By John Barnard
Above in this article I explained the background to these rules and the various articles, books and rules I have found useful in arriving at game rules for campaigns spanning decades. The following will explain the overall game rules for Decimo Fast Play. Decimo fast play is aimed at campaigns fought using paper or computers without resort to table top encounters with miniature figures etc. The rules are divided up as follows: Decimo - Creation
Decimo - Kingdom
Turn Sequence The game is based on a ten-year cycle consisting of 4 moves per year giving 40 moves in a cycle. Every five years certain checks are made with chance events determined every ten years. There are no victory conditions, just changes in land ownership and power to wage war. The game starts in the WINTER turn of the first year. EVERY YEAR WINTER
SPRING
SUMMER
AUTUMN
EVERY FIVE YEARS: In the winter every 5th year:
EVERY TEN YEARS: In the winter before every 10th year.
Geography You need to create or adopt some geography for the game. The geography needs to determine what areas exist as follows:
People First of all you need to decide how many races exist and where they live. Natural barriers will tend to define the location and extent of each race. A principle adopted in “Decimo” is that of “BLOBS” so simple presented by Steve Foster. This approach allows us to divide up our geography into areas. These areas are called “TRIBANS” in “Decimo.” Using the lie of the land and the boundaries of the races you have created, divide up the mapped areas. Each area is a “Triban” and should be named. For each TRIBAN, you should define the predominant geographic features e.g. TRIBAN: SUNYAMI: coastal, river, plain
Normally there are at most two features but there can be more. Each “Triban” is occupied by a tribe of people. The game is played between character led Tribans at first. Eventually kingdoms and then empires are created. Triban is used throughout the rules to mean Triban, Kingdom, or Empire. At the end of Decimo - Creation are rules for Kingdoms and Empires. The game can at any time comprise of Tribans of raiders or traders, kingdoms and empires all led by characters. There can also be non-character Tribans of raiders and traders. Each Triban can yield resources for its owner in terms of army units or ships. Each Triban is given an arbitrary starting value influenced by its geography. Mountains and deserts have low values, river valleys have high values. Follow these steps to determine the value of each Triban:
B. Modify for predominant features Normally a Triban would comprise one or two predominant features. The existence of river valleys & coastlines may increase this to three or in very extreme cases four features. It is best to stick with two features as a normal maximum. C. Draw a playing card for each Triban:
Coastline: Ace or King means it is a trade center +3 All Tribans: Joker means a desolated Triban Mountain/forest/desert Tribans: Spade means a desolated triban. D. Join up by the most direct route overland each trade centre: natural gaps in mountain ranges should be followed. These trade routes can pass through one Triban at a time. The exception is where a river or estuary is sensibly the trade route. Each Triban with a trade route/s gets +1 for each trade route passing through it. E. Add up the scores in A to D for each Triban. This is its basic value and equates to the number of army units that the Triban can support. Desolated Tribans retain their score but require an exceptional administrator to unlock their resources. F. For coastal Tribans, throw another 1 x average D6. G. Add this score in E. above to get the total number of ships that can be supported by the Triban in addition to its army. Example:
CPR = coastal, plain, river
CHARACTERS Each Triban starts with 3 characters which represent 3 strengths of the Triban:
Warriors Throw 1D6 to determine their starting score:
3,4,5 = 4 pts. 6 = 12 pts. Battle Honours for Warriors
Siege Honours
Administrators and Politicians Throw 1D6 for a starting score:
5 = 10 pts. 6 = 20 pts. 1 point is earned for each year of service.
Character Survival: Every 5 years test all characters for survival. 1D6.
6 = any character disappears Now roll for a new character in each case. More Decimo Campaign Rules Decimo Part 2 Decimo Part 3 Back to Table of Contents -- Lone Warrior #139 Back to Lone Warrior List of Issues Back to MagWeb Magazine List © Copyright 2002 by Solo Wargamers Association. 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 |