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Rulebook
 
Credits
Game Design and Story Development: Chad Scott and Josh Fry
Component Artwork and Illustrations: Travis Hanson
Editing and Layout: Josh Fry and Travis Hanson
Special Thanks to our principal Playtesting Team: Kent Bridge, Paul Johnson, Shane Lindstrom, and Patrick Ockershauser
Additional Thanks go to: James Lutter, Ryan Howe, Zack Foster, and Stephanie Huey

Produced by Salamander Games
 
Copyright
© 2008, 2002 Salamander Games, Inc. All Rights Reserved.
Summonaria, Salamander Games, and the Salamander Games logo are trademarks of Salamander Games, Inc.

This material is protected under the copyright laws of the United States of America. All artwork in all Salamander Games products and the images contained therein have been produced either as work for hire or internally. The exclusive copyright on the artwork and images it depicts is the property of Salamander Games, Inc. Any reproduction or unauthorized use of the material or artwork presented herein is prohibited without the express written permission of Salamander Games, Inc. Any similarity to any persons (living or dead), characters, places, or events is purely coincidental.
 
“And so the Stones lay, hidden from the eyes of all, As Days passed into Years and Years into Centuries
Forgotten monuments from the Elder days, When unimaginable energies were harnessed
Their powers used to delve deep into the world, And unlock the secrets held there
Silently the Stones sit in their darkened towers, Patient even against the passing of eternity
Awaiting the time when their power will be awakened, And their secrets laid bare before their new Master
When the Spell of Focusing brings the five into One, The knowledge of Shezari will once again be known
On the island of Komundus the keys await...”
- Excerpt from the Tome of Khaz’Rhall, Unearthed near Kurdigar’s Peak
 
Background
Summonaria takes place in the world of Thranok, a rich and varied world teeming with a wealth of creatures dispersed across many different geographic areas. The diversity of stagnant swamps, arid grasslands, dense forests, blue oceans, deep caves, and green valleys has led to a very territorial dispersion of creatures and peoples. The free peoples of the realm, the men, dwarves, and gnomes who built their villages and towns in the lush foothills, have all come together and built for themselves a great and peaceful civilization but must constantly be on guard to keep it from falling into ruin at the hands of the monsters and outsiders that wander the wild. The world is largely untamed and there are still many places left to legend and to the devices of the creatures that roam there. Many do not venture far from the comfort of their homes for fear of the dangers that the wild lands are home to.

Magic is a rare and very powerful thing in Thranok and only the most brilliant and talented scholars learn its secrets. Of the handful of wizards and potion brewers in the world, a select few have arisen to wield the strongest forms of magic that give them control over the world around them and the transportation of matter over great distances...these are the Master Summoners. These five wizards have learned to extract the energies inherent in the key magical resources found in Thranok and use them to shape reality itself to their own wishes. Theirs is the true power, and they are feared and revered across the land.

Now these sorcerers, in their endless searching for new magical knowledge, have all stumbled upon a great secret that was lost, or perhaps hidden, by an ancient and unknown civilization. On a small and secluded island, far from the reaches of the continents of the known world, lay the objects of all their endeavors...the key to ultimate magical power over the entire realm. On this island stand five magnificent towers, the Towers of Komundus. These towers were constructed by the great wizards of long ago and within their thick stone walls, high atop their pinnacle, is set in each an enormous, flawless crystal that shimmers with a brilliant light that seems to come from deep within. These are the fabled Shezarian Stones and it is written in ancient texts that if one of great power were to cast the great Spell of Focusing while using the Stones to direct his own magical energy, he would become one with the mystical source of all magic in Thranok and once again wield the power of the ancients to do great good or unspeakable evil! It is for this reason that the Master Summoners now find themselves in the middle of a great and terrible struggle. Racing to the island, each of the Master Summoners claim a portion of it for themselves and prepare to do battle for control of the towers. Using their own mystic resources drawn from the materials their allies are transporting to the island, the combatants begin summoning powerful warriors from their armies to begin the great struggle for domination of the towers and their treasured contents. The first to garrison their warriors in the tower strongholds and take possession of the Stones will be able to complete the Spell of Focusing and command legendary magical power.

As a player, you will take on the role of one of the great Master Summoners of Thranok. As one of these wizards, you will manage your available magical resources as they are transported to the island and channel their energies through your Summoner’s Focus, a powerful magical relic that allows you to summon stalwart champions from your homelands to stand for you in battle. As the battle for magical supremacy mounts, you must carefully manage your resources and summon to your aid the right combination of warriors. Lay siege to the towers and capture them so that your success in achieving ultimate power will be assured. The battle of Summonaria begins!
 
Description of the Battlefield
Summonaria is played on a gameboard that is eleven squares wide and eleven squares long, representing the island and its main features. It can be played by two to four players, each beginning on an opposing portal square. It is upon this portal square that all of your Master Summoner’s units will begin. Also located on the game board are the five towers, the Towers of Komundus, the resting places of the Shezarian Stones. Also note that there are four temples, one in each corner of the gameboard. Visiting temples with your units can often sway the balance of power in combat. Their use will be described later in detail. Also note that the gameboard is sectioned off into four equally proportioned shaded areas bounded by yellow borders. These represent a Summoner’s domain and their use will be described in greater detail later.
 
The Object of the Game
The object of the game is to seize control of a majority of the towers with your units and hold control of them for an entire turn so that the Spell of Focusing can be completed. In a two or three-person game, a player must control the tower in his or her own domain in addition to three of the other four towers. In a four-person game, a player must only control two of the other four towers in addition to the one in his or her own domain.
 
Winning Criteria
To win, a player must have a unit occupying each of the required number of towers as described above. The towers may be crumbled; they do not have to be standing for the player to win the game. (see later description of towers and their two states)
 
Game Setup and Play
Determine which player is to go first. Deal 3 resource cards to each player. Place each of the tower tokens on their matching tower squares.

           Advance Guard – Fearing the loss of their advantage in the oncoming war, each Master Summoner sends a group of advance scouts to land on the island and set up defenses in preparation for their lord’s arrival. Each Master Summoner begins the game with two units already in play. The units each Master Summoner begins with are listed below:
The Defenders of Steneval –Barbarian Warchief & Dwarven Axeman
The Stewards of Destiny – Fire Elemental & Water Elemental
The Nightstalkers of Vodash – Winged Horror & Mummy
The Sylvan Guardians – Satyr & Wasp Swarm
The Tribes of Pain – Troll & Goblin Warrior

One of each of these units must be placed on the tower square and the summoning square within the Master Summoner’s domain prior to the beginning of the game. The decision of placement of the two units upon the two squares is left to the discretion of the player. Normal action for the two units begins on the first turn of the game.

On each player’s turn, he or she proceeds through the following steps:

  1 - Draw New Resource Cards
  2 - Summon a New Unit
  3 - Move and Engage Units
  4 - Place Summoned Unit on the Board

A player does not have to perform all of the steps outlined above and may skip them as desired, but may not perform them out of order or back up to a previous step once one is completed.

1. Draw New Resource Cards

           There is a central deck of 100 resource cards. This deck is comprised of the four basic magical resources found in Thranok: Dragon’s Teeth, Toadstools, Bloodstones, and Fairy Dust. These are the four basic materials that will have to be managed in order to ensure that your Master Summoner will have the energy he needs to summon the proper units. Each player draws from the same central deck once it has been shuffled at the beginning of the game. Once a resource is used to summon a unit, it goes into the exhausted resource pile. After the deck has been completely used up, shuffle the exhausted resource pile and begin drawing from it. A player must draw two resource cards each turn. This represents what resources are newly available to your Master Summoner through his supply line to the island. A player may never have more than seven resource cards in his or her hand. If a player is holding six cards and wants to draw, he or she must first discard down to five so that the two cards that are drawn do not push his or her hand above the allowed seven.

Focus Disruption Rule - If an opposing player’s unit occupies the tower in the player’s domain, then his or her Master Summoner’s mystic link to his incoming supply line is disrupted by his inability to focus through the nearby Stone. That player may then only draw one resource card per turn until the opposing player’s unit is driven from the tower in his or her domain.

2. Summon a New Unit

           The four magical resources found in the game are Bloodstones, Dragon’s Teeth, Toadstools, and Fairy Dust. When summoning a unit, a Master Summoner must correctly mix the necessary resource components in the proper order for the magic to work. Each unit has a primary, secondary, and tertiary resource requirement necessary to summon it to the island. These requirements are detailed in the unit’s description, as shown in the example below:


To summon a new unit from the Master Summoner’s army, a player must determine the unit’s summoning cost. The unit’s summoning cost is shown on the unit’s token and in the bestiary under the appropriate Master Summoner. It is the last item shown on the token. For example, the darkling token shown below lists the cost to summon this creature as 1-3-2.


    In order to summon a new darkling, the player would have to expend one Toadstool, three Bloodstones, and two Dragon’s Teeth.

Each of the Master Summoners draws strength from the different available magical resources to varying degrees. Because of this, a more valuable resource can have its magical energies transmuted into those needed from a lesser magical resource. Accordingly, a player may always opt to expend a primary resource as a substitute for a secondary or a tertiary resource. Likewise, a secondary resource may be substituted when a tertiary resource is needed.

For example, the player controlling the Nightstalkers of Vodash could opt to use Toadstools in place of any Bloodstones or Dragon’s Teeth if he or she had them available.

Likewise, the player could choose to use Bloodstones in place of Dragon’s Teeth. Keeping this in mind then, if the player chose to summon the darkling shown previously, he or she could use six Toadstools. The player could also choose to use two Toadstools and four Bloodstones to summon the darkling. So long as the minimum number of required resources or an appropriate substitute of an equal amount of a more significant resource is expended, the unit will be summoned into the player’s portal square.

3. Move and Engage Units

           After the player has finished summoning any new units, he or she may then move his or her current units. Each unit has a certain number of squares that it may move during the player’s turn. This value is found on the unit’s token (in the circular medallion) and in the bestiary under the appropriate Master Summoner and creature. In the darkling example above, the darkling may move two squares each turn. A unit may move in any direction: forward, backward, to either side, or diagonally. A unit may never move through a square that is already occupied by another unit. A unit also may never end its turn on an opposing player’s portal square.

If a player’s unit is adjacent to an opposing player’s unit, then he or she may attack the opposing player’s unit. This attack uses all of the unit’s remaining movement for the turn. Thus a unit must have at least one square of movement remaining to initiate an attack. Each unit has an Attack Rating, shown both on the unit’s token (in the starburst medallion) and in the bestiary under the appropriate Master Summoner and creature. For the darkling example, the value of its Attack Rating is 3d10. This means that when attacking another creature, the darkling’s player rolls three ten-sided dice. The attacking unit rolls first to determine if the defending unit is successfully hit.

For each 1 and 2 rolled on the attacking unit’s attack roll, the attacking unit has successfully landed a hit on the defending unit. If the attacking unit scores at least one hit, he or she may roll all of his or her attack dice another time. The attacker continues to roll the dice until no hit is landed on a roll of the dice. In the example scenario, if the darkling was attacking another creature, the darkling’s player might roll the following on his or her three ten-sided attack dice:

First roll: 1 - 5 - 1 = 2 hits scored
Second roll: 10 - 7 - 8 = 0 hits scored, stop rolling

The attacking darkling got to roll its attack dice twice and scored a total of two hits.
After the attacker has completed rolling his or her attack dice and has tallied up the total number of hits scored on the opposing player’s unit, the damage is then applied to the defending unit. Each unit can withstand a certain number of hits before dying, shown on the unit’s token (in the heart medallion) and in the bestiary under the appropriate Master Summoner and creature. For example, looking at the darkling we see that it has a Hit Rating of 2. Once the darkling has taken two hits, it is destroyed. Hits are cumulative and there is no way to heal them unless the unit has a special ability (as described in the bestiary) that can alter their current number of hits. In the previous example, once the darkling took one hit in an attack, the player controlling it would place a Wound counter on the darkling to denote that it has taken one hit and can only take one more before it is destroyed.

Once the attack has been rolled and damage has been applied to the defending unit, it is then the defender’s turn to try and destroy the attacker. The defender repeats the attacking process described above, rolling attack dice equal to his or her defending unit’s Attack Rating and applying the results to the attacking unit. After the defender has completed returning the attack, the attack sequence is complete. If neither unit was destroyed, then both units remain where they are and it is up to the players controlling them whether they will do battle again on the next turn. If the attack destroys the defender, then the attacking unit must move into the square that was occupied by the defending unit and the defending unit does not get to return the attack before it is destroyed. If the defender destroys the attacking unit, the defender does not move out of its current square.

If a player moves a unit onto one of the five towers found on the gameboard, that unit is said to be occupying the tower. Keep in mind that the ultimate goal of the game is to have your units occupy a majority of the towers and seize control of the Shezarian Stones for your Master Summoner. Each tower can be in one of two states: standing or crumbled. If a tower is standing, it will absorb the first hit taken by the defending unit and will then become crumbled. At this point the tower token should be flipped over to denote the tower’s crumbled status. Any further hits scored on the defending unit beyond the first absorbed by the tower are taken directly by the defending unit. Note that here a hit is defined to be a single point of damage assessed in an attack, not the total of the attack itself. A tower can be returned to standing status if there are no opposing player’s units adjacent to it and the player controlling the occupying unit declares that it will rebuild the tower. The occupying unit spends its turn in the tower (it does not move, does not attack another unit, and does not use any special abilities) and can then flip the tower token back over to its standing status at the end of the turn. Once the tower is returned to standing status, it will again be able to absorb the first hit scored in an attack upon an occupying unit.

Notice that each player has one quarter of the board sectioned out around his or her summoning square. This area is that player’s domain and represents the portion of the island where the Master Summoner using its portal square has landed and begun to use his magical focus to link himself with the nearby Shezarian Stone and in doing so activate his summoning portal. While his units are in this area, the magical link he shares with them will be at its greatest strength. A Master Summoner’s units have a natural advantage when encountered in their domain. All attacks take place in the defender’s square. If an attack is taking place in a player’s domain, that player’s units receive an additional 1d10 on their attack rolls. In the previously stated example, the darkling would roll 4d10 rather than the normal 3d10 if it were attacking or defending within its Master’s domain. Note that the tower in the center of the board is not in one of the four domains. This tower has no domain and does not impart any benefits for either side during battle, nor does it affect any player’s resource link should someone be occupying it with a unit. Additionally, only the domain surrounding a player’s portal square is considered his or her own. All domains and portal squares not assigned to a player at the start of the game are neutral territory and have no affect on combat or a Master Summoner’s abilities.

4. Place Summoned Unit on the Board

           After the player has finished moving his or her units, if he or she summoned a unit this turn, it is now placed in his or her portal square. It is important that this be done as the final step to a player’s turn. No unit can be sitting on the portal square in order for the summoning magic to work successfully. If any unit is located on the player’s portal square during this phase of the turn, the summoning magic is disrupted and the unit being summoned is destroyed, losing all of the resources used to summon the unit. This completes the player’s turn and the next player begins their turn.
 
Temples
There are four temples on the game board, one found in each corner. When a unit lands upon a temple square, it may choose to become blessed. A unit must end its turn at a temple in order to receive the temple’s blessing, which is then shown by flipping over the unit’s token to the “blessed” side. This blessing allows the unit to negate the next hit incurred upon it. Note that this is shown on the unit’s token by showing the unit’s Hit Rating as one point higher than it would be normally. The blessing does not heal the unit if it has already sustained previous wounds, rather it offers an additional point of protection until the creature loses its blessed status or is successfully hit for one or more points, at which point the blessing is used up and is lost and any additional wounds beyond the first point are applied as normal. A unit may only carry one blessing at any given time.

As an example, let us return to the darkling. A darkling has a Hit Rating of 2. If it visits a temple, it would still be able to withstand two hits before dying (having a Hit Rating of 2) but now it would be able to negate the first hit it receives with the blessing it carries, removing the blessing and leaving it unharmed with its original capacity to take two hits. It could then revisit the temple and receive another blessing if desired. If it had sustained an injury and was now only at a Hit Rating of 1, visiting the temple again would provide it a blessing that would bring it back up to a Hit Rating of 2 but would not heal the creature in doing so (i.e. the darkling is still injured but blessed, so it cannot receive another blessing and is carrying an injury to its original Hit Rating).
 
Trading Resources
Players may trade magical resources amongst each other at any time. Players negotiate the trade, with each player placing the agreed-upon cards face down in front of them and passing them to the other player. Of course, a player can choose to pass the wrong cards if he or she wishes, so it is always important to consider the likelihood that the other player may be using deception as a strategy during the trade. Both players pick up their new resource cards at the same time, so that a trade is finalized and not reversible before either player knows what the other has provided. No player may back out of a trade once the cards have exchanged hands.

A player may also transmute one of his or her magical resources into another variety by trading in three of any one resource for one of any other resource. This method of resource exchange allows a player to adjust his or her resource holdings to better provide for their needs, though this is an expensive solution. For example, the Nightstalkers player could trade in three fairy dusts, which have little use for summoning units in this army, for one toadstool that might have greater value. To perform this exchange, the player places the three cards he or she is exchanging on the discard pile and pulls the desired resource card from the discard pile, placing it into his or her hand.
 
Summoning Limits
There is not an endless supply of units available to be summoned. The numbers of tokens that are available represent the number of creatures that are available to be summoned by your Master Summoner. If a player no longer has a token available for a particular creature, another of its kind cannot be summoned. For example, there are two werewolf tokens available to the Nightstalkers player. If the player has already summoned both werewolves (they are both on the board and alive), then he or she may not summon another werewolf until one is destroyed.
 
Special Abilities
Some units have special abilities. The units with special abilities are signified with a box containing the name of their special ability just under the resource requirements on that unit’s token. These special abilities are also listed by name in the bestiary under the appropriate Master Summoner and creature. The use of these special abilities and the rules that apply to them is described in full detail under the unit possessing that special ability in the bestiary.
 
Fear (The Nightstalkers of Vodash)
All of the units commanded by Vodash have the innate special ability to cause fear in their opponents. Any time an opponent declares an attack against a unit posessing Fear, the player commanding the Fear-causing unit may roll a 1d6. On a roll of 6, the attacking unit hesitates out of fear and must make its attack after the Fear-causing unit makes its defensive attack, allowing the defender to resolve its attack and damage first. The defending unit does not move into the attacker’s square if the attacker is destroyed before it can make its attack. The Fear special ability is denoted on each unit it applies to by a small skull medallion in the lower right hand corner above the unit’s name.

If the player commanding a unit with the Fear special ability does not state that his or her units are attempting to incite fear during another player’s attack, the special ability is not put into play.

*Special Note - Units possessing Fear as a special ability are also immune to fear. Thus if the opposing unit is also a unit that has Fear as one of its special abilities, this ability is disregarded.
 
Ranged Attacks
Some units are capable of making ranged attacks. When a ranged attack is made, the defender does not get to return the attack. If the defender is destroyed, the attacker does not move into the defender’s square. Ranged attacks do not gain bonuses for taking place in either player’s domain.
 
© 2008 Salamander Games, Inc. All Rights Reserved.