Sticks and Stones Expansion

In the May-June 1979 issue of The Space Gamer (#23), an article written by Glen L. Williams added expansion counters and rules to Sticks & Stones. These rules are paraphrased as follows.

Chieftains: counters marked "C" represent Chieftains. The chieftain is a single individual and as such is not subject to stacking limitations. Chieftains are not purchased and are automatically acquired at a 1:6 ratio to other warrior counters (rounded down of course). If two opposing chieftains occupy the same hex, the attacker may choose ritual combat. This is normal combat resolved at 1:1. Surviving chieftains may participate in any following battles. A chieftain adds his strength to any stack he is a currently sharing a hex with. If a chieftain is killed, any warriors stacked with him immediately receive a "wound" combat result. If a player looses his last chieftain, that player must begin to withdraw his warriors to the nearest friendly village or if none is available, off the map. Chieftains may "rally’ their warriors. Wounded warriors stacked with a chieftain at the end of a game turn may roll to be "rallied". A 1-3 result returns the wounded warrior to full health. This roll may be made only once per warrior per game.

Shaman: a counter marked SH is a Shaman. A shaman has no attack or defense abilities. Each player receives one shaman at no cost. The shaman may cast "spells". When attacked, a shaman has a defense of 1.

Soul Stealing: During regular combat, the shaman may use this magic ritual in any one battle (attacking or defending) within two hexes of the shaman. The ritual’s effect is to reduce enemy morale (meaning a one-column shift on the CRT in the casting player’s favor). A shaman may use his soul stealing to counter that of an enemy shaman’s if he is also within two hexes of the contested hex. This countering action will also result in a spirit battle. A spirit battle is similar to ritual combat (fought at a 1:1 ratio) except that a wounded shaman looses his magical powers for five turns. A shaman may use soul stealing to influence ritual combat between two rival chieftains.

Summoning Demons: if a shaman is not wounded and has not moved or engaged in combat for six turns, he may summon a demon spirit. This demon is summoned at the beginning of the player movement turn. The demon is identical to a mastodon except it is fully controlled by the player. The demon may not enter any hex occupied by a friendly unit. Once the demon is wounded, the shaman looses control and the demon uses the random movement rules and is no longer subject to the earlier movement restriction. The player also looses control of the demon if the shaman is killed or wounded. Reversing the summoning process (i.e. six unmolested and unwounded turns) will banish the demon. Demons are not affected by "soul stealing". A shaman may also rally warriors as a chieftain.