 White Bear and Red Moon (WBRM) is a fantasy boardgame set in the peculiar fantasy world of Glorantha, invented by Greg Stafford and published in 1975. Greg set up the successful Chaosium game publishing company purely to produce and market this game, although Chaosium eventually evolved into a successful company in its own right. It depicts the wars between the mighty Lunar Empire and the barbarian nation of Sartar, led by Prince Argarath, with many smaller countries and individuals available as allies to either side. The game is a board wargame and shares a number of similarities with other games of that genre, such as a hex map, a large number of cardstock unit counters, and a number of rules themes. Indeed, from the combat rules alone, one would be hard pressed to differentiate this game from, say a World War 2 based game. What makes White Bear and Red Moon really stand out are its "exotic" units, each one of which comes with a host of special effects specifically intended to subvert normal gameplay in some way. These are well-realized and add a great deal of theme and flavour as well as some interesting tactical choices to the game. However, they burden an already complex game with further rules: White Bear and Red Moon has a very steep learning curve. Jump to: navigation, search Image File history File links Dragon_pass_box_cover. ...
Jump to: navigation, search Look up fantasy on Wiktionary, the free dictionary. ...
A board game is any game played with a premarked surface, with counters or pieces that are moved across the board. ...
Glorantha is the mythical world developed originally by Greg Stafford and that has since been used as the background for many role-playing games, especially RuneQuest and HeroQuest. ...
Greg Stafford is a game designer and publisher. ...
Jump to: navigation, search 1975 was a common year starting on Wednesday (the link is to a full 1975 calendar). ...
Chaosium is one of the longer lived publishers of role_playing games still in existence. ...
Chaosium is one of the longer lived publishers of role_playing games still in existence. ...
Wargaming can be one of number of ways of exploring the effects of warfare without actual combat. ...
A Hex map, or hexagonal map is often used in tactical board games. ...
German soldiers at the Battle of Stalingrad World War II was the most extensive and costly armed conflict in the history of the world, involving the great majority of the worlds nations, being fought simultaneously in several major theatres, and costing tens of millions of lives. ...
White Bear and Red Moon went through three printings with minor differences. It was substantially revised and republished in 1981 under the name Dragon Pass, first by Chaosium and then in a nearly identical reprint from the Avalon Hill Game Company in 1983. The main differences in the reprint are a few streamlined rules and a notable improvement in the quality of the components. In particular the paper map was replaced by a full-colour game board. All editions are now out of print, and moderately valuable to a collector. Avalon Hill was a game company that specialized in war or strategic board games. ...
see also: 1982 in games, 1984 in games Games Released or Invented in 1983 Ambush! B-17, Queen of the Skies Empires in Arms Palladium Game awards given in 1983 Spiel des Jahres: Scotland Yard - Werner Schlegel, Dorothy Garrels, Fritz Ifland, Manfred Burggraf, Werner Scheerer and Wolf Hoermann, Ravensburger See...
Components
The game components for the Dragon Pass version of this game include the box, a fold-out board map of the battle area, the rulebook, two sheets of die-cut cardboard counters, a player aid card, and a dice. The game board is 22" × 31" and printed in color. The map is overlaid by a hex grid to regularize movement. At one end of the board is a turn track and several holding boxes for magical spirits and agents. A regular hexagon A hexagon (also known as sexagon) is a polygon with six edges and six vertices. ...
The map includes a variety of different terrain types, including forest, marsh, hills, mountains, fortresses, stockades, ridges, cities, ruins, and lakes. Each type of terrain has different effects on movement and combat. There are also various roads, rivers, and fords that can alter the movement. The map is also divided up into several territories, including a number of independent nations. Jump to: navigation, search A dense growth of softwoods (a forest) in the Sierra Nevada Range of Northern California A forest is an area with a high density of trees (or, historically, a wooded area set aside for hunting). ...
In geography, a marsh is a type of wetland, featuring grasses, rushes, reeds, typhas, sedges, and other herbaceous plants (possibly with low-growing woody plants) in a context of shallow water. ...
A hill in Hungary with a hillside vintage garden For the landform that extends less than 600 metres above the surrounding terrain and that is smaller than a mountain, see the mountain article. ...
Mount McKinley in Alaska has one of the largest visible base-to-summit elevation differences anywhere A mountain is a landform that extends above the surrounding terrain in a limited area. ...
Fortifications (Latin fortis, strong, and facere, to make) are military constructions designed for defensive warfare. ...
A lake is a body of water surrounded by land. ...
Jump to: navigation, search The Murray River in Australia. ...
This game features an astounding variety of unit types and nations, forming a colorful array of unit counters with a somewhat complex system of ratings and symbols. Some units represent troops, while others are individual heroes, spirits, or agents. There are units that can fly, and so are subject to different movement rules.
Game play An unlimited number of units can be grouped together in the same hex to form a stack. Depending on the components of the stack and how it is ordered, most stacks exert a zone of control into the surrounding hexes. Units must cease movement upon entering an enemy zone of control, and a unit can not move directly from one enemy zone of control to another. Stacks that are currently disembodied do not exert a zone of control. In board wargames, zones of control represent the tiles adjacent to tiles occupied by objects. ...
Each active player's turn consists of the following phases: - Move those units that are subject to random movement.
- Attempt to gain allies.
- Move any friendly units, and add replacements and reinforcements.
- Use any exotic abilities (such as magic).
- Resolve combat.
- Rally units that are disrupted.
Resolution of combat can include various types of magic, the use of missile fire, and finally melee combat. The combat results are in the form of Combat Factor losses, which is one of the ratings on the counters. As is typical of many wargames, every friendly unit that is adjacent to an opposing unit must attack an adjacent opposing unit. Also each opposing unit adjacent to a friendly unit must be attacked. The exception to this is a unit inside a fortification, which is not forced to attack. This game includes a considerable amount of chrome, simulating the variety of heroes, creatures, and magic that were involved in the battles. This can be an appealing factor to those who enjoy games with a fantasy atmosphere. Heroes and superheroes can have a powerful impact on the outcome of the various battles. The extra details can add complexity to what would otherwise be a relatively simple board wargame.
External link - Boardgamegeek page on the page, with pictures
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