by Victor Schmidt
HOW THE RULES ARE ORGANIZEDThe game runs on a few simple procedures and exceptions to these. The rules are organized to give you these procedures first, and then you can deal with the exceptions on a case-by-case basis. The basic game gives you the procedures, the Advanced Game gives you the exceptions and elaborations. Finally there is an "optional" game encompassing the world which further elaborates the system, but is in no way essential or necessary. It just depends on how much work you want. MAPThe map is a modified area movement game. It is divided up into eight "regions." These regions are designated by a number and are divided up into ten areas which are also numbered. The first digit of any area is the number of the region it is in. Thus 12 is the second area in the first region. The regions are delineated by color. These regions do not correspond to countries. They are areas of significant differences. Weather, ethnic sentiment, etc. All areas of the same region are the same general terrain type.
There is the Northern Wastes (which are not numbered) and finally there are two bodies of water, The Ocean Blue, and the Bay of Turhan, which we use for sea movement. Most important of all the areas however, are the twelve cities. Ten of these cities are also Fortresses. The possession of these give great benefits to the player. SET UPThere are ten players in the game. Each player is the "King" of a country. He starts the game with a fortress under his control. There are no geographic "countries," nor should players define a "country" as a region. A player's "Country" is largely what he controls, or wishes to control. Even the players starting fortress is in no way indispensible. He may have at the end of the game a completely different fortress under his control. Concept notes: The game is a political, military, social, and religious game set on a mythical world in a period analogous to our own early 17th century. This was the era of terribly destructive wars, rebellions, interstate rivalries, and religious strife. It was also a period of state-building, and a time when the modern "nations" of Europe emerged. It was an age of unbridled brutality, fear, and uncertainty. Huge professional mercenary armies crossed and re-crossed Europe clashing with each other in immense and bloody battles. These forces, owing no particular loyalty to crown or nation (indeed, the idea "nation" did not exist yet) plundered, massacred, and raped those hapless peasants and townspeople that fell into their hands if they were not paid promptly, and sometimes even when they were! In the Thirty Years War, for example, Germany was devastated and reduced (by some estimates) to a quarter of its prewar population; its economy was in ruins. Yet, for all the destructiveness of war, and the wish of all, rulers and ruled, princes and peasants, even soldiers and generals, none was able to effect a peace, until1, by mid-century exhaustion had reduced all the participants to impotence. Yet to be fair it was also an age of rapid technological development, scientific learning, philosophical speculation, and artistic expression. Much of our music, many of the works of art that crowd our museum, the religions that we practice, and the laws we live by and the governments we establish, have their roots in this period. ARMIES and BRIGADESThe game is a vehicle to have battles in a campaign, string these battles together, and provide a means of interaction between the players. Economics and social forces are painted in broad strokes. As was noted above, it was armies that everyone was interested in, at the time, and armies, as our basic playing pieces, and what we will be primarily concerned with, is where we begin. There are two types of land major units in the game, ARMIES and BRIGADES, we call these major units to distinguish them from the table top units (of which armies and brigades are made up) for our battles. Armies are large all-purpose forces, and brigades are smaller, specialized formations. In a single area there can never be more than two units at a time, only one of which can be an army. This means you can have one brigade, two brigades, one army, or one army and one brigade in an area at any time. At no time can you have two armies in an area. At no time can forces of opposing countries be in the same area. The rules often refer to some combination of these as a "force" or "forces." All forces of all countries are classed as "opposing forces." Movement and battle may call for armies to be broken down into two brigades. A player may chose which brigades it breaks down into. An army may VOLUNTARILY break down into two brigades, but it cannot be re-assembled from two brigades. Note that two brigades equals four general officers and 14 units, while an army has 5 general officers and 24 units. You will see that breaking down always results in a net loss of efficiency. Armies are universally of the same type and consist of the following units:
Brigades are specific by type and are composed as follows:
MOVEMENT ON THE MAPOn land areas a force can move from any area into any adjacent area. At the end of movement, each army and brigade in a force must make an attrition roll for the terrain in the area it finishes its move in.This attrition roll is shown in the small round "bullet" under the name of the region. All areas of the same region have the same attrition roll, except for cities, and all cities are identical regardless of region.
The only exception to the above rules are Wagon Brigades, which NEVER roll for attrition. If a unit scores less than or equal to the roll, the unit is "degraded." Brigades which are degraded become INDEPENDENT COMMANDS and are not controlled by any player. They remain in place in the area. Regardless of the area and the terrain, Independent Commands NEVER roll for attrition! An army that is degraded now becomes two brigades of the players choice, but they remain under his command. A force may not enter The Northern Wastes, the Amana Range, an ocean area (either on the Bay of Turhan, or the Ocean Blue) nor can they enter an area if they must cross a river line (The Gallowine and the Mealy River) unless there is a bridge linking the two. (A road runs between the two provinces). Nor can they enter the Outer Bounds or the Outastates. MOVING INTO AREAS WITH INDEPENDENTCOMMANDS IN THEMIf a force moves into an area with Independent commands, no battle is fought, however after the movement is completed (and attrition rolled for the moving units), all remaining units over two are eliminated, with independent commands being removed first. MOVING INTO AREAS WITH ENEMY FORCES IN THEMAn enemy force is any non-independent command force not owned by the player. All forces therefore are enemy forces. A force cannot MOVE into an area with enemy forces in it - he must attack it. If he wishes to do this the two commanders take the forces and go to the table top battle (See the appropriate section for transferring the map to the battle). Once the battle is over, if the person who attacked lost he remains in his original area, and the defender retains the area the battle was fought in. If the attacker won, he takes the area and forces the loser to retire to the adjacent area of his (the attacker's) choice. Brigades (even two of them) cannot attack an army. They can only attack other brigades. While players may be allies and work together during the game, their forces can never be in the same area. At the end of the battle, ALL forces of BOTH winner and loser are degraded. If a force has a Supply Brigade with it, it may avoid degrading of the other unit in the force by eliminating the supply unit. the WINNER of the battle may avoid degrading for all his units in the area if it elects to SACK the area. The area is now sacked, but the force is untouched and not degraded. Forces can only be retreated to an area free of enemy troops. If there is no such area, the forces are eliminated. Independent Brigades are not classed as enemy troops. If a force is moved into such an area, the brigades are immediately eliminated just as if it was a normal movement (but no attrition roll is made). FORTRESSESTen of the twelve cities are fortresses. Forces in an area which is a fortress cannot be attacked in battle at all (but units in an open city can be attacked normally). If one of the units in a fortress area is an army, the force cannot be attacked in battle or siege. It is simply too strong! All other combinations of brigades (regardless of type, or if of Independent command) can be attacked. A fortress with NO forces in it can be taken without siege or battle. You simply move in and occupy it. A fortress with one or two brigades in it can be besieged. In order to lay siege to a fortress you must have an army, or at least one artillery brigade. Each turn you besiege a fortress roll one D6: SIEGE
2- Fortress taken- besieged brigades moved to friendly city immediately. If no such city then to any area adjacent to the fortress in the same region free of enemy troops. If none, then the brigades are eliminated. For the besieger, one unit of owners choice degraded. 3- Fortress holds but one besieging brigade and one besieged brigade degraded. (Each side chooses his own). 4-5-6- One besieging brigade is degraded. If the only forces left in a fortress are independent brigades, the fortress DOES NOT fall. The Brigades must be besieged and eliminated and the fortress taken. A player who takes a fortress may sack the fortress. However it is now in all ways like a sacked province and does not function as a fortress any more, nor does it have any special benefits. (If it should become un-sacked, it will regain its special benefits. Sacking of course will prevent the besieger from being degraded. CARD OR CHART
2- Fortress holds - but one besieged brigade degraded. 3- Fortress holds but one besieging brigade and one besieged brigade degraded. (Each side chooses his own). 4- No effect 5- One besieging unit degraded 6- Two besieging units degraded. ECONOMICSEach turn a player who owns a city collects 50,000 ducats. A player may spend this on any of the following, each of which costs 50,000 ducats:
B. Combine two brigades of any type into one army at a fortress (unsacked) you control.(Thus, in effect an army costs 150,000 ducats). C. Hire up to two independent commands in any one area to your side (up to two) and UN-DEGRADE them, AND if there are two of them, (if you wish) to combine them into an army. D. Un-sack one area, restoring it to all its former abilities. Any ducats unspent in a turn are LOST! You cannot stockpile money. At the start of the game a player can chose two special units of any type which he wishes to be part of any army he builds in the game. These must be chosen for the army when it is created and cannot be changed. If the army is degraded, these units are lost, but if the army is reconstituted again from two brigades a new unit can be chosen. 1. Siege Guns- Siege guns have no battlefield usage. In the campaign, an army with a siege gun reduces any siege roll by one. Rolls less than 1 remain 1. A SIX however remains a six! 2. Very Heavy Artillery- Functions exactly as heavy artillery except that units it negates the benefit defensive terrain gives the defender. That is, troops can be fired on as if they were in the open. 3. Horse Artillery- A horse artillery battery is the same as a light artillery piece, however it CAN move in Long Move. 4. Marksmen- May fire on an officer within range. A one or two and the officer must roll as if he had been used in combat. 5. Guard Infantry- (5-5-5-2 B D) and or Guard Cavalry (5-5-5-0) - Simply units with very high ability scores. 6. Wagonburg A unit of four heavily armed and armored wagons which can be drawn up in a protective circle or square to shield troops inside. These have abilities of 0-0-5-2-B D 7. Double Regiment - Can Rally a broken markers down to disorganized. Can be either infantry or cavalry (2-2-3-2 B D) or cavalry (3-2-4-0). If however they receive a second broken marker while broken, they are eliminated normally. 8. Engineers- You can deploy ON ANY SET PIECE BATTLE three redoubt or fortifications one measure long, or six obstacles one measure long. 9. Cadre- You may have five additional General officers, rated exactly as the present army's officers are rated. 10. Fanatics- A normal infantry or cavalry regiment, however it NEVER requires a die roll to charge if unbroken, it always automatically makes the charge. If the unit is broken, it loses this power. 11. Terror Weapon- Any weapon (Elephants, or especially fierce, brutal, or uncivilized foes, or elite formations that will force any enemy they charge, or charging them to roll twice to see if they stand in melee or carry through the charge (whichever it is). If the unit is broken it loses this power. Terror weapons cannot charge other terror weapons (professional courtesy). 12. Horse Archers- Light Cavalry (4 0 1 1 B D) or Heavy Cavalry (3 2 1 1 B D) that functions as a normal unit except it can move AND fire in one turn. BRIGADES AND SPECIAL PROPERTIESCavalry Movement- A force composed entirely of Cavalry brigades (light or heavy) can move TWO areas in a turn provided the first area they enter is unoccupied or occupied only by friendly forces. They do not have to make an attrition roll for this area, only for the area they end their movement in. They may not enter or move through areas with enemy forces in them, but they may attack them. Once they have attacked and the battle has taken place, they cannot continue moving. Road Movement- A player who has a force in an area that has a road running through it can move any distance along that road. He may not enter any area with an enemy force, or an Independent command. If he enters an area with a city that has no brigade in it, he must stop in the area. He does not have to roll attrition for any area he passes through, but he must roll for the area he eventually stops in. He may attack an enemy force in battle which is on the road, but win or lose, the road movement ends with the battle. Sea Movement- There are eight cities which are ports. Three of them are on the inner sea, the rest are on the outer ocean. On any turn a player who has a port can move one unit (Army or Brigade) from that port to any coastal area on the sea the port fronts on, or from any coastal area to that port. Obviously units at ports on the Inland seas cannot move to areas on the outer ocean. A player may ONLY move to another port if he controls that port. If he does control that port he can move TWO units to that port on the same move. A player with two ports could move two units, three ports, three units and so forth. Fleets- If a player has a fleet in port on the ocean where sea movement is taking place, he may order his fleet to sail to "block" or "blockade" the movement. If the enemy force making the movement also has a fleet he may order his fleet to intercept. If he has no fleet or chooses not to intercept, the movement cannot take place. Players may fight out fleet actions according to the naval rules, or they may simply use the table below. If a fleet is being besieged in a port city, it can sail away to any other friendly port at any time, even after a player has made a successful siege roll. This will save the fleet from any degradation or ill effects, but not from giving up the port (if there are no other units there). If there are other units they must abide by the results of the siege roll. A fleet must always end its move in a port. ADVANCED ECONOMICSIn addition to the basic economics players may pay 50,000 ducats and combine one artillery brigade and one supply brigade into a fleet. BLOCKADING FLEETSD6: Result 1: Intercepting fleet defeats blockading fleet. Blockading fleet degraded and returned to port. Blockading fleet degraded to a wagon brigade and an artillery brigade. Intercepting fleet returns to port and movement takes place. 2: Intercepting fleet defeats blockading fleet. Both fleets degraded and returned to port. Both are degraded to an artillery brigade and a wagon brigade. Movement takes place. 3: Blockading fleet fails to locate convoy. Move takes place. 4: Intercepting fleet fails to find blockading fleet Move does not take place. 5: Blockading fleet defeats intercepting fleet. Both fleets degraded and returned to port. Movement doe not take place. Both fleets reduced to Wagon Brigade and artillery brigade. 6: Blockading fleet defeats intercepting fleet. Intercepting fleet degraded to wagon brigade and an artillery brigade and returned to port. Blockading fleet returns to port. Movement does not take place.' CITY ABILITIESIn addition to its normal ability to give 50,000 ducats to the player, Each city on the map has a SPECIAL POWER which its owner may avail himself of, INSTEAD OF COLLECTING HIS 50,000 DUCATS. 00 Fortunoff- This city is a fabulously wealthy place and produces 100,000 ducats per turn. 09 Bergdorf- This city is the haven of the pirates. On any turn on which a player brings in a Plate Fleet, you roll one dice. a 1,2, or 3 and the proceeds from the convoy are yours. OR you can sack any coastal province on the outer-sea that is unoccupied OR you can, if you roll a 1,2, or 3 , attempt to use the Pirate Fleet to Intercept a sea move just like a normal fleet. 60 Port Salut- This city controls the wide, deep, and navigable Mealy river. Movement between areas separated by the Mealy is not normally possible except where a bridge crosses the river. However, the player who controls the city of Port Salut can move his units across the river at any time, even if there is no bridge. Further, he can DENY the movement of other forces across bridges so long as one of the units in the force making the move is not any army or an artillery brigade. Further, he may move FROM any area touched by the Mealy to any area touched by the Mealy by traveling up and down the river, however, he may NOT pass by any area which has an enemy army or artillery brigade in it. He may attack any force touched by any area of the Mealy. 50 Cardor- Cordor is a huge fortress which joins a long, high, formidable wall which stretches from the Bay of Turhan to the Ocean Blue called THE PLIMSOLE LINE- The player who controls Cardor controls the Plimsole Line.The Plimsole line itself is PERMANENTLY SACKED AREA! It can never be unsacked. Because a player must be in the Plimsole line to besiege Cordor, he in effect is operating in the worst conditions. Also Cordor is the most powerful citadel in the world. Any force making a siege roll against it must roll on the following table. 14- Orlon- Because of its central Position and no access to the sea, Orlon has no colonial possessions. It therefore has great credit with the native and foreign peoples in the Outastates and the Out of Bounds, as it poses no threat to them. On any turn It can attempt to use the native troops to attack any settlement or other native force in play not under his control.In addition, Also, it control the armies in the native kingdoms with cities. These armies can be used within the lands to attack settlements or to make war on other native kingdoms. Orlon has developed a magazine system for its troops. If it has a supply brigade with any force, after a battle, if they win the battle, the force is not degraded nor is the supply wagon lost. 30. Salhepatica- Has a diplomatic service that is without peer. It may make useful alliances with other players. To make an alliance the players need simply agree. The player who owns Salhepatica can cancel the alliance at any time. Other players may cancel the alliance at the start of their turn only. Any player allied with the player who controls Salhepatica can enter and move through any area with that players troops in it without having to attack. If there is space they can even stand and defend against an attack. Also, any player allied with Salhepatica can do the same with any other player allied with Salhepatica. If allied with Salhepatica, allied units in a hex may combine to make an attack, but only during the turn of the Salhepatican player. If the Pope interdicts the Salhepatican power, allied units must leave the area. 34. Lollapalooza- Lallapalooza is an open town. It needs no fortifications, as it has a fanatical patriotic militia that defends it. The player who owns the town has an army and a brigade which can move to or attack any area adjacent to any of the mountainous areas of the Amana Range. He cannot do this on two consecutive turns. If Lollapalooza itself is attacked, the army and brigade ALWAYS is available. 52. Port Evinrude- Has long held favored diplomatic relations with THE GREAT KHAN. Each turn he may pay 50,000 ducats and intrigue with the Khan. Roll 1 dice.
2- The player may have two brigades of the Great Khan attack any force within three areas of the Northern Wastes. 3- The player may sack any three areas within three areas of the Northern Wastes. 4- The player may sack any area within three areas of the Northern Wastes. 5-6 The player is not able to influence the Khan. 25 Zweibacken- The player who controls Cardor has control of the Calvinist International, a group of subversives, agent provocateurs, and religious fanatics. the like in every corner of the world. This manifests itself in a guerilla movement which he can use in any non-city province. On any turn he may in any NON CITY AREA- order the guerrillas to raid an enemy force, forcing it to make an attrition roll (EVEN IF IT HAS A WAGON TRAIN. ) Or he may build a brigade of any type in any non-fortress area of the world. 58 Flotsam and Jestsam - GRENZERS This city is the focus of a system of paramilitary peoples and groups in a militia organization. The player who owns this city can add, when he is in a battle, to any force he controls in the region "The Geographic Expression," one brigade of insurgents. In effect he can have THREE units in a force at a battle. He cannot have the Grenzers appear alone. The insurgent brigade consists of three regiments of shot, one of light cavalry, one of Dragoons, and three general officers (3,2,1) 50- Labanza - This city controls the Pope and can interdict any one POWER on any turn. 59 Rio By the Sea O - This city has an excellent administrative and government system. After a battle it can pay 50,000 ducats and prevent its force from being degraded. WORLD-WIDE OPTIONThis age was also one of world-wide, serious colonial expansion. New worlds were discovered and fabulously wealthy trade routes to east were opened up and all that stuff. However it must be noted that at this time European colonial expansion could only be viewed as extractive, not annexive. European powers, and even colonists did not think in terms of political control or dominating large areas, but rather establishing trading posts, factories, and way stations and settling a small community of Europeans around them. These colonies were there to act as collection points for trade and riches, which would be shipped to Europe rather than to acquire, organize, settle, and incorporate land. Native peoples were dealt with as their ability to resist dictated. Small European forces could not hope to compete with the armies of the states of Mughal India, Ming or Manchu China, or Samurai infested Japan. Thus the local political regimes in these countries were accepted. Against the Indians of America it once again depended on the tribe. Against the much more disorganized and primitive peoples of Africa real political inroads could be made. But this was all in the future. A major impediment to European expansion was simple time and distance. It takes a huge amount of space to transport colonists and their stuff, and enough supplies and equipment to make a colony, and the return is not high or speedy. Transportation was scarce and limited and so cargoes of trade was much more lucrative. MAP The areas 80 to 99 are the various areas in the outer lands. These areas function just as normal land areas with the exception that they are ALWAYS rated as SACKED for troops of the players. Movement on the map is as normal, from area to area. The small red "tepees" are sites for trading posts. The shields or weapons represent local tribal influence. Each different type of shield represents a different native political entity. There are four major cities in the areas, these represent major political powers rather than mere disorganized natives. UNITS Units are as normal. Units of minor native powers (shields and weapons) are as the insurgent brigades in the special rules on cities. Major cities can field armies just like European powers, or you can make different armies and orders of battle to reflect these native states. A good way to use figures from your middle ages collection or colonial games. OCCUPATION A player may occupy a tepee site with one brigade of any type. He then can convert this to a trading post. The brigade is removed. Additional brigades may be left at the sight to garrison it. An enemy brigade that moves onto an un-garrisoned trading post, eliminates it (but he does not capture it, he has to set up his own trading post on the site). FORTS A player may pay 50,000 ducats and create a fort at a trading post. Forts cannot be attacked by Native troops from tribal entities. However they can be attacked by "European" armies and brigades, alone or in conjunction with native troops. Native Kingdoms (those entities with cities) may attack trading posts with forts as if the fort does not exist. DEALING WITH NATIVES A player who has a trading post in a locale with a native political tribe or kingdom can deal with it. To deal with it, roll one dice.
2. Player may have two native brigades to attack any enemy trading post/ garrison in any area under control of that tribe/kingdom. 3. Player may have one native brigade to attack any enemy trading post/ garrison in any area under control of that tribe/kingdom. 4/5 Negotiations are inconclusive. 6. Player angers Native tribes/kingdoms. One trading post destroyed. DEALING WITH NATIVE KINGDOMS If a player has a trading post in any area under control of a native KINGDOM he may pay 50,000 ducats and roll on the following chart.
2. That Kingdom prevents ALL other trading posts on the continent from functioning for this turn. 3. That Kingdom now under his control. He automatically gains a plate fleet on a roll of anything but a 6. 4/5 Negotiations are inconclusive. 6. Player angers king. One trading post destroyed. ECONOMICS In the game the objective of players is to monopolize the trade relations of an area.In the game. The aim of a player is to acquire "plate-fleets" or treasure fleets which he can move back to a home port and gain money for. Each plate fleet gives the player 50,000 ducats. A player may attempt to create a plate fleet each turn. A plate fleet can only be created at a Trading post ( the small red tepees" on the coastal areas). A player rolls one die. On a 1 a plate fleet is created. For each trading post on the same continent he adds one point to the range that will create a plate fleet. For example, if he has 2 trading posts, a 1 or a 2 would create a fleet, 3 and a 1,2, or 3 would create one and so on. He cannot ever create a plate fleet automatically. A 6 is always a failure. A player, in order to collect the money, must move the plate fleet to a port controlled by him just the same as in naval movement. If another player captures the fleet he gains the money. Jumbo Gloria's Mundi Campaign Map (extremely slow: 519K) Back to Table of Contents -- Courier #79 To Courier List of Issues To MagWeb Master Magazine List © Copyright 2000 by The Courier Publishing Company. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |