About
Hello! I'm Igor, an artist and designer of paper models. I create templates for paper buildings, landscape elements, and fantasy maps, perfect for crafting and tabletop games. Every model is designed by me, and in some cases, I use AI to assist with textures and character designs.
You’ll find some template files available for free, while the full collection is accessible through a paid subscription on Patreon.


I would appreciate any feedback
Geography of Ixia users:
Algeria, Argentina, Armenia, Aruba, Australia, Austria, Bahamas, Bahrain, Belarus, Belgium, Bolivia, Brazil, Bulgaria, Canada, Chile, China, Colombia, Costa Rica, Croatia, Czech Republic, Denmark, Ecuador, Egypt, Estonia, France, Germany, Greece, Guadeloupe, Guyana, Guatemala, Hong Kong, Honduras, Hungary, India, Indonesia, Ireland, Israel, Italy, Jamaica, Japan, Jordan, Kuwait, Laos, Latvia, Lithuania, Luxembourg, Malaysia, Maldives, Mexico, Moldova, Mongolia, Montenegro, Morocco, Netherlands, New Zealand, Nicaragua, Norway, Oman, Pakistan, Peru, Philippines, Poland, Portugal, Puerto Rico, Qatar, Romania, Russia, Saudi Arabia, Senegal, Serbia, Singapore, Slovakia, Slovenia, South Africa, South Korea, Spain, Sri Lanka, Switzerland, Taiwan, Thailand, Turkey, Ukraine, United Arab Emirates, United Kingdom, United States, Vietnam, Zimbabwe.
This data pertains to digital template sales. Countries where book sales occurred include: United States, Germany, France, Canada, United Kingdom, Italy, Spain, Australia, Poland and Netherlands.
Prepare props and game elements in the quantities required for the selected map.
Props

Attack Dice
Used to determine the damage dealt by each unit during attacks.

12-Sided Dice
Used to decide which player starts the game and to select artifacts from chests.

Hit Point Badges
Used to track the health of units.

2 Player Panels
To place unit cards; the top position indicates "ready to move", and the bottom position indicates "moved."
Units
Human Troops:

Orc Troops:

War Machines:
War Machines are universal units and can be included in the army of any faction.

Buildings and Landscape Elements
Elements for the core game:

Select faction

- Players choose a faction by mutual agreement or by rolling a die.
- Players cannot select the same faction.
Select units

- Players agree on a gold limit for buy units for the battle. For the initial game, it is recommended to select 2000 gold per player.
- Players select units within the gold limit specified by the scenario and place each unit’s card on their game panel.
- Each army can include up to 10 units.
Do not reveal your army composition to your opponent until the selection is complete.

- You can recruit several units of the same type into your army, but no more than the unit's "Maximum Army Size" characteristic.
Deploying units on the battlefield

- Each player places a badge showing the maximum hit points on each of their units.

- Players position their units on the battlefield in the accessible tiles on the extreme row on their side of the map.

- Players place the appropriate unit cards on player pannel.

- If all available tiles in the first row are occupied, any additional units are placed outside the field. These units can enter the field in any subsequent turn on a free tile in the first row.
- Entering the playing field costs all the unit’s movement points, so it may only move further on the player’s next turn.
Turns

Players roll to determine who goes first, then alternate turns.
Moving units

- Only one unit can be on one tile.
(except for the presence of several units on board some war machines, such as ships) - Each player can move their units in any order.
- Travel Range is the maximum number of movement points that determines how many hexes a unit can move in the turn.
- If a unit uses some of its movement points, any remaining points are lost when moving to the next unit.

- Once a unit moves, its card shifts to the “moved” position.
Units cannot move through:
- Enemy units
- Enemy buildings
- Neutral buildings or landscape elements that act as obstacles
Units can move through:
- Friendly units
- Buildings owned by their faction
- Captured buildings
Attack
- An attack costs one movement point.
- If a unit attacks, all remaining movement points are lost. This means an attack can only be the unit's final action.
The exception is for units with the ability "Can continue moving after an attack" (such as riders and flying creatures).
The illustration shows examples of melee attacks by a unit with a Travel Range of 2.
- The unit moves to an adjacent cell (1 Movement Point) and then attacks (1 more Movement Point), using up all its Movement Points.
- The unit attacks an adjacent enemy (1 Movement Point), but after the attack, the remaining Movement Point is lost, preventing further movement this turn.
- Archers, artillery and magic attack units can attack at Attack Range
.
The illustration shows examples of ranged attacks by a archer with Attack Range of 2 and Travel Range
of 2.
- The unit moves to an adjacent cell (1 Movement Point) and attacks with shot (1 more Movement Point), using up all its Movement Points.
- The unit attacks with shot (1 Movement Point), but after the attack, the remaining Movement Point is lost, preventing further movement this turn.
The attack demage of shooters and artillery is affected by terrain, as well as the presence of obstacles in the line of sight of the target. Details are described below: Special Unit Characteristics > Features of shooters and artillery
- When attacking, the player rolls the attack die and then calculates the damage.
Damage formula: (Attack + Value on a die + bonuses – penalty) of the attacker – (defense + bonuses) of the deffender.
Bonuses and penalty may include effects from adjacent units, artifacts, terrain features, and attack die results. - The illustration shows goblin warrior (
1) moving and attacking archer (
1)
The demage will be: (1 + 3 + 2 bonus from nearby Shaman) of the attacker – (1) of the deffender = 4.
- When a unit takes damage, replace its badge with one showing the new hit points.
- When an enemy unit is defeated in melee, the attacker moves into its position. This move is part of the attack and costs no additional movement points. The defeated unit is removed from the battlefield, and its card is removed from the player's panel.
Capturing a building

- Some buildings can be captured.
- Capturing a building allows friendly units to pass through it.
- To capture an enemy or neutral building, a unit must be on an adjacent tile.
- Capturing a building can be done by a unit that hasn't moved in the current turn and uses all its movement points.
- When you capture a building, place your faction flag on the captured building tile.
Victory
Victory conditions are set by players before the battle begins.
Common victory options include:
- Destruction of all enemy units.
- Capture an enemy's defended building and hold it during the enemy's next turn.
Living troops





















War machines


Cost: the price a player pays to buy units for the battle.
Maximum Number in the Army: The limit on how many of this unit type can be fielded simultaneously.
Hit Points: The amount of health a unit has.
Travel Range: The number of hexes a unit can move per turn.
Attack Types:
Melee Attack: Close-combat attack strength.
Ranged Attack: Attack strength from a distance.
Magic Attack: Attack strength using magical abilities.
Defense Types:
Melee Defense: Resistance to close-combat attacks.
Ranged Defense: Resistance to distant attacks.
Magic Defense: Resistance to magical attacks.
Features of shooters
Features of archers and artillery:
- +1 to range when attacking from higher terrain.
- -1 to attack when targeting units at a higher elevation.
- -1 to attack when firing through obstacles like buildings, forests or landscape heights.

Magic attack
- Terrain elevation does not affect the range or damage of magic attacks.
Features of pikeman
- +2 Melee Attack and +2 Melee Defense against cavalry and flying units.
Ability to move after attacking
Allows a unit to move after an attack if it has remaining movement points. Some riders and flying creatures possess this ability.
Flying
Can move over obstacles but must end movement on a suitable land tile.
Features of giants
- Can cross rivers and small bodies of water (1 hex) but must end movement on land.
- Cannot enter forts, towers, or other buildings.
- Cannot board ships.

Healing
- Can heal an adjacent friendly unit.
- Uses all remaining movement points of the healing unit.
- Healing does not consume the movement points of the healed unit.

Repair
- Can repair an adjacent war machine.
- Uses all remaining movement points of the repairing unit.
- Repairing does not consume the movement points of the repaired unit.

Summoning by unit authority
- Summoning uses all movement points of the summoning unit.
- The summoned unit appears on the player's side of the map, regardless of the summoning unit's location.
- The summoned unit can move starting on the next turn.
- Add the summoned unit's card to your panel upon summoning.
- A unit cannot be summoned if all 10 unit slots are occupied.
- Summoned units remain on the battlefield even if the summoning unit is destroyed.
In the illustration, the Warlord is summoning a Goblin Recruit.

Bonus for nearby units
- Certain units provide automatic bonuses to all adjacent friendly units.
- The effect automatically applies during the current turn to adjacent units and doesn’t consume movement points.
- The effect applies if unit moves away before striking in this turn.
In the illustration, the Orc Warrior is receiving a melee attack bonus from the Shaman on the adjacent tile.

Spellcasting on friendly units
- Applying a magical effect uses all movement points of the casting unit.
- The effect applies during the current turn.
- To maintain the effect, the affected unit must act immediately after the effect is applied.
Heights: bonuses and penalties for archers and artillery

Units positioned on elevated terrain receive a +1 range bonus when attacking.

Attacks directed at targets on higher elevations incur a -1 penalty.
Landscape elements as barriers for archers and artillery

Features such as trees, rocks, and certain structures obstruct line of sight, imposing a -1 penalty on ranged attacks.

Elevated terrain can also serve as a barrier to line of sight.
Ascending and Descending Heights
Units can move between adjacent terrain levels, ascending or descending as needed.
Moving between different heights without a ramp consumes all movement points.
If there is a ramp between two tiles of different heights, movement points are spent as usual, just like moving on level ground.
Ramps can be present on the map initially or built by workers from the player’s army.
Melee attacks from different heights
Units cannot perform melee attacks across different elevations unless connected by a ramp.
Water tiles features

Water tiles are impassable for most units, except for flying units and giants, who can traverse them if they end their movement on land.
Passage of units through buildings
Units can move through:
- Friendly units
- Buildings owned by their faction
- Captured buildings
Using Guard Towers
Only one living troop unit can be in the Guard Tower. Gives a defense bonus to the unit inside. For shooters, it gives a bonus in shooting from a height.
- Range bonus +1
- Melee defense bonus +1
- Ranged defense bonus +1