Game Maps
Movement
Town Movement
Wilderness Movement
Dungeon Movement
Paid Transport
Horses
Game Maps
Each turn you will receive a map showing
the details of your current location. Occasionally the map will be much
larger than normal, for instance, perhaps you bought a large map from a
hidden shop or cast a mapping spell.
If you are in the wilderness the local map will show the terrain of each sector which is visible from the route travelled during your turn. If other player groups, monsters or towns are sighted they will be shown on the map by a red highlight and by moving your mouse over that sector a tool-tip will appear to reveal what has been sighted in that sector. A key below the map will provide more information on anything seen.
When in a town you will again receive a map of your journey during the turn, but you will also get a map of all the sectors within a certain distance of the town depending on the size of the settlement.
If you are exploring a dungeon, the wilderness map will be replaced with a floor plan of the rooms and corridors. Only the areas you have discovered of the level you are currently on will be displayed. The programs keep a record of how much of a dungeon you have explored so if you move to another level or return to a dungeon later in the game, you don’t have to start again. Each room is numbered so that you can tell which room is referred to in your order results.
A red border indicates an object at that
location.
Place your mouse over a red square for
more information.
MONSTERS/PARTIES/SETTLEMENTS SPOTTED
1: Village(125)
2: 5 Swamp People(2752) - 1 Swamp Shaman,
2 Swamp Men, 1 Swampie
3: 2 Swamp People(2121) - 1 Swamp Man,
1 Swampie
4: 1 Wendle(2406)
5: Guzzard(5676)
6: 10 Half-breeds(2839) - 6 Gore Archers,
4 Thrugs
7: Baron Grimdark. NPC(2799)
Movement
During the game you will spend much of
your time moving from one place to another. There are several different
methods of movement depending on your groups current location.
The three main types of movement are town movement, wilderness movement, and dungeon movement. Each type has its own rules and effects. Group speed is set with the Select Speed order and is initially set at normal for all three.
Each group has a number of movement points determined by its current speed. If you choose to move cautiously you will normally have 15 movement points, normal speed 21 points and at fast speed 26 movement points. The movement point total is the maximum number available for the whole turn, even if you move into another type of environment.
Certain things can reduce or increase movement
points, for example injuries and horses. You will be told on your turn
how many movement points you will have available on your following turn
if everything remains the same. If for some reason you will lose some movement
points, you can prevent this if you correct the cause of the loss before
your party moves.
Town Movement
Within a settlement, a party moves from
shop to shop, conducting business along the way. No movement points are
used doing this.
Villages and towns are only one suburb in size, but cities have two to five suburbs. Each suburb has its own list of shops. You receive a list of the shops only for suburb in which you end your turn.
If you already know the shop number you
wish to go to, use this in the order code and you will move directly to
the shop, changing suburb if necessary.
Wilderness Movement
Travel in the wilderness can result from
several orders but usually the Locate Town order and the Move order. The
direction of movement will be as chosen in the order but distance travelled
is depends on your group's speed and the terrain through which it is travelling.
Some orders, such as the Move order allows you to indicate the direction you wish to travel. This is a series of numbers (1 to 8) each of which represents a direction, see below. Several examples are given in the Orders section of the rules.

At the end of each turn your current position, the squares you moved through, and what you could see of the countryside is shown on your printout. Movement points are used each time you enter a new square or sector. The number of points used is determined by the type of terrain. See the table below.
You must have enough movement points to
enter each square. If you do not have enough, you will stop. You can move
off the map shown on your turn, although if you have not been there before,
you will not know what you are moving into!
| Barren (5pts) | City (3pts) | Desert (5pts) | Fields (4pts) | Mountain (7pts) | Water (boat) | ||||||
| Jungle (7pts) | Hills (6pts) | Marsh (5pts) | Open (4pts) | Rough (5pts) | Swamp (7pts) | ||||||
| Town (3pts) | Village (4pts) | Road (3pts) | Forest (5pts) | Dense Forest (6pts) | |||||||
Dungeon Movement
Dungeon movement is a slow, cautious process.
Your party is moving through a strange unfamiliar environment in poor lighting
conditions with danger on all sides.
Moving one dungeon room at a time could make for a very slow game so your group is moved through the dungeon by the computer following orders provided by you. In this way it is possible to explore numerous rooms in a single turn. Each room entered costs two movement points.
Hint: Make sure you have a good source
of light before venturing below ground. Although movement in dungeons is
possible without torches or lanterns, it is slow, dangerous and unrewarding.
Paid Transport
In addition to the movement types described
above, some towns have a stage coach or ship service which will take you
speedily to other nearby settlements.
Look at the shop list to see if any are
selling journeys, and if so, where they are going to. You can also use
it to get to know nearby town names. Transport is purchased using the Buy
order. The cost shown is per character. Buying transport will move the
whole party immediately; any orders following movement are processed in
the new town.
Horses
Various steeds are available from the
lowly mule all the way up to the mighty war-horse. Whilst horses can be
expensive, wild horses can be found, captured and tamed. Horses can be
ridden to cut down travelling time or used as pack animals to transport
large amounts of equipment or booty.