Belrood Campaign

Map-to-Tabletop System

by Chris Parker

Folio report style binder made up of 15 single sided pages including color cover, map and work sheet. This is a fictitious Mediaeval Campaign system. The author wrote these rules so as to be usable with any set of game rules with no modifications. A campaign map is included or players can self generated there own.

To quote the book, “The feudal island of Belrood has a lake, boasts 8 castles, 5 harbors, a river with 2 bridges and a variety of terrain politically divided into 6 regions of 6 shires each. Up to 8 players may take part.”

The first feature that caught my attention was an “Objective” to the campaign. A means to an end if you will. The author writes that “Goals should be set at the beginning.” A good rule that all campaigns have. Five such objectives are listed here but are not in stone. For example - Secure more than half of the castles, occupy all the shires in at least 3 regions etc. (note - One idea that crossed my mind was to have 6 hard objectives and then have each player dice for his at the start of the campaign.) The campaign has a time scale based on level of play. One strategic map move equals 6-10 tactical tabletop moves or 1 day. Weather and Random events are also a factor in the campaign. Each campaign week a chart for each is used to determine any change in the weather if you will.

For example if the campaign is in the summer there is a 80% chance that the weather will be fair and mild with a 20% chance of rain. As well as a 2% chance of the Plague where 25% of the population dies or a 3% chance of a Tornado in the summer, to good. One thing that caught my eye is the use use of different dice. 6 and 100 sided (2 d10). Players use the 100 sided dice for the events (2%, 20% etc) and the d6 to determine which shire or area the events or weather took place. There are rules for raising taxes and troops. Most are based on how many castles you own/control.

Movement is done from shire to shire and may be a move counter move or simultaneous with written orders. This part is left to the players. If units enter the same shire they reveal themselves. I assumed from the text that a flag is placed to show ownership and occupation by a force of troops but troop details only arise when two flags (forces) enter the same shire. Once encountered one side may withdraw and not give battle. Rules are given for castle defense and sieges, always fun a a must for an campaign in this period. Finally there are rules for attrition due to a lack of food and the morale advancement of troops in the field. For example an untrained mob becomes militia class after 4 battles. $9 US, add $3 for shipping outside of US. Available from the author, Al Karasa, 2214 Cloverdale Drive, Fallston, MD 21047 or belgate@juno.com www.alsbooks.com

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