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Rules
: Part I
(v2.0, 25 jan 2004)
“They would come,”
echoed in his mind. Like the rhythmic flow of the tides these words
undulated through his every conscious thought. The signs of their
coming were being fulfilled daily. A fortnight ago the seagulls
had washed up on the beaches, their delicate bodies broken by the
chilled water. After an oppressive fog blanketed the shoreline and
stretched its tendrils of mist inland the seas were inexplicably
calm. The mist diffused the moonlight creating a baleful ambience.
The seas were dark, no longer did the light dance upon the breakers.
Not a wave crashed upon the rocks.
“They
would indeed come,” the words taunted him and tore at his
sanity for all reason of his being had long been erased from his
conscious. Was it the seduction of gold? Lust for immortality? Sent
by king and kinsman? Alas, he could not recall. Something whispered
in his mind, calling to him, a sensuous beckon swathed in abhorrence,
“When they come we shall be ready…”
***
“Land ho!” has been sounded. Drop anchor. Launch the
boats. Many nations have sent their forces to the shores of Briternia.
What does Briternia hold for you? Are you going to take up sword
and shield to claim Briternia for your kinsmen? Discover the mystery
of this land and ascertain the allure that it holds for all.
Overview
(Tentative)
After Tomb King Yami took control of the beastmen city, he ordered
the liche priests to move the Casket of Souls to the highest mountain
peak. Upon reaching the summit the casket was opened and the horrors
that were released wiped out all of the remaining races on the island.
Rumors and stories have returned home that the ancient king moved
his forces to the island in the middle of Briternia. He then crowned
himself Pharaoh and created a new tomb. The leaders of the various
races have sent expeditionary forces to the island to uncover the
truth of those rumors.
Setup
The map is divided into
"Provinces" of: Plains, Marshland, Forest, and Mountains.
Some provinces contain ruins.
Players
select their home province (where their capitol will be located)
from a set of predetermined locations. Each player rolls 2d6 dice
(re-roll any duplicate numbers). The player with the highest number
selects the first home province, and then the player with the next
highest number selects a home province. Continue with this process
until all the players have selected a home province.
The
player with the lowest number then selects 2 provinces that are
adjacent to their home province. Then the player with the next lowest
number selects 2 adjacent provinces. Continue with this process
until all the players have selected a home province.
Each
kingdom starts the game with a city (the capitol, which is predetermined
on the map) and one army that starts in any of the kingdom's starting
provinces. This starting army is exempt from the Armies are created
from towns, cities, and capitols rule. Each kingdom also starts
with 7,000 gold pieces in their Treasury.
Armies
Each kingdom starts the
game with one army and can add (or lose) additional armies as kingdoms
grow. Armies are created from towns, cities, and capitols. Keep
track of each army. Each
army must have a record of what provinces it has been through in
each turn, its characters, items, and army composition.
The army may only be altered if it is in a town, city or
capitol, and this action counts as creating/upgrading an army so
it will not be able to move the turn this occurs.
Magic Items must remain the same from turn to turn as well,
unless they are "swapped out" in a town or city.
This does NOT count as altering or upgrading the army (so
it can move that turn) unless it raises the army point value to
the next 500 pt level or changes army composition.
The army composition of units must also remain the same unless
it is being upgraded or changed in a town, city, or capitol.
All magic items must be available in your armory in order
to be equipped into an army.
Kingdoms
can always field a minimum of one army (1000 pts) as long as they
control at least one province. This is to allow a player who is
near death to make quick allies and try to make a come back. If,
at the end of a Campaign Turn a kingdom does not control any provinces
they utterly annihilated.
Note:
The player may come back into the campaign as a pirate force conducting
raids against other players. This will depend on how quickly the
player was eliminated. More information on this option will come
later.
Army
Restrictions
The
minimum army size is 1000 points and the maximum army size is 2000
points. NO special characters may be used, unless specified by the
campaign organizer. Each army may only include up to one character
mounted on a monstrous creature.
Armory
The
armory is the magical items, armor, talismans, enchanted items,
arcane items, and magic banners that are available to your army.
Items used from your armory cannot be duplicated in any of your
armies, i.e. your kingdom has only one of that item (only one army
can have that item). If the army containing that item is destroyed,
your kingdom does not get another one. This does not apply to common
magic items.
Monarch
Players
may use up to 400 points to create a Monarch and their items. The
Monarch will remain in the capitol and may not leave it. The Monarch
will follow Armory restrictions for magical items, armor, talismans,
enchanted items, and arcane items. The Monarch will also follow
the Army Restrictions that the army may only include up to one character
mounted on a monstrous creature (includes the capitol garrison army)
and no special characters. The Monarch is to be created after the
home province and capitols are selected. Once the Monarch is created,
they will not change through the course of the campaign. Any points
that were not spent in creating the Monarch can be added to the
capitol's garrison force. The Monarch is one additional Lord / Hero
choice to the normal amount of Lords / Heroes allowed for that army.
The Monarch will only take up one Lord / Hero choice in the army
organization chart. If the Monarch takes up more then one Lord /
Hero choice (requires additional Hero / Special / Core / Rare slots),
they will be used accordingly in the garrison / army organization
chart. This also applies to any mount they take.
Treasury
The
kingdom's treasury is where all the gold is stored. The gold can
be used for building towns, cities, to pay for raids, pay for army
support, payoff enemies, etc.
Campaign Turn Sequence
Each Campaign Turn is organized in the following phases:
-
Tally resources
-
Maintain armies
-
Create / Upgrade armies
-
Create town / Upgrade town
-
Write Orders
-
Execute Orders
-
Fight Battles
-
Aftermath
-
Raids
-
End of Turn
1. Tally Resources
Each province gives the kingdom resources points that they
may use to support their armies.
These resource points (RP) are as follows:
City (including
a Capital):
|
125 RP
/ turn |
Town:
|
75 RP / turn |
Unbuilt Territory:
|
20 RP / turn |
Razed Territory:
|
0 RP / turn |
2. Maintain Armies
Resources may be spent in the following manner. Any unused
resource points are converted to gold pieces and added to your treasury:
Maintain
an army of 500 points:
|
75 RP /
turn |
Create/Maintain an army of 1,000 points:
|
100 RP / turn |
| Create/Maintain an army of 1,500 points: |
150 RP / turn |
Create/Maintain an army of 2,000 points:
|
200 RP / turn |
3. Create / Upgrade Armies
Newly
created or upgraded armies of 1k or 1.5k must start in a town or
city. 2k armies must start in a city. To upgrade an army simply pay
the RP difference and recreate it at a higher point value. Newly
made or upgraded armies may not move the turn they are created or
upgraded. They also may not Support
other armies. While it is true that the main army may not Move
while it is sending Support, the act of Support is
considered movement.
Armies
can only be created / upgraded after all existing armies are maintained.
If your lands cannot support various armies, they will be
disbanded in the field. The army furthest away from your capitol
/ home province will be disbanded first. If 2 or more armies are
the same distance from your capitol / home province then 1 of those
armies will be selected to disband (controlling player's choice)
until the player's armies can be maintained.
4. Create town / Upgrade town
A player may only make one building action per turn. A
building action consists of building a town or upgrading a town
to a city. A town can be created for every 3 provinces a kingdom
controls. A town can be upgraded for every 6 provinces controlled.
To make any build move you must have controlled the province for
a full turn and there must not have been any combat in the province
this 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.
5. Write Orders
In each Campaign Turn, armies may be given one of the orders
listed below:
-
Raze
and Hold
-
Raze
and Move
-
Move
-
Fortify
-
Recover
-
Hold
-
Support
Note: Some armies may have special rules for movement. Players should
indicate any unusual orders when they write their orders (e.g.,
when an Orc & Goblin army moves, it may use its special Forced
March ability.)
6. Execute Orders
All players move simultaneously and must write complete orders
at the beginning of the Campaign Turn. Orders must be submitted
and received before the deadline set by the organizer. If the organizer
fails to receive orders from a player before the deadline, all of
their armies act as though they have received Hold orders. Players
should use and fill out the Order Sheet, which can be found in the
Appendix.
After all the orders are received, they are then executed in the
following order:
-
Raze
-
Move
/ Support
-
Fortify
-
Recover
-
Hold
The results of these orders are described below.
Raze
An army given the Raze order will burn crops, salt the earth,
and ruin the land for kingdoms whom seek to control it. Depending
on the army's orders it will either Hold after Razing, or attempt
to Move. If the army attempts to Move after Razing, roll a d6.
On the result of a 3+, the army may Move as normal after making
any Difficult Terrain Tests (see rules under the Move section)
or any other special test required. On a result of a 1-2, the
Raze order has taken to long to execute and the army may not Move
this turn.
Razed provinces may be controlled as normal, but do not generate
resource points for that kingdom.
Armies may Raze a province only if they have been given the orders
to do so.
Move
You may move an army into a single adjacent province. Armies
maybe move into any adjacent province regardless of border size
(even corner-to-corner map sections are considered adjacent).
If there are no enemy armies in the province, then you may control
it.
Some armies have special rules for movement (see Army-Specific
Rules). Mountains, rivers and other special terrain features may
also restrict movement. Armies may only Move if they have been
orders to do so.
Difficult Terrain
Mountains and marshes can impede the movement of armies.
When an army attempts to move into a province that contains mountains
or marshes, the controlling player must make a Difficult Terrain
Test by rolling a d6. A result of a 1 or 2 means that the army
is halted and cannot Move; scouts have failed to find a safe passage
or route. The army is treated like it has been given the Hold
orders instead. The army can attempt to Move again in the next
Campaign Turn. The result of a 3+ means the army may Move as normal.
Some special rules (discussed later) may apply to movement through
Difficult Terrain.
An army does not need to make a Difficult Terrain test if they
already own the province.
Don't Pass in the Night
When enemy armies are in adjacent provinces and both receive
orders to Move into the enemy's province the Don't Pass in the
Night rules apply. To avoid the situation where two armies pass
each other and exchanging provinces without conflict, both players
roll a d6. The higher scoring player's army may move as normal;
the lower scoring player is stationary. The battle takes place
in the province occupied by the lower scoring player's army.
An exception to this rule is made when the higher scoring player
fails a Difficult Terrain Test and cannot move. In this scenario,
the lower scoring player battles in the province occupied by the
higher scoring player. If both armies fail Difficult Terrain Tests,
then neither army moves and a battle is not fought.
Occupied Province
Each province can only support one army at a time.
Fortify
If an army is given
the Fortify order and was not in a battle the previous turn, then it may spend the turn fortifying the province.
If an army was given Fortify orders and was in a battle
the last turn, it acts as if it were given Hold orders.
Armies that are attacked in a fortified province may add 200 points
of additional core troops to their army list. In addition, armies
in a fortified province may take advantage of Defended Obstacles
(see below). It is possible for an army to Fortify a province
controlled by an ally. Razed provinces cannot be Fortified
unless they have been Recovered first.
All Fortification bonuses are lost when the Fortified army moves
away and / or when the control of the province changes. Armies
may not Fortify if they are fighting a battle. If an army was
given Fortify orders is brought to battle, it acts as if it were
given Hold orders. Armies may only Fortify a province if it has
been given orders to do so.
Defended Obstacles
When an army is defending a fortified province, generate
and place terrain as normal. After all terrain features have been
place and deployment zones chosen but before any units are placed,
the Defending player may remove any one piece of terrain from
anywhere on the table. In addition, the Defending player may roll
once (d6) on the Defended Obstacles Table to generate additional
terrain features and placed anywhere on the table.
Defended Obstacles Table (d6)
1-2 :
|
1 piece
of defenses ( defenses = 6" wall or hedge) |
3-4:
|
2 piece of defenses |
5-6:
|
3 piece of defenses |
Recover
Armies occupying Razed provinces may attempt to Recover them.
If an army is given Recover orders and is not brought to battle
by an enemy army, roll a d6. On the result of a 4+ the province
is Recovered. For each subsequent turn the army attempts to Recover
the province, the controlling player may add +1 to the dice roll.
A roll of a 1 before modification is always a fail. Once a province
Recovers, it contributes resource points and maybe Fortified as
normal. Armies may not attempt to Recover a province if they are
fighting a battle. Armies may only attempt to Recover a province
if they have been given orders to do so.
Hold
An army given Hold orders remains in place and does nothing.
When an army has not been given orders during a Campaign Turn,
it will Hold by default.
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Comments
& Suggestions: pharaoh@fighting-hellfish.com
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