DN, so long as the clarification of this rule from “Vikings” is applied to DN. A character defends a doorway hexside at ‘+’, but a character attacking through a doorway hexside gets no bonus, even if attacking from ‘+’ terrain (which includes building interior hexes in DN). Attacks from outside would be at ‘0’ if from flat terrain, ‘-’ if from a tree or other disadvantageous terrain. 

In DB, as with all the English versions, horses are allowed into ‘doorway hexes’ but not inside buildings, whereas DN and all the French versions do not allow entry into either type of hex.

Obstacles: A dead horse or 3 dead men in a hex doubles movement costs, but blocks movement completely on a bridge. One or two dead men on a bridge double movement costs. Two dead horses, or six dead men, or a combination such as one dead horse and three or more dead men, make a hex impassable. One character can push one dead man off a bridge in one turn if he does nothing else; it takes three turns to push a dead horse off a bridge. In contrast to the rules in DB, a dead horse or 3 dead men in DN1 costs +1 movement point, with 2 horses or 6 dead men (as in DB) making any hex impassable. Moving a dead horse or equivalent by 1 hex requires 2 characters doing nothing else for one turn. DN1 has no special rule for obstacles on bridges, and omits the rules on obstacles entirely from DN2.

Mounting and dismounting horses: In DB wounded characters cannot mount; in DN1 they can do so. Mounting and dismounting in DB takes a character’s full movement allowance, whereas in DN1 additional movement may occur before and/or after mounting and dismounting. DB is very specific, by providing a diagram, in showing that mounting a horse can only take place if the character is in one of the two hexes beside the horse which is adjacent to both horse hexes. The wording of the rule, however, is unclear in the absence of the diagram, merely stating that the character must be in a hex adjacent to the horse. DN1 provides no diagram and just repeats the same potentially misleading wording used in DB. It is recommended that the DB diagram should be applied in DN1. 

Challenges: The DB Expansion Set provides a rule that characters must stop moving once they enter a hex adjacent to an enemy. It makes no provision for challenges like those in “Viking Raiders” or DN. 

Retreating off-board and returning to the map: The DB Expansion Set provides an “optional/additional” rule not found in any other game in the series that characters may make one attempt to return to the game board after retreating off it: a roll of 8-10 allows return.

4	ADDITIONAL SCENARIOS

4.1	A STAKE FOR GODIVA (Un bûcher pour Godiva)
This scenario by Christian Delabos appeared in Claymore magazine issue #2 in 1992. It uses the counters and rules from “Dragon Noir 1”, plus the Village map from “Cry Havoc”.

1.	Background: In a few moments Shaman will finish his incantations. Then the pyre to which Godiva is bound will be set alight… Will Konrad and his men arrive in time to save Godiva? 

2.	Map layout: The Village

3.	The sides: 

The Orcs (all on foot) – 1 Level 1 magician: Shaman; 2 Orc leaders: Black Fox, Crazy Ork; 
3 Guard Orcs: 1 of attack strength 10, 1 of 14, 1 of 16; 3 Unarmoured Orcs: 2 of 14 and 1 of 16;  
2 Orcs with crossbows;  1 Orc archer.  

The Rescuers – 1 Level 1 magician: Zacharie (mounted); 5 Mounted Warriors: Konrad, Grast, Aldus, Santiago, Dill; 3 Foot Warriors: Hohmley, 2 Dwarves of attack strength 12.

4.	Starting positions and sequence of action: The Orcs are placed anywhere on the map. The Orc player places Godiva in the street or in one of the three courtyards. The rescuers start the game by entering through any mapedge or mapedges that the player chooses. 

5.	Special rules
1)	Godiva is tied to a stake; she can neither move nor fight. It is impossible to move through her hex as long as she remains a prisoner. Only a man on foot can free her. To do this, the rescuer can neither move, nor shoot, nor fight for one complete turn. Godiva can only be freed if there is no enemy adjacent to her. 
2)	In order to set the pyre on fire with magic, Shaman must be on a hex adjacent to the imprisoned Godiva and remain meditating for 5 turns. During these 5 game-turns he can neither fight, nor move, nor make use of his magic powers. If his concentration is broken, he must restart from zero.
3)	Shaman is immune to fireball spells; Zacharie cannot use the “Make spirits appear” spell.

6.	Victory conditions: If the rescuers manage to get Godiva to exit the map alive, they win. The Orcs achieve victory if the stake and Godiva burn. If neither of the preceding conditions are met, the game is a draw.

4.2	THE ELF PATROL (La patrouille des Elfes)
This scenario by Carl Pincemin appeared in 1995 in Claymore magazine, issue #7. It uses counters and maps from “Dragon Noir 1” and “Cry Havoc”, plus the extra map The Forest.

1.  Background: For several weeks now, on the northern border of the forest of the Elves, the horribly mutilated bodies of merchants and their escorts have been discovered. The Great Council of the Wise has sent patrols of Elves to search out the cause of these massacres. He investigators must be discreet and not show themselves to humans.

2.	Map layout:  The Crossroads  side 5 connecting to side 10 The Forest

3.	The sides:
The Forces of Good, Group 1: The trade caravan – Merchants: Leopold, Philip; 
Sergeant: A’Wood;  Halbardier: Tom;  Billman: Jean;  Spearmen: Wat, Ben, Odo; 
Peasants: Gobin, Gam, Farmer, Barney, Simon, Davrich;  + 6 mules.

The Forces of Good, Group 2: The Elf patrol – 4 Elves.

The Forces of Evil – Sorceror: Shaman;  3 Trolls;  2 Wardogs.

4.  Starting positions and sequence of action: The Good player places Group 2 in tree hexes on the Forest map. The Elves will stay invisible until they enter the game by shooting or moving.

Group 1 starts the game by entering the Crossroads map through the hexes on side 6.

The forces of Evil are placed after the entry of Group 1: Shaman on the hill, the Trolls and Wardogs on scrub hexes. They can be moved immediately after being placed on the map.

5.  Special rules:
Shaman is a level 2 magician with 150 points. He cannot be wounded or killed by arrows. He only knows the following spells: Spells affecting other characters, Fireballs, Make spirits appear. These spells have no range limitation, but Shaman must be able to see the target hex. Only trees will interrupt his line of sight. The spirits invoked by Shaman will appear in the pond.

The Elves have been ordered not to reveal themselves to humans. But, faced with the massacre of the humans, will the Elves disobey the instructions of the Great Council? Before each game-turn, the Elf player rolls 1D10; as soon as he has obtained a total of 40 points, the Elves will intervene on the side of the humans.

6.	Victory conditions: 
For the forces of Evil: Eliminate all of the caravan, or seek victory on points. 3 points per man killed, 5 points per mule killed, and 10 points per Elf killed.
For the forces of Good: Exit as many characters as possible through mapedge 8 of the Crossroads. Each man in full health who exits the map is worth 3 points, each wounded man is worth 1 point, each mule is worth 5 points; the death of a Wardog is worth 10 points and the death of Shaman 20 points (at the end of the game).

4.3	WOLF HUNT – ETTRICK FOREST, 13th CENTURY (Chasse aux loups)
This scenario by Christian Delabos appeared in issue #13/14 of Claymore magazine. It uses the Wardogs from “Dragon Noir” and at least one extra map (ideally two) of The Forest, plus a set of archers from either “Cry Havoc”, “Siege” or “Vikings”.

Background: For a long time wolves have repeatedly ravaged the flocks on the borders of Ettrick Forest. Taking down their bows and quivers, the archers of Ettrick determined to finish these beasts once and for all…

1.	Map layout: The Forest 

2.	The sides: The wolves – Lucifer and the 2 Wardogs from Dragon Noir.

The hunters – Archers with shortbows: Either Christian, Enguerrand, Mathias, Fletcher, Bowyer, Aylward (Cry Havoc) or Aelle, Aelfgar, Aeldred, Swithulf, Lodin (Vikings) or Dylan, Idris, Myrlin, Aylwin, Gwyn (Siege).

3.    Starting positions and sequence of action: The wolves are placed secretly on the map, then the hunters start the game by entering the map through any mapedge of their choice.

4.	Special rules: The wardogs are not armoured. [Recommended that their movement allowances are raised to the same as Lucifer (12 MPs).]

This game is played “simple blind”: it is consequently necessary to have two Forest maps. [Alternatively the Wolf player could play using map reference numbers.] 
During the game only the Hunters are visible to both sides. The wolves are not visible by the hunters unless they appear in the line of sight of one of them. The wolves’ movements are carried out secretly on the second Forest map.  As soon as a wolf enters the line of sight of a hunter, it becomes visible and stays so as long as it stays in that line of sight. Lines of sight are calculated just like lines of fire.

One of the hunters (identified at the start by the player controlling him) is able to climb trees. See the tree-climbing rules from Claymore 5 – Section 2.5 above.

5.  Victory conditions: The object of the game is to kill all the wolves. If a wolf leaves the map it is considered to be eliminated.

4.4	THE FIRST BATTLE OF THE FORDS OF ISEN 
(La première bataille des gués d’Isen)
This scenario for “Dragon Noir”, “Croisades” and “Vikings” appeared in Claymore #6 and was written by Christian Delabos. It is based on a battle in J.R.R. Tolkien’s “Lord of the Rings”, which is described in detail in “Unfinished Tales”.

1.	Background: In February of the year 3019 of the Third Age, the wizard Saruman launched his troops in an assault against the kingdom of Rohan. Theodred, son of Theoden the king of Rohan, determined to stop the enemy at the fords across the River Isen. What the Rohirim did not know was that an element of Saruman’s army had already crossed the Isen upstream …

2.	Map layout:
        B		3   	  B	  1		3   	C	  6
N    	2 The Open Field 4|4 The Ford 2|2 The Ford 4|5 The Crossroads 7  R
				1		     3		1		     8

B = Entry points for Group B; C = Entry points for Group C; R = Entry points for all Rohirim.

[In place of The Open Field any map could be used, disregarding slopes, trees and buildings. The Ford is trickier – what is important is a river running north-south down both maps. The Watermill map, could be used ignoring the mill and treating the river banks as also being river, with the bridge and stepping stones and adjacent hexes as fords. Alternatively mark a river (with blank counters) across any map – the Crossroads lends itself well to this.]

3.	The sides
Rohirim (Theodred):  Theodred - Konrad (DN); Heavy cavalry – Edmund (V), Sir Raymond, Sir Walter, Sir Baldwin, Sir Guy (C); Horse archers – Ayub, Fakr, Mongka, Qutuz, Rashid, Usamah (C); Huscarls – All (V); Ceorls – All (V); Armoured archers – All (C). 
Rohirim reinforcements:  [Riders of Rohan under Elfhelm] – All Templars (C). 

Saruman’s Advance Guard:  Goblins – All (DN); Spearmen – Aki, Arnold, Bryn, Gareth, Hayden, Stori (C).  
Saruman’s western force (Group B):  Orks – All except the 3 archers (DN); Bondis – All (V); Berserkers – All (V); Archers – All Viking bowmen (V).  
Saruman’s eastern force (Group C):  [Uruks] – All Elite Orks (DN); Trolls – All 3 (DN); [Man-orcs] – All Hirdmen (V); [Dunlending horsemen] – All Turcopoles (C); Wolves – All 3 wardogs (DN); Wolfriders – 3 Ork Archers (DN) [riding the wolves]. 

4.	Initial placement: 
•	Saruman’s Advance Guard is placed first on the Open Field map. 
•	Theodred and his men start the game by entering through side 7 of the Crossroads map. 

•	Saruman’s Group B enters in Turn 4 through sides 2 and 3 of The Open Field and through side 1 of The Ford map to the west of the Isen. 
•	Saruman’s Group C enters on Turn 8 through side 6 of the Crossroads map and through side 3 of the Ford map to the east of the Isen. 
•	The Rohirim reinforcements enter on Turn 15 through side 7 of the Crossroads map.

5.	Special rules
1)	The hirdmen use the rule for two-handed axes from “Vikings”. The huscarls use the shieldwall rule from “Vikings”, but do not use the two-handed axe rule. The berserkers do not use any of the special rules from “Vikings”.
2)	On foot the heavy cavalry are treated like huscarls.

3)	The wolfriders apply the wolfrider rules from Claymore #6.
4)	The Goblins and wolfriders use the hamstring cutting rules from Claymore #5.

5)	A “ford” hex costs 3 Movement Points. The other river hexes are impassable. Any character stunned on a ford hex is killed and his body carried off by the current.

6.	Victory conditions: Both sides: hold the island situated between the two arms of the River Isen, and hold the Eastern bank of the river (the whole of the Crossroads map).

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4.5	CRANN ULL..!

A scenario for the Cry Havoc series written by Pierre Berclaz, published in Le Journal du Stratège #55/56. The scenario is designed for three players. It is necessary to own or have access to “Cry Havoc”, “Siege”, “Croisades” (or “Outremer”) and the English versions of “Viking Raiders” and “Dark Blades” (Dragon Noir [‘Les chevaliers de Dragons Noir’]). [The French “Vikings” can be substituted for “Viking Raiders” if you have the map ‘The Coast’, and “Dragon Noir” can be used either applying its magic rules (e.g. 100 EPs) or using the “Dark Blades” magic rules and cards.] 

1.	Background
He arrived one dark night,
Dark as the Ages which started then: 
   	A period of terror and violence,  
Which was coming to beat down on the people of the forests. 
   	But hope came one day in the form of a brother,  
Jealous of his power. 
   	He contested with him over the land,  
But the people paid no heed to 
   	Replacement of one tyrant by another  
Who would not reduce their hardships. 
   	Thus under the direction of their bard, 
The people came out of the Forest, 
Hurling their bravery against the Saxon armies.  
Their blood flooded sea, land and trees, 
   	But their sacrifice was …

The troubadour sang thus the story of Crann Ull in Wales under the tyranny of Saxon masters who were tearing each other to pieces. But the troubadour left without being able to write the final word: “fruitless” or “rewarded”? It is up to you to write it by playing this scenario!

2.	Map layout
	     5			                1
8 The Watermill  6 (Swamp) 4  The Coast  2
			     7 (Trees)  10		    3	    5
			9    The Forest    11  (Trees)  8  Crossroads 6
  12			    7

Swamps occupy either side of the whole of the map-edges separating the Watermill and Coast maps. [Up to about 3 hex columns in depth along side 6 of the Watermill, and in place of the sea in the 3 columns on side 4 of the Coast: X1-16, Y1-16, Z/AA1-17, A1-13, B1-10, C1-5 + optionally A14-16, B11-16.]

It is recommended in addition that several extra trees (to a maximum of either 7 trees or the equivalent of 36 hexes) to extend the forest should be placed along side 8 of The Crossroads and side 7 of The Watermill. [The Dark Blades Expansion set provides 7 trees consisting of 31 hexes; Dragon Noir 1 provides 12 trees consisting of 32 hexes.] The exact positioning of swamp and trees is left to be agreed between the players.

Three extra houses should also be added: these are referred to as House 3 (with door to South), and House 4 and House 1 (both with doors to North). 
[The house sizes and precise locations are unclear, but it seems most likely that they are copies of the houses from ‘The Village’ map without the outbuildings and courtyards. If this is so, Building 3 (12 hexes) is placed on flat, rock, sea and shingle hexes of ‘The Coast’ G9-11, H10-11, I9-12 and J10-12, and the others on flat hexes of ‘The Crossroads’: Building 4 (10 hexes) on R16-15, Q16-15, P16-15, O16-15 and N16-15, and Building 1 (11 hexes) on M11, L12-11, K14-11 and J14-11.]

3.	The sides (CH = Cry Havoc, S = Siege, O/C = Outremer/Croisades)
Side A (The lord of the land) [mainly from Cry Havoc] – Knights: Gaston (lord), Peter, Piers;  Foot Sergeants: Morgan (S), Tyler;  Halbardiers: Bors (S), Evans (S), Fursa (S), Hubert, Watkin;  Spearmen: Bertin, Brendan (S), Gareth (S), Mark, Stori (S);  Crossbows: Arbalister, Denys, Forester;  Falconer with CP [Control Power] = 2: Tamara (O/C - Turcopole).

Side B (The brother) [mainly from Outremer/Croisades] – Knights: Balian (brother), Fitzwarren (S), Gunter (CH), Hughes (S), James (CH), Mortimer (S);  Mounted Sergeants: Baldwin, Guy;  Horse archers: Imad, Qutuz, Usamah.

Side C (The peasants) – All the women, civilians and peasants from Cry Havoc, Siege and Viking Raiders (total of 44 counters); Longbowmen (all from Siege): Aylwin, Dylan, Myrlin. One of the peasants chosen by the player is a wizard with strength N=5, PMB=3. [This clearly means that he/she has a hand of 5 spell cards (N = Numéro/number), but it is obscure as to what “PMB” might be. At a guess it either means he has a pool of 8 (3 extra cards) from which to choose 5 at the start, or that he has 5 random cards but can top up his hand of spells 3 times.]

4.	Special rules
1)	The peoples of the woods (Side C) ignore the limitations on movement caused by trees and scrub. The player treats such hexes as if they were flat terrain for movement only.
2)	[Although there is no mention of climbing trees in the rules for this scenario, players may agree to allow Side C to be able to climb trees (at cost of 4 to climb up, 3 down, 3 at top).]
3)	As soon as a counter of the people of the woods enters a tree or scrub hex, it “disappears”. The player removes the counter from the game board. It does not reappear until the character emerges from such a hex or decides to fight an enemy (hidden movement is therefore allowed). A counter which has “disappeared” cannot of course be attacked while it remains invisible the people live in symbiosis with the forest they protect). A bowman who has “disappeared” can continue to shoot without revealing his position, but the player must indicate the approximate origin of the shot.
4)	Rule (3) above will cease to apply once the wizard is dead.
5)	[Players can choose to make the marsh either impassable, or capable of being crossed at a cost of 4 for foot and 6 for mounted with a chance of 4/10 per hex that armoured foot or riders will get stuck. Stunned characters in marsh remain lying as if stunned on 5/10.]

6)	Side B cannot attack Side C until after at least one of their characters has had proof of (i.e. has seen) a combat between a character of Side A and one of Side C [Presumably it can also attack Side C if Side C attacks it!]. Side B can attack side A at any time. 
7)	Side A cannot attack Side B or Side C until it is attacked itself by a character from that Side.
8)	Side C can attack Sides A and B at any time.

5.	Starting positions and Initiative
[The rules I have are missing the start positions, so estimated positions are: Side A in the houses on The Coast and Crossroads maps, Side B entering through side 5 of the Watermill map, and Side C anywhere on The Forest map or in the trees adjacent to that map.]

The side that has the greater total attack strength (adding together the attack strengths of all living, unstunned characters) has the initiative. If the totals are equal, roll a die. Having the initiative means that the player can decide to start the game turn or pass the initiative to the next player, in which case the player with the initiative ends his turn. The last player is obliged to start his turn if he is given the initiative in this way (due to the second player also passing on his turn). The calculation for initiative is made every 5 turns and the player who has the initiative keeps it for the following 5 turns. For the first turn Side B has the initiative.

6.	Objectives of the game
Each player for himself and God save us all. 
-	Side C must attempt to expel Sides A and B. They will achieve this by eliminating at least 7 knights, including the lord and his brother.
-	Side B must eliminate the 3 knights, the 2 sergeants and at least 1 crossbowman from Side A, at which time the remainder of Side A will start to join them.
-	Side A must eliminate at least 4 knights (including the brother) and the 2 sergeants from Side B, at which time the remainder of Side B will start to join them. 

As soon as one of these situations occurs, the rules on panic will apply. In the second and third situations, panicking characters will rally immediately to join whichever of Side A or B is appropriate in the situation. 
-	Sides A and B must eliminate the wizard (the player of Side C of course should not reveal his identity) and no more than 3 civilians and 10 peasants, upon which the people will become peaceful (wiping out more would result in a reduction in the harvests and the lord will be replaced).

1.	Side A wins if the peasants have calmed down and if all the characters of Side B have rallied to them or left the map.
2.	Side B wins if the peasants have calmed down and if all the characters of Side A have rallied to them or left the map.
3.	Side C wins if they expel all of Sides A and B (see above) or if at the end of a turn all the characters from Sides A and B are either panicking or have left the map.

[Note: This scenario looks interesting but has some gaps in the rules so does require players to make their own choices as to how to interpret those areas that are vague. As an example, the starting positions of Sides A and C are fairly certain, but Side B could enter from a different mapedge to that suggested, e.g. side 8 of the Watermill or side 7 of the Crossroads. The smaller houses supplied with “Dragon Noir” or the “Dark Blades Expansion Set” could alternatively be used instead of the ones suggested.]

5.	ADDITIONAL SCENARIOS AND ADVICE FOR “DRAGON NOIR 2”

5.1	GENERAL ADVICE TO PLAYERS

The French magazine "Casus Belli", issue #75 from May/June 1993, had a review by Claude Renaud of the newly-published second volume of “Dragon Noir” – “L'Epreuve” (The Challenge). The review included a description of the game, a scenario (see below), and the following advice:

-	The Adventurers generally must base their strategy on speed. It is always better to fight from a distance with the archers as the spiders (the Krobs) are best at close fighting. The Queen Alkiram's ability to spawn young Krobs every three turns can gradually wear down the initial strength of the Adventurers and ultimately defeat them.

-	Attack Alkiram from behind. Although you may reduce her movement by wounding her you do not prevent her ability to turn to face her attackers, so it is helpful that she cannot leave the map she starts in and her attackers are always free to escape from that map - if the Guards will let them! 

-	If you have already played scenarios from Dragon Noir 1, the reviewer recommends that Scenario 6 in Dragon Noir 2, the campaign scenario "The Challenge", be played first as it has many advantages in its simplicity and playability. He also recommends this for introducing non-players and role-players to the game. 

-	The absence of archers among the Krobs makes them easier to play for a novice player; the absence of horses also makes the game easier (he also has some suggestions on resolving uncertainties in the rules relating to line of fire and cover for riders).

-	The solo scenario (Scenario 7) is interesting and playable as well as providing excellent training.

[Claymore magazine, issue #6, also included some advice on playing (and modifying) DN2 Scenario 2 “The Krobs attack”; this is translated alongside that scenario in the ‘DN2 Scenarios’.]

5.2	SCENARIO: RETURN TO THE LIGHT OF THE SUN (Retour à la Lumière du Soleil)
A group of isolated adventurers must escape from Alkiram's kingdom, but the jaws of a vice are inexorably closing on them.

Setting the scene:  
This scenario should be played twice, with each player taking in turn the part of the Adventurers (the attackers) and the Krobs (the defenders). This places the emphasis on the achievement of the Adventurers in advancing as fast as possible while minimizing losses, and on the Krobs slowing down the enemy with the effect of allowing more and more reinforcements to arrive to overwhelm them.

Map layout:  
		Y Island X|X Bridge Y|Y Marsh X|X Maze Y|Y Jails X|X Pit Y

The Adventurers enter from side Y of the Island map and must exit through side Y of the Pit map; the Krobs enter from all top and bottom mapedges.

The sides: 
The Adventurers (20+1) - Konrad, Godiva (+ Lucifer), Zacharie, Grast, Hohmley, Thrugg, Laberne, Aldus, Jon, Gotmar, Sarah, the 4 Elf archers, the 3 Trolls, Zed, Crazy Ork + 2 boats; the Adventurers start the game by entering through side Y of the Island map. 
The Krobs (24) – A Hunter can enter through any of the side tunnels as soon as an Adventurer enters the map in question. The Hunters can also choose to delay the time of their appearance.  After turn 3: 2 points of reinforcements every turn, divided as equally as possible between the maps where the Adventurers are present and those that remain for them to run through. As soon as the points are spent, the relevant counters are placed in front of the tunnel from which they will enter the map. (Warriors cost 2 points, Hunters cost 1 point). 

[It is unclear whether “24” is 24 Hunters or 24 points-worth of Krobs. Players must decide before the game starts which alternative to follow. If the defender starts with 24 Hunters, the remaining 4 Hunters and 16 Warriors are available as reinforcements. The defender may enter as many of the 24 Hunters as he/she wishes from Turn 1 onwards, but the reinforcements from Turn 3 onwards must be committed to specific entry points as soon as they are due. Alternatively the defender could start with a mix of Hunters and Warriors worth 24 points; it is implied that no Slayers or Guards are used.]

Special rules:  
-	The Gharvs do not intervene in this scenario.
-	Zacharie has 200 EPs (Energy Points), but he may only use them for spells which affect himself or the terrain, and for spells which heal or revive his companions. 
-	At the beginning of the game, the Adventurer player places the two boats wherever he wishes on the Island map.

Victory conditions 
Count up the points awarded: [x + y + z + adventurer points]
	The number of the turn of exit from the Pit map 
	-	of the second Adventurer	= x points
	-	of the fifth Adventurer 	= y points
	-	of the eighth Adventurer	= z points
	Adventurer points:
	-	each wounded Adventurer	= 1 point
	-	each Adventurer killed		= 3 points

•	If the total is less than 71: victory to the Adventurers;
•	If the total is between 71 and 80: a draw;
•	If the total is more than 80: victory to the Krobs;
•	If less than 8 Adventurers exit the map: automatic victory to the Krobs.

[Notes:
1.	The players must keep a record of completed game turns.
2.	The number of Warrior and Hunter reinforcements will allow for 21 turns before the defender runs out of replacement Krobs. A note may be kept of the number of Krobs killed as a secondary scoring method (the rules for ‘Krob Killer Number 1’ appear in DN2 Scenario 7). 
3.	This scenario could be played as part of the DN2 campaign presented as Scenario 6. If this is done, the Adventurer characters should be those that managed to escape from the Maze map at the end of that campaign, and the number of Krobs at the start of the scenario should be adjusted proportionately if there are more or less than 20 escapees (see the rules on handicapping games). This scenario could also use the solitaire rules and be played solo.]

Translation history: Version 1.0 completed 11/99. Version 2.0 (9/00) added sections 3 and 5 which were previously separate, and sections 2.8-2.18. Subsequent versions: 2.1 (01/01); 2.2 (02/01); 2.3 added section 2.19; 2.4 (09/01) added sections 2.20-2.22; 2.5 (09/02). Version 2.6 (12/02) modified 2.20, 2.9 (table), 3.6 (scrub), 4.3; updated 2.4, 2.5, 2.8, 2.18; re-thought clarifications 4.5.
[RDG: DNOIR Supplement version 2.6, April 2004]