This article contains most of the rules that we have figured out that were either abscent from the rule book or incorrectly described. It is possible some of the table entries are incorrect, but the accuracy is certainly better than the tables given in the rule book. If you do find any mistakes in our tables let me (bruno@csd.uwm.edu) know so that I can correct them. The movement rules are fairly normal hexagon map movement rules. You pay a cost to enter a hex based on the units movement type and the terrain. If you move next to an enemy unit (normally called a zone of control) your movement ends. If you start next to an enemy unit you still get to move. The chance to be hit by a blow in combat depends on the movement type of the target and the terrain it is in. The values below are the defense ratings (as they are given in the rule book), the chance to be hit is 100 minus this value. Attacks with a 65% chance to hit, always have a 65% chance to hit, independent of the target and its terrain. The 65% attacks are reduced to 10% attacks by the shield spell. Other attacks are not affected by the shield spell. I have tried fighting numerous battles with a particular chance to hit and found that the percentages seem to be within 5-10% of what is displayed. The 65% attacks seem to hit more than 65% of the time. In about 200 blows the hit rate was about 70%. This seems to be significantly different. For the other attacks the number of blows was lower and the hit rate was closer to the nominal value. I have also seen a 100% chance to hit miss, so the percentages are definitely not exact. Code Movement type SH High Sky S Sky SF Firey Sky SL Low Sky OB Big Ocean OS Small Ocean M Master LB Big Land LS Small Land LF Fire Land LD Dune I2 Big Tundra I1 Small Tundra Movement Cost Table SH S SF SL OB OS M LB LS LF LD I2 I1 Castle 1 1 1 1 1 1 1 1 1 1 1 1 1 Desert 1 1 1 1 4 4 - 3 2 3 1 3 3 Forest 1 1 1 2 4 4 - 2 2 2 1 2 2 Fortress 1 1 1 1 1 1 1 1 1 1 1 1 1 Mountain 1 1 1 2 - - - 3 3 3 2 3 3 Ocean 1 1 1 2 1 1 - - - - - - - Plain 1 1 1 1 4 4 - 1 1 1 1 1 1 River 1 1 1 1 2 1 - - 4 3 2 - 3 Rocky Tracts 1 1 1 2 - - - 3 3 3 1 3 3 Swamp 1 1 1 2 2 1 - - 4 3 2 - 3 Tower 1 1 1 1 1 1 1 1 1 1 1 1 1 Tundra 1 1 2 1 3 3 - 2 3 3 2 1 1 Volcano 2 - 1 - - - - - - 1 - - 3 Defensive Value Table SH S SF SL OB OS M LB LS LF LD I2 I1 Castle 30 30 30 40 30 30 60 40 60 40 60 40 40 Desert 30 30 30 30 25 25 0 30 30 30 60 30 30 Forest 30 30 30 40 30 25 0 40 60 50 60 40 50 Fortress 30 30 30 40 30 30 40 40 60 40 60 40 40 Mountain 30 30 30 40 10 10 0 60 50 40 60 60 40 Ocean 30 30 30 30 80 60 0 10 10 10 10 10 10 Plain 30 30 30 30 25 25 0 20 40 30 40 20 30 River 30 30 30 30 60 80 0 10 20 20 40 10 20 Rocky Tracts 30 30 30 40 10 10 0 60 50 40 60 60 40 Swamp 30 30 30 30 60 80 0 20 20 20 40 20 20 Tower 30 30 30 40 30 30 40 40 60 40 60 40 40 Tundra 30 30 30 40 30 30 0 20 20 20 20 60 70 Volcano 60 10 70 10 10 10 0 10 10 70 10 10 20 Elementals have 30% defense except against 65% attacks. The amount of damage per blow in combat is calculated as follows: For law and chaos creatures at full day or full night take 25% of the base attack value rounded down. Law creatures add this value during full day and subtract this value at full night. Chaos creatures add this value at full night and subtract this value during full day. Next add 1 point for every 30 experience point the creature has earned. Then multiply by the defense value of the target versas this attack type and round down. Subtract this value from the value calculated so far. You now have the damage each blow will do when it hits. There seem to be four different types of attacks for resistance purposes. This hasen't been fully confirmed, but no contrary evidence has shown up yet. The creatures with 99% resistance are more likely 100% resistant and that there is a minimum damage of 1 per blow. But doing the above calculation with 99% gives the same result (since I haven't found any attacks doing over 100 per attack). Attack Damage Types Impact 65% Heat Cold Impact Brust F-Breath C-Breath Short Range Deathcry Fireball Coldball Spear Hellfire Impact (Lizard) Impact (Firbolg) Impact (Taitan) Marrow Short Range (Cocoon) Short Range (Valkyrie) Spear (Sirene) Spear (Valkyrie) Storm Thunder Attack Resistance Table Impact 65% Heat Cold Air (Elemental) 0 40 0 40 Air-D 10 20 10 0 Amazon 70 30 30 30 Angel 0 50 0 0 Arch-A 10 70 20 20 Arch-D 10 50 20 30 Attacker 10 0 0 0 Big-S 0 0 20 0 Black-W 90 0 90 90 Caeser 40 40 10 10 Carthago 30 20 0 0 Chimera 30 30 30 30 Cocoon 80 80 80 80 Collosus 10 0 0 0 Crasher 30 20 20 30 Crusader 30 20 10 0 Cyclops 0 0 0 0 Daimyou 60 80 60 30 Dark-D 20 20 10 20 Dark-W 80 0 80 80 Darklord 60 30 60 60 Death-D 30 20 20 30 Demon 0 30 0 0 Dragon (Daimyou) 10 0 10 0 Dragon (Darklord) 10 0 0 0 Dragon (Sorcerer) 10 0 0 10 Dragon (Summoner) 10 0 10 10 Dragon (Wizard) 10 0 0 0 Earth (Elemental) 0 50 50 0 Fighter 20 10 0 0 Firbolg 0 0 30 50 Fire (Elemental) 0 0 80 0 Fire-D 20 20 90 0 Flame-D 10 10 50 0 Frost-D 10 10 0 50 Giant 10 0 0 0 Gold-D 30 50 60 0 Golem 20 99 20 10 Gorgon 30 0 0 0 Great-A 20 90 30 30 Great-D 20 70 30 40 Griffin 10 0 0 0 Guardian 0 0 0 0 Hippo-G 30 0 10 0 Hydra 10 0 99 0 Ice-D 20 20 0 90 Icegiant 0 0 0 0 Iron-G 80 99 80 30 King-D 30 30 30 30 Kraken 0 0 20 0 Lizard 10 0 0 0 Loc 0 0 0 0 Mage 30 80 30 30 Marmaid 0 0 20 0 Minotaur 20 0 0 0 Mono-P 30 80 0 0 Musha 20 20 20 60 Octopus 0 0 10 0 Pegasus 20 60 0 0 Phoenix 0 0 99 0 Roman 20 0 0 0 Serpent 0 0 10 0 Silver-D 30 50 0 60 Sirene 50 60 50 50 Sky-D 10 0 10 0 Sky-G 50 0 0 0 Soldier 10 0 0 0 Sorcerer 30 60 60 60 Sphinx 40 40 40 40 Stone-G 50 99 50 20 Summoner 50 50 50 50 Taitan 30 30 20 30 Tricorn 0 60 20 20 Troll 10 0 0 0 Twinhead 10 0 99 0 Unicorn 0 40 0 0 Valkyrie 30 50 30 30 Warrior 0 0 0 0 Water (Elemental) 0 0 0 80 Wizard 60 60 30 60 Wraith 70 0 70 70 Experience is awarded for battles in the following manner. If both creatures survive the lower level one gets two Eps and the higher level one gets 1 EP. If both are the same level or if a 1st is fighting a 3rd than each gets 1 EP. If one of the units is killed the victor gets 16 EPs doubled or halved for each difference in level. For battles involving 4th level units, if the lower level unit is victorious it gets 32 EPs. If the 4th level unit is victorious it gets 8 EPs. If both are 4th then 16 EPs are awarded. Elemental battles (force) award experience, but using the mind spell doesn't. Experience award for both units surviving Unit level Target level 1 2 3 4 1 1 1 1 1 2 2 1 1 1 3 1 2 1 1 4 2 2 2 1 Experience award when target is killed Unit level Target level 1 2 3 4 1 16 8 4 8 2 32 16 8 8 3 64 32 16 8 4 32 32 32 16 Many of the monster names in the rule book and in the game are misspelled or inconsistant with each other. The monsters are ordered in the book according to how they promote. The first level monster is listed first and then the units that promote from it. Below is a summary of just about everything you want to know about each kind of monster (except for some info on summoning in the campaign game). Headings: A Alignment Short Short range attack base Long Long range attack base Attack Displayed long range attack type MT Movement type MA Movement Allowance HP Hit points L Level EP Experience points C Cost to summon Starred attack bases indicate an unusual damage type for this attack. A Short Long Attack MT MA HP L EP C Air (Elemental) N - 15-2 C-Breath - - 100 1 255 40 Air-D C 9-4 8-4 Fireball SF 8 96 3 255 - Amazon C 10-3 10-3 Impact LS 6 40 2 255 - Angel L 2-2 6-2 Thunder SL 6 30 1 67 36 Arch-A L 4-2 12-2 Thunder SL 7 62 2 49 - Arch-D C 10-1 8-3 Brust SL 8 44 2 57 - Attacker C 12-2 0-0 Not LS 5 48 2 40 - Big-S N 12-3 0-0 Not OB 8 83 2 255 - Black-W C 8-1 16-2 Deathcry SL 5 36 3 255 - Caeser L 11-3 18-2 Impact LS 6 62 3 255 - Carthago L 7-3 10-2 Spear LS 6 44 2 38 - Chimera N 7-2 0-0 Not SL 5 40 1 40 20 Cocoon N *15-2 40-1 Thunder M 0 50 1 1 - Collosus L 33-1 38-1 Impact LB 6 110 3 255 - Crasher C 20-2 12-1 Hellfire LS 6 63 3 250 - Crusader N 9-4 8-3 Impact S 7 70 3 255 - Cyclops C 15-1 0-0 Not I2 5 46 1 46 19 Daimyou L 3-3 13-3 Storm M 3 100 3 255 - Dark-D C 15-2 5-3 C-Breath I1 6 56 2 60 - Dark-W C 4-1 8-2 Deathcry SL 4 24 2 18 - Darklord C 5-2 21-2 Storm M 3 100 3 255 - Death-D C 20-2 7-4 C-Breath I1 6 90 3 255 - Demon C 5-1 4-3 Brust SL 7 30 1 55 34 Dragon (Daimyou) L 9-2 8-1 Fireball LF 5 40 1 48 26 Dragon (Darklord) C 10-2 0-0 Not I1 5 42 1 48 22 Dragon (Sorcerer) L 9-2 8-1 Coldball I1 5 40 1 48 26 Dragon (Summoner) N 9-2 8-1 Fireball LF 5 46 1 78 24 Dragon (Wizard) C 6-3 0-0 Not LF 6 42 1 48 22 Earth (Elemental) N - 10-3 Hellfire - - 100 1 255 40 Fighter N 5-4 6-3 Impact SL 7 46 2 35 - Firbolg C 30-1 *16-2 Impact I2 6 86 3 255 - Fire (Elemental) N - 10-3 Fireball - - 100 1 255 40 Fire-D L 16-2 20-2 F-Breath LF 6 78 3 250 - Flame-D L 12-2 13-2 F-Breath LF 6 51 2 60 - Frost-D L 11-2 12-2 C-Breath I1 6 51 2 62 - Giant L 11-2 16-1 Impact LB 5 75 2 48 - Gold-D N 18-2 16-2 F-Breath LF 7 70 3 30 - Golem N 16-1 0-0 Not LB 4 30 1 45 20 Gorgon C 11-2 7-3 Marrow SL 6 45 2 34 - Great-A L 9-2 18-2 Thunder S 8 60 3 255 - Great-D C 15-1 12-3 Storm S 8 66 3 255 - Griffin C 8-2 0-0 Not SL 6 42 1 42 22 Guardian N 6-4 6-5 Thunder M 3 50 1 2 - Hippo-G C 8-3 8-2 Fireball S 8 65 2 255 - Hydra N 10-3 12-3 Fireball LD 5 60 3 255 - Ice-D L 10-3 19-2 C-Breath I1 6 88 3 250 - Icegiant C 23-1 16-1 Impact I2 5 68 2 48 - Iron-G N 38-1 0-0 Not LB 5 40 3 255 - King-D N 18-3 16-3 F-Breath LF 6 130 4 255 - Kraken C 8-4 0-0 Not OB 7 75 2 255 - Lizard N 4-2 *5-1 Impact LD 5 30 1 24 10 Loc L 4-3 0-0 Not SH 10 30 1 36 26 Mage C 3-2 20-2 Hellfire S 6 40 2 255 - Marmaid L 2-1 10-2 Brust OS 5 26 1 39 13 Minotaur C 7-2 0-0 Not LS 5 38 1 32 17 Mono-P N 4-6 0-0 Not SH 9 42 2 255 - Musha L 15-3 8-2 Impact LS 7 50 2 255 - Octopus C 8-3 0-0 Not OB 6 65 1 86 74 Pegasus N 4-3 0-0 Not S 7 30 1 36 18 Phoenix L 4-4 8-3 Fireball SF 9 24 2 1 - Roman L 4-3 0-0 Not LS 5 33 1 26 12 Serpent N 12-2 0-0 Not OB 7 73 1 98 81 Silver-D N 12-3 16-2 C-Breath I1 7 70 3 30 - Sirene L 8-3 *10-3 Spear OS 6 45 2 255 - Sky-D C 7-3 6-3 Fireball SF 7 48 2 53 - Sky-G C 14-2 9-3 Storm S 7 55 3 255 - Soldier N 3-4 0-0 Not LS 6 34 1 24 12 Sorcerer L 3-3 13-3 Thunder M 3 100 3 255 - Sphinx N 11-2 6-2 Hellfire SF 6 60 2 255 - Stone-G N 26-1 0-0 Not LB 5 35 2 25 - Summoner N 12-1 7-5 Storm M 3 100 3 255 - Taitan N 15-3 *10-4 Impact LS 6 70 4 255 - Tricorn L 7-3 9-2 Marrow LS 7 48 2 255 - Troll L 7-2 0-0 Not LB 4 40 1 46 18 Twinhead N 6-2 7-2 Fireball LD 5 48 2 48 - Unicorn L 7-2 0-0 Not LS 6 33 1 32 20 Valkyrie C *10-1 *18-2 Spear SL 6 40 1 255 - Warrior C 6-2 0-0 Not LS 5 34 1 30 12 Water (Elemental) N - 15-2 Coldball - - 100 1 255 40 Wizard C 5-2 21-2 Storm M 3 100 3 255 - Wraith C 2-1 4-2 Deathcry SL 3 12 1 18 10 This table list which masters can obtain which units in the four player mode. The recuits available in campaign mode are different. Elementals are only summoned for a single battle. Recruit Table Cost or promotes from Obtainable by Air (Elemental) 40* Sorcerer, Summoner Air-D Sky-D Wizard Amazon - - Angel 36 Sorcerer, Summoner Arch-A Angel Sorcerer, Summoner Arch-D Demon Darklord, Summoner, Wizard Attacker Warrior Wizard Big-S Serpent Daimyou, Sorcerer, Summoner Black-W Dark-W Darklord, Wizard Caeser Carthago Daimyou Carthago Roman Daimyou Chimera 20 Daimyou Cocoon Guardian - Collosus Giant Daimyou, Sorcerer Crasher Attacker Wizard Crusader Fighter Sorcerer Cyclops 19 Darklord, Wizard Daimyou - Daimyou Dark-D Dragon (Darklord) Darklord Dark-W Wraith Darklord, Wizard Darklord - Darklord Death-D Dark-D Darklord Demon 34 Darklord, Summoner, Wizard Dragon (Daimyou) 26 Daimyou Dragon (Darklord) 22 Darklord Dragon (Sorcerer) 26 Sorcerer Dragon (Summoner) 24 Summoner Dragon (Wizard) 22 Wizard Earth (Elemental) 40* Darklord, Summoner Fighter Soldier Sorcerer Firbolg Icegiant Darklord, Wizard Fire (Elemental) 40* Daimyou, Summoner Fire-D Flame-D Daimyou Flame-D Dragon (Daimyou) Daimyou Frost-D Dragon (Sorcerer) Sorcerer Giant Troll Daimyou, Sorcerer Gold-D Silver-D Summoner Golem 20 Summoner Gorgon Minotaur Darklord Great-A Arch-A Sorcerer, Summoner Great-D Arch-D Darklord, Summoner, Wizard Griffin 22 Wizard Guardian Cocoon - Hippo-G Griffon Wizard Hydra Twinhead Darklord, Summoner Ice-D Frost-D Sorcerer Icegiant Cyclops Darklord, Wizard Iron-G Stone-G Summoner King-D Fire-D, Ice-D Daimyou, Sorcerer Kraken Octopus Darklord, Wizard Lizard 10 Darklord, Summoner Loc 26 Daimyou, Sorcerer Mage - - Marmaid 13 Daimyou, Sorcerer Minotaur 17 Darklord Mono-P Pegasus Darklord, Summoner, Wizard Musha - - Octopus 74 Darklord, Wizard Pegasus 18 Darklord, Summoner, Wizard Phoenix Loc, Phoenix Daimyou, Sorcerer Roman 12 Daimyou Serpent 81 Daimyou, Sorcerer, Summoner Silver-D Dragon (Summoner), Gold-D Summoner Sirene Marmaid Daimyou, Sorcerer Sky-D Dragon (Wizard) Wizard Sky-G Gorgon Darklord Soldier 12 Sorcerer Sorcerer - Sorcerer Sphinx Chimera Daimyou Stone-G Golem Summoner Summoner - Summoner Taitan Crasher Wizard Tricorn Unicorn Sorcerer Troll 18 Daimyou, Sorcerer Twinhead Lizard Darklord, Summoner Unicorn 20 Sorcerer Valkyrie - - Warrior 12 Wizard Water (Elemental) 40* Wizard, Summoner Wizard - Wizard Wraith 10 Darklord, Wizard Promote Table Level Experience Promotes to Air (Elemental) 1 255 - Air-D 3 255 - Amazon 2 255 - Angel 1 67 Arch-A Arch-A 2 49 Great-A Arch-D 2 57 Great-D Attacker 2 40 Crasher Big-S 2 255 - Black-W 3 255 - Caeser 3 255 - Carthago 2 38 Caeser Chimera 1 40 Sphinx Cocoon 1 1 Guardian Collosus 3 255 - Crasher 3 250 Taitan Crusader 3 255 - Cyclops 1 46 Icegiant Daimyou 3 255 - Dark-D 2 60 Death-D Dark-W 2 18 Black-W Darklord 3 255 - Death-D 3 255 - Demon 1 55 Arch-D Dragon (Daimyou) 1 48 Flame-D Dragon (Darklord) 1 48 Dark-D Dragon (Sorcerer) 1 48 Frost-D Dragon (Summoner) 1 78 Silver-D Dragon (Wizard) 1 48 Sky-D Earth (Elemental) 1 255 - Fighter 2 35 Crusader Firbolg 3 255 - Fire (Elemental) 1 255 - Fire-D 3 250 King-D Flame-D 2 60 Fire-D Frost-D 2 62 Ice-D Giant 2 48 Collosus Gold-D 3 30 Silver-D Golem 1 45 Stone-G Gorgon 2 34 Sky-G Great-A 3 255 - Great-D 3 255 - Griffin 1 42 Hippo-G Guardian 1 2 Cocoon Hippo-G 2 255 - Hydra 3 255 - Ice-D 3 250 King-D Icegiant 2 48 Firbolg Iron-G 3 255 - King-D 4 255 - Kraken 2 255 - Lizard 1 24 Twinhead Loc 1 36 Phoenix Mage 2 255 - Marmaid 1 39 Sirene Minotaur 1 32 Gorgon Mono-P 2 255 - Musha 2 255 - Octopus 1 86 Kraken Pegasus 1 36 Mono-P Phoenix 2 1 Phoenix Roman 1 26 Carthago Serpent 1 98 Big-S Silver-D 3 30 Gold-D Sirene 2 255 - Sky-D 2 53 Air-D Sky-G 3 255 - Soldier 1 24 Fighter Sorcerer 3 255 - Sphinx 2 255 - Stone-G 2 45 Iron-G Summoner 3 255 - Taitan 4 255 - Tricorn 2 255 - Troll 1 46 Giant Twinhead 2 48 Hydra Unicorn 1 32 Tricorn Valkyrie 1 255 - Warrior 1 30 Attacker Water (Elemental) 1 255 - Wizard 3 255 - Wraith 1 18 Dark-W We checked out some of the spells and have the following comments: Masters are immune to all spells, both good and bad. Force may not be used against masters either. The first (fast) spell changes the unit's movement allowance to 12. The shield spell protects against harmfull magic until the end of your next turn. It also changes the chance of 65% attacks hitting to 10%. It has no other affects on combat. It does not cancel any spells already in affect. The stone and sleep spells prevent the unit from moving or fighting until the end of its next turn. It still exerts a zone of control. If attacked it has 0-0 attacks at both short and long range. These two spells cancel each other leaving only the latest spell in affect. So that if a unit is stoned and then slept an awaken spell can be used on it. The reverse spell affects the sequence the time of day follows. At the start of the game the order is morning, day, evening, night. Each time reverse is cast this order is reversed. This allows the Darklord to make every other turn a night turn and to not have any day turns. This requires casting reverse every other turn and this is normally not worth the spell points. The confuse spell takes over an enemy monster. Once this monster is grabbed it counts against your tower limit. So you might want to build before casting confuse. It will change back before tower healing occurs (so it doesn't get healing during your turn). If the confused unit is killed odd things happen. If you build any units after getting a confused monster killed the first such unit will change ownership to the player who had their unit confused at the end of your turn. If you do not build any units after getting the confused monster killed then it will return with 0 hit points at the end of the turn, even on top of another unit. Only the top unit of a stack of units may be used. Both units in a stack assert zones of control. A unit with 0 hit points still needs to be hit to be killed. The unit also comes back with 0 experience points. You can use confuse if it will cause you to exceed some unit count limits. Your unit count (as displayed) is not changed by confuse or at the end of your turn when the monster changes back. If you do anything to change your unit count while you have a confused monster, your unit count will be wrong at the end of your turn. It will be corrected as soon as anyone's unit count is changed. This can prevent you from summoning on your next turn. The again spell allows you to move a unit that has already moved or fought this turn. This unit may leave a zone of control it entered on its first move this turn. The mind spell does not give experience. This is useful for killing phoenix. The storm spell can actually storm a unit more than once if it is stormed back into the area of affect. I am not sure if a hex will be examined for a stormable unit more than once during a storm. I suspect not. Normally storm proceeds by starting with the center hex, then the top right hex, then clockwise around the center hex. Forces are like normal combats fought at long range. Elementals are first level monsters that don't promote. If an elemental is killed in the campaign games it will come back on the next board without any experience. Elementals may not be used against masters. Other oddball things we have found out: There is a limit of 30 monsters per position. There is a limit of 56 total monsters in all of the positions. An attack with a 100% chance to hit is displayed as having a 00% chance to hit. Tower ownership does not change when you are stormed into a tower, move to a tower and cancel out of a fight, and when a monster in a tower is confused. Moving the cursor off the tower and back on to it will force the tower ownership to change. Occasionally the cursor will disappear. It can be fixed by using the table command to move to a unit. This seems to happen pretty often when scrolling over the battle field with the B key depressed (fast scroll) and running into an edge of the map. Occasionally the cursor is mispositioned. This is usually noticeable when casting spells and the wrong spell list is displayed. This will be caused by cancelling out of the fight command. There may be other ways to do this as well. Moving the cursor around seems to fix this. If you move and fight, you can only cancel out of the fight not the move. If you try to fight the wrong target and still haven't picked the attack type, it is only possible to cancel the whole fight. If this was part of a move, you will lose your chance to fight when you cancel. You can warp into to the tower you started in. So be carefull about bouncing the C button when casting warp. The players have access to two 4th level units, the king dragon and the taitan. The king dragon comes from the two law dragons and the taitan comes from the warrior. It is possible to summon or call units next to any master of the same type in a fortress, castle or tower that you own. This is useful when playing team gains, but can be a problem playing free for alls. Note that fortresses can be used by anyone to recruit, but you cannot recruit in other player's castles or towers that are not your color. Every time the game is started up the random number generator is reset. The next three blows by the moving player after restarting will hit at 40% or better. So you can cheat by saving a game and reseting before fighting a key (or not so key) battle. There are many units accessible only to the computer in campaign mode. These include amazons, cocoons, guardians, mages, mushas and valkeries. I haven't got data on which masters in which campaign boards are able to recruit these monsters. Nor have I figured out what their summoning cost is. The information on these units is provided to help you make combat decisions. Master's do not keep experience in the campaign game. If anyone wants to forward this information to renovation feel free. Maybe they could print a new rule book and fix some of the bugs in the game. If they make a Master of Monsters II I hope they do some more serious playtesting. Besides the bugs in the game, in the multiplayer mode there is a serious play balance problem with the daimyou. Also it seems from our experience that there are some monster types that are never used. And that only a handfull of the higher level monsters are ever in play.