Overview
Demonlord is a two-player fantasy wargame published by Dwarfstar Games in 1981. One player commands the Demon Empire, an invading force from another dimension, while the other leads the Alliance of Hosar, the defenders of the realm. Players maneuver armies across a hex map, engaging in combat to control territory. The game features a compact format typical of the Dwarfstar line, with a small hex map and counters, but offers surprising strategic depth.
Components
- 1 hex map (12” x 14”) printed on heavy cardstock depicting the fantasy realm
- 154 die-cut counters representing units, leaders, and game markers
- 1 24-page rulebook
- Dice (for combat resolution)
Setup
- Lay out the hex map.
- Each player selects their side: Demon Empire or Alliance of Hosar.
- Place starting units on their designated hexes as indicated in the scenario setup.
- Place any markers, leaders, and reinforcement tracks as indicated.
- Determine the first player.
Turn Structure
Each turn follows this sequence:
- Movement Phase: The active player moves their units across the hex map. Movement rates vary by unit type and terrain.
- Combat Phase: Resolve battles where opposing units occupy the same or adjacent hexes.
- Reinforcement Phase: Place any newly available reinforcements.
- Players alternate turns.
Actions
Movement
- Each unit has a movement allowance that determines how many hexes it can traverse per turn.
- Terrain affects movement costs: forests, mountains, and rivers cost more movement points to enter.
- Units can stack together in a single hex, subject to stacking limits.
Combat
- Combat occurs when opposing units are adjacent or in the same hex.
- Combat strength is calculated from unit values, terrain modifiers, and leadership bonuses.
- Results are determined by comparing combat ratios and rolling dice on the combat results table.
Summoning and Magic
- The Demon Empire player can attempt to summon additional demonic forces.
- Both sides may have access to magical abilities that affect combat or movement.
Scoring / Victory Conditions
Victory is determined by territorial control and unit destruction according to the scenario objectives. The Demon Empire generally wins by conquering key locations, while the Alliance wins by holding or recapturing them and destroying enough demon forces.
Special Rules & Edge Cases
- Asymmetric Factions: The Demon Empire has powerful but limited forces that rely on summoning; the Alliance has broader territory and more numerous but weaker units.
- Leaders: Leader counters provide combat bonuses and may have special abilities.
- Terrain Effects: Different terrain types provide defensive bonuses and affect movement significantly.
- Summoning Risk: Demon summoning is not guaranteed and may fail, wasting an opportunity.
- Print and Play: A print-and-play edition is available, as the original is long out of print.
Player Reference
Turn: Movement → Combat → Reinforcements (alternate between players)
Demon Empire: Powerful invaders with summoning abilities; aim to conquer key locations
Alliance of Hosar: Numerous defenders; aim to hold territory and destroy invaders
Combat: Compare ratios + dice roll on combat results table