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Undying Lands
Undying Lands
by Alienstar Games (2001)
Player Count
2
Categories
  • Fantasy
  • Wargame
  • Miniatures
  • Book
  • Designers
  • Chris Bryant
  • Mechanisms
  • Simulation
  • Dice Rolling
  • Measurement Movement
  • Artists
  • Patrick Crusiau
  • Family
  • Player Count: Two Player Only Games
  • Rating: 0/10 from 0 users

    Description

    Putting the ‘reality’ back into your fantasy games

    Welcome to Undying Lands a completely revised version of FLD. The constant evolution of the rules is thanks to the feedback I have received. Before I briefly cover the new features of the rules I would like to firstly focus on why these rules came about. The purpose and intent of this game is to provide players with a much more realistic fantasy game in contrast to the artificially contrived contemporary games that pay little attention to deployment, command control, light troops, orders, linear tactics and ignore the problems of movement, drill and reserves, they have unrealistic armies with ultra powerful beast that trance anything that moves, with 20 year old game mechanics repackaged every 5 years and sold at a phenomanal price that spotty teenagers are all to pleased to pay. Crap game, slick marketing. The list goes ever on.

    We take the works of Tolkien and Moorcock to be actual historical accounts. In our careful reading we found that fantasy battle is an extension of the mechanics of historical battle. In Undying Lands you get all the tactical subtleties of historical wargaming plus an array of fantastic beasts, sorcery, special attributes and their associated benefits and problems. Whether your intent is fair or foul, regardless of your Balrog bodyguard, the ‘ordinary’ rank and file is the tactically most important soldier on your battlefield and that his physical constraints is on par with his historical counterpart.

    What’s new in Undying Lands? Basing is much more integrated and flexible, The command control system has been streamlined and clarified, troop and weapon characteristics have been amalgamated into a single versatile and variable factor. The result is a streamlined, integrated and smooth game that plays faster.

    First, we define the combat and manoeuvre characteristics of your troops, then deal with command, control and orders starting from the top down. Next we generate the battle field, then the sections on the game turn, movement, combat, missile fire, results and victory conditions. Finally, there's a section on 'how to win and common battlefield, tactical and organisational errors. HAVE FUN.

    —description from the rulebook

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