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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

        1. Tally resource
        2. Maintain armies
        3. New/Upgrade Armies
        4. Move & Battle
        5. 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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