Hyborian War
The Rulebook of Hyborian War
A Play-By-Mail Game of Imperial Conquest in the Age of Conan

Table of Contents

    Player Interaction and Diplomacy
    Elements of Play
    Game Actions
    Imperial Goals
    Victory Conditions
    Peace Years
    National Integrity
    Non-Player Kingdoms
    The Royal Treasury
    Trade Routes
    Troop Maintenance Costs
    Provincial Armies
    Imperial Armies
    Battle Types
    Battle Lines
    Characters in Defense of Provinces
    Province Defense
    Sequence of Battle
    Simulated Reality
    Sample Command Sheet
    E-Mailing Your Command Sheet
    The Command Sheet
    Command Orders
    Diplomatic Missions
    Spell Casting
    Personal Combat Magic
    General Assignments and Movement Commands
    General Assignments and Movement
    Transfers of Wealth
    War Preparations
    Strategic Magic
    Province Defense Orders
    Raid Orders
    Invasion Orders
    Battle Orders
    Battle Magic
    Example Battle Intelligence Summary
    Example Battle Orders Sheet
    An Invasion Sequence Illustration
    Ending the Game
    Terrain Types and Abbreviations
    Spell Limitations Chart
    Troop Type Abbreviations
    Battle Configurations
    The Kingdoms of Hyboria
    Order Codes
    Conan Connections


Hyborian War is a game of imperial conquest in the age of Conan. You will wield the power of command over the destiny of the kingdom you have chosen, charting a course of battle, intrigue and diplomacy over the centuries of the Age. Virtually every tool of statecraft is at your disposal. These rules will give you an idea of the many options available. How you use them--even how many of them you use--is up to you.

For greater enjoyment and comprehension of Hyborian War, it is suggested you first imagine all of the things you would like to do in this game--aggressive and cautious alike--then refer to the rules to learn the best way of accomplishing those goals.


Each Hyborian War game represents in essence an "alternate history" of the Hyborian Age. In each game the history of the world will be different--the events which make up history will be decided by the actions of the players. As the game begins, Conan the Barbarian is but a youth. As the game progresses, the legend of the warrior grows. The conditions of the Hyborian Age as described by author Robert E. Howard in his Conan novels have been re- created in exacting detail to provide the stage setting from which play begins. The overall design of the game adheres closely to the world created by Robert E. Howard and and other authors. (Players unfamilar with the Conan novels are encouraged to read them for valuable insight into the game as well as sheer enjoyment. Even players conversant with the Hyborian World might well wish to bone up before battle begins--you can't know too much about Conan and his adventures.)

Conan exists in Hyborian War as a wandering hero unmatched in strength and power. He is certainly not one to be trifled with. Many times Conan will travel through one kingdom or another, keeping an eye out for an adventure worthy of his vast abilities. If he shows up at your court, thank the gods and assign him to a task you might give to any other of your characters. Accordingly, expect great things--but remember that Conan is no tame courtier. He never remains in one small portion of the Hyborian world or in the service of a single king for very long. As each alternate history of the Hyborian world is "written" during play, you may see other characters from various Conan novels appear. Which of them will cross your path (they may even be your own characters) depends upon the circumstances created by each history. Hyborian War is played in turns run approximately every 16 days. You will have one week in which to plot your strategies. There are two types of turns: peace years and war seasons. Approximately one turn in seven is a peace years turn. Such turns represent a span of time between 2 and 30 game years (average 22) where a state of relative peace exists in the Hyborian world. Peace years are a time of economic recovery during which major battles are virtually nonexistent, although raiding can and does occur. Diplomacy and political intrigue play an important role during these periods as the various kingdoms lay plans for future conquests.

Most turns in the game will be war season turns -- roughly 6 of every 7. However, the number of war seasons between peace years is variable. A single war season represents a 3-month season in Hyboria (e.g. winter, spring, summer, or fall). Activity is virtually unlimited. Major invasions, raids, intrigue, diplomacy and all but a few arcane magic spells will come into full play during a war season.

Whether you're in peace years or a war season, each turn will follow the same format. Your setup package contains your first Kingdom Report, sent to you by way of your councillors, the Chancellor and Adjutant-General. The Chancellor is responsible for informing you of the state of your kingdom at large; the Adjutant-General's duties are to relay information on the condition and progress of your military affairs. Using the Game Rules, Kingdom Report and a good dose of imperial imagination, you will fill out a command sheet, issuing your first commands and declarations. After each turn is run, you will receive an updated Kingdom Report detailing the results of your actions and the current status of your kingdom. Use this intelligence to make further decisions. It is a good idea to keep these reports with your rulebook, as you should refer often to the Rules and the original Kingdom Report as the game progresses.

The Kingdom Report contains the initial report from your Chancellor. It summarizes the history of your kingdom to the present and explains your imperial goals; provides you with troop descriptions and divulges the status of your armies; describes the characters in your kingdom (key individuals of extraordinary skill and talent); evaluates the provinces under your control, your current political and economic standings; emphasizes the unique victory conditions for your kingdom, and passes on a few hints concerning development of your own strategy.

The role of the player in the game is that of an "immortal power behind the scenes." The player is a personality which alternately inhabits various members of a ruling dynasty--those who wield the true power of Hyboria over the passage of centuries. Monarchs may live and die. Thou, however, art ageless and eternal, a spirit of war, determined to mix thy passions with those of the age until the cup of glory hath been drunk to the lees. In summary, Hyborian War allows you a wide range of specific commands and declarations. RSI's staff and computer systems act as your ministers and accountants, keeping track of facts and figures for you, allowing you to execute complex missions with simple commands. (You will wage war without being responsible for counting arrows.) Use the best of your common sense and intuition, learn from your experiences, and guard your back always!

Player Interaction And Diplomacy

In many games (especially PBM games), a lot of diplomacy between players is required, to meet the game's objectives successfully. Typically, this player- to-player diplomacy is carried on by mail and telephone in between game turns: alliances brewing, plots hatching, plans for mutual co-operation agreed to (and later broken) etc. While all this can be a great deal of fun, it is not what all players are looking for in a game. A player who does not wish to get involved in player diplomacy may be at a disadvantage in games of this type. Hyborian War is designed with all essential diplomatic functions built into the game. If you do not wish to, there is absolutely no reason why you should ever have to personally contact another player in your game. Your characters can do your diplomacy for you, and you'll never have to set pen to paper. Not to exclude those players who do enjoy meeting new friends and worthy opponents by playing games of this type (who was it that said a good enemy is worth as much as a good friend?), we have provided an avenue whereby you can make contact with other players in your game, who also enjoy player interaction.

For all Hyborian War games we have the following policy regarding player interaction and diplomacy: Each turn of the game you may request the name and address of up to two players in your game. You make this request by filling in the name of the kingdom(s) whose player/rulers you would like to contact in the space provided on the bottom of your command sheet. On your first turn's command sheet, You will also see a box labeled PRIVACY. If you do not wish to interact with other players in your game, you may check the Privacy Option box and no requests for your address from other players in the game will be processed. Diplomacy, however, is a two-way street. Those players requesting the Privacy option may not themselves request other addresses. Reality Simulations, Inc. will not forward diplomatic messages from one player to another. If you desire diplomacy outside the structure of the game, that will be your own responsibility. Example:


Elements of Play

There are three main elements of play in Hyborian War: troops, characters, and provinces. Your armies will consist of combinations of various types of troops led by certain characters as they occupy provinces. Troops are army or naval units consisting of three to five thousand warriors. Characters are unique individuals who may lead armies or perform missions of great consequence to your kingdom by means of heroism, intrigue, diplomacy, and magic. Provinces are areas in the Hyborian World capable of providing economic resources and troops. Your kingdom starts with a given number of provinces. Much of your effort will be directed to gaining control over additional provinces. Your kingdom enters the Hyborian Age with particular strengths and weaknesses, derived from the nature of the troops, characters, and provinces you open play with. Your challenge will be to make the most of your strengths, while discovering and exploiting the weaknesses of your opponents.


Much of your kingdom's power resides in the might of your military forces. Troops are organized into four categories: Imperial armies, provincial armies, imperial navies, and seazone navies. (Seapower is relatively underdeveloped in most kingdoms of Hyboria, therefore seazones are included in the term provinces.)

Provincial armies (including seazone navies) are the most limited military forces. They may not move outside the areas to which they are assigned or invade neighboring areas. However, provincial armies may carry out raids and can be conscripted into the service of an imperial army that is engaged in an invasion.

Imperial armies are under the direct control of the central government at the capital--these are the least limited and most powerful of your military forces. Imperial armies must always be on either defensive or active status. Defensive imperial armies may not move, raid, or invade. However, they can respond quickly to enemy attacks over a broad range of territory. Active imperial armies may move freely within friendly areas as well as raid or invade foreign provinces. Active imperial armies do not automatically respond to attacks which occur anywhere other than their immediate location. There are literally hundreds of troop types. Each kingdom possesses its own unique units. There are a number of classifications that are used to define them. The broadest and most obvious distinction is made between land and naval forces. Land troops may not engage in conflict in seazones, and only naval troops may raid or invade seazones. Coastland provinces (those bordering a seazone) are accessible to both types of units. Land troops may not move through seazones. Naval units may only move through seazones or coastland provinces.

Troops are further broken down into a number of more distinct classifications, ranging from the mundane to the exotic. For example, there are light, medium, and heavy units of infantry and cavalry; archers, both on foot and horseback; mammoths; war chariots; pikemen; Undead infantry; riders mounted on winged reptiles, and several classes of naval troop units. For a complete listing of troop classifications, see Troop Categories.

Each class of troop has special advantages and disadvantages, depending upon a number of variables. These include the abilities of the troops themselves, the identity of the enemy, the given terrain, a specific combat situation, and others. These conditions are designed to accurately reflect the nature of ancient warfare and imbue the game with almost limitless strategic possibilities. For example, heavy armor offers more protection at a cost of reduced mobility.

Each troop type is rated in four different areas according to their competence. These are: MISSILE ABILITY, MELEE ABILITY, MORALE, and MOVEMENT ABILITY. Missile ability is a troop's relative strength using weapons such as bow and arrow, throwing spears, and other armaments. Melee ability is a rating of the troop's strength in hand to hand combat. Morale is a measure of a troop's overall discipline, self-confidence, and ability to continue fighting in the face of adversity. Movement is a measure of a troop's ability to travel distances as well as its maneuverability. The first three of these abilities are ranked on the following scale: NONE, POOR, ADEQUATE, GOOD, EXCELLENT and SUPERIOR (this is the "STANDARD RATING SCALE" used frequently throughout the game). Movement is given a numeric value between 2 and 12 which represents both the distance in provinces that a given troop can move as well as its relative maneuverability in combat.


In all times and places of Hyborian history there arose great men and women who stood out from among the common mass of humanity by virtue of exceptional capabilities and/or knowledge. These people are represented in the game as characters. Characters will perform tasks that you assign them and carry out orders to the best of their ability. There are six types of characters: Nobles, generals, heroes, priests, wizards, and agents. While a wizard may use magic very well, it by no means keeps him from possessing other qualities that would make him well-suited to command an army. This is determined by each character's rating (using the Standard Rating Scale) in each of seven ability categories. Some ratings are critical for some character types, but each character has a rating in every category.

Personal Combat - Specifically, prowess in personal combat of characters versus a wide range of opponents. They could be other characters, monsters, or just some guards that stand in the way of some goal. Combat is a primary ability for heroes.

Diplomacy - The ability to engage in negotiations, whether subtle or overt. Priests, and the nobility, by virtue of culture and education, will be more likely to possess this ability.

Rulership - The ability to govern, and administrate provinces and their local populations. Primary ability for nobles.

Military Command - Military command is the ability to lead in large scale combat situations. This includes a grasp of strategy, and the ability to carry out successful troop maneuvers. Generals require a mastery of military command.

Heroism - The courage and ability to inspire and rally troops and improve their melee ability. Heroism is important for not only heroes, but generals and all front-line battle commanders.

Intrigue - A very important ability for anyone dealing in the subtler side of international relations; this includes such things as spying, theft and assassinations. Intrigue is a primary ability for agents.

Magic - Whether by means of divine grace or through delving into the arcane arts of sorcery, the ability to use magic is primary for--but not limited to-- wizards. Priests use magic equally in conjunction with diplomacy. Other characters may occasionally come to possess magical abilities through either knowledge of spells or magical artifacts.

In addition to a rating in each of the above abilities, each character is given a name, a game ID number, province of birth, gender, and age. Characters with magical ability will have a list of spells and magical artifacts they may utilize. Since play will span the course of centuries, characters will age, die of natural causes or be slain, replaced by new generations. While succeeding generations will not be exact copies of those who came and went before them, they will generally be able to fulfill the tasks you assign them. A nation of warriors will tend to raise youths who glory in war; a nation that relies on other abilities for its survival will instruct its youths accordingly.

Characters are lost and gained independently from one another. New characters are gained based solely upon the passage of game time. A kingdom which begins the game with 6 characters may, during the course of the game be reduced to having as few as two characters (you will always have a Chancellor and an Adjutant-General). There is no limit to the number of characters a kingdom may increase to.

While the time scale of the game spans centuries, the lives of individual characters are relatively short. Characters do not increase or decrease in ability from their original starting values. There is only one exception. Those characters who undertake to go on an adventure may during the course of their adventure increase in ability in one or more areas. Note, however, that adventure is highly dangerous for characters lacking in ability.

It is a good idea to keep in mind that the outcome of any character mission will depend in part upon a character's abilities. Every mission will benefit by high ratings in at least one primary ability and one secondary ability. Most missions are also influenced by a third or fourth character ability. For example, If a character is sent on a military spying mission, the success of the mission will depend most heavily on the character's Intrigue, but any military command ability that the character has will also be useful. If the character were to become involved in combat, personal combat ability would be in demand. Just one more example of this consideration. A character sent to assassinate a wizard would need primarily intrigue, but would also benefit from any magical ability. The rule to follow when assigning any character to an action is to ask first, "What abilities might this mission demand of my character?" The obvious second question is, "Does the character I am assigning to the mission have the necessary abilities?" Dangerous missions should be reserved for characters with Excellent or higher ability. Characters with Good ability should usually be given assignments that do not automatically place the character in a life threatening situation. For example, Good characters should be used to perform world spying, cast spells (if have magic ability), avoid diplomatic influence, actively rule etc. Characters who have even just a small amount of heroism and/or military command can prove useful in battles.

There are two special characters in your kingdom: the Chancellor and the Adjutant-General. The abilities of these two characters are intentionally NOT listed in your original kingdom reports. While these characters are responsible for reporting to you their judgments as to the abilities of the rest of your characters, they do not report their own abilities. The Chancellor and Adjutant-General may be commanded upon various assignments just as you may command any of your other characters. It is quite possible to find out exactly what the abilities of these two characters are. However, we leave it to you devious and clever rulers of Hyboria to determine the best method of going about this. All kingdoms will always have a Chancellor and Adjutant-General at all times. If either of these characters ever dies they are automatically replaced with a new character. If either of these two characters is ever captured, they are automatically ransomed for the minimum amount of wealth. Thus at a minimum, a kingdom will have two characters, the Chancellor, who always doubles as the provincial ruler of the capital province and the Adjutant-General who will become the monarch if no other characters exist to fill that position. The Adjutant-General may be assigned as a provincial ruler in keeping with the normal rules governing the assignment of provincial rulers. The Chancellor may never be assigned to be the monarch.


Each kingdom starts the game with a certain number of provinces. To gain more provinces you must conquer them. Your armies may not pass through any province which you do not control, except in the case of those controlled by formal allies. Each province in your empire will fund your royal treasury through tax revenues based on the productivity of that province. Additional harvest revenue is collected in the fall of each warseason and during peace years. Province productivity varies based on a number of factors, which we leave to you to discover. Peace years turns are longer and more productive, providing more revenue. The productivity of a province over a given time is summarized on the Standard Rating Scale and reported to you with each Kingdom Report.

In addition to providing wealth, home provinces also levy troops for their provincial armies. The type and number of troops levied varies with each province. The number of troops is influenced by factors which we leave to your wisdom to discover and use to your benefit. Seazones that you control will bring in varying degrees of wealth, but do not provide troops. Newly conquered provinces do not levy troops for the kingdom which captures them. Levies only come from a kingdom's original provinces. However, conquered provinces are taxed at a higher rate to make up for their lack of levies. The only way for a kingdom to gain troop types in addition to those listed in the initial Kingdom Report is to become an imperial power, i.e achieve its imperial goals. Imperial status simulates the gain of new troop types as a result of conquest and expansion. Remember that the benefits gained from imperial status are lost as quickly as they are gained. If any of the conditions required for having imperial status are lost, imperial troops are immediately eliminated from play.

Game Actions

There are six main areas of action in which each kingdom may strive to attain its imperial ambition. These areas are Diplomacy, Rulership, Warfare, Heroics, Intrigue, and Magic. All actions which can be performed in these areas are carried out at your command by the characters and forces under your control. You can order them to attempt a great many things within these general areas, ranging from overt and fairly harmless actions such as peace treaty negotiations with a neighboring kingdom to very underhanded and malicious actions such as attempting to assassinate another kingdom's most important wizard. Because of the great number of the actions that you may attempt, each is discussed separately. You will also be given an example of the specific order you will use to command any of your resources to perform a given action.

Diplomacy - Diplomatic character actions focus on the relationship between different kingdoms. A primary example of a diplomatic action would be to order one of your characters to attempt to break up a formal alliance between two kingdoms who might possibly be planning to attack you. Much of what can be done in real world politics can be accomplished through a diplomatic character action.

Rulership - With this type of character action you will attempt to improve your kingdom by focusing internally on the good of your subjects and your provinces. A primary example would be to order one of your characters to do nothing other than actively rule one of your provinces, looking after the productivity of that province and the well-being of its people.

Warfare - In warfare, you will spend most of your time dealing with your armies. You will command them to see to the defense of your provinces, conduct raids, and carry out invasions.

Heroics - Heroic actions are the stuff of which the Conan Legend is made. The primary example of Heroics is a character who sets off to seek adventure in the Hyborian World. An adventuring character can become embroiled in almost any kind of situation, be it robbing a temple or fighting a sea monster.

Intrigue - Intrigue actions are those intended to subtly act against a foreign kingdom (quite possibly without them ever knowing your kingdom did anything). An example of an Intrigue action is to send one of your characters out to spread rumors and lies in a foreign province about their ruler in order to create political unrest and potential rebellion against the kingdom which controls the province.

Magic - There are twenty-seven spells of magic available to the users of arcane power in the Hyborian World. Characters with Magic Ability of at least POOR will have one or more spells which they are able to use. There are spells which affect every action in Hyborian War: Combat Magic, Strategic Magic, Battle Magic, province Magic, Life Magic, Information Magic, Diplomacy Magic, and Anti-Magic.

Imperial Goals

Every player kingdom in the game has a set of imperial goals. The goal is to capture two or three specific provinces and have a clear line of movement between the provinces and their home kingdom. If a kingdom achieves its imperial goals, that kingdom's military power is significantly enhanced. Imperial goals are not victory conditions. You do not win the game if you achieve them. Achievement of your imperial goals simply benchmarks your passage from a kingdom to a true empire (let the rest of the world beware!) and provides you with a reward for your progress. Once you have attained your imperial goals you must protect your interests. Loss of even one condition will cause your kingdom to revert to its old status. The specific imperial goals for your kingdom are listed in your Kingdom Report.

Victory Goals

Each kingdom has unique victory conditions. These conditions are listed in your Kingdom Report. Each turn you will receive a rating as to your relative progress towords victory. The player with the highest rating on the last turn of the game is the winner. Remember, the game is a long one; your rating is based on what you are expected to achieve by the last turn, so you will probably spend a lot of turns with only average ratings. Do what you feel is right for your kingdom first. You'll have plenty of time to work on your rating later on.

The winner of the game is not necessarily the kingdom with the largest empire and may in fact be a kingdom which is quite small. The winner will be the player who has done the best over the course of the game with the initial resources placed at his disposal.

Peace Years

Your characters may be commanded with any of the orders listed in the rules during both peace years and war seasons with the following exception. The spells "Prophecy" and "Longlife" may only be cast during a peace years turn. The effects of various actions may be dramatically increased during peace years, due to the difference in time scale for the two types of turns. For example, a "Bless" spell cast during peace years may have a much greater effect than one cast during war seasons.

On a peace years turn all invasion preparations are automatically brought to a halt by the computer. This means that all existing intents to invade are scrapped, although they may immediately be re-declared during the peace years turn since the turn following will again be a war season. On a peace years turn all forces engaging in strategic movement or about to engage in set-piece battle are returned to friendly provinces.

Remember that all existing peace treaties with other kingdoms are nullified when the peace years begin. Each kingdom's ability to avoid the diplomatic influence of all other kingdoms returns to its original starting value on a peace years turn. The combination of these two factors generally make peace years turns a time of great diplomatic activity as each kingdom seeks to negotiate new peace treaties or conversely, build up diplomatic immunity against the kingdoms they are planning to invade.

National Integrity

While there are only 36 player kingdoms in the game of Hyborian War, the world of Hyboria is divided into a total of 87 areas. Of these, 70 have national integrity, which means the area in question is in some way cohesive and bound together by a feeling of unity between the populations inhabiting those areas. A simple example of this is that the province of Tarantia (#1) has national integrity for the kingdom of Aquilonia. Areas which are unified by a feeling of national integrity can be considered kingdoms; thus, in addition to the 36 player kingdoms in the game, there are 34 non-player kingdoms which are controlled by the game computer. A group of 17 areas which have no national integrity are called non-unified areas and complete the total (See The Kingdoms of Hyboria chart).

The importance of national integrity comes into play with the subject of GOVERNMENTS IN EXILE and REBELLION. Provinces and seazones which you conquer may rebel against your rule and raise rebel armies against you. In general rebellions occur throughout a region unified by national integrity. If all of a kingdom's provinces have been conquered, that kingdom is considered to be a government in exile. Only the computer can run an exiled kingdom. A government in exile will always have one army of militia and rebels, along with any remaining characters. It will attempt to established a new home province in either 1) any province which that kingdom has controlled at any point in the game for at least one turn, or 2) any province controlled by a formal ally.

If at any time the forces of a government in exile manage to reconquer one of their original provinces, there is a good chance that a general uprising will occur across the entire area of national integrity originally owned by that kingdom, in favor of the exiled government. While rebel troops are not the best in the world (mostly peasants) they are fanatically loyal.

Non-Player Kingdoms

Non-player kingdoms are in every respect exactly like player kingdoms, they have characters, they have armies, they may order their characters to do various missions, their armies to raid and invade, etc. It is possible for a player kingdom to begin the game as the formal ally of a non-player kingdom. For the most part non-player kingdoms are weaker than player kingdoms. Certainly they are not as smart as player kingdoms. It is a good idea not to devote too much of your kingdom's energy towards dealing with non-player kingdoms. Worry about player kingdoms first!


There are two sections which appear in your kingdom report beginning on turn two which are intended to be your primary guides to wise economics. The first of these sections is the revenue and expense breakdown listed under "Affairs of State" in your kingdom report. This listing expresses all expenditures as a percentage of the total wealth spent as well as all Revenues as a percentage of total revenue. Use this section to balance your spending by examining the revenues and expenses of each turn in relation to the overall condition of your treasury as reported in the "Royal Treasury" section of your kingdom report.

Most headings in the revenue and expense breakdown should be self explanatory. However, two expense headings deserve a special mention. Basic troop maintenance cost denotes the basic (unalterable minimum) cost to maintain all troops in your kingdom. Encampment cost per province denotes the extra amount of wealth spent on troop maintenance (above and beyond the basic cost) for quartering large numbers of troops in the same province. Encampment cost rises dramatically as more troops are stationed within a particular province.

Example of play - Kingdom X discovers that after a very short peace years turn (only 2 years of game time) and much military expenditure, the level of the royal treasury was reduced from a Superior rating to Excellent. Kingdom X is satisfied that at present expenditures it can survive 4 war seasons without significant hardship. However, noticing that 90% of all expenses were for troop maintenance and that two large armies are located in the same province, Kingdom X decides to move one army out of the province by invading a neighboring province. Kingdom X believes that by dispersing its troops it should reduce troop maintenance costs significantly and therefore provide for the treasury to last even longer than 4 war seasons. Calculations of this kind are generally made Peace Years to Peace Years since at the next peace years the treasury should be replenished. Kingdom X's next kingdom report will give it an even better idea of how its economic plans are proceeding through further examination of the troop maintenance percentage and treasury level.

The Royal Treasury

Each turn you will receive a summary of the balance in your royal treasury. Wealth produced in provinces under your control as well as wealth obtained by other means, such as raiding and trade will automatically be added to your balance each turn. Likewise, all expenses incurred while maintaining armies and commanding various actions will automatically be subtracted. The assets in your treasury are rated according to the Standard Scale. This rating is defined by comparison to the average wealth for a kingdom of similar size.

    * SUPERIOR - contains more than 160% of the amount of wealth average for your kingdom's size.
    * EXCELLENT - wealth equalling between 121% and 160% of the average.
    * GOOD - wealth between 81% and 120% of the kingdom's average.
    * ADEQUATE - wealth between 41% and 80% of the average.
    * POOR - wealth between 1% and 40% of the treasury's average capacity.
    * NONE - no wealth; potential for being in debt.

As an aid to rulers in overseeing the economic destiny of their kingdoms we have added two economic breakdown graphs to the "Affairs of State" section of each Kingdom Report. The first graph displays the current treasury level as of the end of the current turn versus the treasury level as of the end of the previous turn. This graph is to give players a handle on the proportional change of their treasury over the course of the most recent turn. The second graph displays the revenues versus expenses of your kingdom over the course of the previous turn. This graph, in combination with the itemized listings of revenues and expenses below the display, is intended to provide players with an accounting for the proportional change in their treasury as displayed by the treasury graph. The treasury graph and the revenue vs. expense graph are displayed in different units from one another, so a small drop in treasury will show up as a large column of expenses.

When interpreting these graphs it is important to keep in mind that during war seasons your kingdom expenses will always be much greater than your revenues. Provinces provide no revenue except tax during winter, summer, and spring war seasons. During fall war seasons each province also provides the kingdom with a harvest. Even during fall war seasons, however, kingdom expenses will usually far outstrip revenues. Peace Years are the real time of treasury replenishment.

Trade Routes

A network of trade routes criss-crosses Hyboria, carrying an enormous stream of wealth to and from the four corners of the world. Trade routes are not shown on the Hyborian War wallmap. However, their pattern may be gleaned from readings of the Conan novels, spying, and from other information in your kingdom reports. Trade routes pass through seazones as well as land provinces. It is not possible to either create or abolish trade routes, and they remain unchanged throughout the entire course of the game.

Trade routes are a major source of income and therefore contention between kingdoms of the Hyborian Age. Each trade route which is established with your kingdom will automatically bring in trade revenues so long as the trade route is not successfully raided in the province where it originates. Additional income is gained from tariffs upon trade routes running through provinces under a kingdom's direct control. Tariff revenues from a province are revenues in addition to the wealth which a province normally produces and therefore enhance the overall value of controlling provinces which are centers of trade i.e. have trade routes passing through them. For example, the province of Zamboula, while not a rich province in terms of wealth production, normally provides income equal to two or three excellent provinces simply because it has so many trade routes passing directly through it.

Invasion, conquest, and battle have no effect upon the flow of wealth through trade routes. Only raids specifically directed upon trade routes have any effect upon the wealth they provide as income both to the kingdom controlling the province which the trade route passes through and the kingdom to which the trade route carries wealth.


Your kingdom may receive a small income each turn from any or all of the following (depending on your actions and their success):

   1. Each troop successfully raiding a foreign province.
   2. Wealth brought back by adventuring heroes.
   3. Tariffs on foreign trade routes that run through provinces under your control.

Your kingdom may receive a large portion of income from:

   1. Tax revenue from each province under your control.
   2. Trade revenue from routes established with kingdoms abroad.


Your kingdom will spend most of its wealth on the following:

   1. War preparations.
   2. Raising new troops beyond those levied by your provinces.
   3. Maintaining armies in the field.

Outside the categories of income and expense lie the subject of diplomatic payments. These are: tributes, ransoms, and gifts. All diplomatic payments are direct transfers of wealth from one kingdom to another. Some kingdoms will, as a matter of survival expend a substantial amount of their wealth through diplomatic payments to other kingdoms. Others may gain much of their wealth from these payments. Each kingdom will have to evaluate what impact diplomatic payments (paying and receiving) will have on its economic situation.

Troop Maintenance Costs

The cost of maintaining troops within a given province is based upon the total number of troops, both provincial and imperial, located within that province. The cost of maintaining provincial armies is NOT calculated separately from the cost of maintaining imperial armies. The presence of foreign troops within one of your kingdom's controlled provinces will also drive up troop maintenance costs, although not as much as if they were your troops stationed in the province.

A warning: The costs associated with "paying off" war leaders who have mustered their troops in preparation for a raid or invasion which never takes place can be very expensive. Troops who have mustered for a raid or invasion expect booty...and if that booty does not come from the pillage of enemy provinces it will come from the imperial coffers! It is almost always advisable to carry out all raids and invasions which you have declared on a previous turn. There will be cases when, for reasons of diplomacy, a mistake in planning, or necessity, you will not wish to carry out a raid or invasion you have previously prepared for. In these cases you will simply leave the particular raid or invasion order form blank. Doing this often, however, can quickly create a large drain on your kingdom's economy.


The final test of how your dreams of conquest will fill or drain your royal treasury is experience. In only a few turns the results of your actions will give you a better idea of how to budget. You will get an idea of how much wealth various activities bring in by looking at which of your actions were successful and which were not, as well as the overall gain or loss to your treasury. Remember that during war season turns you will spend more than you make. Each peace years turn you will make more than you spend. Deciding how much to spend may be more difficult your first turn, but becomes easier as you gain experience.

There some moves you can make that would be unwise at most any stage of the game, but would be disastrous at the start. These are:

   1. DON'T concentrate your troops in too small an area. The cost of maintaining troops in a province increases exponentially with the number of troops you add. The quickest way to ruin the economy of your kingdom is to concentrate too many troops in the same province.
   2. Never attempt to increase the size of your armies too rapidly. After all, somebody's got to stay and tend the fields. Your subjects will be unwilling to send off entire families to war in a distant land. At the outset of your conquest, a 10% increase per turn should be more than adequate, and, if you find in your first Kingdom Report that you will be levying large numbers of troops on a normal basis, you won't need to purchase many more.
   3. Remember that different troop types vary in their expense. Depending on the amount of training, equipment, etc., they require, you may wish to balance your armies with some well equipped, expensive troops and some less expensive but more expendable troops.
   4. If you want to pay attention to details, don't count every copper you spend. Rather, see how minor sources of income can keep your treasury from going dry. Cover your bets. Raiding, adventuring, and various acts of intrigue can bring in enough income to offset the possibility of a less than successful invasion.


Armies are collections of troop units. The number of units in any given army may range from one to as many as you can afford to maintain. Each kingdom is allowed to have one provincial army for each province in its empire, and a minimum of two imperial armies. Each kingdom has one imperial army for every three provinces it controls. (The computer will round up; if you control eleven provinces, you will have four imperial armies.) An army may hold up to 30 troop units at once under normal circumstances. Imperial and provincial armies operate differently in defense, raid, or invasion situations. These three situations are covered separately later in this section.

Provincial Armies

Provincial armies are groups of troop units which, once assigned to a province, will patrol that province. Provincial armies are the first line of defense against enemy raids and invasions. They are the only troops which are able to respond to enemy raids on their province. They may not respond to any attacks on provinces other than their own, nor may they move into other provinces as imperial armies may.

Raids: Provincial armies may be used to raid neighboring provinces and are better suited to do so than imperial armies. In peace years turns, a provincial army may raid with all its troops. During war season turns, however, no more than eight troops may raid. If an army with more than eight troop units is assigned to raid, only the first eight will be detached for the raid while the others remain to defend the province--the computer will do this for you automatically. Seazone navies may raid either other seazones or adjacent coastal provinces.

Invasions: Provincial armies may not invade another province unless an imperial army is leading the invasion. An imperial army may pick up those provincial armies that are BOTH adjacent to the province being invaded and adjacent to or belonging to the province the imperial army invades from. Seazone navies may participate in an invasion of a coastal province, but not in an invasion of another seazone.

Imperial Armies

Each kingdom has one imperial army for every three provinces it controls rounded to the nearest whole number. Each kingdom has a minimum of two imperial armies (exception--when the government is in exile). The number of imperial armies controlled by each kingdom is assessed at the end of each turn and armies are either lost or gained based on the number of provinces a kingdom controls at the end of the turn. Troops assigned to imperial armies which are eliminated due to a reduction in the number of provinces a kingdom controls are automatically sent to the capital province in order to await re- assignment. New imperial armies created due to an increase in the number of provinces a kingdom controls at the end of the turn are automatically created at the capital province with 0 troops initially assigned. This 0 troop or "bookkeeping army" can be moved up to 12 provinces per turn until such time as troops assigned to the army from the capital have arrived and are listed as on duty with the army in question. At such time the movement rate of the army is reduced to that of the slowest troop unit in the army.

Unlike provincial armies, imperial armies not only defend the province they are assigned to, but may also be placed on a special "defensive status" that allows them to respond to attacks on neighboring provinces. The status of an imperial army may be changed from active to defensive and visa versa. An army changing its status will undergo a one turn transition period during which, in addition to the standard limitations of its original status, it will only fight in battles occuring in the province where it is located, and may not itself initiate combat.

An imperial army on defensive status can respond to attacks on provinces several provinces away. Since different troop units have different movement capabilities, the response to such attacks is made by individual troop units. For instance, a light cavalry unit may be able to respond to a distant attack, but a heavier cavalry unit could not travel such distances as quickly. Also, that same light cavalry unit could respond to more than one attack in a given war season. The response movement ability of a defensive troop unit is its movement ability minus two. (A troop will always have a minimum response ability of 1.)

Even though troops from a defensive imperial army may respond to attacks outside their assigned province, the army as a whole does (and must) stay in one province, and may neither raid or invade until placed on active status. troops stationed with defensive imperial armies will only respond to enemy Invasions - they will never respond to an enemy raid. Only provincial armies respond to enemy raids. Defensive imperial armies are significantly less expensive to maintain than those on active status.

Raid: An imperial army on active status has two primary purposes. The first of these is the raid. Active imperial armies with eight or fewer troop units may raid; those larger than eight troop units in size may not. Troops may not detach from an imperial army to raid as they may from provincial armies. If you assign an imperial army with more than eight troops in it to raid, the raid will not take place.

Invasion: Active imperial armies may move freely through your provinces as well as those of your formal allies up to the maximum movement ability of their slowest troop unit. They are the primary forces of invasion and at least one active imperial army must participate in any invasion which takes place. During war seasons they may invade any province adjacent to them at the start of the turn, assuming that proper war preparations have been made.


Imperial navies may move freely into and through friendly coastland provinces i.e those controlled by their kingdom or those controlled by a formal ally. They may move freely through any seazone, both friendly and unfriendly. Movement into an unfriendly seazone is treated as an invasion. After entering the unfriendly seazone, an imperial navy will immediately halt its movement and engage all seazone defenders in an open field battle on the same turn. You will NOT need an intent to invade a seazone. It IS necessary for naval forces to declare an intent to invade prior to invading a non-friendly coastland province. It is also necessary for an imperial navy to begin the turn adjacent to a coastland province prior to entering and invading it. In all respects naval invasions of coastland provinces are conducted in exactly the same manner as are land invasions.

An imperial navy may combine with friendly imperial armies for an invasion. However, an imperial navy cannot combine with a provincial army. This ruling reflects the lesser development of naval forces during the Hyborian Era. When engaged in a land battle, each naval troop's compliment of warriors will automatically disembark from their transports to engage enemy forces on land. Naval troops in a land battle fight as light infantry or light infantry archers. Battles between land and naval forces are conducted in precisely the same manner as battles between purely land troops. There is nothing to restrict an imperial navy from remaining in a coastland province which it has recently invaded and captured. This measure is, in fact, the only means of defending such provinces until and unless a friendly land connection exists whereby land troops can be assigned to the province.

Seazone navies may combine with an imperial navy for the purpose of invading a coastal province. Seazone navies may NOT combine with imperial armies. Naval forces may not under any circumstances enter or move through purely land provinces. Naval troops on defensive status will respond to invasions upon coastland provinces within response range.

Each naval troop represents a single war vessel along with a contingent of lesser transport vessels. Each troop contains a full compliment of sailors and warriors aboard transport (the Hyborian equivalent of marines). As a full compliment of warriors is already attached to each naval troop, naval troops may not under any circumstances transport land troops.

Both seazone navies and imperial navies may raid adjacent provinces and seazones. To do this they must first declare an intent to raid and are under the same rules and restrictions which apply to raiding land armies.

Battle Types

Battles may occur either as the result of a raid or an invasion. There are three types of battles: dispersal, open field, and set piece.

Dispersal: Dispersal battles occur only as the result of a raid. This type of battle occurs when defending troops pursue and engage single troop units of a raiding party which has dispersed and is attempting to flee from the province it has raided.

Open Field: Open Field battles may occur in both raids and invasions. This type of battle represents unorganized fighting across a broad front. Such battles are a confused swirl of engagements stretching out over miles or perhaps even hundreds of miles of territory. Open field battles will involve entire opposing armies without permitting either side to draw up into classic battle formations. All sea battles are always considered open field.

Set Piece: Set piece battles are classic engagements between opposing armies arranged in battle formations. Such battles occur as the result of a raid or an invasion. In raid situations battle formations are arranged helter-skelter hours or perhaps moments before the onset of battle. As such, you will not personally decide the formation; the character who leads the raid will choose battle formations based upon the qualities and abilities he possesses (if you don't have a character in the raiding party, good luck).

In most set piece battles occuring as the result of invasion, the battle formations of the opposing armies will be laid out with care and, perhaps, days of preparation. This will involve an extensive period of maneuvering, and your last chance to assign an army commander. Following maneuvers, you will arrange the disposition of your troop units into battle formation. Such battles are prolonged and bloody affairs upon which the fate of empires may hang.


Stratagems are devices or "tricks" used to deceive opponents in the course of warfare. Differing stratagems come into play during invasions and in province defense.

Ambush: An ambush is a surprise attack launched from a concealed position. A successful ambush can inflict serious casualties upon opposing troops while your forces sustain minimum losses. A poor ambush (one that is not much of a surprise) can result in total annihilation of the ambushing force. An ambush may only be attempted by troops of a provincial army in defense of the province. An army attempting to ambush suffers a loss to its overall maneuverability.

Patrol: Patrols can gather useful information on the strength of opposing forces prior to a battle. An accurate estimation of the number and kind of troops which your army faces can be a decisive advantage in set piece battle. You may wish to command invasion forces to patrol, while provincial forces defending a province will dispatch patrols automatically. Troops on patrol may return late for any battle which occurs or be drawn into a lone skirmish with enemy troops. Late troops cannot be assigned in the following set piece battle.

Hidden Movement: The counter-strategem to patrolling is hidden movement. Both invasion forces and troops defending a province may attempt hidden movement. An army attempting hidden movement will employ any number of tactics designed to confuse and distort the information enemy patrols might gather. This may consist of moving through concealing terrain, marching only at night, or driving animals before them to raise dust and create the appearance of a larger army. An army attempting hidden movement sacrifices a great deal of its overall maneuverability. However, successful use of this strategem may equally impair the maneuverability of enemy forces.

Decline Battle: An army may attempt to avoid conflict with enemy forces altogether or decline battle using this order. The chance of successfully declining battle is exceedingly slim unless both commanders are attempting to do so at once. Even then, the possibility that the armies will not engage is no better than 50/50. An army attempting to decline battle sacrifices most of its offensive maneuverability to increase its chances of avoiding the enemy's offensive efforts.


A critical factor in determining the outcome of any battle is the terrain on which the battle is fought. Invasion forces and troops participating in the defense of a province will always attempt to maneuver to preferred terrain before engaging in battle. This means whatever type of terrain you consider the type and numbers of your troops to be well suited to (see Troop/Terrain chart). The capability of an army to successfully maneuver to preferred terrain is influenced by the relative ability of its commander, the scarcity or predominance of the terrain being sought, the use of strategems, magic, and a number of other factors.

Terrain affects the fighting ability of individual troops and determines the configuration of the battle formations which opposing armies will be able to use on the battle field. A wide variety of different terrains exist in the Hyborian World. For a complete listing of all terrains and their abbreviation codes see Terrain Types chart.

It is not possible within the context of the game to either build or destroy fortifications within provinces. Existing fortifications within provinces are captured whenever the province itself is captured. All major fortifications which existed at some point in the Hyborian Age have been included into the game.

Battle Lines

Set piece battles are fought between formations of opposing troop units arrayed in orderly ranks called battle lines. Battle lines vary in length and in structure with the terrain upon which the battle is fought. A battle line may be from two to twelve troop units in length (that many troop units lines up abreast) and may be structurally divided into as many as five different sections - LEFT FLANK, LEFT LINE, CENTER, RIGHT LINE and RIGHT FLANK. Certain types of terrain may require a battle line wihtout flanks, or with a very wide center, etc. A diagram of the exact length and structure of the battle lines determined by a particular terrain is called a battle configuration. For a complete listing of all these, see the Battle Configuration chart.

Some quick notes about the structure of battle lines:

   1. In the center of a battle line, fighting is hard and heavy. Heavier armor is a great asset. Heavy cavalry can be devastating during the charge, but it is at a disadvantage once the melee begins. Heavy infantry types are at their best here.
   2. Conditions on the left line and right line are much less packed. Medium troop types with higher mobility do well here.
   3. The flanks are the most mobile areas of a battle line. There, a lightly armored (and fast) troop unit may be equal to a more heavily armored unit. Cavalry and archer units do well on the flanks.

Characters in Defense of Provinces

When a province is invaded, all characters currently located in that province will respond to the invasion and join with troops in the defense. Naturally all characters assigned to armies located within the province being invaded will also be available to join in the defense of the province. In addition all characters assigned to nearby defensive imperial armies will also arrive for the invasion battle. The term "provincial commander" used at various places in the rules and in your Kingdom Reports is an intentionally ambiguous term which simply means the most senior (oldest) ranking character available in the defense of a province from invasion. If no characters are available for the defense, the province commander is automatically assumed by the computer to be a minor commander within the ranks of your troops. It is the responsibility of the province commander (otherwise known as an "army commander") to take charge of the defending troops and carry out your standing province defense orders.

Province Defense

Every province that you control will have standing defense orders to be used in case of an enemy attack. A standing order remains in effect from turn to turn until you change it. Whenever you conquer a new province you will be given an easy means to issue a complete set of defense orders for it, which you may tailor for your troops and strategic goals.

Optional standing defense orders for a province are:


You may issue some, none, or any combination of the above as standing orders for the defense of a province. No orders dispatching patrols are necessary as one half of the troops in each provincial army are automatically on patrol each turn. Also, if you attempt an ambush, one half of the troops in the provincial army will carry out that order.

Mandatory standing defense orders for each province are:


You must select one type of terrain as the preferred terrain for the defense of a province. In the event of an attack, your forces will attempt to maneuver to a battle field in terrain of the type called for in their standing orders. Troops defending a province will attempt to engage the enemy in a battle of the type called for in their standing orders. You may make a battle selection of either OPEN FIELD, SET PIECE, or COMMANDER'S DISCRETION. The Commander's Discretion order leaves battle selection up to the character commanding your forces at the scene. It allows your forces the most maneuverability and will make reaching preferred terrain their first priority.


Raids are fast moving attacks designed to devastate enemy provinces and to pillage loot for the coffers of your royal treasury. During war seasons as many as eight troops (approximately 30,000 warriors) may raid at one time, so raids are of more consequence than you might imagine. In addition to bringing in wealth for you, a highly successful raid can ravage a province from one end to the other, causing such havoc and destruction that it yields no wealth whatsoever to its controlling kingdom for that turn. Raids may be conducted on any turn and are especially lucrative during peace years. Preparations for a raid must be made one turn in advance.

For each raid you will make decisions as follows:

   1. Assign one army to the raid. The army assigned must be located in a province adjacent to the one you are raiding. The army assigned may be a provincial army of any size or an active imperial army of eight troops or less. A raiding army will carry out its assignment and then return to the province where it was located at the start of the turn. If your provincial army contains more than eight troops, the eight most experienced will participate in the raid.
   2. Decide whether to raid the whole province or simply its trade routes. Raids on trade routes are less risky but more damaging to the income of a far away kingdom than the one controlling the province. If you attempt to raid trade routes and none are present, you will instead raid the whole province.
   3. You may assign one of your characters to command the raid. If you wish to place a character in command who is not presently assigned to the raiding army, then you must issue a command order on the same turn which assigns him to the raiding army.
   4. Make a battle selection. You may choose DISPERSAL, OPEN FIELD, or SET PIECE battle. Disperal means dividing up and fleeing from engagements with defending troops. Raiders drawn into open field or set piece battle tend to loose any loot which they have gained unless victorious over the defenders.

All raiding armies will retreat from battle after sustaining LIGHT losses (25%) while defending troops will only retreat after taking HEAVY losses (75%).


Invasions are full-fledged military campaigns. A successful invasion will result in your kingdom gaining control of the province which you have invaded. The invasion and conquest of a province is in most cases a three step (three- turn) process. Example: On Turn 1 you declare intent to invade province XYZ. On turn 2 you will engage in the strategic movement phase of the invasion of XYZ province by filling out an invasion commands form. This form will allow you to designate an invasion commander, list the armies which will participate in the invasion, etc. On turn 3 you will receive the results of the strategic movement--whether your army was drawn into an open field battle, or whether it remained in ranks to fight a set piece battle. If the former, the results of the open field battle will be printed immediately after the description of the strategic movement. The winner of the open field battle on turn 2 will be in control of the province on turn 3.

If you are to fight a set piece battle against the troops currently in control of the province you have invaded, you will fill out a set piece battle form on turn 3, arraying your troops and characters in battle formation and casting fearsome battle magics. The winner of the set piece battle on turn 3 will be in control of the province on turn 4.

Preparation: Preparation for an invasion is accomplished by using the "Intent to Invade" declaration. On the turn following invasion preparations, you will issue commands for the strategic movement phase.

Strategic Movement: Strategic movement takes one turn and represents the marching of your armies into the province under attack and the consequent maneuvering of your forces prior to the onset of battle. In this phase you will make the following decisions:

1) Assign armies to the invasion. Any number of armies may participate in an invasion. At least one active imperial army or navy must invade. Imperial armies must have at least eight troops. All invading armies must be adjacent to the province under attack at the start of their turn. Provincial armies assigned must also be adjacent to, or in the same province as, and invading imperial army. Provincial armies assigned are disbanded and become part of the imperial army. Provincial troops which might put an imperial army over the 30 troop limit will detach and stay behind in their province of origin. Example: An imperial army of twenty-five troops and a provincial army of ten troops are assigned to an invasion. The provincial army disbands; five of its troops join the imperial army, bringing it up to its maximum capacity of thirty troops. The remaining five troop units return to reform as a new provincial army. You may wish to strengthen provincial armies depleted by an invading imperial army on the same turn by assigning troops to those provinces from your capital.

2) You may choose one character to be the invasion commander. The character you choose may not be engaged in battle elsewhere and if not presently with one of the invading armies, must be assigned to one of them with a separate order. Characters with strategic magic should prepare the spells on this turn.

3) Decide on stratagems. You will make a yes or no decision whether or not to attempt either HIDDEN MOVEMENT or DECLINE BATTLE.

4) Choose a terrain for your army to maneuver towards. You may list one preferred terrain.

5) Dispatch patrols. You will designate the category, type and number of troops (if any) you wish to send out on patrol.

6) Select a battle type. You may choose either OPEN FIELD, SET PIECE, or COMMANDER'S DISCRETION. Your army will attempt to engage the enemy in the type of battle you select or otherwise in the type of battle which your invasion commander decides is appropriate. The advantage of open field battle is that such battles actually take place immediately after the strategic movement phase and thus quickly resolve the campaign. Set piece battle has the advantage of maximizing your personal control over the outcome of any battle by placing troops and characters in the most advantageous position, and by allowing the use of battle magic. Commander's discretion places the primary emphasis of your maneuvers on reaching preferred terrain rather than a specific type of battle.

All other factors being equal (which is rarely the case) there is an even chance of getting an open field or a set piece battle.

Invasion Battle: On the turn in which a set piece battle is to take place, both sides will receive a report called the Battle Intelligence Summary. This report will contain numbered lists of all troops and characters which you have present on the battlefield, a notation of the terrain on which the battle will be fought, and an estimation of the number and type of troops in the army which opposes you.

Multiple Player Invasions: On any turn in which more than one player invades the same province on the same turn all non-allied armies present in the province will engage one another separately in order based upon the maneuvering effectiveness of each army until the forces of only one kingdom or group of allied kingdoms remains in the province. The kingdom whose forces are victorious in the final battle is granted control of the province. If the invading kingdoms are not formal allies, they will engage in battle with one another for control of the province. Note also that under no circumstance can the troops of one kingdom combine with the troops of another kingdom for battle. Formal allies do not battle each other; they also do not fight together. All kingdoms fight their own separate battles against individual separate opponents. If the same kingdom assigns more than one army to participate in an invasion, all of that kingdom's armies will combine to fight as a single force in the invasion battle.

For defending players: If you will be defending against more than one invasion on the same turn, your report may include a list of troops from a nearby defensive imperial army that may be able to reach more than one battle during that war season if they survive.

The special case noted above represents extreme circumstances in which a kingdom is hard-pressed to defend itself and fighting several defensive battles at once. For those battles where the defense is uncertain as to the actual troops which will be able to arrive, the defensive player will issue much abbreviated orders for the battle (loss acceptance and battle magic only). In these cases, the majority of battle decisions will be made by on- site characters, one of whom will assume responsibility as your army commander.

Aside from the special case noted above, both participants in a set piece invasion battle will make decisions for the battle as follows:

1) Troop and character dispositions. You will assign each of your individual troops and characters to positions in the battle lines. All characters must be placed with a troop unit. If you do not assign them to a unit the computer will place them in one randomly.

2) Loss Acceptance. You will decide how many routed and destroyed troops your army will accept before attempting to withdraw from the battle field. You may choose one of either LIGHT (25%), STANDARD (50%), HEAVY (75%), or TOTAL (100%) losses.

3) Commander assignments. If during strategic movement you did not assign an army commander, you will now have another opportunity to do so. You may also assign characters to any of the following command positions: Right Flank Commander, Left Flank Commander, Cavalry Commander, or Archery Commander. The Army Commander may hold a second command post (such as Cavalry Commander) if you desire.

Your army commander will use his abilities to oversee troop movements during the battle. He will order troops up from the back lines to fill gaps which appear in the front lines of the conflict. Your army commander may be assigned to any position in the battle lines. However, he will retain his effectiveness to oversee the entire battle only so long as he is not drawn into the front line.

A Flank Commander will enhance your armies' effectiveness in flanking maneuvers, (see flanking below). Flank Commanders must be placed with a troop unit on either the first or second battle line of the flank under their command.

An Archery Commander will use his abilities to enhance your army's ability to gain superiority in missile fire (see "MISSILE FIRE"). If you designate an Archery Commander, he must be placed with an archer troop unit in the second battle line.

A Cavalry Commander may only be assigned to the second battle line and must be placed with a cavalry, mammoth, or chariot troop unit. He will lead a counter-charge as the opportunity to do so arises. A Cavalry Commander greatly increases the charging ability of the troop unit he is placed with.

In addition to filling command positions, all characters will also have an inspirational effect on the troop unit which they are placed with. All characters increase the melee and morale abilities of the troop they are with in proportion to the character's heroism.

4) Select battle magic. All characters that are with your army at the site of a set piece battle will have the opportunity to use any battle magic that they posess. Characters with magic ability may cast spells in addition to any other battle assignments which you give them. You will select the spells which your characters will attempt to cast. Each character may cast a maximum of two spells. Some spells may not be cast in conjunction with other spells at the same battle by the same character. For a listing of all spell casting limitations see SPELL CHART.

5) You may, if you wish, order a special disengagement and advance. This simply means that you can order some or all of the troops in your front battle line to "trade places" with your second battle line at a specified point in the battle. An example of this is the army which places archers in their front battle line who, as the armies close on each other, fade back to the second battle line to be replaced with heavy infantry. This does NOT move your front line to the rear of the battle, nor is it an order to retreat.

Sequence of Battle

The results of all battles in which you participate will be reported to you in blow-by-blow detail. You will read of the fanfare of trumpets, the shriek of sword against shield, the dust and thunder of horses charging upon an open plain; and taste for yourself the fruits of victory and defeat. All set piece battles can be divided into four critical stages: flanking maneuvers, missile fire, the charge, and close combat. As the two opposing armies close on one another from a distance they will each attempt to envelop the flanks of the other, and if successful, will gain a significant advantage. The speed of your troop units on the flanks will have the greatest impact on your ability to outflank your opponent.

At the same time that flanking maneuvers take place, the armies will engage in missile fire. Both sides will fire solid blasts of arrows, spears, darts, and other missile weapons to wreak as much havoc as possible among the enemy's ranks. As the armies close upon one another, all troop units in the first battle line and all archers in the second will fire missiles. After the armies close, missile fire will only occur between the front battle lines.

The charge is that stage of battle where the armies close, leading to the close combat stage. Those troop units better suited to the charge--cavalry, chariots, mammoths, and heavy infantry, will do the most damage here. The best defense against charging troops are troops armed with pikes. No troop may expect to have an advantage when charging against this type of weapon!

The final stage of battle is that of close combat. During close combat, battle takes place only between the front battle lines. Troops on the front line will engage each other with both melee, and missile fire. As troops are destroyed or routed from the front lines, troops from the ranks behind will endeavor to fill the gaps left by the retreating (or dead) troops. While it is up to you to ensure a strong initial troop formation, a good army commander can do much to make sure the front line stays strong and any holes are filled quickly. Troop units that are destroyed or routed during battle are counted against the loss acceptance level each army has previously selected. Routed units are those troops whose morale has been broken and have scattered or fled the battlefield. After the battle, some routed troops counted against your loss acceptance may return--others may not.

Combat is reported in a series of rounds, each representing one hour, except in fort battles, where each round represents a week of siege. Battles rarely proceed past nightfall, but if no decisive victor is determined on the first day, battle may continue the next day, or even longer. If the battle is broken off with no clear victor, the defending kingdom maintains control of the contested province. Most battles continue until one side is victorious.

Victory results when one army attempts to withdraw after having exceeded its loss acceptance level. An army whose loss acceptance level has been exceeded will attempt to make an orderly withdrawal to the nearest friendly province.

Unfortunately the realities for retreating armies are not pleasant, and in many instances a withdrawal may turn into a general rout of the entire army.

On the turn in which a set piece battle occurs the possibility exists for both sides to bring additional forces to bear on the outcome of the battle. Either side may assign additional troops from the capital to an army involved in the battle. Additionally, the defending player may at his option move an active imperial army to the province in which the battle is to take place. In either case the additional forces may or may not arrive in time to aid in the battle. Those forces which do arrive on time will be assigned to the reserves or may alternately become engaged in conflicts on the fringes of the main set piece battle. Remember the great costs which may be associated with stationing vast numbers of troops within the same province.

Simulated Reality

In everyday reality, the factors influencing the outcome of any particular event are numerous and sometimes unpredictable. The same can be said for Hyborian War. This rulebook contains all the orders possible in Hyborian War: it does not and cannot provide examples of the hundreds of possible outcomes of these orders. We hope the single following example will provide a helpful guide for thought as each player contemplates the potential influences and consequences of his or her actions in the game. As our illustration let us examine the affects of loss acceptance level on troop morale and retreat capability.

    * An army which is ordered to retreat after light losses will suffer a reduction in morale. The warriors know that their commanders do not expect victory. At the same time, each troop's ability to retreat from the battlefield is increased. The troops are prepared in advance to make such a retreat. If during the strategic movement phase the army had attempted to decline battle, the effective ability of each troop to retreat would be even greater. After all, the army has already spent months attempting to minimize contact with the enemy. The sum affect of a light loss acceptance level is to greatly reduce an army's losses at the expense of battle effectiveness.
    * At the other end of the spectrum, an army which is ordered to accept total losses will receive an improvement to morale. The warriors know that the upcoming battle will be fought to the death. Each troop's ability to retreat will be significantly reduced. The army is "committed" and, should the battle weigh against them, few troops will be able to extricate themselves. The sum effect of a total loss acceptance level is to increase battle effectiveness at the risk of losing most or all of the army if defeated.
    * Loss acceptance may affect the morale of opposing troops. An enemy force prepared to stand to the last man can be a sobering sight. Conversely, a force prepared to retreat may seem easy prey.
    * Loss acceptance levels in between light and total have the same effect but to a lesser degree.
    * This listing has detailed only the effect of loss acceptance on morale and retreat capability. The presence of characters at the battle, terrain, troop type, success or failure in previous battles, magic, as well as other less significant factors, may all play a part in determining a particular troops' morale and retreat capability.





Orders For Amazonia

Turn: 1 Date Due: A.S.A.P.

Account _1____ Player Name _Bob_Smith_______ Signature _Bob Smith_______

The last turn was a Winter Warseason, this turn is a time of Peace Years

Provinces owned: 11

I Command Bisal Mangwa AMAZ-CHA to (_A)ctively__(____R___)ule_____(________)________(________)

I Command Dambago Kazemba AMAZ-ADJ to (_J)oin______(_IA-1___)________(________)________(________)

I Command Tulari Nzinga AMAZ-1 to (_A)ctively__(____R___)ule_____(________)________(________)

I Command Lady Tuta Nzinga AMAZ-2 to (_P)rotect___(____P___)rovince_(___11___)________(________)

( Currently with IA-2 )

I Command Dajuri Kazemba AMAZ-3 to (_P)rovince__(___68___)________(____K___)idnap___(_JUMA-21)

( Currently with IA-2 )

I Command General Sutha Nzinga AMAZ-4 to (_A)ctively__(____R___)ule_____(________)________(________)

( Currently with IA-2 )

I Command Manamajaba Nzinga AMAZ-5 to (_S)py_______(____C___)ourt____(__TOMB__)alku____(________)

( Currently with IA-2 )

I Command Tambaza Nzinga AMAZ-6 to (_C)ounterspy(____K___)ingdom__(________)________(________)

I Command Nagori Nzinga AMAZ-7 to (_A)ctively__(____R___)ule_____(________)________(________)

( Currently with IA-2 )

I Command Sukuju Kulari AMAZ-8 to (_A)dventure_(________)________(________)________(________)

I Command 1st Imperial Army in province 11 to(M)ove to (P)rovince (_________)

Address Requests 1)_TOMB___ 2)_CORI___ or (__) Privacy Option

I Declare (____5____)_________(_T_)roops____(_____1____)__________(____R____)aised____

I Declare (____5____)_________(_T_)roops____(_____2____)__________(____R____)aised____

I Declare (____F____)ar_______(_S_)ight_____(_____S____)pell______(_AMAZ-ADJ)_________

I Declare (_AMAZ-5__)_________(_M_)ove______(_____P____)rovince___(___11____)_________

I Declare (____C____)hange____(_S_)tatus____(___IA-2___)__________(_________)_________

I Declare (____I____)ntent____(_I_)nvade____(____358___)__________(_________)_________

I Declare (____I____)ntent____(_R_)aid______(____358___)__________(_________)_________

I Declare (____T____)errain___(_OP)en_______(_____11___)__________(_________)_________

I Declare (_________)_________(___)_________(__________)__________(_________)_________

I Declare (_________)_________(___)_________(__________)__________(_________)_________

I Declare (_________)_________(___)_________(__________)__________(_________)_________

I Declare (_________)_________(___)_________(__________)__________(_________)_________

I Declare (_________)_________(___)_________(__________)__________(_________)_________

I Declare (_________)_________(___)_________(__________)__________(_________)_________

I Declare (_________)_________(___)_________(__________)__________(_________)_________

I Declare (_________)_________(___)_________(__________)__________(_________)_________

I Declare (_________)_________(___)_________(__________)__________(_________)_________

I Declare (_________)_________(___)_________(__________)__________(_________)_________

Nation 2                                 Page 6                         61524147


The two most important things to remember when e-mailing your Hyborian War turns are to send them to hw@reality.com and to include your authentication code.

What is an authentication code, why is it necessary, and, for that matter, where is the bloody thing? Well you may ask. An authentication code is a unique number associated with a specific game, kingdom, and turn number. It is used as a kind of electronic signature to verify that e-mail orders are coming from someone who actually has a copy of the turn in their possession. You will find you authentication code at the top of your turnsheet (the sheet you would send in if you were snail mailing your orders). It is an eleven digit number found directly under your game number, turn number, and date due. You must type this number exactly right! If you make a typo on your authentication code, the program that processes the turns will not recognize it and will notify you that your code is missing. If you have time, you can, of course, resend your orders with the corrected authentication code.

You will get two separate messages regarding your turn. The first is a computer generated message simply acknowledging reciept of your turn. You will later also receive a message listing all the orders we received from you. If your orders are incomplete, or if you wish to amend your orders, your can resend your orders. If you do have occasion to resend corrected orders, you must resend all of your orders.

   1. Send your turn to hw@reality.com . Please don't send it to any other address.

   2. It is best to submit your orders a few days early. Email turn entry is not yet automated, so if you send your orders at the last minute, you may miss the turn.
      BE WARNED! If you don't get confirmation within 24 hours, please e-mail our Customer Service department to let us know there's a problem and resend your turn. We will always send you a confirmation when we've received your turn, so if you get no confirmation, make sure you resend it!

   3. If you submit changes to previously submitted orders, please list your changes at the top of your email. This makes it much less error-prone if the first turn has already been input.

   4. Make sure you include the following on the top of each e-mail:
                Your name,
                Your account number,
                Your authentication code,
                Your game number and kingdom name (e.g., "Vendhya, HW 603"),
                  -- and --
                Your e-mail address (in case there are problems).

   5. Type in your commands in the order they appear on the turnsheet. Please!

   6. Do not skip any characters if they are listed in the character command section, even if you intend to give them no order (if you do, it is difficult to input). E-mail your turn as if you would be phoning it in. If they aren't listed in the character command section, however (if they are in set piece battle or are dead), please do not add them.

   7. Same goes for armies: Do not skip any armies if they are listed in the army command section, even if you intend to give them no orders. But again, if they are not listed (if they are in set piece battle or are inactive), do not add them.

   8. If you intend to cancel a raid or invasion order, write something like this "Raid #1 on Province 11: Cancel." Don't just skip it or the computer (when we do get this automated) will get confused. And it helps keep the humans from being confused, too.

   9. Use spaces rather than tabs to move across the page. (This makes it print better.) Also, use only ASCII characters. Make sure your email program sends your email in Text mode, not HTML-encoded. In many mailers this means that you have to set the recipient to receive mail in plaintext (text/plain) and US-ASCII (NOT ISO-8859-1 or other wierd character sets). If you don't do this, we may not be able to read your orders, and thus would not be able to enter them.

  10. Be sure to type everything correctly. We're good, but we're not psychic!

  11. See the example below.

Good luck in the game! -- RSI
* * * * * * * * * * * * * * * * * * * * * * *

Sample Hyborian War Email Turn

Orders for Shem in HW 123, turn 58
Authentication: 75083971097
Name: Joe Bob Higgledorf
Account: 43678

I command:
  SHEM-CHA   Actively       Rule
  SHEM-ADJ   Counterspy     Court
  SHEM-1     Actively       Rule
  SHEM-3     (no orders--stay with army)
  SHEM-4     Protect        Province       138
  SHEM-5     Join           PA-136
  SHEM-7     Adventure
  SHEM-8     (no orders--stay with army)
  SHEM-9     Actively       Rule
  SHEM-10    Far            Sight          141
  SHEM-12    Bless          140

  IA-1    (no orders)
  IA-3    move to province 74
  IA-4    (no orders)

1-5  Join IA-3
6-13 Join PA-193
Rest Join IA-5

Address Requests:  TURA HYPE

Set Ransom for Jodpuras Ninus:  Superior

I declare:
  SHEM-9 Rule Province 136
  Good Ransom Shem-9
  100 Troops type 2 Raised
  10 Troops type 1 Raised
  Shem-9 Move to Province 136
  Intent to Invade 32
  Intent to Invade 125
  Force March Spell for AQUI-4
  Intent to Ally AQUI

Province Defense Orders For Grasslands of Amazonia (Province #357)
  Preferred Terrain: OP
  Battle selection: Set Piece

Province Defense Orders For Keshian Jungle (Province #76)
  Hidden Movement
  Preferred Terrain: FO
  Battle selection: Commanders Descretion

Raid Orders for Raid #1 on Khemi (Province #142)
  Army:  PA-136
  Commander:  SHEM-4

Raid Orders for Raid #2 on Luxur (Province #141)
  Trade Routes
  Army:  PA-13
  Commander:  none

Raid Orders for Raid #3 on Luxur (Province #141)
  Cancel Raid

Raid Orders for Raid #4 on Khemi (Province #142)
  Army:  PA-137
  Commander:  none

Invasion Orders for Invasion #1 into Eastern Amazonia (Province #358)
  Commander: SHEM-8
  Armies: IA-1 IA-4
  Battle type: Set Piece
  Preferred terrain: OP
  Patrols: none

Invasion Orders for Invasion #2 into Savannah (Province #353)

Battle Orders For Battle #1 in Xachotl (Province #354)

[ 10 ] [  1 ] [  2 ] [  8 ] [  9 ] [  3 ] [  4 ] [ 13 ]
[ 11 ] [  5 ] [  6 ] [  7 ] [ 15 ] [ 17 ] [ 18 ] [ 14 ]
[ 12 ] [ 21 ] [ 22 ] [ 23 ] [ 24 ] [ 25 ] [ 26 ] [ 27 ]
[ 28 ] [ 29 ] [ 30 ] [ 31 ] [ 32 ] [ 33 ] [ 34 ] [ 35 ]
[  - ] [ 37 ] [ 36 ] [ 19 ] [ 16 ] [ 20 ] [ 38 ] [  - ]
[  - ] [  - ] [  - ] [  - ] [  - ] [  - ] [  - ] [  - ]

Disengage and advance: Left Flank & Right Flank
When: Closing

Assign SHEM-11 to troop 13
       SHEM-2  to troop 10
       SHEM-6  to troop 13

Army commander:        1
Archery commander:     -
Cavalry commander:     1
Right flank commander: 3
Left flank commander:  2

SHEM-2  casts Firewall
SHEM-11 casts Missile Shield, Phantom Warriors

Loss acceptance: Total Loss


Each turn you will receive your Kingdom Report and a Command Sheet for issuing orders for the next turn. Your name, account number, the name of your kingdom, the game number, and the turn number of your game will appear at the top of each Command Sheet. Once you have decided upon what actions you wish to perform for the turn, fill out and sign the turn sheet, then return it to us for processing. We will use your and other turn sheets to determine the turn results.

There are two types of orders used in the game. These are commands and declarations. Only one command may be issued per turn for each troop, character or army. Declarations are additional instructions, several of which may be given each turn to any one of the above. However, no more than one of each type of declaration may be issued for each character, army etc. For instance, while you may only command a powerful wizard to cast one spell per turn, you may also declare that he move to a safer location and declare him the ruler of a province.

On the turn sheet, a command line will be provided for each troop, character or army that you may command. The command line will include for you the names of those you command; you simply fill in which command you want for each of them. After that, several lines will be provided for declarations. Unlike commands, where only one is issued for each recipient each turn, there may be some turns where you will run out of room for all the declarations you wish to make. Simply list the additional declarations (neatly, please) on a separate sheet of paper and include it with your Command Sheet. If such lists cannot be read, or are not written in the same format as Command Sheet declarations, there is no guarantee they will be processed with your other orders.

Characters and armies involved in set piece battle may not be issued a command order. All commands for characters or armies in set piece battle are issued on the battle orders form. Characters who are imprisoned may be issued orders. If the character is ransomed, or rescued that turn, the character will carry out your orders for that turn.

Hyboria can be a deadly place and characters assigned to dangerous missions who are lacking in ability will almost certainly suffer either death or capture. Dangerous missions are Adventure, Kidnapping, Assassination, Spying, Foment Unrest, Dispel Magic, and Rescue. It is not a good idea to send your wizard who has Superior magic but Poor personal combat and Poor heroism adventuring. Only one form of spying is non-dangerous and that is world spying. On all other types of spying missions your characters will definitely be risking life and limb!

On the other hand, realize that each of your characters is an important resource to be used to the best advantage of your kingdom. You should command ALL of your characters to do something every turn except for those characters who are stationed with an army. (If a character is assigned to an army and you wish that character to remain on assignment with that army, you should just leave that character's command line blank). You are not required to give any of your characters a command i.e. fill in that character's command line, however, it is usually in your best interest to do so.

Often you will see what we call "order prompts" on your command sheet. These are order lines halfway filled out for declarations that the computer thinks that you may which to issue. The order prompt is meant as a convenient reminder only. If, for example, you do not wish to move one of your active imperial armies on a given turn then you may simply leave the movement order prompt for that army blank.

Remember to make sure and use the exact format for whatever orders you are trying to issue when filling out your command sheet. The exact format for most orders can be found in the Order Codes section of the Hyborian War Rules. Check all your orders against this list before sending in your command sheet to be processed. Although we will do our best to process all your orders, if you leave a critical piece of information off of your turn sheet, the province number, the ID number of a character, etc., it may not be possible for us to process one of your orders. A little extra care on this point can go along way to making sure that your commands are always processed smoothly and as you desired. You may write out your orders in full, or use the abbrieviations from the Order Codes chart. All character and province identification numbers, however, must be written out completely in the appropriate box. Examples of orders in these rules will be given in the following format:

ALL CAPITALS = Pre-printed portion of the order.

(IN PARENTHESES, CAPITAL LETTER) = This is the first letter of the command, which you write inside the box. Since we only use the first letter, you need only fill that much out, unless you prefer writing the entire word.

(character ID) = fill in the identification number of the character who is either doing the action or is the target of the action.

(XYZ) = fill in the MAP NUMBER of the province that is targeted by the action.

(Army ID) = fill in the identification number of the army which is targeted by the action.

(Kingdom abrv) = fill in the abbreviation for the KINGDOM which is targeted by the action.


There are various kinds of commands at your disposal. Rulership orders are those orders concerned with the general welfare of your Kingdom and its provinces. A prosperous and well-ruled Kingdom provides an excellent base from which to begin travelling the road to empire.


Active Rule: While a province Ruler or Monarch will help the welfare of your Kingdom regardless of what he may do otherwise (a character may be a ruler in name only and spend most of his time away doing other important tasks for the Kingdom), he may be especially good for the welfare of your provinces if concentrating solely on his duties to his subjects. To order a character to spend a turn actively ruling a province, you will use a command order. Example:

I COMMAND LORD HAN TO (A)ctively (R)ule


The Hyborian Age is an age of Heroism when a strong warrior with little more than a sword and his courage may travel the world over in search of glory, adventure and treasure. Although no greater hero exists in the world than the grim-faced slayer Conan the Barbarian, there are many heroes of the Hyborian Age who follow the often bloody path of fortune-seeking, ever willing to take on missions worthy of their calling. Heroic missions are those character actions which bring to life this aspect of the Hyborian Age. The entire world of Hyboria awaits them.

All Heroic Missions are ordered by using the command line for the character that you wish to assign to the mission. Heroic missions are, need we say, a specialty of all Heroes.

Adventure: Any character may set forth to adventure across the face of the Hyborian world. This includes characters who are province Rulers or Monarchs. All HEROES are imbued with wanderlust and a love of adventure so strong that they have a disturbing tendancy to go adventuring regardless of what you assign them to do. Adventuring can be dangerous and will undoubtedly lead to many life-and-death situations for the adventuring character. The rewards can also be great, both in terms of wealth for the Kingdom and in experience (increased ability) for the character. As in the Conan stories, just about anything can happen on an adventure! Example:


Attempt Rescue: Was one of your characters captured or kidnapped by a foreign Kingdom? It may be time to call in one of your HEROES. You may order any of your characters to attempt to rescue any one of your characters who is in the grasp of a foreign power. Certainly blood will be spilled, but if the rescuer is successful there will be no need to pay a ransom and you will have shown clearly the ineptness of your character's former captors! A character may attempt to recue himself if he has been captured. Example:

I COMMAND KARTH STRONGBLADE TO (P)rovince (XYZ) to (R)escue (character ID)

Protection Duty: Powerful individuals the world over often have need of protectors. Hyboria can be a dangerous place to live, especially with all the would-be assassins and kidnappers who seem to infest every dark corner awaiting an opportune moment to make a name for themselves. You may assign any of your characters to protection duty in one of your provinces. A character so assigned will try to protect all of your other characters in that province from any kind of harm. Protecting your capitol province provides extra security against those annoying heroes who try to rescue your prisoners. You CANNOT protect your court or the kingdom as a whole, only individual provinces. Example:



Intrigue orders are for those character actions concerned with the secret and less "official" means of dealing with other kingdoms. If you find your dreams of conquest are not being fulfilled merely by the sending invasion forces into other kingdoms, these orders can give you the extra edge you may need. Any character can be assigned to tasks of intrigue, but your agents are generally best suited for this type of activity. Spies are the eyes and ears of your kingdom. You may assign any of your characters to duty in either a world, kingdom, provincial, or court spying network. With kingdom and provincial spying, a character must be assigned to ferret out specific sorts of information. In a world or court spy network, your characters will simply provide you with information as it comes to them. At the end of that turn you will receive a report of the information gathered. Remember that all commands cover only one turn. To keep a spy spying, so to speak, you would have to issue that command for him each turn.

Spy Kingdom: Within a kingdom spy network, a character may be commanded to seek out information about either the royal treasury or military strength of another kingdom. Example:

I COMMAND KUES TRALS TO (S)py (K)ingdom, (M)ilitary of (Kingdom abrv)

I COMMAND KUES TRALS TO (S)py (K)ingdom, (T)reasury of (Kingdom abrv)

Spy Province: Within a provincial spy network, your character may be used to study and report on the terrain of a given province, or to evaluate the military forces that are there. Example:



World Spy: World spying can bring you a wealth of information. Through it you may learn of virtually everything taking place in Hyboria. While some of the information your world spying may bring in may not be useful directly to you, it may be worth something to others, and they may be willing to pay for it. Example:


Court Spying: Since each kingdom's court is little more than the sum of its characters, court spying will bring information about specific characters in other kingdoms. Knowing how capable your characters are is important, but knowing the capabilities of other players' characters may be equally important. Disciples of Sun Tzu, take heed! Example:

I COMMAND KUES TRALS TO (S)py (C)ourt of (Kingdom abrv)

Counter-spy: Counter-spies are the guardians of your Kingdom's most important secrets and intentions. It is the job of a counter-spy to use both intrigue and combat ability to keep spies from other kingdoms from doing their jobs. You may assign any character to counter-spy for your kingdom at large, any province under you control, or the royal court itself. These areas of counter-spying are designed to protect against enemy spying in the same area. There is no protection against world spying. After all, who can stop the winds that carry the whisper of a caravan trader to the ear of a travelling stranger in a dark cloak? Although counter-spies will guard most closely the area they are assigned to, it is possible that a counter spy for a province may uncover a character sent on a kingdom or court spying mission, and so on. Examples:

I COMMAND KUES TRALS TO (C)ounterspy the (K)ingdom

I COMMAND KUES TRALS TO (C)ounterspy (P)rovince (XYZ)

I COMMAND KUES TRALS TO (C)ounterspy the (C)ourt

Assassination: Have you considered that those infidels on your borders might be slower to invade you if a certain powerful wizard did not ride with them? An assassin might be just what you need. You may command any of your characters to attempt to assassinate any other character in the world. Naturally, however, your assassin will need to know the identity and whereabouts of his intended victim so some court spying may be a necessary prelude to the mission. Assassination orders are not allowed on turn one for reasons of game integrity. Example:

I COMMAND KUES TRALS TO (P)rovince (XYZ) to (A)ssassinate (character ID)

Kidnapping: A popular means of garnering wealth to fill the coffers of the royal treasury is through kidnapping. A kidnapped character may later be ransomed back to the kingdom he was taken from or simply be held to languish in your imperial dungeons. You may command any of your characters to attempt to kidnap any other character in the world, so long as you know the location and identity of your target. Kidnapping orders are not allowed on turn 1 for reasons of game integrity. Example:

I COMMAND KUES TRALS TO (P)rovince (XYZ) to (K)idnap (character ID)

Foment Unrest: One of the more subtle means of harming a neighboring kingdom while maintaining an outward appearance of friendly relations is through political subversion--specifically by attempting to foment unrest in one of a foreign kingdom's provinces. Unrest in a province can decrease its productivity, reduce its loyalty, and possibly cause its population to rebel against the kingdom which controls it. You may command any of your characters to attempt to foment unrest in any province in the world. The character you assign will attempt to keep his activities as secret as possible. Example:

I COMMAND KUES TRALS TO (F)oment (U)nrest in (XYZ)


Despite the continual war which rages across the face of Hyboria, the world is not without diplomacy. Diplomatic missions are concerned with preventing or breaking off war, or allying with another kingdom in preparation for a war. A good diplomat can be as useful as any army, as he may be able to turn aside the blades of your enemies before they cross your borders. All major forms of diplomacy can be performed by your characters within the context of the game itself, thus freeing you from any necessity to engage in outside "player-to-player" diplomacy.

Negotiate Peace: You may command any of your characters to act as emissaries between your kingdom and another kingdom to negotiate a peace treaty. If your character is successful, the kingdom that you send him to will sign a peace treaty forbidding an invasion of your kingdom. Such peace treaties last until the next peace years turn, after which all peace treaties expire. Nothing prevents your kingdom from invading a kingdom which has signed a treaty with you, though that effectively breaks the treaty. It is much more difficult to negotiate a peace treaty with a kingdom that already has an invasion force in one or more of your provinces. Note that peace treaties do not affect seazones. Example:

I COMMAND TERSAL REYUS TO (N)egotiate (P)eace with (Kingdom abrv)

Break Foreign Alliance: It is possible for a character using diplomacy to break a Formal Alliance between two outside Kingdoms. You may command any of your characters to spread lies and rumors between the two allied Kingdoms in an effort to disrupt their alliance. Even very good diplomats and Agents will find it very difficult to break up a foreign alliance. Example:

I COMMAND TERSAL REYUS TO (B)reak the (A)lliance between (Kingdom abrv) and (Kingdom abrv)

Disrupt War Pact: If more than one kingdom invades provinces under your control, they are automatically considered to be in a WARPACT. For purposes of the "Disrupt Warpact" command, all armies invading the same kingdom on the same turn are considered to be in a WARPACT. You may command any of your characters to attempt to disrupt relations between the separate members of the WARPACT, causing one or more of the invading kingdoms to recall its armies and return to its own land. A character may achieve this by using diplomacy and intrigue to play the suspicions and fears of the various kingdoms against one another. Example:

I COMMAND TERSAL REYUS TO (D)isrupt the (W)arpact. 

Avoid Diplomatic Influence: You may command any of your characters to direct his attention towards avoiding diplomatic attempts from a specific foreign kingdom. Your character may do a variety of things, including stirring up local opinion against that kingdom and rebuffing emissaries and diplomatic delegations. Avoiding diplomatic influence is not as easy as it may appear. However, it is long-lasting once successfuly achieved (i.e. your subjects will develop and maintain a distaste for the silver-tongued diplomats of a foreign kingdom). On any turn following this command you will receive a report on how well your character did. Your level of success in avoiding the diplomatic influence of another kingdom will provide immunity against all future attempts from that kingdom until the next peace years turn. On the next peace years turn, your level of avoidance will return to its original level. Example:

I COMMAND TERSAL REYUS TO (A)void the (I)nfluence of (Kingdom abrv)


Note that many of the spells available can be used differently in different situations, and thus may be used as either commands or declarations. A spell used as a command does not need to be declared as well.

Bless - The bless spell will increase the productivity (both wealth and troops) of any province on which it is cast. It will also increase satisfaction and the loyalty of the local population of that province to your kingdom. This spell may be cast upon any single province or seazone in the Hyborian world. A bless spell lasts for one turn and may be cast from any location. Example:


Curse - The curse spell is the opposite of the bless spell. A curse will decrease productivity as well as the satisfaction and loyalty of the people in the province being cursed. A character with this spell may, from any location, place a curse on any province in the Hyborian World. The curse will last for one turn. Example:


Rains - This spell in addition to its use as a strategic spell may be used as province magic. The rains spell allows a character to summon great rain storms at will. When used as province magic, the rains spell will tend to be helpful to dry desert provinces and cause ruin to swampy or heavily rivered provinces. Example:


Sunbane - This spell, in addition to its use as a strategic spell, may be used as province magic. The sunbane spell allows a character to summon burning heat from the sun, banishing the fiercest storms. When used as province magic, the sunbane spell will tend to be helpful to cold, snowy provinces and harmful to hot, desert provinces.


Long Life - The long life spell may only be cast during a peace years turn and may only be cast upon one of your own characters. Each time that a long life spell is cast upon any particular character, that character will begin to age less and may even become younger! The long life spell places a tremendous drain upon the life energy of the spellcaster and thus may only be cast a limited number of times by a character who knows the spell. A character may cast this spell on himself; indeed, an aged wizard may ignore other commands to use it to preserve his own life. Long life does not restore used-up spells. Example:

I COMMAND ALKAR MAGEHAND TO (C)ast (L)ong (L)ife on (Character ID)

Reincarnation - The reincarnation spell is only usable on one of your characters who has died on the previous turn. If the spell is successfully cast, it will bring the dead character back to life at the same age as when he died. The reincarnation spell places a tremendous drain upon the spellcaster and a character may only cast it a limited number of times in his lifetime. A reincarnated character will not regain used-up spells. Example:

I COMMAND ALKAR MAGEHAND TO (C)ast (R)eincarnation (S)pell on (Character ID)

Far Sight - Besides its use as a strategic spell, the far sight spell allows the spellcaster to see (and sometimes hear) events which are happening in any particular province. Information gathered in this manner is sometimes more detailed than that even the best of spies can collect. To cast the far sight spell to gather information on a province write:


Prophecy - With the prophecy spell, a character will be able foretell with great accuracy important events of the future. No one can say what the gods will reveal to a character in the midst of the trancelike state of prophecy, but it is certain the knowledge will be great. The prophecy spell may ONLY be cast on a peace years turn, never during war seasons. Prophecy may be directed either at an kingdom's future or at the Hyborian world at large. Example:

I COMMAND ALKAR MAGEHAND TO (P)rophesy (K)ingdom (Kingdom abrv)


Diplomacy: This spell is used to enhance the appearance, speaking ability, tact, etc. of a character who is about to undertake a diplomatic mission. The diplomacy spell can be cast upon any of your characters to increase his/her diplomatic ability for the turn in which the spell is cast. A spellcaster may not cast diplomacy on himself. Example:

I COMMAND ALKAR MAGEHAND TO (C)ast (D)iplomacy (Character ID)

Dispel Magic - Dispel magic may be cast upon any character from another kingdom who has magic ability. If dispel magic is successful cast, the character it is cast upon will be unable to use any of his magic for that same turn (useful against that foreign wizard who knows the incantation for black death!) You must know the location and ID# of any foreign character upon whom you wish to cast this spell. Note: Because this spell requires your wizard to travel into the stronghold of his enemy in order to cast it, it is considered as dangerous as a spying mission, and there is a chance that your wizard may be captured or killed in carrying it out. Example:

I COMMAND ALKAR MAGEHAND TO (P)rovince (XYZ) to (D)ispel (Character ID)


You will never need to write an order on your command sheet for personal combat magic. All characters with magic of this type will automatically use it when involved in personal combat with another character, monster, etc. Note that personal combat magic is an aid above and beyond a character's natural personal combat ability rating.

Arcane Blasts - With a flick of the hand, the holder of this spell can unleash a blast of power upon a foe!

Magic Armor - Magic Armor provides the character with special defenses in hand to hand combat, making him more difficult to strike.

Magic Weapon - The wielder of a magic weapon can be a deadly opponent in personal combat situations. A magic weapon may be any type of weapon, sword, axe etc.

Mesmerism - The gleaming eyes of a character with this spell may temporarily mesmerize a foe, leaving him helpless. Mesmerism can be a powerful tool in combat and especially useful to agents.

The Open Hand - Knowledge of this spell signifies membership in the dread Open Hand Society. A master of the Open Hand of power can break down strong doors and kill instantly.

Strength - This spell allows a character to draw upon energy resources in the realm of magic to provide him with unusual strength for short periods of time. It is useful in combat and in other situations where extra strength can help.


Assign Character to Army: You may assign any of your characters to duty with any of your armies. A character assigned to an army will stay with that army wherever it moves to (even on the same turn the character is assigned) and fight in any battles the army becomes involved in until the character is given a different task. However, you will not be able to reassign a character on any turn in which his army is about to fight in a set piece battle. Remember, if you give a character in an army ANY OTHER COMMAND ORDER they will leave the army to carry out that command and will need to be reassigned to the army on the following turn. Example:


Assign Troop to Army: All new troops that you train and outfit will be mustered at your capital province to await assignment to an army. For each such troop unit that you form, a command order line will be automatically printed out on your command sheet with the name of the newly formed troop. You may assign new troops to any of your imperial or provincial armies you wish. Note that a troop must have a clear path of friendly provinces between it and the army you assign it to, in order to get to that army. Land troops may not move over seazones in order to reach their army assignment nor may naval troops move over land provinces in order to reach the navy they have been assigned to. Note also that a troop assigned to an army about to engage in battle may arrive at the battle field too late to participate in the engagement.

Whenever new troops are raised they are listed at the capital province on the turn following the one on which they were ordered. In the case of naval troops they show up in the province where the imperial harbor is located. At the capital province or harbor, troops await assignment to a provincial or imperial army (or navy in the case of naval troops). Any troop not assigned on the turn after it is raised automatically becomes a part of the provincial army in the capital. Remember that under ordinary circumstances, only 30 troops may be assigned to any army. Example:


Move Army: Since most orders for armies are issued with special battle orders and raid order forms on the turn sheet "Move Army" is the only time you will issue a command order to an army. provincial armies and defensive imperial armies do not even have pre-printed command lines on the command sheet since they may not be moved. Active imperial armies may be moved on any turn in which they are not in battle or beginning strategic movement. They may move through as many provinces as the movement rating of their slowest troop type. On the peace years, an active imperial army may move up to twelve provinces.

An imperial army may not move if it is engaged in a set piece battle or a raid, or if it is on defensive status. A clear path of friendly provinces must exist between an army and its destination in order for it to move. Active imperial armies may move freely through provinces controlled by a formal ally. There are a few special cases, however.

The Ice Demon glacier prohibits army movement from Virunian (province 22) to The Eiglophian Mountains (province 308) and Njal's Lands (province 18) as well as visa versa. Lake Zuad and its tributaries prohibits all army movement between the Zuads Tribes Region (province 109) and Ghanatan (province 44). A barrier laid by the Wizard Thoth-Amon prohibits army movement from Sabeaa (province 66) to the Land of No Return (province 365). Example:

I COMMAND THE FIRST ARMY TO (M)ove to (P)rovince (XYZ)



Assign Monarch: Every kingdom must have one character as the monarch. A good monarch can go a long way to improve the productivity and loyalty of all your provinces. Whenever a monarch dies, you must select a successor to take his place. Tradition constrains those whom you may choose as a new monarch as follows: 1) The monarch must be either a NOBLE of your kingdom or else a character from the same family as the previous monarch (have the same last name). 2) If their are no nobles or royal family, you must choose from among your PRIESTS, HEROES, and GENERALS. 3) If you have none of those characters, you may choose either a WIZARD, AGENT or your ADJUTANT-GENERAL. If you do not choose a new monarch or attempt to break tradition, then the royal court will select the new monarch using rules 1,2,3 above. Remember, monarchs have LIFETIME assignments. Thus it is not necessary to use a declaration order assigning a character to be a monarch if that character is already a monarch. It is required that each kingdom have a monarch at all times. Thus if your original monarch dies you will need to assign a new monarch on the turn in which the old monarch dies. If no such declaration order is issued your Chancellor will automatically select a new monarch for the kingdom. The monarch may be commanded to "Actively Rule" on the same turn in which they are assigned a rulership position. Example:

I DECLARE (character ID) (M)onarch

Assign Province Ruler: Provinces are more productive and loyal when they have an effective character as their ruler. Any type of character may rule a province. A province ruler must be picked from among those of your characters who were born in that province. If none of your unassigned characters were born in that province, you may assign the character of your choice. You may not assign the tasks of ruling more than one province to a single character. Your Chancellor is pre-assigned as the ruler of your capital province. Remember, provincial rulers have LIFETIME assignments. Thus it is not necessary to use a declaration order assigning a character to be a province ruler if that character is already a province ruler. It is not required that each province has a province ruler, however, provinces without rulership will suffer for the lack. The provincial rulers may be commanded to actively rule on the same turn in which they are assigned a rulership position. Example:

I DECLARE (Character ID) (R)ule (P)rovince (XYZ)

Note: Neither a province ruler nor monarch may "retire". Rulership is a lifetime assignment. However, a province ruler may abdicate his title to become a monarch. In such cases you may assign a new province ruler to the province vacated on that same turn.


Move Character: This order will cause a character to change his permanent residence to a different province. characters that are not assigned to an army will always return to the province where their permanent residence is located after performing whatever actions they are assigned on a given turn. A character may move to any province under the control of your kingdom. Note that all move orders take place after the assassination, kidnapping and dispel magic attempts are made on a given turn. Example:

I DECLARE (character ID) (M)ove to (P)rovince (XYZ)

Raise Troop: You may raise new troops on any turn that you wish. Newly-formed Troops will appear at your capital province on the following turn for assignment (see General Assignments and Movement Commands). You may attempt to form any number of troops on the same turn, however, the more troops that you attempt to raise on the same turn, the harder it becomes. Your Adjutant-General will attempt to recruit, train, and outfit as many soldiers as he can to form the number of troops that you order. If he is unsuccessful he will inform you of the total that he was able to form on the following turn. Note also the limitations on the percentage of each type of troop you can have in your armies as listed in your Kingdom Report. You must keep a minimum percentage, as well as no more than a set maximum percentage of each troop type among your forces. You will only need to write a separate order for each different type of troop that you order.

Just as you may form new troops, some Kingdoms may also hire mercenaries (see your Kingdom Report) within the above mentioned limitations. Mercenaries cost you nothing to form but they cost about four times as much to maintain as do other troops.

Two things should be kept in mind whenever you are raising troops. Firstly, your Adjutant-General will always attempt to keep the troops of your nation in keeping with the minimum and maximum percentages of each troop type for your kingdom. Thus if you order 10 troops of Type 1 but 0 troops of Type 2 you might well end up with 9 troops of Type 1 and 1 troop of Type 2 if this will keep your kingdom's military in adherance to the minimums and maximums. The second thing to keep in mind is that all troops are raised in order of priority as they are listed on your command sheet. If you order more troops than your kingdom can raise, your Adjutant-General will attempt to raise the first listed troop type first, the second listed troop type second, etc.

No troop may ever participate in battle on the same turn in which it is raised or conscripted. Thus newly raised or conscripted troops will not defend a kingdom's capital if it is attacked on the same turn. If the capital falls the troops will appear at the site of the kingdom's new capital.

I DECLARE (number of troop units) (T)roops of (Troop type number) (R)aised


I DECLARE (4) (T)roops of (type M7) (R)aised

Conscript Provincial Troops: Provinces levy provincial troops for purposes of their own defense and to maintain order within the province's own territorial borders. Provincial troops normally may be brought into the ranks of an imperial army only when an imperial army occupies the province and is engaging in an invasion of an adjacent province. It is possible, however, for the central government to DEMAND that troops be sent from the provinces to the capital in order to swell the overall strength of the kingdom's armies.

The "Conscript Provincial Troops" declaration orders the specified province to send all of its available provincial troops to the capital in order to await re-assignment elsewhere on the following turn. The declaration is most useful for removing large troop reserves from provinces in the interior i.e. those provinces which have little likelihood of coming under attack.

This action is potentially damaging to the relationship between a province and the throne and may even result in a serious disaster such as provincial revolt. In the Hyborian Age the relationship between the provinces and the central government is often tenuous. The success of a conscript declaration will therefore depend in large measure upon the ability of a kingdom's monarch as well as the ability of that character's direct subordinate, the provincial ruler. (Ideally, a provincial ruler will attempt to implement your orders smoothly with the minimum of disturbance in the province which that character has been given to govern.) The more successful your conscription is, the more provincial troops will be sent to your capital. If the conscription is unsuccessful, the troops will remain in the provincial army, or, worse, rout and disappear.

Troops may not be conscripted from provinces on the same turn in which the province is the site of a set piece battle.

Seazone navies may be conscripted from a seazone to the imperial harbor by using this declaration. In fact, the conscript troops declaration is the only manner in which naval troops attached to a seazone navy may be moved from out of a seazone (excepting raids). Examples:

I DECLARE  (C)onscript (T)roops from province (XYZ)

I DECLARE  (C)         (T)        (123)

Disband Mercenaries: The advantage of mercenaries is that you can disband them when you don't need them anymore. Disbanded mercenaries will leave your kingdom to find employment elsewhere. On the turn in which an imperial army is engaged in set piece battle it may not disband mercenaries. The effect of the declaration is to disband all mercenaries of a specified type from a specified army.


I DECLARE   (troop type #)  (D)isbanded from  (army ID)


I DECLARE (M4) (D)isbanded from (IA - 1)

Detach Troops from Army: On any turn you may detach troop units from those of your imperial armies that you wish to. The units detached will become provincial army troops in the province where the detaching imperial army begins the turn. If no provincial army exists at the time that the "Detach Troop" declaration is issued, as with newly conquered provinces, then the troops will be considered to be the beginning of a new provincial army in that province. Only an imperial army may issue a "Detach Troop" declaration. Each imperial army may only issue one detach troop order per turn. Imperial navies may not detach troops while occupying a coastland province. The order is the same for both regular troops and mercenary troops. On the turn in which an imperial army is engaged in set piece battle it may not detach troops. Provincial armies may not detach under any circumstances. Example:

I DECLARE (number of Troop units) of (Troop type number) (D)etached from (army ID)

Change army Status: On any turn you wish, you may order an imperial army to change its status from either active or defensive. All armies will undergo a one-turn period of transition before achieving their new status. The order is the same regardless of which status your army is changing to. An active imperial army which has been ordered to raid, invade, or is engaged in set piece battle can not be ordered to change status on the same turn. A defensive imperial army can always be ordered to change status. Example:

I DECLARE (C)hange (S)tatus (army ID)


Intent to Ally: This declaration announces the necessary preparations for your kingdom to become formally allied with another kingdom. Two kingdoms wishing to become formally allied must declare this order on the same turn, otherwise they will not become allied. The armies of formal allies may jointly occupy the same provinces without fighting each other and may travel freely through each others' provinces. Armies travelling through a province controlled by a formal ally are always partially disarmed and given an "honor guard," making them extremely vulnerable if the alliance is broken. Note that there are ways for outside kingdoms to break up alliances and so it is ALWAYS RISKY to have your forces in a formal ally's province. Formal alliances will last until deliberately broken; they do not expire as peace treaties do. You are allowed to declare one "Intent to Ally" per war season; three on a peace years turn. Example:

I DECLARE an (I)ntent to (A)lly with (Kingdom abrv)

Intent to Break Alliance: This order begins the actions necessary to break a formal alliance between you and another kingdom. For instance, when two armies of different countries receive news that an alliance has been broken, they are almost certain to become engaged in a fight. Fortunately (perhaps, perhaps not) the alliance will not be considered broken until the end of the turn so your forces will not attack, or be attacked by the forces of a former ally in the same province until the following turn. Example:

I DECLARE an (I)ntent to (B)reak (A)lliance with (Kingdom abrv)


These orders are concerned with the direct transfer of wealth from one kingdom to another (referred to as DIPLOMATIC PAYMENTS). Remember that while tribute will aid you in negotiate peace attempts and ransom will (hopefully) get a character back who has been imprisoned by another kingdom, a gift order will have no direct effect whatsoever on any other of your game actions. A player who receives a gift from you might take it kindly, however, that player is in no way obligated to do anything in return. A gift is just that...a gift.

Pay Tribute: This order will increase the chance that you will be able to successfuly negotiate peace with a foreign kingdom. Tribute may only be paid on the same turn and to the same kingdom that you attempt to negotiate peace with. There are two levels of tribute, half tribute and full tribute. The exact amount of tribute that you pay will be determined in the negotiations between your envoy and the foreign kingdom. You may be certain, however, that any tribute payment you declare will be expensive, between 10% and 40% of the total wealth in your royal treasury. You may not pay tribute if the wealth in your royal treasury is rated as either NONE or POOR. Examples:

I DECLARE (H)alf (T)ribute to (Kingdom abrv)

I DECLARE (F)ull (T)ribute to (Kingdom abrv)

Gift: Gifts represent gold, jewels, and other forms of wealth transfered directly from the royal treasury of one kingdom to the royal treasury of another. You may give a gift to any other kingdom in the game, but you are only allowed to give one gift per turn. You may not declare a gift when your treasury is rated at either NONE or POOR. There are five levels of gifts based upon the STANDARD rating scale as follows:

    * POOR - 1/40th of the total wealth in your Treasury.
    * ADEQUATE - 1/20th of your total wealth.
    * GOOD - 1/10th
    * EXCELLENT - 1/6th
    * SUPERIOR - 1/4th


I DECLARE an (E)xcellent (G)ift to (AQUI)

Set Ransom: On any turn after you have kidnapped or otherwise captured a character from a foreign kingdom, a special ransom declaration line will be automatically printed out on your command sheet. With this declaration you set the amount of wealth you are willing to accept to ransom that character back to his home kingdom. This is the only time that you will be able to set a ransom for that character. If you set the ransom at "None," the character will simply be held in your imperial dungeons until he dies or is rescued. If you do not set any ransom, the computer will default to adequate. You may set ransom at any of the five levels used for gift above by checking the appropriate box which appears on your command sheet. Example:

                                 _          _         _             _


Pay Ransom: The turn after one of your characters has been kidnapped or otherwise captured by another kingdom, you will be told if that kingdom has decided to set a ransom for that character or whether your character is being held without ransom. If a ransom has been set, you may pay it and have the character returned to you by using the pre-printed order which will appear. If you do not wish to pay the ransom you may leave the order line blank. Example:

I DECLARE a (level of ransom) (R)ansom for (Character ID)

I DECLARE an (E)xcellent (R)ansom for (AQUI-21)


Before any army may either raid or invade, the proper war preparations must be made. War preparations represent the accumulation of the necessary suplies or the raising of a siege train to accompany the troops going into battle. Intents to raid or invade may be declared on any turn, even during peace years. You must declare the intent to raid or invade one turn prior to either raiding or invading.

Formal allies may neither raid nor invade each other's provinces, and certain provinces in the game may not be invaded under any circumstances. These provinces, for reasons of size, geography, or special protection, are not subject to conquest by any kingdom. The non-invasion provinces are The Mysterious South (#363), Pathenia (#364), The Land of No Return (#365), and the Barachan Isles (#201).

Intent to Raid: This declaration will cause the necessary preparations to be made for raiding a specified province. It costs your treasury a minor but noticable amount to make these preparations. If after declaring this order you do not in fact raid on the following turn, the war faction at the royal court will have to be placated ("bought off") at an additional cost to your treasury. If you want to raid a province with more than one army, you must declare one raid intent for each army. Example:

I DECLARE an (I)ntent to (R)aid (XYZ)

Intent to Invade: This declaration will cause a tremendous amount of supplies and equipment to be made ready for an invasion of a specified province. It costs your treasury about three times as much for these preparations as it does to prepare for a raid. If after ordering these preparations your kingdom does not in fact invade on the following turn, your war faction at the royal court will have to be appeased at an additional cost to your treasury. If you want to invade a coastland province with both imperial navies and arnies, you need only one intent to invade that province. Example:

I DECLARE an (I)ntent to (I)nvade (XYZ)


Spells of this kind are only used during the strategic movement phase of an invasion or during raids. They may be used by both the offensive and defensive player in such situations. Each character with knowledge of strategic magic may prepare ONE such spell for use in any strategic situation which arises. Any character who has prepared a strategic spell and is assigned to an army will automatically cast that spell every time it will help your army. A character MUST be in an army to cast these spells successfully.

While characters may only have one strategic spell prepared at any one time, you may change the prepared spell of those characters who know more than one spell from one turn to the next simply by issuing a prepare declaration for the new spell which you wish that character to prepare for the next turn.

A character may be assigned to join an army on the same turn in which that army is engaging in the strategic movement phase of an invasion. In such a case the character will arrive to join the army in time to use strategic magic on that turn and then take part in battle. Characters assigned to join an army on the same turn in which that army is actually engaging in battle will ALWAYS arrive too late to join in the combat. Only characters who are assigned to an army may prepare a strategic spell. However, both a join army command and a "Prepare Strategic Spell" declaration may be ordered for a character on the same turn. At any time that a character is given a command order other than "Join Army," that character's prepared strategic magic spell (if any) is no longer prepared. If a character does not have a strategic spell prepared he will not under any circumstances use strategic magic. Any character assigned to an army who also has a strategic magic spell prepared will use strategic magic as often on the same turn as the character has the opportunity to do so. For example, a wizard on assignment with a defensive imperial army and prepared to use the spell Black Death, could well cast Black Death three times on the same turn - if the wizard's army responded to three different invasions. Each casting would, however, subtract one from the total number of times the wizard is able to cast the spell. (Recall that some spells such as Black Death may only be cast a limited number of times by the same spellcaster.) While all strategic magic spells are useful in an invasion, only Forced March and Far Sight are useful on a raid.

The Black Death - When prepared, the Black Death spell is cast on any enemy army which marches in to invade one of your provinces where the spellcaster is stationed. Casting this spell places extreme strain on the life energy of the spellcaster and thus may only be cast a limited number of times in a spellcaster's lifetime. The Black Death is a form of virulent plague which will slay between 20% and 50% of the enemy troops as they march to meet your forces in battle. The Black Death spell may not be used offensively and only works in defense of provinces under your control. Example:

I DECLARE a (B)lack (D)eath (S)pell for (Character ID)

Far Sight - The Far Sight spell allows the spellcaster to "see" an enemy army at a distance and thus improve his army's ability to outmaneuver them. Far Sight may be used by both the offensive and the defensive kingdom during a raid or invasion. Example:

I DECLARE a (F)ar (S)ight (S)pell for (Character ID)

Force March - The Force March spell adds vigor to tired legs, aiding soldiers to march longer and farther than is normally possible. It is useful in helping an army outmaneuver its opposition in the strategic movement phase of an invasion or during a raid. Example:

I DECLARE a (F)orce (M)arch (S)pell for (Character ID)

Rains - With this spell, a character can control weather so as to call forth great rainstorms at will. The Rains spell, used strategically, will cause rivers to overflow, create floods, and generally inhibit the maneuvers of enemy troops while allowing your troops to move about in clear sunshine. It is useable by both sides during the strategic movement phase of an invasion. Example:

I DECLARE a (R)ains (S)pell (P)repared for (Character ID)

Sun Bane - With this spell a character can control the sun and is able to call forth great blasts of heat and burning. It can be a useful spell to either side during the strategic movement phase of an invasion. The wielder of Sun Bane will attempt to swelter the troops of the enemy as they march, blighting them with extreme heat and sunstroke as they move through dry or arid terrain. Example:

I DECLARE a (S)un (B)ane (S)pell for (Character ID)



On any turn that you conquer a new province a special section will be printed on your command sheet labelled Province Defense orders.

PROVINCE DEFENSE ORDERS FOR (Name of the Province) (Province #)
        __                    __                     __

                     MA  BO  SW  RI  FA  FB  SO  DO
                                 __                __
                    COMMANDERS DISCRETION   |__|

Check the box for each of the stratagems that you wish that province to use in defending itself. Circle the abbreviation for the preferred terrain you wish to select. Check one of the battle selection boxes to indicate the type of battle your forces should attempt to engage the enemy in. If you do not choose to fill out a province defense orders sheet, the orders will be issued for you by your Adjutant-General.

You may change your province defense orders, in whole or in part, on a later turn (at a small cost to your treasury). The declarations for changing province defense orders are written in declaration statements as listed below.


I DECLARE an (A)mbush in (XYZ)
I DECLARE (N)o (A)mbush in (XYZ)

Hidden Movement:

I DECLARE (H)idden (M)ovement in (XYZ)
I DECLARE (N)o (H)idden (M)ovement in (XYZ)

Decline Battle:

I DECLARE (D)ecline (B)attle in (XYZ)
I DECLARE (N)o (D)ecline (B)attle in (XYZ)

To change the preferred terrain use the appropriate terrain type and abbreviations listed. The old terrain preferance for the province in question will be automatically dropped when you write a new terrain preference order for that province. Example:

I DECLARE (T)errain (terrain code) in (XYZ)

To change the battle selection of a province write one of the orders below. The old battle selection order for the province in question will automatically be dropped when you write a new battle selection order for that province. Examples:

I DECLARE (C)ommanders (D)iscretion in (XYZ)
I DECLARE (O)pen (F)ield in (XYZ)
I DECLARE (S)et (P)iece in  (XYZ)

You need only write province defense orders for those that you wish to change. All other standing province defense orders will remain in effect from turn to turn.


On the turn after you have declared "Intent to Raid," a special raid commands section will be printed out on your command sheet.

                               __                     __
RAID TYPE:         PROVINCE   |__|    TRADE ROUTES   |__|
                              __                __             __

RAID ARMY:         (Army ID)

RAID COMMANDER:    (Character ID)

Check one box to indicate the type of raid you wish your forces to make. Check one box to indicate your battle selection in the event that your forces are engaged by enemy troops. Indicate the identification number of the army that will raid in the space provided. If you do not assign an army to the raid, it will be cancelled automatically. Indicate the identification number of the character (if any) that you wish to make the commander of the raid.


On the turn after you have declared "Intent to Invade," a special invasion commands section will be printed on your command sheet.

ORDERS FOR (INVASION # ) (Province of Invasion)


INVASION ARMIES:    (Army ID)  (Army ID)  (Army ID)
                    (Army ID)  (Army ID)  (Army ID)
                                         __                 __
                 SET PIECE  |__|

                     MA  BO  SW  RI  FA  FB  SO  DO


(Troop Category)  (Troop Type Number)  (Number of troop units)
(Troop Category)  (Troop Type Number)  (Number of troop units)
(Troop Category)  (Troop Type Number)  (Number of troop units)
(Troop Category)  (Troop Type Number)  (Number of troop units)
                   __                                    __
HIDDEN MOVEMENT?  |__|                 DECLINE BATTLE?  |__|


The invasion orders section of your command sheet is used for the strategic movement phase of each invasion. At the top of the invasion form, there is an invasion number and the name and ID# of the province under invasion. You will write in the Id# of the character to be assigned to the position of army commander (who must first be assigned to an army participating in the invasion).

You will also write in the ID#'s of all armies that you wish to assign to the invasion. At least one of these MUST be an active imperial army or imperial navy with at least eight troops; if not, the invasion will be cancelled automatically. You must select one of the battle type options and circle the code of the preferred terrain for the invasion force. You may designate patrols composed of up to six different types of troops simply by writing in the troop type number (see troops in your individual Kingdom Report) followed by the number of troop units of each type in the space provided. At the bottom of the invasion orders section you may check one or both of the boxes for hidden movement and decline battle if you wish to order your army to attempt those stratagems.


On the turn that a set piece invasion battle is to take place, you will receive a special battle orders section printed onto your command sheet. You will also receive a Battle Intelligence Summary for each battle which you will use to fill out the battle orders sheet.

After examining the Battle Intelligence Summary you will fill out the battle orders section as follows: Assign all your available forces from the FORCE POOL into the battle line boxes by writing each troop's force pool number (from the Battle Intelligence Summary) into each battle box. Assign all your available troops to the battle lines starting with the first rank until all the battle lines have been filled or you run out of troops. Never assign the same troop twice. If you have troops remaining after filling all six battle lines, then place the rest of your troops into the reserves (see Example Battle Orders).

Assign all your available characters from your force pool to positions in the battle lines. Place them with troop units by writing in the force pool number (listed on the Battle Intelligence Summary) of the troop you want each character assigned to next to the name of that character on the battle orders sheet. You may assign several characters to fight with the same troop if you wish. All characters must be placed with a troop. No character may be placed with a troop in the reserves.

If you have not yet assigned an army commander you may do so by writing in his personal force pool number in the space provided. (Just write it in over the dashes; they simply mean that no one is assigned as yet.) You may also assign characters to the various command positions (see Example Battle Orders). To do this you will write their force pool numbers in the space provided.

You must check one of the loss acceptance boxes to indicate the losses you will be willing to accept before withdrawal. You may also check those spells which you wish your characters with magic ability to cast, where they appear printed out next to the names of those characters (maximum two spells per character). You may order a special disengagement and advance by checking the box labled ALL (all troops in the front line switch with those troops in the second line) or by checking any of the other boxes next to it (those sections in the front battle line switch with the corresponding sections in the second line). Also check the timing of the maneuver, either CLOSING (when the two armies first close on each other) or HOUR 1 (after the first hour of battle). You cannot disengage and advance at both closing and hour 1. You need not check any of the boxes if you do not wish to order a special disengagement and advance.


Spells of this type are extremely powerful and capable of protecting, improving, or shattering whole armies. Battle magic is only useable in set piece battles which result from invasions. You will not need to write a declaration or a command order to use battle magic. The list of battle magic spells available to your spellcasters at the scene of a battle will be printed out automatically next to each character's name. To order a particular spell to be cast you will simply check the box which appears next to the spell that you wish cast. Characters may cast a maximum of two spells in a battle and there are some limitations on the types of spells which a single spellcaster may cast in combination at the same battle. For a complete listing of all such limitations see the Spell Chart.

Earth Demon - The Earth Demon spell is a very potent and terrifying form of magic! With a word of command, the holder of this spell may summon the very power of the earth to do his bidding, causing the earth to shake, cliffs to topple onto the armies of his enemies and the walls of fortifications to come crashing to the ground in the space of a moment. The Earth Demon spell is only effective in mountain, hill, or fort terrain.

Fanaticism - The Fanaticism spell makes the spellcaster's army fight with increased bravery and heroism (improves morale). The Fanaticism spell is of great value to armies known for their lack of courage or discipline.

Fear - The Fear spell is used to make an enemy army uncertain and afraid (decreases morale). It can be of great value when cast upon troops known for their lack of courage or discipline.

Firewall - This spell causes a wall of flame to leap up in obedience to the will of the spell caster. A firewall can engulf and destroy entire ranks of charging soldiers in an instant!

Magic Blast - A character with this spell can call upon the very powers of the heavens to aid his cause in battle. This spell will call forth bolts of lightning to fall from the sky and blast enemy troops. Due to the need to target specific troops or leaders, the spell works best for wizards who have some degree of military command ability.

Magic Sleep - With this spell, a character can call upon a child from the chilling outer void (a being whose very touch can paralyze the body and numb the mind). If successful, the spellcaster may command this creature to touch the commander of an enemy army. The commander touched in this fashion will become paralyzed and useless for the duration of the battle.

Missile Shield - By using this spell, a character may cause most of the closing missile volleys from an enemy host to be misdirected and deflected.

Phantom Warriors - This spell summons to the world of men a creature or creatures of Great Power. Such creatures can take many forms, perhaps even appearing human, but each in its own way is a potent summoning. The strain upon a character to summon and control such creatures is great, and thus the spell may only be cast a limited number of times in a character's lifetime.

Summon the Dead - This spell allows the spellcaster to command the dead to rise from their graves and take up arms in battle. This spell will cause a variable number of undead troops to shamble forth and fight on the side of the spellcaster's army.


Example Battle Intelligence Summary

     Example Battle Intelligence Summary:


The Battle will be fought in FOREST

The Supreme Commander of your forces is LERIC IDRAK

You stand in opposition to a force of NEMEDIANS believed to  be
in strength as follows:

4  Troops Heavy Cavalry
8  Troops Medium Infantry Archers
5  Troops Heavy Infantry

The Wizard ALKAR MAGEHAND (NEME-26) has been sighted riding with
the forces arrayed against us.

                        YOUR FORCE POOL

The following troops and characters are available for the battle:


Force Pool #       Troop name        Category   Troop Type #

     1          Lord Kall's Knights          HC                   2
     2          1st Knights                 HC                  3
     3          1st Redspears               MI                    8
     4          9th Spear                    MI                    7
     5          17th Foot Archers            LIA                   6
     6          19th Foot Archers            LIA                   6
     7          21st Foot Archers            LIA                   6
     8          Redon's Light Bow            LIA                   5
     9          1st Mammoths                 MAM               4
     10         Count Surat's Foot           HI                    9


Force Pool#       Name                 Class

     1            Leric Idrak                 General
     2            Porthel Dash            General
     3            Halsa Tor                   Wizard
     4            Lord Hallsom            Noble
     5          Zan Rek                     Hero
     6           Kral Ironfist               Hero
     7            Ilac the Blessed        Priest

Example Battle Orders Sheet
     Example Battle Orders Sheet:


                     FORREST TERRAIN

 ___     ___     ___     ___     ___
| 1 |   | 3 |   | 10|   | 4 |   | 2 |
|___|   |___|   |___|   |___|   |___|
 ___     ___     ___     ___     ___
| 6 |   | 8 |   | 9 |   | 7 |   | 5 |
|___|   |___|   |___|   |___|   |___|
 ___     ___     ___     ___     ___
|   |   |   |   |   |   |   |   |   |
|___|   |___|   |___|   |___|   |___|
 ___     ___     ___     ___     ___
|   |   |   |   |   |   |   |   |   |
|___|   |___|   |___|   |___|   |___|
 ___     ___     ___     ___     ___
|   |   |   |   |   |   |   |   |   |
|___|   |___|   |___|   |___|   |___|


DISENGAGE AND ADVANCE?                      WHEN?
  _          _            _                   _
 |_| ALL    |_| LF FLANK |_| RT FLANK    |   |_| CLOSING
  _          _            _              |    _
 |_| CENTER |_| LF LINE  |_| RT LINE     |   |_| HOUR 1

ASSIGN EACH CHARACTER TO A TROOP (by Force Pool Number of Troop)

     1    Leric Idrak       AQUI-17      ___6__
     2    Porthel Dash      AQUI-43      ___2__
     3    Halsa Tor         AQUI-12      ___1__
     4    Lord Hallsom      AQUI- 9      ___5__
     5    Zan Rek           AQUI-22      ___4__
     6    Kral Ironfist     AQUI-35      ___6__
     7    Ilac the Blessed  AQUI-75      ___5__


               |X| MAGIC BLAST
               |_| SUMMON DEAD
               |X| FIREWALL

                   _         _            _         _


Sometimes when you are the defending player in a set piece battle, you will only be able to make a limited number of decisions for the battle (i.e. only loss acceptance and battle magic). Your characters on the battle field will make the battle decisions that you are not able to make. This occurs since there is no time for orders to arrive from your capital to the battle field. The Battle Intelligence Summary and battle orders sheet for this type of battle situation look like this:


The Battle will be fought in FOREST

The Supreme Commander of your forces is LERIC IDRAK

You  stand in opposition to a force of NEMEDIANS believed to be in strength as

5  Troops Cavalry
11 Troops Infantry

                           FORCE POOL

The following troops and characters are available for the battle:

Troop name      Category  Type #  | Troop Name
Lord Kall's Knights  HC      2     | 15th Heavy Chariots
1st Redspears        MI      8     | 45th Light Infantry
etc.                               | etc.
Name                 Class         | Name           Class
Leric Idrak          General       | Toren Mar       General
Lord Hallsom         Noble         | etc.
etc.                               |

Example Battle Orders Form:

                   _         _            _         _

              |X| MAGIC BLAST
              |_| SUMMON DEAD




What follows is a step-by-step example of an invasion. It details the order in which certain actions should occur while also outlining some basic strategy.

Turn 1 - Hyrkania decides to invade Rhamdan. Hyrkania orders:

Command:        IA-1 M)ove (P)rovince (50)
Command:        HYRK-3  S)py (209) (M)ilitary
Declare:        I)ntent to (I)nvade (209)
Declare:        10) (T)roops of type (1) (R)aised

Hyrkania knows what the terrain is like in Rhamdan from the map provided with the Kingdom Set-up. Hyrkania therefore decides not to send another spy in order to "Spy Province Terrain." Hyrkania decides not to assign any characters to IA-1 this turn as they can just as well be assigned next turn. Characters assigned to IA-1 would only be useful if an enemy invaded the Hyrkanian Heartland this turn. Since Hyrkania judges an invasion of province 50 to be unlikely, the characters can be put to better use on other assignments. Note that the "Move Army" command was to province #50 (Hyrkanian controlled and adjacent to the province to be invaded), NOT to Province #209. The "Move Army" command can only move an army within provinces which the issuing kingdom controls.

Turn 2 - Based on a spy report of Rhamdan, Hyrkania decides to assign 3 of the troops raised last turn to IA-1. Hyrkania also decides to include the provincial armies of the Hyrkanian Heartland and Theggir in the invasion. So that these two provinces are not left undefended, Hyrkania assigns the remaining 7 troops that were raised last turn, 3 to the Hyrkanian Heartland and 4 to Theggir. These troops will become the new PA-50 and PA-53. Hyrkania orders:

Command:        HYRK-6 J)oin (IA-1)
Command:        HYRK-2 J)oin (IA-1)
Command:        HYRK-4 J)oin (IA-1)
Declare:        F)orce (M)arch (S)pell for (HYRK-2)

On the strategic movement form for the invasion of Rhamdan, Hyrkania assigns HYRK-6 to be the invasion commander; assigns IA-1, PA-50, and PA-53 to the invasion; sets the battle type at commander's discretion; and selects a preferred terrain of steppe (ST). As HYRK-2 has the Force March spell, Hyrkania has ordered him to prepare it on the same turn that HYRK-2 has been assigned to IA-1. HYRK-2 will use the spell as the army maneuvers into Rhamdan. HYRK-4 is a hero whom Hyrkania thinks will be an asset in the upcoming battle.

Turn 3 - Based on the Battle Intelligence Summary received with this turn, Hyrkania fills out the battle form for a set piece battle against the defenders of Rhamdan. Hyrkania assigns his troops and characters to positions in the battle lines. As Hyrkania feels quite confident of victory in the battle, he lays plans to continue the campaign by making preparations for an invasion of the adjacent Hyrkanian Free City States. This is a risky move which may cost Hyrkania if the battle at Rhamdan is lost. Hyrkania orders:

Command:        HYRK-3 S)py (208) (M)ilitary
Declare:        I)ntent to (I)nvade (208)
Declare:        10) (T)roops of type (2) (R)aised

If all goes as planned Rhamdan will fall this turn--and next turn IA-1 can immediately be ordered to invade 208. Hyrkania has raised more troops to replace losses at the battle and also to assign as a new provincial army in Rhamdan. As always, Hyrkania is spying ahead so as to appraise the strength of enemy forces.


There are two ways in which a game of Hyborian War can end. One is when anywhere from one to six players have so dominated the world that they are, effectively, the only powers left in the game. The second is by the onset of an Ice Age. The Hyborian Age is ended as great sheets of ice encroach further and further from the northlands into the lands below. At this time life as the ancient Hyborians know it comes to an end. You may be forewarned of the onset of an Ice Age through prophecy and by noticing a continually increasing severity of the winter seasons.

Regardless of how the game ends, you will be informed, and told your overall rank in relation to all players who have controlled your same kingdom in different games. All standings at the end of the game are evaluated and determined impartially by computer.



TERRAIN:                  ADVANTAGE                AT DISADVANTAGE
OPEN/TUNDRA/OASIS    N/A                        N/A
STEPPE                N/A                        Infantry
HILLS                N/A                        Chariots & Cavalry
DESERT                N/A                        Infantry
MOUNTAINS            N/A                        Chariots, Heavy Armor
FOREST                N/A                        Heavy Armor, Cavalry, Chariots, Missile Fire
MARSH/BOG/SWAMP    N/A                        Heavy Armor, Cavalry, Chariots
RIVER                Defending Missile Fire            Heavy Armor, Chariots
FORT CLASS A            Defending Missile Fire            All except Heavy Infantry
FORT CLASS B            Heavy Infantry                All except Infantry
SHALLOW OCEAN        N/A                        Heavy Naval Vessels
DEEP OCEAN            N/A                        Light Naval Vessels


Type                        Description            Abbreviation
OPEN                Flat open grasslands                OP
TUNDRA                Flat and icy wasteland                TU
OASIS                Flat desert area near water            OA
STEPPE                Cold desert                    ST
HILL                    Gently rising ground                HI
DESERT                Arid sandy ground                DE
MOUNTAIN            Steeply rising rocky ground            MO
FOREST                Heavily wooded area                FO
MARSH                Wet, soft ground                    MA
BOG                    Spongy, sinking ground            BO
SWAMP                Very wet, muddy ground            SW
RIVER                Broad area of running water            RI
FORT A                Large walled city                    FA
FORT B                Small city with pallisades            FB
SHALLOW OCEAN        Water                        SO
DEEP OCEAN            Lots more water                    DO


Spell Limitations: A character may only cast one spell from any of the following four categories in the same battle.

   1. Firewall / Earth Demon
   2. Magic Sleep / Fear / Fanaticism
   3. Missile Shield / Magic Blast
   4. Summon the Dead / Phantom Warriors

                HC - Heavy Cavalry                    HI - Heavy Infantry
                MC - Medium Cavalry                     MI - Medium Infantry
                LC - Light Cavalry                     LI - Light Infantry
                HCA - Heavy Cavalry Archers             HIA - Heavy Infantry Archers
                MCA - Medium Cavalry Archers             MIA - Medium Infantry Archers
                LCA - Light Cavalry Archers                 LIA - Light Infantry Archers
                HCH - Heavy Chariots                     HIP - Heavy Infantry Pikemen
                LCH - Light Chariots                     MIP - Medium Infantry Pikemen
                HCHA- Heavy Chariot Archers             MAM - Mammoths
                LCHA- Light Chariot Archers             WR - Winged Reptiles
                HN - Heavy Naval                     HNA - Heavy Naval Archers
                MN - Medium Naval                     MNA - Medium Naval Archers
                LN - Light Naval                         LNA - Light Naval Archers
                UI - Undead Infantry                     PW - Phantom Warriors


In the diagrams below, each dashed section represents space for one troop unit. The strategic components of each battle configuration are noted. Those strategic components not labeled above any particular diagram do not exist in the battle configuration which the diagram represents.

Open, Tundra, and Oasis Terrain:

 ______ | ______ ______ | _____ _____ | _____ _____ | _____

Steppe Terrain:

LF FLANK        LF LINE          CENTER         RT LINE           RT FLANK  
   ____ | ____ ____ ____ ____ | ____ ____ | ____ ____ ____ ____ | ____ 

Hill Terrain:

 ______ | ______ ______ | ______ | ______ ______ | ______

Desert Terrain:

LF FLANK       LF LINE        CENTER        RT LINE       RT FLANK
  ____ | ____ ____ ____ ____ | ____ | ____ ____ ____ ____ | ____

Mountain, and Forest Terrain:

 ______ | ______ | ______ | ______ | ______

Marsh, Bog, and Swamp Terrain:

 ______ | ______ ______ | ______

River Terrain:

 ______ | ______ ______ | ______

Fortified Terrain (Fort class A):

 ______ | ______

Fortified Terrain (Fort class B):

    LF LINE         RT LINE
______ ______ | ______ ______

Shallow Ocean and Deep Ocean Terrain = Automatic Open Field battle

Player Kingdoms        Abbreviation        Provinces Owned        Number
1 Aquilonia                AQUI                1 through 10            10
2 Amazonia            AMAZ            11                    1
3 Argos                ARGO            12 through 16            5
4 Asgard                ASGA            17 through 20            4
5 Border Kingdom        BORD            21 through 23            3
6 Brythunia                BRYT            24 through 31            8
7 Cimmeria            CIMM            32 through 36            5
8 Corinthia                CORI            37 through 41            5
9 Darfar                DARF            42 through 44            3
10 Hyperborea            HYPE            45 through 49            5
11 Hyrkania            HYRK            50 through 57            8
12 Iranistan            IRAN                58 through 67            10
13 Jumas Kingdom        JUMA            68                    1
14 Kambulja            KAMB            69 through 72            4
15 Keshan                KESH            73 through 76            4
16 Khauran            KHAU            77 through 78            2
17 Khitai                KHIT                79 through 93            15
18 Khoraja                RAJA            94                    1
19 Kosala                KOSA            95 through 97            3
20 Koth                KOTH            98 through 104            7
21 Kusan                KUSA            105                    1
22 Kush                KUSH            106 through 109            4
23 Nemedia            NEME            110 through 115            6
24 Ophir                OPHI                116 through 120            5
25 Pictland                PICT                121 through 132            12
26 Punt                PUNT            133 through 135            3
27 Shem                SHEM            136 through 140            5
28 Stygia                STYG            141 through 149            9
29 Tombalku            TOMB            150                    1
30 Turan                TURA            151 through 158            8
31 Uttara Kuru            UTTA            159 through 161            3
32 Vanaheim            VANA            162 through 164            3
33 Vendhya            VEND            165 through 178            14
34 Zamora                ZAMO            179 through 183            5
35 Zembabwei            ZEMB            184 through 188            5
36 Zingara                ZING                189 through 194            6

Non Player Kingdoms        Abbreviation        Provinces Owned        Number
37 Afghulistan                AFGH            195                    1
38 Atlaia                    ATLA            196                    1
39 Azweri                    AZWE            197                    1
40 Bakalah                    BAKA            198                    1
41 Bakharus Tribes            BAKH            199                    1
42 Bamula                    BAMU            200                    1
43 Barachan Isles            BARA            201                    1
44 Drujistan                DRUJ            202                    1
45 Eastern Shemish Nations        ESHE            203 through 206            4
46 Eastern Talakamas            ETAL            207                    1
47 Eastern Vilayet Cities        EVIL                208 through 210            3
48 Himelians                HIME                211                    1
49 Ilbars Mountains            ILBA                212                    1
50 Jaga Tribes                JAGA            213                    1
51 Jimiji                    JIMI                214                    1
52 Jungle Kingdom            JUNG            215                    1
53 Kchaka                    KCHA            216                    1
54 Kezankian Mountains        KEZA            217                    1
55 Kharamun Tribes            KHAR            218 through 223            6
56 Khorbul                    KHOR            224                    1
57 Kordafa                    KORD            225                    1
58 Kuigar Nomads            KUIG                226 through 228            3
59 Meru                    MERU            229 through 235            7
60 Northern Kozaki            NKOZ            236 through 238            3
61 Southern Isles            SOUT            239                    1
62 Southern Kozaki            SKOZ            240 through 242            3
63 Wamadzi                WAMA            243                    1
64 Western Himelians            WHIM            244                    1
65 Wigur Nomads            WIGU            245 through 247            3
66 Zamboula                ZAMB            248                    1
67 Zaporoska                ZAPO            249                    1
68 Zhaibar Tribes            ZHAI                250                    1
69 Zuagir Tribesmen            ZUAG            251 through 258            8
70 Vilayet                    VILA                259 through 264            6

Non Unified Areas            Abbreviation        Prov. Encompassed        Number
71 Cold Lands                COLD            265 through 273            9
72 Colchian Mountains            COLC            274                    1
73 Desert Steppes            DESE            275 through 282            8
74 Eastern Deserts            EDES            283 through 296            14
75 Eastern Ocean            EOCE            297                    1
76 Eastern Jungles            EJUN            298 through 304            7
77 Eastern Hillands            EHIL                305 through 307            3
78 Eiglophian Mountains        EIGL                308                    1
79 Sinhalese                SINH                309                    1
80 Southern & Endless Ocean    SOCE            310 through 322            13
81 Sumero Tso                SUME            323 through 324            2
82 Western Jungles            WJUN            325 through 338            14
83 Western Ocean            WOCE            339 through 352            14
84 Western Savannah            WSAV            353 through 362            10
85 Mysterious South            MYST            363                    1
86 Pathenia                PATH            364                    1
87 Land of No Return            LAND            365                    1


This chart is given for your convenience. It shows the single letter codes for all orders in the game. You may use either these codes or the word commands listed throughout the rules. Each single letter code is written in a separate space of an order line. (cid) = Character Identification number; (aid) = Army Identification number; (xyz) = Province map number; (kac) = Kingdom Abbreviation code; (tt#) = Troop Type number; (ntu) = a number of troop units; (gl) = Gift Level (P,A,G,E & S).

Active Rule  A R
Adventure  A
Assassinate  P (xyz) A (cid)
Assign to Army  J (aid)
Avoid Influence  A I (kac)
Bless  B (xyz)
Break Alliance  B A (kac) (kac)
Counterspy (King.)  C K
Counterspy (Prov.)  C P (xyz)
Counterspy (Court)  C C
Curse  C (xyz)
Diplomacy  C D (cid)
Dispel Magic  P (xyz) D (cid)
Disrupt Warpact     D W
Far Sight  F S (xyz)
Foment Unrest  F U (xyz)
Kidnap  P (xyz) K (cid)
Long Life  C L L (cid)
Move Army  M P (xyz)
Negotiate Peace  N P (kac)
Prophecy (World)  P W
Prophecy (Kingdom)  P K (kac)
Protection  P P (xyz)
Rains (prov.)  C R (xyz)
Reincarnation  C R (cid)
Rescue  P (xyz) R (cid)
Spying (World)  W S
Spying (King. Tres.)  S K T (kac)
Spying (King. Milt.)  S K M (kac)
Spying (Prov. Terr.)  S (xyz) T
Spying (Prov. Milt.)  S (xyz) M
Spying (Court)  S C (kac)
Sunbane (prov.)  C S (xyz)


Asn. Prov. Rule  (cid) R P (xyz)
Asn. Monarch  (cid) M
Black Death  B D S (cid)
Change Army Status  C S (aid)
Detach Troops  (ntu)(tt#) D (aid)
Disband Mercs.  (tt#) D (aid)
Exile  E
Far Sight  F S S (cid)
Force March  F M S (cid)
Raise Troop  (ntu) T (tt#) R
Gift  (gl) G (kac)
Intent to Raid  I R (xyz)
Intent to Invade  I I (xyz)
Intent to Ally  I A (kac)
Intent, Break Alli.  I B A (kac)
Move Char.  (cid) M P (xyz)
Pay Tribute (Half)  H T (kac)
Pay Tribute (Full)  F T (kac)
Pay Ransom  (gl) R (cid)
Rains  R S (cid)
Sunbane  S S (cid)
Ambush  A (xyz)
No Ambush  N A (xyz)
Hidden Movement  H M (xyz)
No Hidden Movement  N H M (xyz)
Decline Battle  D B (xyz)
No Decline Battle  N D B (xyz)
Preferred Terrain  T (terrain code) (xyz)
Commander's Discretion  C D (xyz)
Open Field  O F (xyz)
Set Piece  S P (xyz)


Nov 21, 2005 edition

  1. Any army (with the exception of your capital provincial army) may generally hold only thirty troops. A commanding general with Superior military command may be able to fit a few more troops in.

  2. To invade a coastal province with an imperial navy, declare an intent to invade. An imperial navy, like an imperial army, must have at least 8 troops to invade any coastal province. Imperial navies and imperial armies can fight together in one invasion. The large island of Sinhalese is considered a coastal province; all the other smaller islands are seazone provinces.

  3. Imperial armies on defensive status will not respond to an invasion all of the time, even if it is in the province where they are stationed, because they may not hear about the impending invasion in time to mobilize. The chance that a defensive army will respond decreases the farther they are from the province being invaded.

  4. If you assign characters and/or newly raised troops to a provincial army on the same turn that you assign that provincial army to join in on an invasion, those characters and troops will stay in that provincial army to help protect the province.

  5. When the Ice Age comes, the Barbarian nations (Cimmeria, Asgard, Vanaheim, Pictland) will be forced to migrate southwards by the advancing glaciers. In game terms, this means that each Barbarian nation will be assigned a large kingdom, which becomes an additional victory condition. Because of their desperation to find a new home, their armies move at double speed through any province, and they cannot be affected by peace treaties. They can, however, be affected by Disrupt Warpact.

  6. On the final turn, you will receive a victory point ranking of all 36 player nations. The victory points you accumulate over the course of the game count for half of your final total; the other half is determined by your rank on the final turn.

  7. The Exile declaration is now available. You must be down to only one province to declare exile. You still cannot take the last province of an actively played player kingdom.

  8. To hold a prisoner without ransom, check "No Ransom." If you leave the ransom line blank, it will default to "Adequate."

  9. Peace treaties never affect seazones.

  10. Imperial armies may not change status when engaged in battle.

  11. You may not kidnap, assassinate, or dispell magic on turn 1.

  12. Peace treaties expire at the close of a time of war, right before the peace years begin. Since Turn 1 is a peace years, this means that all peace treaties shown in your setup reports will not expire until the start of the second peace years.


The grim Cimmerian is taking the world by storm! For those of you who would like to read or find out more about Conan and the World of Hyboria, we have listed some excellent "Conan Connections" for you below. We highly recommend all the CONAN novels. The following CONAN novels are available from TOR Books at bookstores everywhere, or write and order direct from:

    8-10 West 36th Street
    New York, New York 10018


Edward Schoonover -- Game Design
Charles Kraver -- Systems Design
Paul W. Brown III -- Game Development

Robert E. Howard

Richard Becker -- Folder Cover Art
Brian McCrary -- Illustrations
Liz Danforth -- Maps
Dunn & Hill -- Graphic Design

William Young
John Rundle
Gloria Schoonover
Michael Webb
Lee A. Kline
Markus Roberts
Jon Kline

Jim Cooper -- Staff Writing
Linda Tewell -- Staff Writing
Rick Lambert -- Processing Systems
John Jordan -- Data Proofing
John Myler -- Data Proofing
Barbara Cummings -- Second Edition Revisions
Judith Solberg -- Second Edition Revisions

Sue Solberg
Game Design 1985, 1993 Reality Simulations Inc. All rights reserved. 

HYBORlAN WAR is owned and operated by Reality Simulations, Inc..
1985, 2006 Reality Simulations, Inc.

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