HOTT Campaign
on a Tea Towel

Fantasy Wargaming
with Hordes of Things

By Stuart Wilson


This game is played on a tea towel map of the world, that was part of a game, long since lost to me. The game could also be played on the map of the world as supplied in the boardgame Risk.

HOTT Campaign Rules

1) Each territory is worth 2 points - except resource territories which are worth 4 points. (this can be changed back again....)

2) To build a provinicial city costs 3 times the value of the territory the capital is built in

3) If a player loses his capital and has no provincial city he is out of the game.

4) capitals and provincial cities resist seige as per the rules - each turn is one map move (allowing relieving forces to arrive)

5) Barbarian teritories are defended by 18 + D6 armies, resource territories by 21 + D6 armies. Civilised territories are defended only by the players armies.

6) capitals and provincial cities can not be reinforced under siege

7) Battles are fought to the end.

8) Sea crossings are dangerous - a crossing costs an army D6 points. The landing area is 6 territories long designated as "north", "south" or central. Landing points are randomly determined.

9) Waste lands are centres of chaos. An army entering a centre of chaos will cause a 24 point chaos army to erupt out of the waste land at a random point. The Chaos army will randomly select a civilisation to attack and head towards it by the shortest route. A Chaos army will gain D3 points for every barbarian territory it crosses. If the shortest route takes the chaos army over another area of waste land another chaos army will erupt into being.

10) Reinforcements in the form of points arrive at either a Capital or a Provincial city. Each territory can only ever have a maximum of 27 points.

11) If a player LOSES a battle and has Provincial cities then a die is rolled for EACH Provincial city. On a "1" the city rebels and takes along with it any adjacent territories which do not have a provincial city on that territory. The area becomes an independant kingdom resource from the value of the territories involved - reconquest of the Provincial city will restore the territories to the players empire BUT destroys the Provincial city.

Independant kingdoms will remain on the defensive but a die is rolled for them each turn they remain unconquered and on a "1" - they will ally with the closest other empire and become part of that players resource.


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© Copyright 2002 by Rolfe Hedges
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