The Courts of Candle'Bre
A Velocigame! (Note: This is the basic system’s Board Game Rules - Understand that greater complexity may be allowed in a possible computer version of the game)
Background: Candle’Bre is a tiny kingdom, surrounded on all sides by vast stretches of mountains. Extremely isolated, and little contact with the outside world.
Recently, the kingdom was ripped asunder....blah blah blah....murder most foul....king is dead....whole FAMILY is dead....blah blah blahbeddy blah.....kingdom on the brink of war!
Game Objectives
Should you choose to take up this quest, you goal is to become the undisputed Master of the Courts of Candle'Bre and claim the Kingdom for yourself and the faction you choose to play. This can be accomplished in one of two ways: Either by force of arms (controlling 2/3rd of the Kingdom under your banner - 40 Provinces) or by accumulating a sufficient amount of Honor during the course of the game (200 points). The road from here to there is long, and fraught with perils and pitfalls. The unwary, and those who have not the stomach for war will fall by the way. Those without guile and cunning will be cast aside in the bid for glory.
OoO
What you’ll need to play the game:
1) A map, containing 60 Provinces, representing the Kingdom of Candle’Bre. The Provinces can be of any size and configuration, so no worries there. When determining the valuation OF those provinces (how much gold they generate each turn), simply count the number of provinces that lie adjacent to the province you are valuing, multiply that number by ten, and there’s your answer! (More detailed method: To add variance, you may want to vary that by 1-3 base points (10-30 gold) and to do this, simply roll a d6 (1 or 2 = subtract 2 from this value (minimum of 1), 3 = subtract 1 from this value (minimum of 1), 4 = add 1 to the base value, 5 = add 2 to the base value, 3 = add 3 to the base value).
2) A deck of playing cards (jokers included) representing the book of fate
3) Dice d6’s (research) and d20’s (combat)
4) Units (beg, borrow and steal from existing games you might have)
5) Money (to represent gold) (Raid the Monopoly set!)
6) Counters for honor and Influence (coins, poker chips…anything will do)
7) A research chart to track your progress up the tech trees (each player will need one of these - copier paper will work)
8) Three Income Tracking Charts (Honor, Influence, Income) and markers on each, for each player (Axis and allies charts and markers would be perfect)
Order of Play:
1) Purchasing Phase (units, buildings)
2) Combat Movement
3) Combat Resolution
4) Non-Combat Movement
5) New Unit Placement
6) Diplomacy - Prisoner Exchange/Ransom
7) Draw from the Book of Fate (if desired)
8) Income Determination/Collection (Gold/Honor/Influence)
9) End Turn
Concepts you need to be familiar with to play:
1) Gold - The primary unit of currency in the game. The most pervasive and all encompassing of the three in-game resources (gold, honor, influence). Gold is, quite simply, the engine that drives your Kingdom. Note that in this game, your supply of gold is divided into two piles, one for military expenditures (including the building of new barracks, and one for "everything else." in a straight 50/50 split (in the case of odd dollar amounts, the larger amount always goes to non-military). Note that money from the "Military Expenditures" budget MAY BE TRANSFERRED to the non-military account, but money from the non-military account MAY NOT BE transferred to the military account!
2) Honor/Infamy - Your standing with the Kingdom of Candle’Bre as a whole. Just as Influence with the Church can prevent military attacks, Honor can be used to prevent Espionage against you from succeeding. Also, accumulating Honor is a viable way to win the game. Get 200 points of accumulated Honor, and you win by default. Having a negative honor value results in Infamy. Infamy, while exciting in it's own right, hurts your efforts at specific segments in the game. Specifically, players with negative honor must pay 10% higher build costs for any Provincial improvements, and pay 10% higher research costs....it's the price of freedom from all constraints!
3) Influence - Your standing with the Church. Influence over the clergy in Candle’Bre is a powerful weapon of defense and peace. With it, you can summon powerful men of the cloth to your side, utterly preventing attacks against you and your allies.
4) Neutral Provinces - At game start, many of Candle'Bre's provinces have not decided who they want to cast their lot with. You may attack these neutrals and bring them into your fold. When you launch such an attack, the defenders are all considered to be infantry for purposes of combat, and they get 1 Infantry per 10g value of the province to defend with. Neutrals cannot take prisoners, so all hits they score on you are regarded as casualties (note that an unkind opponent could play a unit card on behalf of a Neutral territory, and you might suddenly find yourself facing a LOT more than you bargained for!)
Game setup/Start:
Turn 0: Each player selects five contiguous territories to serve as his/her base of operations, and one of the five “Houses” of Candle’Bre to play. Note that each house comes with its own strengths, weaknesses, and styles of play, so select one that suits you best.
Once territories are selected, each player may gets his choice of either placing a Barracks or a Temple free (only one, and in any territory he controls). Each player then gets 100g to spend on designing his initial force (representing his House's "Standing Army" at game start). Any monies not spent on starting forces are simply added to the player's starting treasury to be spent later. Units in the player's initial force may be placed in any territory he controls without regards to provincial production limits and irregardless of the presence of a barracks! (note that "turn 0" is a special case in this regard! This represents the "setup" phase of the game, and has been designed with flexibility and maximum replayability in mind!)
Calculate each player’s Income to see where you stand. In a two player game, the player with the LESSER starting income gets one turn’s worth of his income as a bonus to help balance the start. In a multi-player game (3-5, the two players with the lowest income totals receive this bonus. After this "bonus gold" is issued, each player then collects one turn's worth of normal income and the game begins!
Roll a d6 to determine who goes first, high roll wins.
Units: At game start, the following units are available: (A/D/M) (Attack Value/Movement) (combat is handled with d20 die rolls)
Infantry 7/8/1
Archers 6/x/1(f)
Cavalry 8/6/2 (c)
Mercenaries 5/5/1 *
Notes:
f- Denotes “First Strike” Ability. Archers fire during the first “phase” of a round of combat, and losses suffered from an archer volley are removed before combat continues (such that if your opponent elects to take infantry casualties via your archer volley, the infantry who die do not get an attack roll) - Note that units with “First Strike” ability do not have a defense value. They always attack/defend using their attack values.
c- Denotes “Charge/Flank” Ability. Units executing a Charge/Flank ability may only attack “every other” combat round and have their attack values doubled for the round that they DO attack. Note that the "given up" attack must be paid in advance! Thus, cavalry cannot issue a charge on the first round of a combat! If the charge order is issued on round one, the cavalry do not attack (time spent maneuevering into position), and will be ready to attack on Tier Two (Charge/Flank Phase) of the next combat round.
* - All “normal” military units require the presence of a barracks to build troops. Not so with Mercenaries. While not quite as good as Infantry, they have the advantage of being able to be “purchased” and assigned in any Province. Note too, that Mercenaries do not gain the advantages of your investments in research. They DO, however, come with one special ability that is totally unique to them. At the beginning of any given combat round (before ANY dice are rolled), the player controlling the Mercenaries may pay a “combat bounty” (consult the table below). This combat bounty improve the fighting spirit of the Mercenary companies in your employ.
1 gold per Mercenary Company = All Mercs. Of the controlling player Get +1 on their Attack/Defense rolls this round
2 gold per Mercenary Company = All Mercs. Of the controlling player get +2 on their Attack/Defense rolls this round
Note that no more than 2g/Merc can be paid (the bonus does not extend beyond +2), and that it’s an all or nothing proposition (you either pay for all your Mercs, or none of them get the bonus). The Bounty can be re-issued each combat round.
Important Note about Mercenary Units
Because Mercenary Companies are not particularly noted for their loyalty, you may never have more mercenary units in one of your territories than you do "regular" units. If such a case should ever arise (event, assassination, or whathaveyou) then your regular forces are booted out of the province in question (sent to the nearest friendly province), and the mercenaries claim the province in question (it reverts to neutrality). Provincial builds are not harmed, but if you want the province back, you must defeat the mercenaries guarding it AND the territory's default defenders.
Others become available via research.
Combat System:
Combat occurs in rounds, and in the following order:
1) Ranged units fire (attacker/defender) (Tier One)
2) Losses are taken
3) Cavalry Flanking maneuvers/charges are performed (Tier Two)
4) Losses are taken
5) Ground troops attack (Tier Three)
6) Losses are taken
7) Option to withdraw?
8) Repeat
Note that a charging/flanking cavalry unit may only attack “every other round.” (spending the off rounds re-grouping and gaining position).
Note too that if losses are inflicted from a "higher tier" onto a lower tier ( ie - Archers inflicting losses on Infantry), then the infantry so killed DO NOT get an opportunity to return fire!
Battle continues until one side is eliminated or withdraws.
Effect of Leaders on Combat:
The Presence of a "Great Leader" on combat may vary from leader to leader (specifically in the case of leaders gained via the Book of Fate), but at a minimum, all leaders will have the following battlefield effects in common:
+1 to all attack/defense Die-rolls
Each leader may "direct the battle" to an extent. Thus, for each leader present AT a given battle, the controlling player gets 3 "counters." These counters may be "cashed in" to re-roll one die. Note that you may not cash in a counter to force an opponent to re-roll....only your own die rolling is affected.
Note too that multiple leaders on your side of the battlefield are NOT cumulative where the +1 attack/defense is concerned!
Combat:
Important Note: Regardless of any modifiers, a roll of 1 hits, and a roll of 20 always misses!
Before the dice start flying, you must specifiy HOW your forces are going to attack, and you have two choices. You may either issue a "standard attack" or a "precision strike."
In a standard attack, the dice rolling is carried out normally, per the numbers associated with each unit type. The attacker goes first, makes his rolls, and the defender chooses which units to lose as casualties (per axis and allies). Also note that if one of your attacking units rolls *eactly* the number required for a hit, the enemy unit is considered captured, not killed (which can lead to prisoner exchanges and ransoms). This applies to all unit types (for simplicity's sake!).
In a precision strike, you roll the dice normally, but half the resulting number of hits (rounding down in the case of an odd number of hits!). There are no captures in a precision strike and the rolling player may specifiy which "segment" the losses taken must come from. (IE - "My fifteen Archers are executing a Precision Strike against your cavalry massing for a charge" Dice are rolled, losses are calculated, and cav is removed). The determination may be made independently for each segment of the army (Archers, Infantry, Cav) but must be made before any dice are rolled.
Remember the following about casualties in a given round of combat:
1) Combat in this game is "multi-tiered." That is to say, First Strikers attack and resolve their damage before anybody else can act. Thus, if an archer kills an Infantry (who attacks on the third tier), then the infantry dies without ever getting to roll any dice whatsoever!
2) Cavalry CANNOT issue a charge on the first round of combat!
3) In a Standard attack, the person who loses the troops gets to decide how to divide up the losses.
4) In a Precision attack, the person doing the killing gets to decide how to divide up the losses.
Leader Captures: Because leaders are not represented by a unit on the map per se, they may not be targeted by precision strikes, nor may they be killed in rolled combat, however: if a unit containing a leader is completely destroyed or captured, the leader is considered captured by the victorious player and may be killed or held hostage, or held and killed later!
Effects of Killing a Captured Leader: First and most obvious....the leader is removed from any future consideration in the game! Second, you take a hit to your honor (-20). Third, until the end of your next turn, all your attack/defense dice are at +1 (your troops are rallied by the site of the fallen leader's blood on your sword).
Effects of Killing a Captured Unit: Yep...you guessed it. First, you take a hit to honor (-2), BUT, you also get a bounty in gold equal to half that troop's cost (dropping all fractions) as you "recycle" their arms and equipment.
Withdrawing from combat:
There is a penalty for withdrawing from combat! For every unit that withdraws, roll one die (d20). On a roll of 1-3, the unit is captured. Units not captured may withdraw normally to any adjacent friendly territory. Withdrawing from combat also carries with it a -2 Honor penalty (cowardly retreat).
A note about troop placement:
Any newly created troops MUST BE PLACED in provinces containing barracks! Note, however, that the maximum number of troops placed in a given territory on any given turn may not exceed the province value/10 (ie - a province valued at 40g per turn--base value--may field no more than 4 units on any given turn! Mercenaries are the exception to this rule. They may be hired in any province, and you may double the usual "per turn" limits (ie - in the above example, you could build four units of cav, place them in the 40g territory containing a barracks, and also hire 8 mercenaries, and place them there), so long as you end up with more regular troops than mercenaries when you are finished! (In the above example, we must assume that there are already at least five other "regular" troops present....otherwise the territory would revert to neutrality!)
Movement Rules
1) Moving into a neutral territory results in combat! Take the Province value, divide by ten, and that's how many Infantry are place on the map to defend the territory from your incursion!
2) Any time you move into a territory you do not control it is considered a combat move! Note that this specifically means you cannot move through the territory of an ally without breaking the alliance!
3) Fast units are useful in two specific ways: a) They can serve as a mobile defense platform inside your borders, moving rapidly from one theater of operation to another, and b) they can move in to attack an adjacent territory and "pull back out" during non combat movement to avoid a possible counter-attack. Note, however, that fast units may NOT "blitz" through provinces you do not control! If you enter a rival's territory, it is considered a combat move (even if there are no rival troops present!)
Research:
Over the course of the game, you may opt to spend gold researching new technologies. These advances fall into three broad categories (Military, Infrastructure, and Espionage), and it’s up to you if/when to spend money on either. Not that on the turn you GET a new advance that allows a new unit or capability, you may not begin using/building those new units until the start of your NEXT turn.
There are two ways to handle research in the game. One is to simply assign a baseline value to each research advance. If you opt for that route, then use the following costs:
Tech Level Cost
1 80
2 160
3 260
4 410
5 610
6 860
7 1200
8 1700
9 2300
10 3000
If you want a bit more of a random element in your game, use the following variant system: Each turn you may opt for one or more “rolls” toward developing a new advance. “Rolls” must be paid for in gold, and the number must be announced before they are paid for. Each roll costs you 3 gold, and gives you a d6 die-roll toward “accumulated research” Keep a running total, and when you have enough accumulated research for the advance in question, it’s yours!
These tech costs are constants for all three areas of research.
Each research area contains ten “levels” of research. Once you reach level ten in a given category, allocating money to further research in that category will yield you no additional benefit (ie - don’t do it!)
The Tech Advances: We’ll use shorthand to refer to the techs (M1, M2, M3, I1, I2, I3, E1, E2, E3), with details about what each tech advance brings with it spelled out to the side.
Military Techs:
M1 - Light Infantry become available
M2 - All Infantry-Classed Troops Gain +1 to their Attack/Defense values
M3 - Pikemen become available
M4 - Archers gain +1 on their Attack Values
M5 - Siege Engines become available
M6 - Cavalry gain + 1 on their Attack/Defense Values
M7 - Light Infantry gain the ability to issue Charge/Flank orders (they begin the game with the "Initiative" ability)
M8 - Archers gain + 1 on their Attack Values
M9 - Infantry gain +1 on their Attack/Defense Values
M10 - Infantry gain the “Initiative” special
· The “Initiative” special ability is a limited-form version of the Archer’s “First Strike” ability. During the opening round of the combat, units with “Initiative” execute their attacks during the Archer’s fire phase of the combat round. If there are units with “Initiative” on the defender’s side, they defend with their more favorable combat value (attack/defense) during the first round of combat only.
Unit-Types (all Inclusive)
Infantry 7/8/1 (15 gold)
Archers 6/x/1 (f) (20 gold)
Cavalry 8/6/2(c) (25 gold)
Light Infantry 5/4/2 (18 gold) (counts as an infantry unit for purposes of tech advances) (starts with the Initiative Special!)
Pikemen 5/10/1 (sw) (15 gold) (counts as an infantry unit for purposes of tech advances)
Siege Engines 0/0/1(neg) (20 gold)
Mercenaries 5/5/1* (10 gold) (does NOT gain the benefits of bonuses to A/D values due to tech advances)
Sw - Shield-Wall ability: Cavalry charges MAY NOT be executed against a force that contains any Pikemen, however, all losses suffered from “First Strike” units must come from the ranks of Pikemen first.
(to be continued!)
A Velocigame! (Note: This is the basic system’s Board Game Rules - Understand that greater complexity may be allowed in a possible computer version of the game)
Background: Candle’Bre is a tiny kingdom, surrounded on all sides by vast stretches of mountains. Extremely isolated, and little contact with the outside world.
Recently, the kingdom was ripped asunder....blah blah blah....murder most foul....king is dead....whole FAMILY is dead....blah blah blahbeddy blah.....kingdom on the brink of war!
Game Objectives
Should you choose to take up this quest, you goal is to become the undisputed Master of the Courts of Candle'Bre and claim the Kingdom for yourself and the faction you choose to play. This can be accomplished in one of two ways: Either by force of arms (controlling 2/3rd of the Kingdom under your banner - 40 Provinces) or by accumulating a sufficient amount of Honor during the course of the game (200 points). The road from here to there is long, and fraught with perils and pitfalls. The unwary, and those who have not the stomach for war will fall by the way. Those without guile and cunning will be cast aside in the bid for glory.
What you’ll need to play the game:
1) A map, containing 60 Provinces, representing the Kingdom of Candle’Bre. The Provinces can be of any size and configuration, so no worries there. When determining the valuation OF those provinces (how much gold they generate each turn), simply count the number of provinces that lie adjacent to the province you are valuing, multiply that number by ten, and there’s your answer! (More detailed method: To add variance, you may want to vary that by 1-3 base points (10-30 gold) and to do this, simply roll a d6 (1 or 2 = subtract 2 from this value (minimum of 1), 3 = subtract 1 from this value (minimum of 1), 4 = add 1 to the base value, 5 = add 2 to the base value, 3 = add 3 to the base value).
2) A deck of playing cards (jokers included) representing the book of fate
3) Dice d6’s (research) and d20’s (combat)
4) Units (beg, borrow and steal from existing games you might have)
5) Money (to represent gold) (Raid the Monopoly set!)
6) Counters for honor and Influence (coins, poker chips…anything will do)
7) A research chart to track your progress up the tech trees (each player will need one of these - copier paper will work)
8) Three Income Tracking Charts (Honor, Influence, Income) and markers on each, for each player (Axis and allies charts and markers would be perfect)
Order of Play:
1) Purchasing Phase (units, buildings)
2) Combat Movement
3) Combat Resolution
4) Non-Combat Movement
5) New Unit Placement
6) Diplomacy - Prisoner Exchange/Ransom
7) Draw from the Book of Fate (if desired)
8) Income Determination/Collection (Gold/Honor/Influence)
9) End Turn
Concepts you need to be familiar with to play:
1) Gold - The primary unit of currency in the game. The most pervasive and all encompassing of the three in-game resources (gold, honor, influence). Gold is, quite simply, the engine that drives your Kingdom. Note that in this game, your supply of gold is divided into two piles, one for military expenditures (including the building of new barracks, and one for "everything else." in a straight 50/50 split (in the case of odd dollar amounts, the larger amount always goes to non-military). Note that money from the "Military Expenditures" budget MAY BE TRANSFERRED to the non-military account, but money from the non-military account MAY NOT BE transferred to the military account!
2) Honor/Infamy - Your standing with the Kingdom of Candle’Bre as a whole. Just as Influence with the Church can prevent military attacks, Honor can be used to prevent Espionage against you from succeeding. Also, accumulating Honor is a viable way to win the game. Get 200 points of accumulated Honor, and you win by default. Having a negative honor value results in Infamy. Infamy, while exciting in it's own right, hurts your efforts at specific segments in the game. Specifically, players with negative honor must pay 10% higher build costs for any Provincial improvements, and pay 10% higher research costs....it's the price of freedom from all constraints!
3) Influence - Your standing with the Church. Influence over the clergy in Candle’Bre is a powerful weapon of defense and peace. With it, you can summon powerful men of the cloth to your side, utterly preventing attacks against you and your allies.
4) Neutral Provinces - At game start, many of Candle'Bre's provinces have not decided who they want to cast their lot with. You may attack these neutrals and bring them into your fold. When you launch such an attack, the defenders are all considered to be infantry for purposes of combat, and they get 1 Infantry per 10g value of the province to defend with. Neutrals cannot take prisoners, so all hits they score on you are regarded as casualties (note that an unkind opponent could play a unit card on behalf of a Neutral territory, and you might suddenly find yourself facing a LOT more than you bargained for!)
Game setup/Start:
Turn 0: Each player selects five contiguous territories to serve as his/her base of operations, and one of the five “Houses” of Candle’Bre to play. Note that each house comes with its own strengths, weaknesses, and styles of play, so select one that suits you best.
Once territories are selected, each player may gets his choice of either placing a Barracks or a Temple free (only one, and in any territory he controls). Each player then gets 100g to spend on designing his initial force (representing his House's "Standing Army" at game start). Any monies not spent on starting forces are simply added to the player's starting treasury to be spent later. Units in the player's initial force may be placed in any territory he controls without regards to provincial production limits and irregardless of the presence of a barracks! (note that "turn 0" is a special case in this regard! This represents the "setup" phase of the game, and has been designed with flexibility and maximum replayability in mind!)
Calculate each player’s Income to see where you stand. In a two player game, the player with the LESSER starting income gets one turn’s worth of his income as a bonus to help balance the start. In a multi-player game (3-5, the two players with the lowest income totals receive this bonus. After this "bonus gold" is issued, each player then collects one turn's worth of normal income and the game begins!
Roll a d6 to determine who goes first, high roll wins.
Units: At game start, the following units are available: (A/D/M) (Attack Value/Movement) (combat is handled with d20 die rolls)
Infantry 7/8/1
Archers 6/x/1(f)
Cavalry 8/6/2 (c)
Mercenaries 5/5/1 *
Notes:
f- Denotes “First Strike” Ability. Archers fire during the first “phase” of a round of combat, and losses suffered from an archer volley are removed before combat continues (such that if your opponent elects to take infantry casualties via your archer volley, the infantry who die do not get an attack roll) - Note that units with “First Strike” ability do not have a defense value. They always attack/defend using their attack values.
c- Denotes “Charge/Flank” Ability. Units executing a Charge/Flank ability may only attack “every other” combat round and have their attack values doubled for the round that they DO attack. Note that the "given up" attack must be paid in advance! Thus, cavalry cannot issue a charge on the first round of a combat! If the charge order is issued on round one, the cavalry do not attack (time spent maneuevering into position), and will be ready to attack on Tier Two (Charge/Flank Phase) of the next combat round.
* - All “normal” military units require the presence of a barracks to build troops. Not so with Mercenaries. While not quite as good as Infantry, they have the advantage of being able to be “purchased” and assigned in any Province. Note too, that Mercenaries do not gain the advantages of your investments in research. They DO, however, come with one special ability that is totally unique to them. At the beginning of any given combat round (before ANY dice are rolled), the player controlling the Mercenaries may pay a “combat bounty” (consult the table below). This combat bounty improve the fighting spirit of the Mercenary companies in your employ.
1 gold per Mercenary Company = All Mercs. Of the controlling player Get +1 on their Attack/Defense rolls this round
2 gold per Mercenary Company = All Mercs. Of the controlling player get +2 on their Attack/Defense rolls this round
Note that no more than 2g/Merc can be paid (the bonus does not extend beyond +2), and that it’s an all or nothing proposition (you either pay for all your Mercs, or none of them get the bonus). The Bounty can be re-issued each combat round.
Important Note about Mercenary Units
Because Mercenary Companies are not particularly noted for their loyalty, you may never have more mercenary units in one of your territories than you do "regular" units. If such a case should ever arise (event, assassination, or whathaveyou) then your regular forces are booted out of the province in question (sent to the nearest friendly province), and the mercenaries claim the province in question (it reverts to neutrality). Provincial builds are not harmed, but if you want the province back, you must defeat the mercenaries guarding it AND the territory's default defenders.
Others become available via research.
Combat System:
Combat occurs in rounds, and in the following order:
1) Ranged units fire (attacker/defender) (Tier One)
2) Losses are taken
3) Cavalry Flanking maneuvers/charges are performed (Tier Two)
4) Losses are taken
5) Ground troops attack (Tier Three)
6) Losses are taken
7) Option to withdraw?
8) Repeat
Note that a charging/flanking cavalry unit may only attack “every other round.” (spending the off rounds re-grouping and gaining position).
Note too that if losses are inflicted from a "higher tier" onto a lower tier ( ie - Archers inflicting losses on Infantry), then the infantry so killed DO NOT get an opportunity to return fire!
Battle continues until one side is eliminated or withdraws.
Effect of Leaders on Combat:
The Presence of a "Great Leader" on combat may vary from leader to leader (specifically in the case of leaders gained via the Book of Fate), but at a minimum, all leaders will have the following battlefield effects in common:
+1 to all attack/defense Die-rolls
Each leader may "direct the battle" to an extent. Thus, for each leader present AT a given battle, the controlling player gets 3 "counters." These counters may be "cashed in" to re-roll one die. Note that you may not cash in a counter to force an opponent to re-roll....only your own die rolling is affected.
Note too that multiple leaders on your side of the battlefield are NOT cumulative where the +1 attack/defense is concerned!
Combat:
Important Note: Regardless of any modifiers, a roll of 1 hits, and a roll of 20 always misses!
Before the dice start flying, you must specifiy HOW your forces are going to attack, and you have two choices. You may either issue a "standard attack" or a "precision strike."
In a standard attack, the dice rolling is carried out normally, per the numbers associated with each unit type. The attacker goes first, makes his rolls, and the defender chooses which units to lose as casualties (per axis and allies). Also note that if one of your attacking units rolls *eactly* the number required for a hit, the enemy unit is considered captured, not killed (which can lead to prisoner exchanges and ransoms). This applies to all unit types (for simplicity's sake!).
In a precision strike, you roll the dice normally, but half the resulting number of hits (rounding down in the case of an odd number of hits!). There are no captures in a precision strike and the rolling player may specifiy which "segment" the losses taken must come from. (IE - "My fifteen Archers are executing a Precision Strike against your cavalry massing for a charge" Dice are rolled, losses are calculated, and cav is removed). The determination may be made independently for each segment of the army (Archers, Infantry, Cav) but must be made before any dice are rolled.
Remember the following about casualties in a given round of combat:
1) Combat in this game is "multi-tiered." That is to say, First Strikers attack and resolve their damage before anybody else can act. Thus, if an archer kills an Infantry (who attacks on the third tier), then the infantry dies without ever getting to roll any dice whatsoever!
2) Cavalry CANNOT issue a charge on the first round of combat!
3) In a Standard attack, the person who loses the troops gets to decide how to divide up the losses.
4) In a Precision attack, the person doing the killing gets to decide how to divide up the losses.
Leader Captures: Because leaders are not represented by a unit on the map per se, they may not be targeted by precision strikes, nor may they be killed in rolled combat, however: if a unit containing a leader is completely destroyed or captured, the leader is considered captured by the victorious player and may be killed or held hostage, or held and killed later!
Effects of Killing a Captured Leader: First and most obvious....the leader is removed from any future consideration in the game! Second, you take a hit to your honor (-20). Third, until the end of your next turn, all your attack/defense dice are at +1 (your troops are rallied by the site of the fallen leader's blood on your sword).
Effects of Killing a Captured Unit: Yep...you guessed it. First, you take a hit to honor (-2), BUT, you also get a bounty in gold equal to half that troop's cost (dropping all fractions) as you "recycle" their arms and equipment.
Withdrawing from combat:
There is a penalty for withdrawing from combat! For every unit that withdraws, roll one die (d20). On a roll of 1-3, the unit is captured. Units not captured may withdraw normally to any adjacent friendly territory. Withdrawing from combat also carries with it a -2 Honor penalty (cowardly retreat).
A note about troop placement:
Any newly created troops MUST BE PLACED in provinces containing barracks! Note, however, that the maximum number of troops placed in a given territory on any given turn may not exceed the province value/10 (ie - a province valued at 40g per turn--base value--may field no more than 4 units on any given turn! Mercenaries are the exception to this rule. They may be hired in any province, and you may double the usual "per turn" limits (ie - in the above example, you could build four units of cav, place them in the 40g territory containing a barracks, and also hire 8 mercenaries, and place them there), so long as you end up with more regular troops than mercenaries when you are finished! (In the above example, we must assume that there are already at least five other "regular" troops present....otherwise the territory would revert to neutrality!)
Movement Rules
1) Moving into a neutral territory results in combat! Take the Province value, divide by ten, and that's how many Infantry are place on the map to defend the territory from your incursion!
2) Any time you move into a territory you do not control it is considered a combat move! Note that this specifically means you cannot move through the territory of an ally without breaking the alliance!
3) Fast units are useful in two specific ways: a) They can serve as a mobile defense platform inside your borders, moving rapidly from one theater of operation to another, and b) they can move in to attack an adjacent territory and "pull back out" during non combat movement to avoid a possible counter-attack. Note, however, that fast units may NOT "blitz" through provinces you do not control! If you enter a rival's territory, it is considered a combat move (even if there are no rival troops present!)
Research:
Over the course of the game, you may opt to spend gold researching new technologies. These advances fall into three broad categories (Military, Infrastructure, and Espionage), and it’s up to you if/when to spend money on either. Not that on the turn you GET a new advance that allows a new unit or capability, you may not begin using/building those new units until the start of your NEXT turn.
There are two ways to handle research in the game. One is to simply assign a baseline value to each research advance. If you opt for that route, then use the following costs:
Tech Level Cost
1 80
2 160
3 260
4 410
5 610
6 860
7 1200
8 1700
9 2300
10 3000
If you want a bit more of a random element in your game, use the following variant system: Each turn you may opt for one or more “rolls” toward developing a new advance. “Rolls” must be paid for in gold, and the number must be announced before they are paid for. Each roll costs you 3 gold, and gives you a d6 die-roll toward “accumulated research” Keep a running total, and when you have enough accumulated research for the advance in question, it’s yours!
These tech costs are constants for all three areas of research.
Each research area contains ten “levels” of research. Once you reach level ten in a given category, allocating money to further research in that category will yield you no additional benefit (ie - don’t do it!)
The Tech Advances: We’ll use shorthand to refer to the techs (M1, M2, M3, I1, I2, I3, E1, E2, E3), with details about what each tech advance brings with it spelled out to the side.
Military Techs:
M1 - Light Infantry become available
M2 - All Infantry-Classed Troops Gain +1 to their Attack/Defense values
M3 - Pikemen become available
M4 - Archers gain +1 on their Attack Values
M5 - Siege Engines become available
M6 - Cavalry gain + 1 on their Attack/Defense Values
M7 - Light Infantry gain the ability to issue Charge/Flank orders (they begin the game with the "Initiative" ability)
M8 - Archers gain + 1 on their Attack Values
M9 - Infantry gain +1 on their Attack/Defense Values
M10 - Infantry gain the “Initiative” special
· The “Initiative” special ability is a limited-form version of the Archer’s “First Strike” ability. During the opening round of the combat, units with “Initiative” execute their attacks during the Archer’s fire phase of the combat round. If there are units with “Initiative” on the defender’s side, they defend with their more favorable combat value (attack/defense) during the first round of combat only.
Unit-Types (all Inclusive)
Infantry 7/8/1 (15 gold)
Archers 6/x/1 (f) (20 gold)
Cavalry 8/6/2(c) (25 gold)
Light Infantry 5/4/2 (18 gold) (counts as an infantry unit for purposes of tech advances) (starts with the Initiative Special!)
Pikemen 5/10/1 (sw) (15 gold) (counts as an infantry unit for purposes of tech advances)
Siege Engines 0/0/1(neg) (20 gold)
Mercenaries 5/5/1* (10 gold) (does NOT gain the benefits of bonuses to A/D values due to tech advances)
Sw - Shield-Wall ability: Cavalry charges MAY NOT be executed against a force that contains any Pikemen, however, all losses suffered from “First Strike” units must come from the ranks of Pikemen first.
(to be continued!)
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