Overview
Elric is a board wargame originally published by Chaosium in 1977, later revised as “Elric: Battle at the End of Time” in 1982, and republished by Avalon Hill in 1984. Based on Michael Moorcock’s Elric of Melnibone fantasy novels, the game depicts warfare and intrigue in the Young Kingdoms. Players control factions from the novels, mustering personalities and armies through card draws, engaging in both military and magical conflict. The game combines strategic wargame elements with the rich fantasy setting of the Eternal Champion saga.
Components
- 1 large game map (depicting the Young Kingdoms and Melnibone)
- 320 counters (representing armies, leaders, personalities, and magical forces)
- Mustering cards (for summoning personalities and units)
- Spell cards/counters (for magical abilities)
- Battalia sheets (for organizing units by leader)
- Dice
- Rulebook and scenario guides
Setup
- Unfold the mapboard depicting the world of the Young Kingdoms and the island of Melnibone.
- Each player chooses to command one or more Young Kingdoms based on the selected scenario.
- Place the 320 counters according to the starting positions outlined in the rulebook for the chosen scenario.
- Distribute starting cards and resources to each player.
- Organize units using battalia sheets under their assigned leaders.
Turn Structure
Each game turn consists of:
1. Mustering Phase
Players draw mustering cards which allow them to summon additional personalities, armies, and magical forces to their faction. Cards represent heroes, demons, elementals, and military units from the novels.
2. Movement Phase
Players move their armies and personalities across the map. Movement depends on unit type and terrain. Armies are organized under leaders, and moving a leader moves their entire battalia.
3. Combat Phase
When opposing forces occupy the same area, battles are resolved. Combat factors include army size, leader quality, and magical support. Players may deploy spells and summon supernatural allies during combat.
4. Magic Phase
Players use spell cards or magical counters to cast spells, summon demons, invoke elementals, or activate powerful artifacts like Stormbringer (Elric’s soul-drinking sword).
Actions
Military Operations
- Raise armies from controlled kingdoms
- March forces across the map
- Lay siege to cities and fortifications
- Engage in field battles
Magical Combat
- Summon demons and elementals
- Cast spells for combat bonuses or strategic effects
- Use artifacts of power (Stormbringer, the Black Sword, etc.)
- Counter opponent magic
Diplomacy and Alliances
- Form and break alliances with other players
- Negotiate control of neutral kingdoms
- Coordinate military campaigns
Scoring / Victory Conditions
Scenario-Based Victory
Each scenario has specific victory conditions based on the novels’ storylines. Victory typically requires:
- Controlling key territories or cities
- Achieving military dominance
- Completing scenario-specific objectives (such as reaching the End of Time or controlling the forces of Chaos)
Game End
The game ends when scenario conditions are met or a specified number of turns have been completed.
Special Rules & Edge Cases
- The game includes scenarios based on different parts of the Elric saga, each with unique setup and victory conditions.
- Chaos and Law forces have different strengths and weaknesses reflecting the novels’ cosmic balance.
- Stormbringer (the Black Sword) is an extremely powerful artifact that can turn the tide of battle.
- Supernatural units (demons, elementals) are powerful but may have restrictions on when and how they can be summoned.
- The original 1977 edition uses cards for spells, while later editions use counters.
- Later editions include an expanded map and updated rules.
- The game requires familiarity with the source material for full thematic appreciation but can be played purely as a strategic wargame.
Player Reference
Phases: Mustering > Movement > Combat > Magic
Forces: Armies, leaders, personalities, demons, elementals
Magic: Spells, summonings, artifacts (Stormbringer)
Map: Young Kingdoms, Melnibone, and surrounding territories
Win condition: Scenario-specific objectives (territorial control, military victory, or narrative goals)