“Decimo”
Part 1

People, Peace, and War

By John Barnard

Raiders & Traders

Each triban is categorized as either a raider or a trader. Raider Tribans do not lie on a trade route or possess a trade centre. They will tend to try and control trader Tribans or even other raider Tribans. These raider Tribans are led by their warrior character.

Trader Tribans tend to preserve their trading position and will defend it vigorously. They may even make war to dominate trade centres and routes. Trader Tribans are led by their administrator or political character.

Peace

The peaceful state of relations between Tribans is determined using the Diplomacy rules.

When at peace:

    (20+) Exceptional Administrators earn:
      1 point per trade route to a peaceful neighbor.
      2 points per trade centre owned.

    For each strong ally (0) both parties earn 1 trade card each in that year.

War

The warring state of relations between Tribans is determined using the diplomacy rules.

When at war:

Reliable politicians (15+) can try and avert or cause war to their Triban’s advantage if they throw 1, 2, or 3 on a 1D6. This allows them +/-1 on the Diplomacy score as appropriate.

Exceptional Politicians (20+) add or subtract 1 to the Diplomacy score in all cases on a 1, 2, or 3 throw of a 1D6.

Diplomacy

1. Relationships: Diplomacy Scores

Peaceful:

    0 Strong allies always assist.
    1 Good allies mostly assist (not in spades)
    2 Fair Allies probably assist (not on spades/clubs)
    3 Neutral
    4 Neutral

Roll 1D6 AV for starting score

    Warlike: 5 Unfriendly
    6 Provocative
    7 War

2. During wars draw a playing card for all participants every winter. Otherwise test every 5 years.

    Spade +1 on relationship score
    Heart -1 on relationship score
    Club or Heart no change
    Politicians Exceptional +/- if 1D6 - 1, 2, 3

3. When war is declared determine how allies react to both sides.

    Allies
      0-2 Friendly (F)
      3-4 Neutral (N)
      5-7 Hostile (H)

Reactions

    FF Triban is allied to both parties - will attempt to bring peace
    FH Allied to one and either hostile or neutral to the other
    FN then fights alter score to 7
    HN
    NN Triban is either (N) or (H) to both parties
    HH ignores conflict

4. Terminating Wars

In winter phase draw a card for each side (exclude allies). Results is +/- victories/defeats that year +/- score as above. Any score less than 7 means that party seeks peace, relationship score is reduced. Allies also reduce their score to same value.

The score is further modified by Triban status.

    Both raiders = +1
    Raider & trader = +1
    Both traders = 0
    Politicians reliable +/- 1 if 1D6 = 1, 2, 3, war only
    Politicians exceptional +/- 1 if 1D6 = 1, 2, 3

5. When terminating a war, the Triban offers peace throws 1D6:

    1: Marriage agreement to enemies advantage. -1 on diplomacy score.
    2: Marriage plus hostages. -1 on diplomacy score.
    3: Give 1 or 2 trade cards, incurring blight if necessary.
    4: Give 3 to 6 trade cards, incurring blight if necessary.
    5: Give nearest Triban to enemy independent rule OR 1 or 2 trade cards per annum, incurring blight if necessary.
    6: Give nearest Triban to enemy as a tributary OR 3 to 6 trade cards per annum, incurring blight if necessary.

6. Each succeeding year Tribans add to their diplomacy score.

    +1 for loss of Triban or payment of tribute.
    +2 if blight is being accumulated.

For one off trade card tribute payments:

    +1 for the following year diplomacy score only.

7. Starting a War

The invading or attacking Triban draws a playing card. This represents their initiative. ACE = 1 and represents a strong initiative to do something, KING at 13 is the opposite.

Compare this with Triban’s army strength in units. If it is higher consult the “Fail” column in table 1. If it is lower or equal to the army strength, consult the succeed column instead.

This process is repeated for the defending Triban using Table 2.

Where allies participate, their numbers can be added to the Army strength as follows on a 1D6 die throw.

ALLY 15+ Reliable Politician 20+ Exceptional Politician
Strong 4, 5, 6 Automatic
Good 5, 6 3, 4, 5, 6
Fair 6 4, 5, 6

8. Invaders & Attackers Actions

TABLE 1
Situation Army Unit
Element Strength
Action
Fail Succeed
1. Standing a siege 7+ Continue to stand siege Do battle
1 - 6 Retreat Continue to stand siege
2. Enemy Threat to a home Triban 7+ Move to home Triban & stand siege Move to home Triban & do battle
1 - 6 Move to capital Triban Move to home Triban & stand siege
3. Any other situation 7+Remain at current location “Invade enemy”
1 - 6 Move to nearest home Triban if in foreign territory Move to nearest home Triban if in foreign territory

If a Triban is at war with 2 or more Tribans and can invade enemy, use the following priorities to decide where the attack falls:

    1. Enemy threatening capital Triban.
    2. Enemy threatening a home Triban.
    3. Enemy threatening adjacent allies.
    4. Nearest enemy army.
    5. Enemy army with fewest elements (including enemy allies).
    6. Enemy with fewest allies.
    7. Dice for it.

Threatening means besieging.
Nearest enemy means number of Tribans away. For sea travel, double count Triban spaces to be traveled.

TABLE 2
Situation Army Unit
Element Strength
Action
Fail by 3+ Fail by 1 or 2 Succeed
1. Army present at invaded Triban 7+ Retreat Stand Siege Do Battle
1 - 6 Retreat Retreat Stand Siege
2. Army not at invaded Triban 7+ Hold current location Advance & stand siege Advance & do battle
1 - 6 Hold current location Hold current location Advance & stand siege

NOTES FOR TABLES 1 OR 2

    Move: Move if possible even if destination cannot be reached this turn.
    Triban: Means the geographic area which supports a number of units and is a movement space.
    Invade: Use most direct route.
    Retreat: Retreat to a friendly Triban if possible; if not, stand siege.
      1D6 for leaving a capital
      1, 2, 3 stand siege
      4, 5 retreat taking all trade cards
      6 flee abandoning trade cards

    Home: Triban making up original Triban lands.
    Army Unit Element Strength: Only regular units count. This rule does not apply in Civil Wars.

More Decimo Campaign Rules

Decimo Part 2

Decimo Part 3


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