THE EXPANDED REALM
by Richard Hamblen
Players can combine their game sets to enhance the size, 
  ferocity and richness of the Magic Realm they are playing in. Players can also 
  add extra components to the game to enrich it, as explained in these guidelines.
  1. Combining Games -
  1.1 Certain cards and counters in each game set should be marked with 
  an identifying symbol, using a different symbol for each set.
  1.11 The TREASURE SETUP CARD, the Dwellings, monsters, natives, square 
  horse counters and campaign/mission/visitor counters should be marked.
  1.12 Warning counters, Sound counters, Treasure location counters, LOST 
  CITY and LOST CASTLE counters should be marked only on their colored sides.
  1.13 All Spell cards, TREASURES WITHIN TREASURES cards, the LOST KEYS 
  card, Spell Book cards, Artifact cards and Potion cards should be marked on 
  their white sides only. Other cards need not be marked.
  1.14 Other cards, counters and tiles need not be marked.
  1.2 During initial setup, some cards and counters can be setup anywhere 
  and some must be setup on their own SETUP CARDS.
  1.21 All of the tiles are dealt out and the board is constructed normally. 
  The first BORDERLAND that is dealt out is the first tile played; subsequent 
  BORDERLANDS are played like other tiles during the construction of the map.
  1.22 All of the 'V' Warning counters are mixed together and one is placed 
  on each VALLEY tile. Similarly, all 'W' counters are mixed and placed on the 
  WOODS tiles, etc. All of the 'V' counters are turned up and the Dwellings/ghosts 
  placed in their tiles; each Dwelling/pair of ghosts must show the same symbol 
  as the 'V' counter in the tile.
  1.23 All of the Sound and gold Treasure location counters are mixed together 
  face down and five are placed in each LOST CITY or LOST CASTLE section. The 
  remaining counters and the LOST CITY and LOST CASTLE counters are mixed together 
  face down and one is placed in each tile with six Clearings.
  1.24 All type I Spells are mixed together and distributed randomly to 
  the appropriate locations on all the SETUP CARDS. Type II cards are distributed 
  similarly to their locations, etc.
  1.25 All small treasures are mixed together and distributed randomly.
  1.26 All large treasures are mixed together and are used, with the treasure 
  counters, to fill the TREASURES WITHIN TREASURES section on each card. Then 
  the remaining large treasures and the TREASURES WITHIN TREASURES cards are mixed 
  together and distributed among the SETUP CARDS.
  1.27 Monsters, natives and square horse counters are setup on their own 
  cards.
  1.28 Weapon, armor and round horse counters are distributed normally.
  1.29 Campaign/mission/visitor counters are distributed normally; they 
  do not have to be placed on their own SETUP CARDS.
1.3 When a counter or card is taken from or returned 
  to a SETUP CARD, the symbols determine which SETUP CARD it is taken from or 
  returned
  to.
  1.31 The symbols on Warning, Sound and Treasure location counters identify 
  the card from which appearing monsters are taken.
  1.32 The symbols on Treasure location counters and TREASURES WITHIN TREASURES 
  cards identify the card from which looted treasures are taken. Similarly, the 
  symbols on Spell Books and Artifacts identify the card containing their Spells.
  1.33 The symbols on Dwellings identify the card from which natives are 
  taken when they appear at those Dwellings. Similarly, symbols on natives, Treasure 
  location counters and TREASURES WITHIN TREASURES cards identify the card from 
  which appearing campaign/mission/visitor counters are taken.
  1.34 The symbols on monsters and natives identify the cards where they 
  are placed when they revive. Similarly, symbols on Potions identify where they 
  are placed after they are used.
  1.35 The symbol on a native leader identifies the card where his group's 
  box is located. Similarly, the symbol on a visitor counter indicates where his 
  box is located. Items bought from or sold to a leader or visitor go to or come 
  from his box, regardless of the symbols on the items themselves.
  1.4 During play, symbols are ignored in some game functions but not in 
  others.
  1.41 A character cannot have duplicate treasure cards activated.
  1.42 A character can record the same Spell more than once, as long as 
  each time he records it he learns it from a different Spell card. Each character 
  should note a symbol for each of his starting Spells. Duplicated Spells all 
  count towards the SPELLS victory condition, as long as they can be Cast.
  1.43 A mission can be delivered only to a Dwelling with a matching symbol.
  1.44 If a character has a certain group for ALLIES, he has all such groups 
  for ALLIES, etc. For example, if Lancers are FRIENDS, all Lancers are FRIENDS; 
  if Bashkars are ENEMIES, all Bashkars are ENEMIES, etc.
  1.45 Different groups of natives must be hired and traded with separately, 
  even when they are in the same Clearing. Two groups of Lancers in the same Clearings 
  would have to be hired in separate HIRE phases, for example.
  1.46 Conditional FAME can be acquired from any group of the indicated 
  type.
  1.5 Any number of weather counters can be mixed together, but only one 
  is picked and used each week.
  1.6 Only one MONSTER ROLL is made each day; it applies to all SETUP CARDS.
  1.7 Two Swordsmen trying to be CLEVER at the same time roll to see who 
  goes first.
2. Augmenting Games -
  2.1 Extra monsters, treasures, etc. can be added to a game without adding 
  all of the other components as well. However, these components should be added 
  in complete sets - if one monster is added then one whole set of monsters should 
  be added, if one treasure is added then one whole set of treasures and Spell 
  cards should be added, etc.
  2.11 A set of monsters can be added to a SETUP CARD just by doubling 
  the number of monsters placed in each box. A third set can be added, tripling 
  the number of monsters in each box, etc. Notice that the number of ghosts placed 
  in the DANK V tile is affected similarly - doubled, tripled, etc.
  2.12 A set of natives can be added to a SETUP CARD in the same way, doubling, 
  tripling, etc. the number of natives in each box. These natives can be treated 
  in two different ways, as explained below.
  2.121 The added natives can be treated as part of the normal group in 
  the box, so that together they comprise one oversized group. The codes of the 
  added group should be changed so as to not conflict with the normal group's 
  codes; the leader of the added group is changed to the next highest number after 
  the last regular member, and the rest of his group follows suit in order. The 
  entire group has only one leader.
  2.122 The natives can be treated as separate groups that are travelling 
  together. The groups should be marked to distinguish them, and the added groups 
  are given their own SETUP CARD where their boxes are located. The groups must 
  be hired and traded with separately.
  2.13 A set of treasures and Spell cards can be added, but this requires 
  another SETUP CARD to hold the treasures and Spell cards in the TREASURES WITHIN 
  TREASURES cards, Spell Books and Artifacts. The TREASURES WITHIN TREASURES cards, 
  Spell Book and Artifact cards themselves should be marked to show which card 
  holds their treasures and Spells. The number of treasures in the Treasure location 
  piles and in the natives' and visitors' boxes are doubled, tripled, etc. but 
  the TREASURES WITHIN TREASURES, Spell Books and Artifacts boxes are not increased.
  2.14 A set of Sound, Treasure location and LOST CITY and LOST CASTLE 
  counters can be added by doubling the number of such counters placed in each 
  tile, but this requires the addition of a SETUP CARD, a set of monsters to go 
  on it and a set of treasures and Spells for the treasure locations. The counters 
  and cards should be marked to show their card.
  2.15 Warning counters can be added, doubling the counters placed, but 
  this also requires a SETUP CARD, a set of Dwellings and a set of monsters (and 
  a set of natives, if you want anyone to appear at the Dwellings), all of which 
  should be coded to the card.
  2.16 Items can be added freely to natives' boxes.
2.2 Obviously you can rearrange the setup of counters 
  and cards as you wish, shifting a few monsters or natives here and there, etc. 
  It is particularly interesting to have only one set of visitors in the game, 
  for example, giving them all of the treasures and Spells that would ordinarily 
  be scattered among several sets of visitors. All of the potions would return 
  to them.
  2.21 The key point to remember when rearranging the setup is to mark 
  the appropriate cards and counters to show which SETUP CARD they come from and 
  return to (see section 1.1 and following for a list).
  2.22 For ease of play, never use more than one MONSTER ROLL per day and 
  one weather counter per week. You're on your own regarding play balance when 
  you start fiddling with the setup.