These rules are designed by John McBride and produced with Splintered Light Miniatures. Although distributed by Ganesha Games, they ARE NOT BASED on the Ganesha Games “system” used in other games like Song of Blades and Heroes. The dice used and the mechanics are completely different.
THESE RULES provide a fast and fun game of fantasy mass combat. In PRIDE OF LIONS each player becomes the commanding general of the army or warlord of the horde. Magic, and the courage and skills of individual heroes, can affect the game, but the outcome of the battle will depend mainly on the clash of large units of common fighters operating under the general’s orders. Maintaining a coherent battle line, (or, better, TWO battle lines, as reserves are very useful) is not obligatory but is amply rewarded by the rules.
There is a degree of abstraction in the rules, particularly as regards formations and units moving through one another. These rules compromise with realism in favor of speed and ease of play. Players will have plenty of things to worry about without bothering themselves with the sort of details that the unit commanders, or their sergeants, should be handling.
Each turn begins with players issuing orders to eligible units by laying inverted movement chits behind each unit. After a magic phase, which can result in a unit’s orders being changed involuntarily or randomly, all orders are revealed and movement is conducted simultaneously by all sides but in a strict sequence, with the most aggressive movement coming first (charges) and skirmishers going last. Both melee combat and missile fire are conducted through opposed die rolls, using dice of various sizes from D4s to D24’s, with the difference between the die rolls determining the outcome. Terrain, magic, special weapons and tactics, leadership and heroism by characters all affect the game either through the movement chits or the die rolls.
What’s Inside These Rules?
Basic Rules suitable for non-fantasy games (no magic):
Units are from 6 to 9 mounted or 12 to 18 foot figures; units are mounted on square stands (40x40mm for 15/18mm figures);
Movement is simultaneous by inverted order chits.
Combat is by opposed die rolls of dice from 4-sided to 20 or 24 sided.
Command control is vital, and individual heroics can save the day.
Magic is fast but complex enough to make a subgame: Shamans tap into a natural Force or mana to cast a huge variety of spells. Necromancers and pagan priests can draw on great power from demons or gods, but risk self-destruction if they try to do too much. Dwarves rely on rune magic. And Godfearers such as paladins pray to the God of ethical monotheism.
Special units and attacks include:
Mighty dragons and giants;
Siege towers, ships, and other constructions;
Gas attacks and artillery;
Swarms, Hordes, and Herds;
Flying units with 8 different types of attacks.
Army Lists and Scenarios:
Generic armies, spell lists, and scenarios;
Sample army lists for elves, goblins, dwarves, woodlanders, and others, with culture-specific magic;
And a detailed cultural background, strategic map, and army lists for the leonine Prides.