Professional Documents
Culture Documents
Game Mechanics
There are two types of players for this campaign. There are the rulers of countrys and
cities, and then there are the generals (umpires). Players issue the orders for their
country/city and the generals resolve any battles that might take place on the tabletop.
Battles are resolved in London. Players are more than welcome to come and lead their
armies if they so wish but being present at the game table is not necessary after-all
how many leaders fought wars from the safety of their own home! The generals
simply try and win the battles with whatever resources the players have or have not
given them. What we will try and do to give you a flavour of the action however is
post photos and short battle reports as and when they happen.
It has been my experience that Campaigns often get bogged down with complex rule
sets. As leader of your country/city you obviously want to keep things simple. So each
turn you will have to issue just a few Orders. These boil down to three things really:
Recruitment, Movement and Intrigue (more details in the next section).
A turn roughly equates to a month in real time. You will be given deadlines for the
submission of your next set of orders with each new turn results.
As the game progresses we might need to introduce new things (we are hopeful we
wont!) but the name of the game is flexibility and to have fun.
So with this in mind let us move onto the things that you are most interested in doing:
ordering your minions about!
The Game Map and Income
You will note that the game map is divided up into 3 types of settlements:
Square Cities, Round Cities and Triangular Towns. As you will see from the short
Campaign rules set out below each type of settlement has its own characteristics in
terms of income and potential recruitment capping.
All settlements are connected by road and the rivers have major bridges over them for
more details (see Game Order Movement below).
Each type of settlement will produce income for players who control it. This revenue
will be in FLORINS. You can use this money for a number of things (such as
recruitment, intrigue etc see Campaign Orders).
The Game map will be updated at the end of each turn. Colours on the map will
indicate Player fortunes and progress. The French progress will be in Blue, The
German Imperialist in Black, The Pope in Yellow, the Spanish in Red, the Venetians
in Green, and Firenze in Purple.
CAMPAIGN ORDERS
There are three categories of basic order: Recruitment, Movement and Intrigue. There
is an example turn sheet at the end of the rules.
RECRUITMENT
You can Use Florins to recruit more troops. These forces appear at your staging
points (staging points are indicated by Square or Round cities/towns on the game
map. Players cannot therefore recruit troops at small towns indicated by a Triangle).
Players can only recruit in places under their control of course!
There is also a limit to the amount of troops that can be raised in any one turn. Each
Square town can produce 1500 florins worth of troops per turn (if you have the
money!), while Circular towns can produce no more than 1000 florins worth of troops
in a turn.
You must specify at which staging point these new troops will appear and whether
they are a new army or are meant to join an existing army (you should name the army
they are meant to join). So for example 500 points of troops will be recruited at Milan
and they will join the existing ranks of the Green Army there.
Obviously if you dont have the sufficient Florins recruitment will be unsuccessful
Settlements that are under siege cannot recruit troops! So take care protecting your
supply lines!
ARMIES
Just to give you an idea what your money buys:
Armies are defined by the amount of Florins you allocate to them:
Up to 1200 Florins A small army
1201-2500 Florins A medium Sized Army
2500 - 4000 Florins A large Sized Army
Basically the more florins you allocate to an army the more troops and greater choice
of units the army leader will have.
Armies are restricted to no more than 4000 Florins in size. This is to reflect that an
army bigger than this is pretty unsustainable in terms of food in the field for any real
length of period.
MOVEMENT
Movement is pretty straight forwards really. You specify which army you want to
move and what they will do when they get there.
All your armies must be named (you decide which name to give them). You then
simple detail which army is moving where.
So for example - Red Army (which comprises 1500 points) will march from Rome
for Firenze and engage any enemy at the City
So this means that they will engage any enemy they encounter outside of the city or
set up a siege encampment if the cowardly city garrison refuse to give battle. An army
that besieges a city will have to spend at least 25% of its points on artillery.
Or
Blue Army (which comprises of 1000 points) will march from Milan to Parma and
hold the Bridge on the River Po until it receives further orders.
Or
Green Army will march from Livigno to Verona and set up ambush positions half
way along the road
So you get the gist. The more complex your orders the greater the likelihood they will
not be followed to the letter!
Your armies will move at their best ability so do not be surprised if they do not
actually make the entire distance you have specified. You will however be notified
where the army is on the game map at the end of the turn.
INTRIGUE
The last set of orders involves intrigue. Generally there are four areas a player might
want to pursue in terms of intrigue:
Diplomacy
Should you wish to send a missive to another Player simply write your missive
address it and sent it in with your orders. At the start of the next turn we will then
send out your missives to the relevant players.
So for example:
Strength