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The Rules
(updated
19 oct 2003)
MAP
The map is divided into areas of lands called “Provinces”.
Province types are Standard, Marshland, Forest, and Mountains. Some
contain ruins.
SET-UP
Each player rolls 2d6 to determine the order of placement (re-roll
ties). Players take turns placing their Capital Cities. Capitals
may not be placed on ruins or within 3 provinces of another Capital.
Starting with the last player to place their capital, players then
chose two additional provinces that border their capital. One they
may build a town on to start.
CAPITAL
The Capital is the location of the Monarch, Treasury, and Armory.
Monarch |
Players may use up to 400 pts. to create a Monarch
and his/her items. Mounts may be used. Special Characters may
not be used. |
Treasury |
Each player begins the game with 10,000 gold pieces. |
Armory
|
Each player may use up to 1,000 points for their magic items
in their armory. This does not include the Monarch’s items.
Note: Only common magic items can be repeated. All magic
items given to armies in the field must come from the armory. |
SEQUENCE
-
Tally resource
-
Maintain armies
-
New/Upgrade Armies
-
Move & Battle
-
Create new Town/Cities
MAINTENANCE
Each province gives the kingdom resources points that they may use
to support their armies. These resource points (RPs) are as follows:
City (including a Capital)
|
125 RP / turn |
Town |
75 RP / turn |
Territory |
20 RP / turn |
Resources may be spent in the following manner:
Maintain an army of 500 points
|
75 RP / turn |
Create/Maintain an army of 1,000 pts
|
100 RP / turn |
Create/Maintain an army of 1,500 pts
|
150 RP / turn |
Create/Maintain an army of 2,000 pts
|
200 RP / turn |
-
Newly created or upgraded armies of 1k or 1.5k
must start in a town or city., such armies of 2k must start
in a city.
-
To upgrade an army simply pay the RP difference
and let it rest in a town or city one full turn (ie. it may
not have moved or been in battle this turn)
-
To reinforce a damaged army back to it’s
starting size, you must pay its maintenance cost and let it
rest in a town or city one full turn.
-
Before any new armies or upgrades are done,
all armies must be maintained. Only if your lands do not support
them will armies be disbanded in the field.
NEW TOWNS & CITIES
A player may only make one building action per turn. A new town
may be built in any of the kingdom’s territories that does
not already contain a town or city and has not had an enemy army
in the province this turn. To build a city, the same conditions
apply except that a city must be upgraded from a pre-existing town.
To make either build costs 1,000 gold pieces. To convert a captured
town or city costs 500 g.p. or 1,000 g.p. respectively and does
not count toward the one build per turn limit. (see: of conquest
& destroying)
MOVEMENT
Armies may move into a province that it borders. Only 1 army may
peacefully occupy a province. If two armies from allied kingdoms
attempt to enter the same province they can either decide who occupies
it, or roll a d6. If two unallied armies enter the same province
a battle will take place.
Support: if two armies both border the province to be moved
into, then one of the armies may ‘support’ the other
army into the province. An army may also support an army which is
‘holding’ instead of moving. The army that does the
supporting may not move this turn. If it is attacked, the support
does not take place. If a battle takes place in the province the
army is moving to, the supporting army may send a 500 pt. detachment
into the province to assist the other army. The detachment force
may not have more characters, specials or rare choices than it has
core choices. The support army is assumed to return to its army
and original location after the battle is over. Treat this support
army as separate for determining post-battle results (see post-combat).
Mountain Passes: Finding your way through mountains is difficult.
To move from one province into a mountainous province roll a d6:
a roll of a 1 or 2 means no path was discovered and the army does
not move this turn. Next turn they may move into that province without
rolling. Since Towns and Cities are accessible to the outside world,
no roll is required if moving into a mountain province that contains
a Town or City. The exception to this is Dwarven Towns and Cities
which are underground, with no obvious roads, so a roll is still
required.
COMBAT
When two unallied armies occupy the same province, a combat occurs.
If both armies move into the province at the same time, then roll
for set up and first turn as normal. If one was supported and the
opponent was not, the supported army has +1 to chose sides, and
the unsupported army has +1 to go first. These are cumulative with
any other modifier. If an army did not move and is attacked, it
is considered the defender and gets +1 to chose sides. If combat
occurs in a home province, these conditions apply:
Territory |
No advantage |
Town |
1 piece of defenses |
City |
2 pieces of defenses and artillery* up to 100 pts |
Capital |
2 pieces of defenses & artillery* up to 200 pts.
Plus the Monarch may choose to assist. |
*Chaos armies may take catapults or bolt throwers.
If a home province is attacked but there is no army to defend it,
the Kingdom’s inhabitants will do their best to defend their
lands as follows:
Territory |
Your defenseless citizens bravely switch allegiances! |
Town |
750 point garrison, no rare, 1 hero max, 1 defenses |
City |
1000 point garrison, 1 rare max, 2 defenses |
Capital |
2000 point garrison, 2 rare max, 2 defenses, Monarch |
Provinces that are attacked and have no army to help defend may
always chose placement sides for the battle.
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