Warangel
Details
Rulebook: https://boardgamegeek.com/filepage/4186/warangel-rulesdoc
How to Play Video: https://www.youtube.com/watch?v=eTNw6vo3BMg
I will also teach the game the day of the event
Warangel is a light, fantasy wargame, comprising 120 warrior races, created and illustrated by Angelo Porazzi.
The first edition appeared in Italy in 1996 as a collectible game.
In 2000 the first boxed edition was produced and was awarded in 4 italian Fairs:
Best Italian BoardGame in Ludex 2000 Bologna
BEST ITALIAN GAME in LuccaGames 2000, greatest luding fair in Italy
Best Italian Wargame in MilanoGames 2000
Best Self-produced game in AcquiComics 2001
Tom Vasel BGG Review:
"I first heard of Warangel when it hit the top 10 in ranked games on Boardgamegeek. I had never heard of the game and was intrigued that out of many comments, there were no negative comments. From what I could tell, the game is a huge hit in Italy. Then I tried to find the game for purchase and had a difficult time, as the only company I could find that carried it in America was New Wave, and the only way I’ll ever order from them again is if every other store in the world simultaneously explodes, and maybe not even then. I finally was able to get the game directly from the designer, who self-publishes the game, Angelo Porazzi from Italy.
So is Warangel worth all the hype it’s gotten (mostly from Italians)? The short answer is that it is an excellent light war game, with replayability options I’ve seen in few other games. It’s a terrific game, and I’m glad I took the trouble to track it down. Now for the longer answer….
First, a short description of game play…
Each player takes an army of their choosing. (10 armies are included in the basic set, with 80 more armies included in each expansion.). The armies included in the basic set are the Insects, Tentaculates (Octopus type army), Ghosts (evil guys), Felinians (humanoid cats, tigers, etc.), Barbarians, Centaurs, Ninja (ninjas with dragons), Sirens (mermaids and sharks), Gladiators and Eagles. Each army is very unique, with different statistics for the units. An army comes with a master, who is the leader of the army and has the best statistics. Then, each army has four other units, ranging from a powerful “dominant” class to the regular foot soldiers. Each army is made up of about 50 cardboard counters, with illustrations of the units on them. Each army comes with an army sheet that shows the statistics of the units along with explanations of their special abilities. The first ability is power. The number of a creature’s power shows how many shields it can flip when attacking in hand to hand combat. The game comes with tokens that have a picture of a shield on one side, and blank on the other. If a creature has a power of “5”, they can flip 5 shields, inflicting from 0 to 5 hits. The next statistic is vitality, which determines how many hits a unit can take each turn. If my creature with a power “5” attacks a creature with vitality of “4”, my creature must show 4 shields when flipping to kill the creature it is attacking. Wounds are not accumulated, as each creature “heals” between turns. However, in one turn, several units may combine their power to take down a creature with high vitality.
The next statistic is movement. This determines how far a creature can move on the maps. The maps, made up of many different terrain types, are made up of many hexagons. Each player has a map of their own; these maps are not connected to each other in a physical sense. Instead, there are 10 “Blue Holes” on each map that correspond to the “blue hole” on the opponent’s map. It costs three movement points to move through these holes, the only way to move from map to map. Other terrain types, such as mountains and water, cost more movement points to move through than refular terrain.
The next statistic is warrior amount. This number determines how many of that type of creature each player starts the game with. When the game is begun, each player takes their total number of units (varies from army to army, but is usually around fifty) and places them on their map, putting a shield up between the maps so that initial placement is secret. Each player also sets up 7 fortresses, each with a resource point underneath. These resources range from 1 – 3 points, and determine game victory. Each player starts with 10 resource points, and must control only 12 resource points to win the game – capturing only one or two of their opponent’s fortresses. Each space may only have one unit in it, except for fortresses, where a unit may reside as a garrison.
The next statistic is value, not used in Warangel – being used in Warbeast, a compatible game system. The final statistic is specializations. This shows what terrain type, if any, that the creature is most comfortable in. In this terrain, the creature only spends one movement point and may re-flip their shield when attacking. Most creatures also have other special abilities. There are a wide variety of these, but they include: flying, jumping, holding (holding an enemy, keeping it from moving), weapons (attacks that may be combined with the normal close combat attack, or used to attack a different unit), shooting (attack with weapons from a distance), mental attacks (convert units to your side, confuse them, etc.), and more! These special abilities, when combined with each race’s statistics, make each race very different from each other.
After setup, each player takes their turn. On a player’s turn, they may move their units, attack with their units, and use the unit’s special abilities. Each unit may do these actions in any order, but may only do them once per turn. Once one player has captured fortresses so that they control 12 resources (including their own remaining fortresses’ value), they are the winner!"
https://boardgamegeek.com/thread/6905/user-review
Capstone's fee is about 100 HKD.