Overview
Greyhawk Wars is a fantasy board wargame published by TSR in 1991, set in the World of Greyhawk campaign setting for Dungeons & Dragons. Players command opposing nations and armies struggling to conquer territory on the continent of the Flanaess. The game features area-based movement (no hexes), combat using dice and tables, and cards representing events, mercenaries, and treasures. Various scenarios support 2 to 6 players with different victory conditions.
Components
- 8-page rulebook
- 32-page Adventurer’s Book
- 2 fold-out color paper maps (of the Flanaess)
- 2 sheets of cardboard unit chits
- 153 playing cards (countries, events, mercenaries, treasures)
- 2 ten-sided dice
Setup
- Choose a scenario from the rulebook. Each scenario specifies the number of players, which nations each player controls, initial unit placement, and victory conditions.
- Place the maps and arrange the play area.
- Each player receives their nation’s country cards, which list available troops.
- Place units on the map according to the scenario setup instructions.
- Shuffle event, mercenary, and treasure card decks separately.
Turn Structure
Each turn follows this general sequence:
- Card Phase: Draw event cards; resolve any immediate effects.
- Recruitment Phase: Recruit new troops using available resources.
- Movement Phase: Move units between areas on the map.
- Combat Phase: Resolve battles in contested areas.
- End Phase: Check victory conditions and resolve end-of-turn effects.
Actions
Movement
- The map divides the Flanaess into movement “areas” of varying size based on terrain.
- There are no hexes; units move from area to area.
- Movement is affected by terrain type and unit capabilities.
Combat
- When opposing forces occupy the same area, combat occurs.
- Attack and defense ratios are calculated, and results are determined by die roll on a combat table.
- Cavalry: Can pursue a retreating enemy or screen against pursuit.
- Marines: Can participate in sea battles.
- Scouts: Can attack first in a round, with results applied before being attacked in return.
Heroes
- Named NPCs from the Greyhawk setting serve as Hero units.
- Heroes provide combat bonuses and special abilities.
- Heroes lend a roleplaying flair to the strategic game.
Cards
- Event cards: Random events that affect gameplay (natural disasters, political upheavals, etc.).
- Treasure cards: Augment abilities of military units or provide special one-time effects.
- Mercenary cards: Represent available mercenary forces that can be hired.
Scoring / Victory Conditions
Victory conditions vary by scenario:
- Control specific territories or key cities.
- Eliminate opposing nations.
- Accumulate a target number of controlled areas.
- Each scenario lists its own initial setup, special rules, and victory conditions.
Special Rules & Edge Cases
- Area-based movement: No hexes on the map; areas vary in size based on terrain, which is unusual for a wargame of this era.
- Multiple scenarios: The game includes multiple scenarios for different player counts (2-6), each with unique setups, nations, and objectives.
- Short rulebook: At only 8 pages, the rules are notably streamlined for a wargame, making it more accessible than typical complex wargames.
- D&D integration: The 32-page Adventurer’s Book provides narrative context and can be used to integrate game results into D&D campaigns.
- Special unit types: Cavalry (pursuit/screening), Marines (naval combat), and Scouts (preemptive strikes) each have unique tactical capabilities.
- Fantasy elements: The game incorporates fantasy elements from the Greyhawk setting including magic and supernatural events through the card system.
Player Reference
Map: Area-based movement, no hexes
Combat: Calculate attack/defense ratio, roll on combat table
Special units: Cavalry (pursue/screen), Marines (sea battles), Scouts (attack first)
Cards: Events (random effects), Treasures (bonuses), Mercenaries (hire troops)
Heroes: Named D&D NPCs with combat bonuses
Scenarios: 2-6 players, each with unique setup and victory conditions