420 AD Grand Campaign
Posted: Tue Apr 10, 2018 7:26 pm
Introduction
The campaign is designed to roughly represent the situation of the Mediterranean and the Eastern world in 420 AD and aimed to focus the attentions of the players on FoG II battles to be played in an historical scenario.
The purpose of the game is to strengthen the Stability, the Prestige and the Incomes of a nation by:
- erecting Urban Architectures, Religious Buildings or Commercial Structures,
- implementing Fiscal Measures,
- realizing Fortifications and Military Assets,
and then launching Land, Amphibious or Independent Attacks, intended to defeat other players in large sized battles to conquer as much provinces as possible as well as the maximum numbers of victory points.
To speed up the game, if the players agree, dice rolls will be carried out using a dice roll generator instead of using the much more slow and complicated system of allocating each player to a different wheel of the Italian Lottery and having to wait its drawings (this, of course, should imply that the players have to trust the game master in driving such process).
The 6 nations in the game (Vandals, Romans, Huns, Sassanids, Hephtalites and Kushans) will be assigned taking possibly care of the preferences of every player.
Mode of Play
The campaign foresees 6 turns, in order to give each player the chance of starting as first at least one time in the game. Every player will be allowed to make how many actions per turn as his finances permit but having no more than one land (or amphibious) attack and one independent or external attack running simultaneously.
At the beginning of the game a roll of dice will determine which player will start as first and the other will follow in alphabetical order per nation (for example player D will start, followed by E, F, G, H, A, B and C. During the second turn player E will start, followed by F, G, H, A, B, C and D, and so on).
Then cards will be drawn and random events determined for every player at the beginning of each turn, while players will announce their move on the thread, following the appropriate order.
Each turn is scheduled to last between 3 and 4 weeks and in order to accomplish this goal:
- battles will end when one of the player’s army rout threshold reaches 45%,
- players are required to play with regularity.
If some problem arises that prevents a gamer from playing he is requested to make it clear on the thread in order to let the other players be informed. In this case a temporary time-out may be allowed for the entire campaign if the battle in which the player is involved was already begun while, otherwise, he could be substituted for that single battle or else the game should be played by his opponent in solo mode on empire difficulty.
If the problem persist the player will be definitively substituted and the unfinished matches will be attributed to his opponents.
Nations & Provinces
In the game there are 6 nations: Hephtalites (purple), Huns (brown), Kushans (pink), Romans (red), Sassanids (green) and Vandals (yellow), as well as many independent provinces (light brown).
External provinces (dark grey) are out of the game.
Each nation owns at the beginning of the game a different number of provinces, with one Capital province, marked with an asterisk on the map.
Provinces are divided between land provinces and maritime provinces wich, though not adjacent, are anyway linked via a sea-route on the map (represented with a black line) that allows an amphibious attack.
The Capital provinces cannot be conquered
- until all the other nation’s provinces are fallen,
- and anyway not before the beginning of the 6th turn,
which allows players with less provinces to remain in the game for at least 6 turns also if having lost their little territory.
Independent provinces can be conquered by any adjacent player and, in order to allow players to confront each other using different armies, they may also be used as the starting point of attacks led against other players (also if located on the other end of the map), using the specific army of the province.
In this last case, the eventual victory in battle will transform the opponent’s province in an independent province which, from that moment, will use it specific army.
External provinces are out of the game being not liable to become the target of any kind of attacks.
Every nation fights with his own specific army:
Kushans (Kushan 130 BC-476 AD)
Hephtalites (Hephtalites 350-570 AD),
Huns (Hunnic Western 376-454 AD),
Romans (Roman 425-492 AD),
Sassanids (Sassanid Persian 224-476 AD),
Vandals (Germanic Horse Tribes 260-492 AD).
Every Independent and External province fights with his specific army, as listed apart.
The starting map is showed in the next template.
Stability Level
Every nation has its own Stability Level that will be influenced during the game by the construction of Religious Buildings, the implementation of Fiscal Measures and the outcome of battles and random events.
At the beginning of the campaign each nation has a Stability Level of 6.
If the Stability Level lowers to level 3 the Prestige Level will decrease of 1 level and the player won’t be able to launch independent or external attacks.
If the Stability Level lowers to level 2 the Prestige Level will decrease of another level and the player won’t be able to launch any attack but only to defend its provinces.
If the Stability Level lowers to level 1 the nation will crumble apart and all his provinces will become independent.
Each Stability Level earn 1 Victory Point at the end of the game.
Prestige Level
Every nation has its own Prestige Level that will be influenced during the game by the fluctuation of Stability Levels, the construction of Urban Architectures or Resources and the outcome of battles and Random Events.
At the beginning of the campaign each nation has a Prestige Level of 6.
The raising of the Prestige Level to 11 increases the costs of independent attacks launched by other players.
If the Prestige Level lowers to level 1 the Stability Level will decrease of 1 level.
Each Prestige Level earns 1 Victory Point at the end of the game.
Incomes
The amount of incomes in talents determines how many actions a nation is allowed to make per turn as follows:
50-100t ½ action
150-200t 1 action
250-300t 1 ½ actions
350-400t 2 actions
450-500t 2 ½ actions
550-600t 3 actions
650-700t 3 ½ actions
750 and more 4 actions
At the beginning of the game each nation has incomes of 450 talents, that will be influenced during the game by the construction of Commercial Structures and the outcome of battles and random events.
If, during the game, incomes fall to 0t a budget deficit arises and the player will suffer the loss of 2 Stability Levels.
Army
Every nation has its own Army, whose initial strength is fixed in 1600 pts. but will vary after any single battle:
- being enhanced of 30 pts. for every victory, up to a maximum of 1720 pts.,
- being reduced of 30 pts. for every loss, down to a minimum of 1480 pts..
Order of Play
The sequence of play foresees:
- the drawing of cards,
- the verification of Random Events (at the 2nd, 4th and 6th turn),
- the movement of armies and navies, the making of Actions and trading of Cards by the player in the correct oder.
Cards
Cards affect the game giving players distinct abilities that could help them in reaching their goals.
At the beginning of each turn a dice roll determines which Card will be drawn for each player.
Players are allowed:
- to play the Cards at their turn but,
- to keep them in hand until the opportunity arises to use them properly,
- to put them on trade (they will remain “on the table” until the turn goes back to the same players unless another player has traded them with another Card of his own).
The effects of every card and random events will always take immediately place.
The Cards are the following:
1-10 Local Insurrection allows the owner to launch a battle against another player’s border
province using his same army. The owner of the Cards won’t be affected by the outcome of the battle that will apply to the attacked player, included the loss of the province, becoming independent, in the case of defeat
11-20 Spy allows the owner to steal a card from the hand of the designed player
21-30 Chancellor gives the owner 1 bonus action
31-40 Diplomat allows the owner to subjugate 1 independent province without fighting
and gaining the usual bonus of +50t or to impose a 2 turn truce to another
player
41-45 Traitor allows the owner to conquer 1 province of another nation bordering with
his nation without fighting and gaining the usual bonus of +50t
46-50 Assassin allows the owner to destroy 1 Spy, Chancellor, Diplomat or Traitor Card in
the hand of another player
51-55 Bodyguard allows the owner to prevent the effect of an Assassin card when played
during another player’s turn
56-60 Naval Technology gives the owner 20 pt. in a naval encounter
61-65 Ambush allows the owner to launch an escort baggage train battle
66-75 Reinforcements allows the owner to add 50 pts. to his army during a single battle
76-90 Mercenaries allows the owner to replenish of 20 pts. the ranks of a depleted army
(under of 1600 pts.) paying 25t
91-100 Scouts allows the owner to determine the terrain of a battle
Naval Technology, Reinforcements and Scouts cards can be played not only during the turn of the owner but also when challenged in battle by another player.
Random Events
At the beginning of the 2nd, 4th and 6th turn a dice roll will be used to determine what Random Event is going to happen in every nation.
The numbers will determine the events and the consequent effects as follows:
1-10 / Riots / -1 stability level
11-20 / Political Scandal / -1 prestige level
21-30 / Famine / -1 action
31–40 / Plague / -50t
41-50 / Earthquake / the highest religious building destroyed or downgraded
51-60 / Food Distributions / +1 stability level
61-70 / Philosophers at court / +1 prestige level
71-80 / Adminstrative Reforms / +1 action
81-90 / Agrarian Improvements / +50t
91-100 / Commercial Efforts / commercial structures built (if not still present) or upgraded
Actions
Actions consist in the construction of Architectures (civilized nation) or Urban Infrastractures (barbarian nation), Religious Buildings, Commercial Structures, Fortifications and Military Assets and in the making of different kind of Attacks and Covert Operations.
The effects of actions will take immediately place, saved the fact that they will not be liable to influence:
- the outcome of an attack already launched during that same turn against the player,
- to authorize the player to launch an attack otherwise impossible.
(So, for example, if someone is the 3rd player and the 2nd has attacked him, his Provincial Levy action won't influence the size of the army in that battle but, if the 5th player will launch another attack against him, he will have the possibility of using the effects of the Provincial Levy. In the same situation if the 2nd player build a fleet during his turn he will not be authorized to immediately launch an amphibious attack vs the 3rd player, but the same fleet will be liable to defend the province in the case of an attack by the 5th player).
Architectures (civilized nation) or Urban Infrastracture (barbarian nation)
These kind of buildings enhance the nation’s prestige level.
The highest levels of these buildings also gives the player some victory points.
½ action / Gymnasia - Hamlets / 1 Prestige Level
1 action / Theatres - Villages / 2 Prestige Levels
1 action / Baths - Oppida / 2 Prestige Levels
1 ½ actions / Academies - Boroughs / 3 Prestige Levels + 1 Victory Point
2 actions / Royal Palace - Towns / 4 Prestige Levels + 2Victory Points
*To build Theatres a player needs to own Gymnasia and so on.
Religious Buildings
These kind of buildings enhance the nation’s stability level.
The highest levels of these buildings also gives the player some victory points.
½ action / Shrines / 1 Stability Level
1 action / Temples / 2 Stability Levels
1 ½ actions / Sanctuaries / 3 Stability Levels +1 Victory Point
2 actions / Templar Complexes / 4 Stability Levels + 2 Victory Points
*To build Temples a player needs to own Shrines and so on.
Commercial Structures
These kind of buildings enhance the nation’s incomes.
1 action / Bridges / +100t of incomes
1 action / Roads / +100t of incomes
1 action / Markets / +100t of incomes
1 action / Merchant’s Quarters / +100t of incomes
*To build Roads a player needs to own Bridges and so on.
Fiscal Measures
Every player may influence his stability level by acting on his available action or vice versa, implementing fiscal measures.
With a Tax Exemption a player may obtain the enhancement of 1 Stability Level using ½ action.
With a Tax Increase a player may obtain ½ additional action lowering 1 Stability Level.
Fortifications
These kind of buildings enhance the nation’s capability of enduring enemy attacks, giving a defeated player the chance of avoiding the loss of a province by allowing his army to retire inside the main provincial city and sustain a siege.
The outcome of the siege will be decided by a dice draw as shown below.
The capture of the city will mean the consequent destruction of the fortifications and the conquest of the province.
Each fortification earn to the player 1 Victory Point at the end of the game if still present.
½ actions / Ramparts / 1-30 siege failure, 31-100 siege success / + 1 Victory Point
1 action / Walls / 1-50 siege failure, 51-100 siege success / + 1 Victory Point
1 ½ actions / Great Walls / 1-70 siege failure, 71-100 siege success / + 1 VPoint
Fortifications can't be built when a province is under attack.
*To build Walls a player needs to own Ramparts and so on.
Military Assets
These kind of resources enable the players to sustain their strategical aims in a world of rival powers.
Barracks
Barracks enables a nation to make Provincial Levies.
Their constructions costs 2 actions.
Barracks earn to the player 1 Victory Point at the end of the game.
Siege Trains
Siege Trains help an attacker in overcoming the presence of fortifications during a siege.
Every player may build up a Siege Train using ½ action and then declare when launching an attack if he wants to use it or not.
If it is used and the army loses a battle or is unsuccessful in a siege the asset will be destroyed.
The presence of a Siege Train lowers the effect of fortifications of 20.
Fleets
Fleets play their role in the game enabling to launch amphibious attacks between maritime provinces, linked via a sea-route on the map (a black line) and sustaining naval encounters.
Players may outfit a fleet in every of their maritime provinces using ½ action.
Independent provinces don’t own Fleets.
Fleets don't move, can't be built when a province is under attack and will be automatically destroyed after a lost battle or as soon as the nation loses the maritime province where it is located.
Each Fleet earns 1 Victory Point at the end of the game if still present.
Military Actions
Provincial Levy
With a Provincial Levy a player may replenish of 40 pts. the ranks of a depleted army (under of 1600 pts.).
A Provincial Levy costs 1 action.
Attacks
Every attack must be launched from a specified province (starting point) and has to reach an adjacent one.
If a province owned by the player is already under attack it won’t be liable to become a starting point.
A province used as the starting point of an attack won't be liable to be the target of another attack neither will suffer the effect of Local Insurrection and Traitor cards.
If an enemy or independent province is already under the attack of another player it won’t be liable to become the target of a new attack in the same turn.
It is forbidden to reiterate an attack against the same province by the same player during the next turn.
Attacks are divided between Land Attacks and Amphibious Attacks.
With a Land Attack a player may strike any enemy or independent province that borders with his own on the map using his army
A Land Attack costs 1 action.
With an Amphibious Attack a player may strike by sea an enemy or independent province that isn’t adjacent on the map, when the two provinces are linked with a sea route and the attacker owns a fleet.
An amphibious attack costs 1 ½ actions and can only be launched from a province owned by the player.
If the targeted province is defended by a fleet, a naval encounter will occur, whose outcome will be decided with a dice roll.
If the defender gets the overall upper number or there is a draw the amphibious attack will abort.
If the attacker gets the overall upper number the FoG battle will also ensue.
The player losing the naval encounter will have his fleet wrecked.
When a draw is achieved both fleets will survive.
Covert Operations
This kind of action reflects the ability of a nation to sign diplomatic agreement with other political actors in order to influence them to attack other countries, supplying them with money and advisors.
Independent Attacks
A player may choose any independent province as a starting point of an attack against opponents that don’t border with his territory, using the specific army of that province (see the list of provinces and armies).
An independent attack costs ½ action but it may raise to 1 action if the defender nation has a prestige level of 11 or more.
The army of the independent province will invariably have a size of 1600 pts.
Battles
Any attack will be resolved with a substantially large sized battle (large armies and a wide map, save the effects of wins, losses and Levies on the size of armies) on pot luck terrain.
The attacker is free to determine what kind of battle to launch choosing between open battles, flank marches or remove the head.
Remove the Head module battle will be played without any house rule.
The hunnic, hephtalites or sassanid player, only if attacked, may force the opponent who leads an army that's not included in the same aforementioned hosts to play an escort baggage train module with him as the attacker.
To obtain this a dice roll will occurr to determine if they succeed in the option having a failure with a 1-4 result and a success with a 5 or 6.
When an independent province is attacked the task of commanding its troops will be assigned to another player, not already engaged in leading another defending independent army, following an alphabetical order.
Battles will be won:
- when a player has routed at least 40% of the enemy without losing more than 15% of his own army,
- when a player has routed 45% of the enemy army, regardless of his own losses.
In this last case a battle will end when 45% or more units will be routed at the beginning of a player's turn, i.e. when a player opens up his game, while if either side will have 45% of their troops routed by that time then the game will be a tie.
A draw will occur when neither army reaches the aforementioned accomplishments.
If there has been no close combat between non lights troops in the first 6 turns the attackers will be allowed to call off his attack and the match will be considered a draw.
When the battle ends with a draw or a tie the attacking player (when leading his own army and not an independent one) will earn 25t for ravaging the country, while the defender (when defending his homeland) will loose the same amount of money.
A victory in nation vs nation battes, either as attacker or defender, earns to the winner 1 Stability Level, 1 Prestige Level, 1 Victory point and an enhancement of the army of 30 pts.
A defeat in nation vs nation battes, either as attacker of defender costs to the looser 1 Stability Level, 1 Prestige Level and a lowering of the army of 30 pts.
A province will be conquered after a victory of the attacker, save the effects generated by fortifications and siege trains, earning to the winner 2 more Victory Points and 50t and costing to the looser 50t.
A victory in nation vs indepedent provinces battles as attacker earns to the winner 1 Stability Level, 1 Prestige Level, 1 Victory point and an enhancement of the army of 30 pts.
A defeat in nation vs independent battes as attacker costs to the looser 1 Stability Level, 1 Prestige Level and a lowering of the army of 30 pts.
A victory in nation vs indepedent provinces battles as defender earns the winner 1 Victory Points.
A defeat in nation vs indepedent provinces battles as defender doesn't have any cost for the looser.
A province will be conquered after a victory of the attacker, save the effects generated by fortifications and siege trains, earning to the winner 2 more Victory Points and 50t and costing to the looser 50t.
A victory in independent province vs nation battles as attacker earns to the winner 1 Prestige Level and 1 Victory point, while a defeat costs the loosers 1 Prestige Level.
A victory in independent province vs nation battles as defender earns to the winner 1 Stability Level, 1 Prestige Level, 1 Victory point and an enhancement of the army of 30 pts, while a defeat costs the loosers 1 Stability Level, 1 Prestige Level and a lowering of the army of 30 pts.
The province will become independent after a victory of the attacker, save the effects generated by fortifications, costing to the looser 50t.
The province will remain in the ownership of the defender in the case of an attacker’s defeat.
Naval Battles
If both players owns "Mare Nostrum" they can agree to directly resolve an amphibious attack with a naval battle, set on large size, with the defender selecting the map and the wind. The winner will conquer or retain the ownership of the targeted province (save the effects of fortifications) while, in the case of a draw, the attacker will have to retreat.
The effects of a naval battle are the same of a land battle, with the only difference that the future fleet size won't be influenced by a victory or a loss and that a loss will involve the destruction of the fleet.
Withdrawal
The defender has the chance to refuse battle, leaving the attacked province in the hand of the enemy without a fight. The conquest of the province will be rewarded with the usual 2 Victory Points and 50t.
If the province is fortificated a siege will ensue that will be decided per the normal rules.
Victory Points and winning conditions
Victory Points represent the results achieved by a nation and are collected by a player during the game as the effect of:
- constructing Architectures or Urban Infrastructures, Religious Buildings, Fortifications, Barracks and Fleets,
- winning battles,
- enhancing or lowering the Stability Level and Prestige Level of his nation.
The player that at the end of the campaign will have the greater number of Victory Points will win the game.
If two or more players will have the same number of Victory Points, the player with the greater amount of Incomes will prevail.
Otherwise all these players will be declared winners “ex aequo”.
The campaign is designed to roughly represent the situation of the Mediterranean and the Eastern world in 420 AD and aimed to focus the attentions of the players on FoG II battles to be played in an historical scenario.
The purpose of the game is to strengthen the Stability, the Prestige and the Incomes of a nation by:
- erecting Urban Architectures, Religious Buildings or Commercial Structures,
- implementing Fiscal Measures,
- realizing Fortifications and Military Assets,
and then launching Land, Amphibious or Independent Attacks, intended to defeat other players in large sized battles to conquer as much provinces as possible as well as the maximum numbers of victory points.
To speed up the game, if the players agree, dice rolls will be carried out using a dice roll generator instead of using the much more slow and complicated system of allocating each player to a different wheel of the Italian Lottery and having to wait its drawings (this, of course, should imply that the players have to trust the game master in driving such process).
The 6 nations in the game (Vandals, Romans, Huns, Sassanids, Hephtalites and Kushans) will be assigned taking possibly care of the preferences of every player.
Mode of Play
The campaign foresees 6 turns, in order to give each player the chance of starting as first at least one time in the game. Every player will be allowed to make how many actions per turn as his finances permit but having no more than one land (or amphibious) attack and one independent or external attack running simultaneously.
At the beginning of the game a roll of dice will determine which player will start as first and the other will follow in alphabetical order per nation (for example player D will start, followed by E, F, G, H, A, B and C. During the second turn player E will start, followed by F, G, H, A, B, C and D, and so on).
Then cards will be drawn and random events determined for every player at the beginning of each turn, while players will announce their move on the thread, following the appropriate order.
Each turn is scheduled to last between 3 and 4 weeks and in order to accomplish this goal:
- battles will end when one of the player’s army rout threshold reaches 45%,
- players are required to play with regularity.
If some problem arises that prevents a gamer from playing he is requested to make it clear on the thread in order to let the other players be informed. In this case a temporary time-out may be allowed for the entire campaign if the battle in which the player is involved was already begun while, otherwise, he could be substituted for that single battle or else the game should be played by his opponent in solo mode on empire difficulty.
If the problem persist the player will be definitively substituted and the unfinished matches will be attributed to his opponents.
Nations & Provinces
In the game there are 6 nations: Hephtalites (purple), Huns (brown), Kushans (pink), Romans (red), Sassanids (green) and Vandals (yellow), as well as many independent provinces (light brown).
External provinces (dark grey) are out of the game.
Each nation owns at the beginning of the game a different number of provinces, with one Capital province, marked with an asterisk on the map.
Provinces are divided between land provinces and maritime provinces wich, though not adjacent, are anyway linked via a sea-route on the map (represented with a black line) that allows an amphibious attack.
The Capital provinces cannot be conquered
- until all the other nation’s provinces are fallen,
- and anyway not before the beginning of the 6th turn,
which allows players with less provinces to remain in the game for at least 6 turns also if having lost their little territory.
Independent provinces can be conquered by any adjacent player and, in order to allow players to confront each other using different armies, they may also be used as the starting point of attacks led against other players (also if located on the other end of the map), using the specific army of the province.
In this last case, the eventual victory in battle will transform the opponent’s province in an independent province which, from that moment, will use it specific army.
External provinces are out of the game being not liable to become the target of any kind of attacks.
Every nation fights with his own specific army:
Kushans (Kushan 130 BC-476 AD)
Hephtalites (Hephtalites 350-570 AD),
Huns (Hunnic Western 376-454 AD),
Romans (Roman 425-492 AD),
Sassanids (Sassanid Persian 224-476 AD),
Vandals (Germanic Horse Tribes 260-492 AD).
Every Independent and External province fights with his specific army, as listed apart.
The starting map is showed in the next template.
Stability Level
Every nation has its own Stability Level that will be influenced during the game by the construction of Religious Buildings, the implementation of Fiscal Measures and the outcome of battles and random events.
At the beginning of the campaign each nation has a Stability Level of 6.
If the Stability Level lowers to level 3 the Prestige Level will decrease of 1 level and the player won’t be able to launch independent or external attacks.
If the Stability Level lowers to level 2 the Prestige Level will decrease of another level and the player won’t be able to launch any attack but only to defend its provinces.
If the Stability Level lowers to level 1 the nation will crumble apart and all his provinces will become independent.
Each Stability Level earn 1 Victory Point at the end of the game.
Prestige Level
Every nation has its own Prestige Level that will be influenced during the game by the fluctuation of Stability Levels, the construction of Urban Architectures or Resources and the outcome of battles and Random Events.
At the beginning of the campaign each nation has a Prestige Level of 6.
The raising of the Prestige Level to 11 increases the costs of independent attacks launched by other players.
If the Prestige Level lowers to level 1 the Stability Level will decrease of 1 level.
Each Prestige Level earns 1 Victory Point at the end of the game.
Incomes
The amount of incomes in talents determines how many actions a nation is allowed to make per turn as follows:
50-100t ½ action
150-200t 1 action
250-300t 1 ½ actions
350-400t 2 actions
450-500t 2 ½ actions
550-600t 3 actions
650-700t 3 ½ actions
750 and more 4 actions
At the beginning of the game each nation has incomes of 450 talents, that will be influenced during the game by the construction of Commercial Structures and the outcome of battles and random events.
If, during the game, incomes fall to 0t a budget deficit arises and the player will suffer the loss of 2 Stability Levels.
Army
Every nation has its own Army, whose initial strength is fixed in 1600 pts. but will vary after any single battle:
- being enhanced of 30 pts. for every victory, up to a maximum of 1720 pts.,
- being reduced of 30 pts. for every loss, down to a minimum of 1480 pts..
Order of Play
The sequence of play foresees:
- the drawing of cards,
- the verification of Random Events (at the 2nd, 4th and 6th turn),
- the movement of armies and navies, the making of Actions and trading of Cards by the player in the correct oder.
Cards
Cards affect the game giving players distinct abilities that could help them in reaching their goals.
At the beginning of each turn a dice roll determines which Card will be drawn for each player.
Players are allowed:
- to play the Cards at their turn but,
- to keep them in hand until the opportunity arises to use them properly,
- to put them on trade (they will remain “on the table” until the turn goes back to the same players unless another player has traded them with another Card of his own).
The effects of every card and random events will always take immediately place.
The Cards are the following:
1-10 Local Insurrection allows the owner to launch a battle against another player’s border
province using his same army. The owner of the Cards won’t be affected by the outcome of the battle that will apply to the attacked player, included the loss of the province, becoming independent, in the case of defeat
11-20 Spy allows the owner to steal a card from the hand of the designed player
21-30 Chancellor gives the owner 1 bonus action
31-40 Diplomat allows the owner to subjugate 1 independent province without fighting
and gaining the usual bonus of +50t or to impose a 2 turn truce to another
player
41-45 Traitor allows the owner to conquer 1 province of another nation bordering with
his nation without fighting and gaining the usual bonus of +50t
46-50 Assassin allows the owner to destroy 1 Spy, Chancellor, Diplomat or Traitor Card in
the hand of another player
51-55 Bodyguard allows the owner to prevent the effect of an Assassin card when played
during another player’s turn
56-60 Naval Technology gives the owner 20 pt. in a naval encounter
61-65 Ambush allows the owner to launch an escort baggage train battle
66-75 Reinforcements allows the owner to add 50 pts. to his army during a single battle
76-90 Mercenaries allows the owner to replenish of 20 pts. the ranks of a depleted army
(under of 1600 pts.) paying 25t
91-100 Scouts allows the owner to determine the terrain of a battle
Naval Technology, Reinforcements and Scouts cards can be played not only during the turn of the owner but also when challenged in battle by another player.
Random Events
At the beginning of the 2nd, 4th and 6th turn a dice roll will be used to determine what Random Event is going to happen in every nation.
The numbers will determine the events and the consequent effects as follows:
1-10 / Riots / -1 stability level
11-20 / Political Scandal / -1 prestige level
21-30 / Famine / -1 action
31–40 / Plague / -50t
41-50 / Earthquake / the highest religious building destroyed or downgraded
51-60 / Food Distributions / +1 stability level
61-70 / Philosophers at court / +1 prestige level
71-80 / Adminstrative Reforms / +1 action
81-90 / Agrarian Improvements / +50t
91-100 / Commercial Efforts / commercial structures built (if not still present) or upgraded
Actions
Actions consist in the construction of Architectures (civilized nation) or Urban Infrastractures (barbarian nation), Religious Buildings, Commercial Structures, Fortifications and Military Assets and in the making of different kind of Attacks and Covert Operations.
The effects of actions will take immediately place, saved the fact that they will not be liable to influence:
- the outcome of an attack already launched during that same turn against the player,
- to authorize the player to launch an attack otherwise impossible.
(So, for example, if someone is the 3rd player and the 2nd has attacked him, his Provincial Levy action won't influence the size of the army in that battle but, if the 5th player will launch another attack against him, he will have the possibility of using the effects of the Provincial Levy. In the same situation if the 2nd player build a fleet during his turn he will not be authorized to immediately launch an amphibious attack vs the 3rd player, but the same fleet will be liable to defend the province in the case of an attack by the 5th player).
Architectures (civilized nation) or Urban Infrastracture (barbarian nation)
These kind of buildings enhance the nation’s prestige level.
The highest levels of these buildings also gives the player some victory points.
½ action / Gymnasia - Hamlets / 1 Prestige Level
1 action / Theatres - Villages / 2 Prestige Levels
1 action / Baths - Oppida / 2 Prestige Levels
1 ½ actions / Academies - Boroughs / 3 Prestige Levels + 1 Victory Point
2 actions / Royal Palace - Towns / 4 Prestige Levels + 2Victory Points
*To build Theatres a player needs to own Gymnasia and so on.
Religious Buildings
These kind of buildings enhance the nation’s stability level.
The highest levels of these buildings also gives the player some victory points.
½ action / Shrines / 1 Stability Level
1 action / Temples / 2 Stability Levels
1 ½ actions / Sanctuaries / 3 Stability Levels +1 Victory Point
2 actions / Templar Complexes / 4 Stability Levels + 2 Victory Points
*To build Temples a player needs to own Shrines and so on.
Commercial Structures
These kind of buildings enhance the nation’s incomes.
1 action / Bridges / +100t of incomes
1 action / Roads / +100t of incomes
1 action / Markets / +100t of incomes
1 action / Merchant’s Quarters / +100t of incomes
*To build Roads a player needs to own Bridges and so on.
Fiscal Measures
Every player may influence his stability level by acting on his available action or vice versa, implementing fiscal measures.
With a Tax Exemption a player may obtain the enhancement of 1 Stability Level using ½ action.
With a Tax Increase a player may obtain ½ additional action lowering 1 Stability Level.
Fortifications
These kind of buildings enhance the nation’s capability of enduring enemy attacks, giving a defeated player the chance of avoiding the loss of a province by allowing his army to retire inside the main provincial city and sustain a siege.
The outcome of the siege will be decided by a dice draw as shown below.
The capture of the city will mean the consequent destruction of the fortifications and the conquest of the province.
Each fortification earn to the player 1 Victory Point at the end of the game if still present.
½ actions / Ramparts / 1-30 siege failure, 31-100 siege success / + 1 Victory Point
1 action / Walls / 1-50 siege failure, 51-100 siege success / + 1 Victory Point
1 ½ actions / Great Walls / 1-70 siege failure, 71-100 siege success / + 1 VPoint
Fortifications can't be built when a province is under attack.
*To build Walls a player needs to own Ramparts and so on.
Military Assets
These kind of resources enable the players to sustain their strategical aims in a world of rival powers.
Barracks
Barracks enables a nation to make Provincial Levies.
Their constructions costs 2 actions.
Barracks earn to the player 1 Victory Point at the end of the game.
Siege Trains
Siege Trains help an attacker in overcoming the presence of fortifications during a siege.
Every player may build up a Siege Train using ½ action and then declare when launching an attack if he wants to use it or not.
If it is used and the army loses a battle or is unsuccessful in a siege the asset will be destroyed.
The presence of a Siege Train lowers the effect of fortifications of 20.
Fleets
Fleets play their role in the game enabling to launch amphibious attacks between maritime provinces, linked via a sea-route on the map (a black line) and sustaining naval encounters.
Players may outfit a fleet in every of their maritime provinces using ½ action.
Independent provinces don’t own Fleets.
Fleets don't move, can't be built when a province is under attack and will be automatically destroyed after a lost battle or as soon as the nation loses the maritime province where it is located.
Each Fleet earns 1 Victory Point at the end of the game if still present.
Military Actions
Provincial Levy
With a Provincial Levy a player may replenish of 40 pts. the ranks of a depleted army (under of 1600 pts.).
A Provincial Levy costs 1 action.
Attacks
Every attack must be launched from a specified province (starting point) and has to reach an adjacent one.
If a province owned by the player is already under attack it won’t be liable to become a starting point.
A province used as the starting point of an attack won't be liable to be the target of another attack neither will suffer the effect of Local Insurrection and Traitor cards.
If an enemy or independent province is already under the attack of another player it won’t be liable to become the target of a new attack in the same turn.
It is forbidden to reiterate an attack against the same province by the same player during the next turn.
Attacks are divided between Land Attacks and Amphibious Attacks.
With a Land Attack a player may strike any enemy or independent province that borders with his own on the map using his army
A Land Attack costs 1 action.
With an Amphibious Attack a player may strike by sea an enemy or independent province that isn’t adjacent on the map, when the two provinces are linked with a sea route and the attacker owns a fleet.
An amphibious attack costs 1 ½ actions and can only be launched from a province owned by the player.
If the targeted province is defended by a fleet, a naval encounter will occur, whose outcome will be decided with a dice roll.
If the defender gets the overall upper number or there is a draw the amphibious attack will abort.
If the attacker gets the overall upper number the FoG battle will also ensue.
The player losing the naval encounter will have his fleet wrecked.
When a draw is achieved both fleets will survive.
Covert Operations
This kind of action reflects the ability of a nation to sign diplomatic agreement with other political actors in order to influence them to attack other countries, supplying them with money and advisors.
Independent Attacks
A player may choose any independent province as a starting point of an attack against opponents that don’t border with his territory, using the specific army of that province (see the list of provinces and armies).
An independent attack costs ½ action but it may raise to 1 action if the defender nation has a prestige level of 11 or more.
The army of the independent province will invariably have a size of 1600 pts.
Battles
Any attack will be resolved with a substantially large sized battle (large armies and a wide map, save the effects of wins, losses and Levies on the size of armies) on pot luck terrain.
The attacker is free to determine what kind of battle to launch choosing between open battles, flank marches or remove the head.
Remove the Head module battle will be played without any house rule.
The hunnic, hephtalites or sassanid player, only if attacked, may force the opponent who leads an army that's not included in the same aforementioned hosts to play an escort baggage train module with him as the attacker.
To obtain this a dice roll will occurr to determine if they succeed in the option having a failure with a 1-4 result and a success with a 5 or 6.
When an independent province is attacked the task of commanding its troops will be assigned to another player, not already engaged in leading another defending independent army, following an alphabetical order.
Battles will be won:
- when a player has routed at least 40% of the enemy without losing more than 15% of his own army,
- when a player has routed 45% of the enemy army, regardless of his own losses.
In this last case a battle will end when 45% or more units will be routed at the beginning of a player's turn, i.e. when a player opens up his game, while if either side will have 45% of their troops routed by that time then the game will be a tie.
A draw will occur when neither army reaches the aforementioned accomplishments.
If there has been no close combat between non lights troops in the first 6 turns the attackers will be allowed to call off his attack and the match will be considered a draw.
When the battle ends with a draw or a tie the attacking player (when leading his own army and not an independent one) will earn 25t for ravaging the country, while the defender (when defending his homeland) will loose the same amount of money.
A victory in nation vs nation battes, either as attacker or defender, earns to the winner 1 Stability Level, 1 Prestige Level, 1 Victory point and an enhancement of the army of 30 pts.
A defeat in nation vs nation battes, either as attacker of defender costs to the looser 1 Stability Level, 1 Prestige Level and a lowering of the army of 30 pts.
A province will be conquered after a victory of the attacker, save the effects generated by fortifications and siege trains, earning to the winner 2 more Victory Points and 50t and costing to the looser 50t.
A victory in nation vs indepedent provinces battles as attacker earns to the winner 1 Stability Level, 1 Prestige Level, 1 Victory point and an enhancement of the army of 30 pts.
A defeat in nation vs independent battes as attacker costs to the looser 1 Stability Level, 1 Prestige Level and a lowering of the army of 30 pts.
A victory in nation vs indepedent provinces battles as defender earns the winner 1 Victory Points.
A defeat in nation vs indepedent provinces battles as defender doesn't have any cost for the looser.
A province will be conquered after a victory of the attacker, save the effects generated by fortifications and siege trains, earning to the winner 2 more Victory Points and 50t and costing to the looser 50t.
A victory in independent province vs nation battles as attacker earns to the winner 1 Prestige Level and 1 Victory point, while a defeat costs the loosers 1 Prestige Level.
A victory in independent province vs nation battles as defender earns to the winner 1 Stability Level, 1 Prestige Level, 1 Victory point and an enhancement of the army of 30 pts, while a defeat costs the loosers 1 Stability Level, 1 Prestige Level and a lowering of the army of 30 pts.
The province will become independent after a victory of the attacker, save the effects generated by fortifications, costing to the looser 50t.
The province will remain in the ownership of the defender in the case of an attacker’s defeat.
Naval Battles
If both players owns "Mare Nostrum" they can agree to directly resolve an amphibious attack with a naval battle, set on large size, with the defender selecting the map and the wind. The winner will conquer or retain the ownership of the targeted province (save the effects of fortifications) while, in the case of a draw, the attacker will have to retreat.
The effects of a naval battle are the same of a land battle, with the only difference that the future fleet size won't be influenced by a victory or a loss and that a loss will involve the destruction of the fleet.
Withdrawal
The defender has the chance to refuse battle, leaving the attacked province in the hand of the enemy without a fight. The conquest of the province will be rewarded with the usual 2 Victory Points and 50t.
If the province is fortificated a siege will ensue that will be decided per the normal rules.
Victory Points and winning conditions
Victory Points represent the results achieved by a nation and are collected by a player during the game as the effect of:
- constructing Architectures or Urban Infrastructures, Religious Buildings, Fortifications, Barracks and Fleets,
- winning battles,
- enhancing or lowering the Stability Level and Prestige Level of his nation.
The player that at the end of the campaign will have the greater number of Victory Points will win the game.
If two or more players will have the same number of Victory Points, the player with the greater amount of Incomes will prevail.
Otherwise all these players will be declared winners “ex aequo”.