Most believe the fearsome witchdoctor only a legend, but I have seen one in battle with my own eyes. And it was difficult to believe, even then. The Witchdoctor dispatched his Skeleton Archer opponents with terrifying precision, assaulting his victim's mind and body with elixirs and powders that evoked fires, explosions, and poisonous spirits. As if these assaults were not enough, The Witchdoctor also had at his command the ability to summon the spirits of undead creatures to posses the Pillars surrounding him.
The witchdoctors are finely attuned to this Unformed Land and are able to train their minds to perceive this reality through a combination of rituals and the use of selected roots and herbs found in the jungles. They call the state in which they interact with this other world the Ghost Trance. Alongside the primacy of the belief in the life force and the Unformed Land, the second most sacred belief of the tribes is their philosophy of self-sacrifice and non-individuality, of suppressing one's self-interest for the good of the tribe. To this end the witchdoctors have limited ability to defend themselves and can be attacked with a +2 modifier.
The Skeleton Archers realizing this turned their undead magic upon the nearest of the Pillars, in order to thwart The Witchdoctor. This resulted in an intense mystic upheaval among the stonework around the witchdoctor. The spirits he set loose in the stonework were able to use the Flagstones as the stepping stones to the very Steps he stood upon. Attacking up the Steps they pursued him and sparked an unwholesome battle between the stones, the witchdoctor, and the skeleton archers (inasmuch as I could discern in the ensuing bedlam), and the charged atmosphere warranted my quick departure before I could observe anything further.
OK, so if you found that too cryptic, here's a breakdown: look at the board page and click around...:^}
oh, you want it really easy, *sigh* ok:
- you start out with one Pillar and are randomly placed thruout the rest of the spots
- Pillars can attack the Flagstones in front of them and one of the outer Skeleton Archers
- Flagstones attack each other with bonuses earned for owning some/all of them
- Flagstones can attack up to the Steps
- Steps can attack neighboring Steps (on same level and one up) but cannot attack down; each level of Steps has a bonus for owning them all
- top row of Steps can attack Witchdoctor with +2 dice
- Witchdoctor can attack Skeleton Archers and Pillars
- Five outer Archers can each attack one Pillar and the Front Archer (owning them all also gets you a bonus)
-Front Archer, in turn, is the only Archer to be able to attack the Witchdoctor (also with a +2 dice)