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  4. 1 Middle Ages universalis Alfa Regulation
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  8. 2 Dear reader, this is an introductory Regulation alpha testing stage.
  9. We hope it will be useful to give you an idea of the young Universalis co Middle Ages, although it lacks the graphical ca final and the part relating to the advanced rules game.
  10. Please excuse us in advance for Possibly make Tuali errors and typos.
  11. Enjoy the reading!
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  16. 3 XIII Century: the most vast empires and powerful kingdoms con- They tend the absolute rule.
  17. It is a period of strong divisions and great contradictions: the desire to unify Europe and the entire Mediterranean basin, the desire to restore a great universal power, memory of a now distant past, still survive in the Holy Roman Empire to West, and the Eastern Roman Empire.
  18. But at DEFEAT against military and political, to these great empires, now oppon- Gono powerful opponents from the glorious culture and endless energy, coming from the south, from the east and from within the same Europe.
  19. This time the battle is also held and especially on a different level, higher and more delicate, more important and the most difficult to conquer: the winner does not dominate it on mere lands, seas, cities, fortresses, strategic positions, not only will control the wealth, commerce, power policy tico, this time the winner will get the absolute domination of every single soul in this world.
  20. In a period of struggles and clashes that transcend finiteness human, of empires Sacred, religious schisms, Holy Land from win, wars to be proclaimed, the Popes and Antipopes, it must be an absolute power that imposes a charge to others and be upgraded the role of undisputed ruler.
  21. Who is he? In the Middle Ages Universalis, players must develop United in its commercial, diplomatic and mil- tate, facing catastrophic events, wars and betrayals.
  22. Who will get the highest number of honor points (PO) at the end match will be the winner.
  23. DURATION OF THE GAME There are 3 ways to modulate the duration of the game and suit your needs: Time Limit: setting a maximum time for the par- tita.
  24. When time runs out, you complete the turn of game going and then the game ends: the player with more PO, wins the game.
  25. Limit of days: a maximum number of rounds is fixed by play and, after the last round, the player with the most PO, wins the game.
  26. Limit of PO: The PO number is fixed to reach for end the game.
  27. This can happen in two ways: 1) when a player reaches or exceeds this limit, introduction considering the points already totalized and those that must tota- lizzare at the end of shift, it can say so and the game ends at end of the current round.
  28. Note: If you are wrong, the game continues normally.
  29. 2) when a player reaches the end of the shift limit considering only the points already aggregated.
  30. In both cases, the player with more PO after the game, It will be the winner.
  31. You can use all modes together, or pick only two or only one.
  32. The PO acquired during the game are recorded on the scoreboard.
  33. Example: the players decide to play with a limit of 30 BIT.
  34. During the game, the Blue has already counted 28.
  35. After a attack carried out successfully, you realize that you have met his Objective card, which is worth another 3 PO.
  36. declares immediate ately victory to end the match at the end of the current round.
  37. Example: the players decide to play a game with a time limit set to 3 hours and / or 10 rounds.
  38. If 10 rounds of play They are completed before the 3 hours the game is interrupted.
  39. Otherwise, regardless of rounds completed the game interrupted after 3 hours of game play.
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  45. 4 Separate the cards in 4 different decks (Empire, magnets, Events, Treasury), then mix them and place them face down near the game board.
  46. Each player chooses a color game (alternatively It can be drawn) and a relative Kingdom among those available: Byzantine, Mamluk Sultanate, Kingdom of Hungary, Holy Roman Empire, or Khanate the Golden Horde.
  47. Then it receives its allocation of game: Coins for a total of 1000 Fiorini Mercantile (miniature) 1 Caravan (miniature) 1 Galea (miniature) 1 Cathedral (thumbnail) 1 Captain (miniature) 1 Catapult (card) 1 War Wagon (miniature) 1 player sheet 1 Screen 1 Dice 3 1.
  48. If there is at least a Christian player, he is assigned Pope: he pulls lots of players who have a United Christian (Holy Roman Empire and the Kingdom of Hungary).
  49. 2.
  50. On each Settlement Center (X) on the map is piazza Zano Village a card and a card with Tower the exception of a Inhabited Center your choice for each United the players, where it goes instead placed a thumbnail City (capital of the Kingdom).
  51. Note: of Constantinople goes It placed a fort instead of a tower, while on Kiev should not be buildings of any kind.
  52. 3.
  53. The players place their own Cathedral in a some- Siasi territory of His Kingdom.
  54. 4.
  55. The players place one on each Fante Heavy territories Preparation Note: this is not the final board but that of the prototype.
  56. The we report to give you an idea how will.
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  60. 5 thorium in their possession.
  61. The player who is awarded the Pope places 1 additional Footman Heavy in the territory State of the Church, since it is a territory in its possession.
  62. Note: State of the Church is represented yellow area around the city of Rome.
  63. 5.
  64. Players then place the Caravan, the Float War, the Captain and the Catapult's Villages / City of its United as they prefer.
  65. Galleys and Merchant go into villages with a port (X icon).
  66. Note: Players who start the game without Vil- down there with Porto (X) icon, can place the Their Merchant and / or Galleys in any territory a port of a neighboring kingdom with its own.
  67. 6.
  68. Each player then in turn positioned as preferred risce a total of 35 points of the value of their Force Army (40 points for the Pope player), taking into that the Jack is 1 VF, the Archer 3 VF, the Fante Heavy 5 VF, the Knight 10 VF.
  69. can place them in their territories with the Villages (maximum 10 VF armed) or where there is capital (maximum of 30 VF aramte).
  70. Where there is the Cathedral you can have 10 VF more.
  71. You can also place in the Armed Galea own and / or Float War (maximum 20 VF for half).
  72. For example, the blue player adds 3 Fanti Heavy (5 + 5 + 5 = 15 VF) in the territory where it has its Ca- capital.
  73. Here there was already a heavy Fante (5 VF), so the VF total is 20 less than the limit of the capital which is 30.
  74. Then add 2 Archers and 4 Fanti (3 + 3 + 1 + 1 + 1 + 1 = 10 VF) in the territory where the Cathedral and 1 Cavalie- King (VF 10) places it on its Float War.
  75. Look at the chapter "Overpopulation" for how work positioning limits.
  76. 7.
  77. Each player takes the papers relating to the pro- Objective prio United, shuffles and draws a chance.
  78. The cards of his Kingdom are easily identified by the back.
  79. The remaining cards are removed from the game.
  80. 8.
  81. Finally, each player places their 5 counters Tech- nology on the level 0 of the corresponding grids backboard and its scorecard on the grid 0 OPs.
  82. At this point the preparation phase is completed.
  83. The values of force (VF) according to the type of army: Guy VF knave 1 Archer 3 Heavy infantryman 5 Knight 10
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  86. 6 The side columns of this Regulation shall serve to clarify the concepts expressed in the central columns.
  87. When you meet a deadline in red, this will be explained in these columns.
  88. These are the 10 Game Stages: 1.
  89. round Order 6.
  90. reinforcements 2.
  91. Empire Cards 7.
  92. Events 3.
  93. Diplomacy 8.
  94. Placement 4.
  95. Purchase 9.
  96. Combat 5.
  97. Taxes 10.
  98. Trade Fiorini: coins used to trade goods, collect taxes, build buildings and means of transport to, buy mercenary armies and technology, con- treat diplomats and betrayals pacts.
  99. There are 4 denominations: 1, 5, 10, 100.
  100. Example: in a 4 player game the blue player, last played in the last round, bets first in the auction and chooses to offer 10 florins; the yellow player, next to last in the previous round, and follows tip 15 guilders and then the green 20 guilders.
  101. At this point the Red player passes, and then takes the last piece Player (4th player).
  102. The blue player resumes betting round and offers 25 guilders, then the yellow one passes (up and become the 3rd player), while the green tip 40 guilders.
  103. The blue player passes and becomes the 2nd player, then the first player is green and has 40 guilders in its game reserves.
  104. Empire cards represent special characters, each specializing in one or more fields, such as the combat, espionage, taxes, diplomacy, trade.
  105. The combinations avail- ble with the technologies enhance and extend features.
  106. The technological level (LT) affects many aspects of the game and it depends on the number of acquired technologies site by the player: less than 8 equals LT S, from 8 to 15 technologies to LT II and III 16+ technologies to LT.
  107. The acquisition of a technology indicates a progressive I know and development in a given field and has numerous consequences: for example, can increase the capacity the characters or reduce the effects of some disasters.
  108. There are 6 technology trees: Military, Science-Com- trade, Religion, Agriculture-Craft, Politics, University-Medicine.
  109. A special marker on scoreboard shows the progress in each branch for each player.
  110. In this Regulation whenever you mention a technology is in CAPS.
  111. A complete turn of the game is divided into 10 phases.
  112. All stages, with the exception of Combat and Diplomacy, you can play simultaneously in all players.
  113. 1.
  114. PHASE TURN ORDER It is determined by the order of turn.
  115. Making an auction for who will be the first player.
  116. Begins to point the giocato- King last in the previous round and and then continue follow- do the reverse order of the previous round.
  117. You can bet any amount of Fiorini, but is higher by at least 5 Florin to the player's bet Previous, or pass.
  118. The player that passes takes card with the highest order number still provi- it.
  119. If no one makes a bet, the previous order remains.
  120. The first round of play begins the auction by more player young and continue clockwise (if no one bets remains the order clockwise from the youngest player).
  121. Only who wins the auction (the first player) pays Fiorini his latest offering by placing them in the reserve, others Players will not lose anything instead.
  122. Note: If the vincito- King auction has committed a mistake and does not possess sufficiently room Fiorini, loses 1 PO and becomes the last round: the others climb position and the new first player pays The Fiorini who had bet.
  123. 2.
  124. STEP CARDS EMPIRE Players draw, following the turn order, 1 card Empire each.
  125. You can fish one more card cost 100, 200, 300 Fiorini respectively if you have a Technological level (LT) I, II, or III.
  126. 3.
  127. PHASE DIPLOMACY Following the turn order, each player plays a num- mere diplomatic maximum of shares equal to its Level Technological.
  128. Diplomatic actions can be: • Declaration of War.
  129. Declare war to a of different religions player costs 1 OP, a gioca- tor of the same religion 2 PO.
  130. Attack by surprise in Combat phase without prior declaration of war on the coast Diplomacy Phase Instantly PO 4.
  131. • to Fiat peace canceling a state of belligerency previous one.
  132. If peace is agreed, nothing happens.
  133. Phases of the game
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  137. 7 Here are some of the Covenant Diplomatic examples: "I have the right to cross your territory with some- Siasi half.
  138. This pact lasts one round of play ".
  139. "I have the right to trade with your own cities.
  140. I'll give you 50 florins to each load of goods.
  141. This pact lasts 3 rounds ".
  142. "Can you borrow 500 Fiorini, at the end of the pact you will once more give 600.
  143. This pact lasts two rounds.
  144. " "If I were attacked, you agree to intervene in my rescue at least 30 armed.
  145. These armed to Your turn will follow my instructions.
  146. this pact It lasts 4 rounds ".
  147. The buildings are divided into settlements (village, Town, city), commercial buildings (Mine, Farm, Market), military buildings (tower, fort, Castle) and religious (the Cathedral).
  148. The settlements can It is built only in the presence of Inhabited Centres ( "X" icon on the map), commercial buildings only in the presence of settlements.
  149. All other buildings, military and religious, they can be built anywhere.
  150. The transport means are both land and sea can be specialized in business (merchantable tile and caravan) or in the transport of armies and means of siege (War Wagon and Galea); they can evolve increasing the loading capacity, of movement and combat.
  151. The Player Screen summarizes some important many details of the game and should be placed on the table in front of the player.
  152. The inhabited center is represented by an icon on "X" icon map.
  153. It indicates the possibility of building a settlement that will enable trade and placement of reinforcements.
  154. Example: You can convert a Village in City paying 100 florins (150-50 = 100) or a tower in Fort paying 200 florins (300-100 = 200).
  155. If a player is asked for peace to another, the first loses 2 PO and the second gets 1 PO.
  156. • Playing the Diplomatic Charter which imposes a truce to another player.
  157. • Draw up a diplomatic pact.
  158. A diplomatic pact tico is an agreement between any two or more players.
  159. The agreement can be commercial, military, defense, attack, whatever.
  160. The agreement must be concluded for writing and may be secret.
  161. It must always be specified duration of the agreement, which also can be unlimited.
  162. The rupture of a pact occurs when part stral- cia / does not respect the agreement.
  163. Breaking diplomatic pacts unilaterally coast PO 1, regardless of religion of the players, as well as not respecting them.
  164. If there are doubts about whether a deal was respected or not, the deal will be made public and all Players will vote clearly indicating "respect" or "break.
  165. " With an equal vote, nothing happens.
  166. 4.
  167. PHASE PURCHASE The player can buy technology, Buildings and Vehicles transportation, or it can improve Buildings and Vehicles trans- Existing transport.
  168. Finally you can buy the Captains.
  169. Technology you buy by paying the amount due in Fiori- neither, depending on the technology chosen, as indicated on bridge player.
  170. To purchase a technology of a branch, you must have all the previous technologies.
  171. Then it moves their marker on table techno logy on the board to indicate the progress made.
  172. Yes They can buy a maximum of 3 technologies to turn.
  173. The buildings are acquired by paying the due, which is indicated on the player's screen, and taking the appropriate tile list ra or thumbnail from the game reserve.
  174. Guy Cost prerequisite Village 50 florins City Centre -> Borgo 100 florins ARCHITECTURE, Center Inhabited, LT II -> City 150 florins ARCHITECTURE, Center Inhabited, LT III Tower 100 florins ---- -> Fortilizio 300 florins Engineering and LT II -> Castle 700 florins Engineering and LT III Cathedral 1000 florins ARCHITECTURE (no Kingdoms little ones) Farm 300 florins settlement Mine 300 florins settlement Market 300 florins settlement As shown in Table, the Village and Town are mil- provements of the Village, as well as Fortress and castle are the tower, you can then convert a basic building its improvement, pa- gandone the cost difference.
  175. Or build directly
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  178. 8 mind a building if you possess the required prerequisites, paying the entire cost indicated.
  179. Transport: You buy a means of transport paying the amount stated in the table (and on the screen of player), which depends on the type of medium and its level.
  180. All vehicles have as a prerequisite of a minimum LT player, equal to the level of the vehicle purchased.
  181. You can not sible to have a number of vehicles of the same type upper King to your LT.
  182. half cost half cost The Mercantile 200 The Galea 250 Mercantile II 250 Galea II 300 Mercantile III 300 Galea III 350 The caravan 100 The War Wagon 50 caravan II 150 War Wagon II 100 caravan III 200 Chariot III 150 Captains.
  183. The captains cost 100, 200 or 300 florins Depending on the level that you want to purchase.
  184. Technology MILITARY SCHOOL gets around this prerequisite.
  185. It is not You can have multiple captains of their LT.
  186. 5.
  187. STAGE TAXES • +5 Fiorini owned by each territory.
  188. • +50 Fiorini per Cathedral.
  189. • The player who owns the territory of the capital of Golden Horde also receives +5 Fiorini from every Russian principality (Kiev, Turov, Chernigov, Polotsk, Smelensk, Murom / Ryazan ', Vladimir) until they They are occupied by armies of other players.
  190. Then there are the following modifiers for Empire cards and for technologies: • Gabelliere Paper: If you have MATHEMATICS, doubles Fiorini obtained from the territories.
  191. I'm not cumulative.
  192. • Merchant Card: If you have at least MATHEMATICS, racking up Fiorini depending on the technologies that can sit (MATHEMATICS, CONIO, BANKS, GILDE).
  193. They are added together.
  194. • If you have BANKS, receive interests representing 10% on all Fiorini you owned prior to step Taxes.
  195. • MILL: If you have MATHEMATICS, get 5 Guilders for each Plains you have, if 10 Fiorini Gabelliere possess the card.
  196. • allegiance: get 10 Guilders for each center Village you own.
  197. • SIGNORIA: get 50 guilders for each City you own.
  198. The table on the Player Sheet helps to moni- King and calculate taxes.
  199. Example: to buy a Galley II level, the giocato- King must have a LT II.
  200. A player with LT II can not have more than 2 Galleys and more of 2 wagons by war, regardless of their level, but can Galleys have 2 and 1 Float War 1 and Mercantile.
  201. Example: a LT II player, can not have more than 2 Captains.
  202. Example: a player who has 10 territories and 500 Fiorini from the BANKS technology, 1 Cathedral cashes: 50 (5 x 10) + 50 (10% of 500) + 50 (50 x 1) = 150 Fiorini.
  203. A player with 12 territories, the paper and Gabelliere MATHEMATICS collects 12 x 5 x 2 = 120 Fiorini from territories.
  204. If also you have 4 centers Abitati and VASSALLAG- GIO collects 10 x 4 = 40 Fiorini.
  205. It also has 2 City and SIGNORIA cashes 2 x 50 = 100 Fiorini.
  206. Total: 120 + 40 + 100 = 260 Fiorini.
  207. The player Sheet is used to write down some important many game information and facilitate the calculation of at CuNi items as taxes or reinforcements to be taken.
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  211. 9 6.
  212. PHASE REINFORCEMENTS Owned Kingdoms, Empire Cards and Technologies provide Armed reinforcement.
  213. At this stage you can exchange private stud bolts with other players or agree to the ransom to free them.
  214. Kingdoms: get armed for a total of 1 VF for each territory of your kingdom of starting again in your possessive I know, plus 1 for each VF United Small possessions inte- ramente, plus 2 for each VF United Minor, plus 3 for VF every United Grande and 4 for each VF United Maggiore excluding the United starting.
  215. They also apply to the follow- following changes: • Mercenary Card: show it to the other players and buy 5 armed, paying 10, 20 or 30 Fiorini ac- second of your LT (1, 2 or 3).
  216. You can buy +5 armed if you CONIO, plus 5 if you FORGING and +5 if you BANKS (cumulative).
  217. • BIGOTRY: get one bonus Army, which become 5 if you play in a Crusade.
  218. • INVESTITURE: you get 1 extra armed pagan- do 10, 20 or 30 Fiorini, depending on your LT (1, 2 or 3).
  219. • FEUDALISM: Army get 1 bonus for each fortress in your possession.
  220. • The player who owns the territory of the capital of Golden Horde also receives one armed for every 3 Russian principalities (Kiev, Turov, Chernigov, Polotsk, Smelensk, Murom / Ryazan ', Vladimir) until they They are occupied by the armies of other players.
  221. At this stage you can exchange an equal number of Prisoners in their possession with your prisoners posse- Duti players from the atria, or negotiate a figure Fiorenzo rini to free them and riottenerli in their own game reserve.
  222. 7.
  223. STAGE EVENTS This phase is divided into 4 sub-phases listed below and so ordered.
  224. Events.
  225. The first player to draw 1 card round Event from the bottom of the deck.
  226. First checks the back MENT the card that shows the possible areas of impact: then pulls 1d6 and checks where the event takes place.
  227. Then reads the Paper effects to other players and they proceeded from their application.
  228. Disasters.
  229. From the 2nd round of play on the first turn He rolls 2d6; a double one because the calamity, which is caught from the bottom of Calamity deck and applies to all.
  230. If the result is not a double one, the next round will be valid for the activation of disasters, 1 double and Double 2.
  231. For each turn that does not occur a calami- ty, the results valid will increase gradually (all double up to 3, all double up to 4, up to all double Armies are represented by thumbnails Fanti (force value 1), the Archers (3), of the Fanti Heavy (5) and the Knights (10).
  232. When you are talking about value of the armed, or more simply armed, reference is made to force them to value (VF) com- Plessiva.
  233. Example: "receive 10 armed" means, get a num- ber of armies equal to a VF of 10: is the player choose how many and which ones.
  234. Example: A player who controls all of its United Starting, 2 small kingdoms and BIGOTRY, receives 10 armed reinforcement.
  235. Prisoners represent 10% of the losses subi- you in battle and can be redeemed with Fiorini or with an equal exchange.
  236. See the section "Combat".
  237. Example: the player first turn draws a card Event, determines that applies in the Black Sea and Quin- of the law: "It triggers a storm.
  238. All players in ships lost in the middle of the affected area load (whether armed or goods).
  239. If by the end the shift does not leave the area (or take refuge in a Port friendly or neutral) vessels concerned will destroyed and removed.
  240. " Example: the second game turn out two to 1 die roll.
  241. Then the first player on duty fishing Calamities a paper, it determines that applies against the Hungarian king and therefore the law: "Heresy.
  242. Remove 1 religious building in the possessions of the victim and the first edition religious office of each player present in the Kingdom and in neighboring Kingdoms to his possessions.
  243. where vengo- not removed the Cathedrals and 1d6 of armed Player become heretical: replace them with armed barbaric ".
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  247. 10 5, all double up to 6); once you reached all double up to 6, the combinations do not increase more.
  248. After the resolution of calamities combinations twenty Gono reset.
  249. The next round does not hold again for disasters, but by the next turn it starts with valid result of double 1, and so on.
  250. If you get a valid result, the procedure is as for events, drawing a card from the bottom of the deck Calamity and controlling the back of the card to determine the area (or the target) of Calamity.
  251. Rebellions.
  252. If there are areas with less than 5 Armed this sti are at risk of Rebellion.
  253. You roll 1d4: the result + 1 It expresses the number of armies that need to have the territories to avoid the rebellion.
  254. This technology increases the LAW of 1 die roll.
  255. On the contrary the SIGNORIA and FEUDALISM diminui- scono the result of the nut 1.
  256. If there is a rebellion in the territory, the armies of gioca- tor must be removed and replaced with 1D6 armed barbarian plus 1 Leader Barbaro 1st level, if this is still Available in the game reserve.
  257. Barbarians.
  258. Captains Barbarians enlist respectively depending on their level, 1, 2 or 3 armed in their territory rio; Kingdoms also partially occupied by armed barbaric enlist 1 army in any territory occupied by armies of a player.
  259. Then solve all the fighting Barbarian second their rules of engagement (see the "Barbarians" section).
  260. 8.
  261. PHASE POSITIONING The player must place in the territories of the map play all purchased miniatures and / or obtained in stages previous.
  262. It can place them in the territories or in the media military transport.
  263. If owns LOGISTICS can place the 10% rounding since by default the armed behind their screen.
  264. During Phase Combat can reposition them any territory that contains a settlement, but only a maximum of 5, 10 or 15 according to its armed LT (1st, 2nd or 3rd).
  265. If owns ROADS can place them on any territory in their possession that is adjacent to one with a settlement (no islands).
  266. 9.
  267. STAGE COMBAT The player can load / unload the armed on / by own means of war, move them and / or attack.
  268. Yes They can perform these actions in the order that you prefer and it is also possible to repeat several times.
  269. Example: The blue player has a territory with 3 Armed and one with 2.
  270. You roll the dice and gets 2, the second territory rebels, while the former is not.
  271. Example: a territory contains 1 Archer Barbarian 1 Captain Barbaro second level.
  272. The territory question is part of a United occupied by the player blue.
  273. Events are added in phase in the territory 3 armed barbaric.
  274. Example: You can load the Armed, move, Attack, move and Attach yet.
  275. The Means War (Galea and war Carro) Han-
  276.  
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  279. 11 LOAD DISCHARGE Load and unload military and transportation costs 0 PM if in the territory there is a settlement (Village / Castle / City) or a Captain, in all other cases 1 point Move- chin (PM).
  280. The Float War must be in the same territory Armed to upload / download.
  281. The Galea instead must be in a sea zone adjacent to the land territory where to upload / download armed.
  282. MOVEMENT Move from one territory (or sea zone) to another Basic costs 1 MP.
  283. There are several modifiers of land movement: cross a river coast 1 PM additional, a territory hilly or wooded rio 2 PM, a mountainous territory 3 PM.
  284. Through a narrow overland 3 PM coast.
  285. finally cross a desert coast 2 PM territory for wagons war (while always 1 MP costs for wagons to be trans- transport).
  286. For movement by sea: to enter or exit a Port costs 1 MP, moving offshore costs 2 PM (zones not directly adjoining territories).
  287. these modifiers They are summarized in the player's screen.
  288. They can move only the means of war, not the Armed.
  289. The means of war must have loaded at least one of the armed its color to move.
  290. It may happen, that a means of transport remains without armed, in which case it may not move, and if not will be occupied within the next turn by the armies of his color or those of his enemy, will be removed and He will return in the player's reserve.
  291. If it is occupied by armies of an enemy must be replaced with the thumbnail the new player.
  292. The number of PM available for any means by di- war hangs, as well as its load capacity, since its level, as indicated by the following table: War means ability to load PM The level 20 7 II level 40 8 III level 60 9 Note: a thumbnail-free banners is the first level, with the small banner is Level II, with the great standard is Level III.
  293. The wagon movement is improved by +1 from techno- nologies STREETS and MAPS.
  294. That of the +1 Galea by WEAVING, Astronomy and Cartography.
  295. no value of its own motion and a specific load capacity, allowing it to load a number of armed and siege means.
  296. Only the Military means can upload media siege and Captains.
  297. Each army occupies 1 point of load capacity the means of transport, the Captains do not occupy space, the siege and the means of transport OC- Cupano each 5 points of the loading capacity of the means of transport.
  298. The movement points (PM) express the ability of means of transport (or civil war) to move, upload and download.
  299. For example, a medium that has 6 PM, can move the 3 territories, download, and then moving the other two territories.
  300. The level of means of transport is its evolution in terms of capacity of movement, trans- extruded and, in the case of galleys, also combat.
  301. A Float Level II War can therefore for exam- ple load 8 Armed Fante Heavy (5 VF) and make 9 movements.
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  304. Page 12
  305. 12 ATTACK There are several types of battles: the pitched battle, l 'Siege that takes place with the appropriate means of Siege, l 'Assault and Battleship.
  306. This section trattere- mo the pitched battle.
  307. The pitched battle can serve to win a territory and / or to conquer a means of transport.
  308. If the territory is defended and want to conquer the armed AT- taccanti must be located in an area adjacent to it.
  309. If the territory is already won and should be conquered only transport, the armed attackers must instead find already the same transport area.
  310. An attack consists of one or more battles fought with Nuts.
  311. We follow these steps: 1.
  312. The attacker aloud communicates the Captain from which part of the attack and the area / means of transport attached; 2.
  313. they play the Empire cards.
  314. 3.
  315. You roll the die.
  316. 4.
  317. Calculate the results.
  318. Some important notes: • The attacking army must be accompanied by a Captain to attack.
  319. In the absence of it can only defend themselves.
  320. • A Captain may perform any number of battles against the same opponent or against warn- sari different, but the maximum number of achievements for turn equal to his level.
  321. • Armies attacking an adjacent territory, to conquer it must be equipped with one or more means of transport able to transport them and equipped of Points Movement (PM) needed to occupy the territory if you win, if not, the attack can not future.
  322. • The defender is obliged to use in defense all armed in the area, whether they are in the territory rio same or loaded on a means of transport.
  323. USE OF EMPIRE CARDS Before you roll the dice, the attacker before and the defender Then, they reveal the empire card they intend to play for that battle; the maximum number of cards Empire playable by every player, for every roll of the dice, you equal to its LT.
  324. The cards you can play go together with other cards and with the technologies acquired by the player.
  325. Some cards can only be used in the attack, other only defense, some in both situations.
  326. this restric- it is indicated on the Empire card.
  327. The Siege Vehicles are siege engines Medieval to weaken or destroy the fortified tions of the enemy: Catapult, Trebuchet and Bombard.
  328. It also gives a bonus in battles pitched.
  329. The Nuts available in the game are 1d4, 1d6 and 1d8.
  330. They are used in battles and other details phases of the game, as for the events and calamities.
  331. Example : 3 light Fanti, 2 archers and 3 Fanti Heavy (24 value) attack an adjacent territory.
  332. With them there is a Float War I level, which can carry 20 armed and that has a residual movement of 2.
  333. The young er attacker can use in the attack only 20 Ar- mate, giving up to 1 archer and 1 light Fante, since that they are not able to be moved by the Chariot.
  334. Example : the blue player attacks the yellow one.
  335. having an LT 3, can play up to 3 Empire cards.
  336. His opponent who has instead LT 2 can respond to Maximum 2 Empire cards.
  337. For example, the card allows the player to Sicario watching the other's Empire cards and removing them one of his choice.
  338. For example, the card is worth Heroin use of a greater nut than in battle.
  339. If you used 1d6, 1d8 you use.
  340.  
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  343. 13 USE OF TECHNOLOGY STRATEGY: assigns a +1 bonus if the ratio the forces is equal to or greater than 3: 1 or cancels the effect the other player.
  344. LOGISTICS (pitched battles only): it allows you added come when you want, the army into battle reserves gathered behind the player Screen: reserves They can be up to 5, 10 or 15 depending on the VF His LT; You can repeat this process for each 1 time pitched battle on offense or defense.
  345. this technology can be used only if the territory of the bell battle is contiguous with the settlement of a player and does not They may exceed the population limits.
  346. For many other technologies that indirectly affect The fighting, which MYSTICISM AND MONOTHEISM, TACTICS, ATTRITION, MEDICINE, surgical GIA, HOSPITAL, SCIENCE: ENGINEERING, alkyd MIA, refer to their description for an explanation he detailed.
  347. SHOOT THE NUT Both players roll 1d6, unless they come modifiers in the game which we will see later; the result drawn add any bonuses given by the Empire cards and calculate their total combat .
  348. RESULT The difference between the two totals of combat (nuts +bonus) determines the loss of the one who got the total less fighting, expressed in VF.
  349. The winner loses half of this value (rounded down).
  350. Each player assigns losses to their forces as She prefers.
  351. The winner will inflict losses exceeding the num- ro armies engaged in battle, although the difference of total combat it could afford; if one of the contestants has not enough armies to which assign damages, losses on both sides are recalculated based on this actual amount.
  352. In case of a tie nobody wins and nothing happens.
  353. RESULT FOR CARDS AND MINIATURE After combat, each player discards all the cards Empire used which used except one which incorporates in his own hand.
  354. 90% of the destroyed armies are removed from the map- pa and placed in the game reserve.
  355. The 10% of them (for defects to, at least 1 army) instead goes to the Player supply opponent (Prisoners).
  356. Example : the attacker plays a Leader Card having TACTICAL getting +2 to the die roll; plays then also the Genius card having obtained ENGINEERING Nendo then +4 die roll.
  357. Example 1 : the attacker and defender have no bonus, both throw 1d6, the attacker is 2, the defender is 3.
  358. The attacker loses one army, defender no.
  359. Example 2 : The attacker plays the Crossbow card (+1 on offense or defense), the defender is no bonus, and he makes the attacker pulls 6, the defender pulls and makes 2.
  360. The difference is 5 (7-2 = 5): the defender loses 5 armed, the attacker loses 2 armed Example 3 : The attacker plays the Crossbow card (+1 On attack or defense), the defender plays the card GENIUS and the Engineering Technology (which com- combination damage +2 in attack or in defense).
  361. The otherwise attacking you roll 3 (3 + 1 = 4) and defender 2 (2 + 2 = 4): the result is equal and there are no leaks and nothing happens.
  362. Example 4 : The attacker plays the Crossbow card (+1 on offense or defense), the heroine card (one level higher than die), it has the technology STRATEGY (+1 attack or defense if the relation of forces is at least 3: 1) and uses 1 Bombard (+1 on attack or defense); the defender has no bonus.
  363. The attacker rolls 1d8 and makes 3 (3 + 5 = 8), the defender pulls one: the defender loses 12 ar- mate, the attacker loses 6 armies.
  364. However, if the defender has only 10 armed, will lose them all, and the attacker lose only 5 (half effective).
  365.  
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  367. Page 14
  368. 14 RESULT FOR THE CAPTAINS When a Captain wins a battle, buy 1 level.
  369. It is added to the thumbnail of the layer pennant corresponding.
  370. You can earn a maximum of 1 level experience in turn and at most 3 levels for each individual Captain.
  371. When a Captain performs one or more attacks against a goal without conquer it loses 1 level, though he was only 1 level is removed and returned to the player's reserves.
  372. If more Captains attack the same target at the same ously, the attacker decides to each die roll with which Captain attack and what Empire card use; self the attack will be unsuccessful all Captains will be reduced 1 level of experience.
  373. If you own TACTICS, only the UL- thyme Captain that attacked is reduced by 1 level.
  374. MULTIPLE ATTACK In the case of more players on defense (or more players attack in the case of a Crusade), the players attack and defend one at a time alternating with the roll of the dice and using only his empire cards.
  375. The order to attack or defense is decided by the party with more players, or in case parity from the attacker.
  376. CONQUEST OF A TERRITORY When the attacker destroys the armies on a territory / means of transportation enemy, must occupy at least the armies that used in the attack.
  377. In the conquered territory could be captains, means of transport, means of siege, settlements or buildings (military, religious and commercial) of the defeated: the winner must decide what to do.
  378. It can: • Destroy : thumbnails and tiles are destroyedremoved and returned to the Player supply or game.
  379. Some elements, such as the Captain, the cathedra drale, Tower, fort and castle, if destroyed give the OPs (see table in chapter PO End Game), but only if they belonged to a player.
  380. • loot : for each of the elements sopraelen-ed the winner gets an equal amount of Fiorini to half their value.
  381. The looted items back in the player's reserves defeated or game reserve.
  382. • Conquering them : settlements, siege vehicles and buildingsBusiness / religious, if not destroyed or looted, They go to the player who conquered the territory in which they are located.
  383. The same for the means of transport, but in this case this case the original miniatures go in the player's reserves defeated and must be replaced by those of the winner.
  384. you can not They are conquering captains.
  385. The player must keep account normal game restrictions, such as limits defined by its own LT as regards means of transportation and siege means.
  386. Example : a Captain's level, which plays a tery size conquering a territory, become Level II.
  387. Example : if the blue player's attacking players yellow and green that defend together, first place a battle against the yellow and then against the green one.
  388. Example : if the winner is LT II and already has 2 Ca- rovane, he will have to destroy or plunder force.
  389.  
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  391. Page 15
  392. 15 It is not mandatory to apply one of these options, the winner may decide to destroy the Captain and enemy caravans, plunder and conquest Cathedral being the City.
  393. CONQUEST OF A MEANS OF TRANSPORT When you defeat the last army on the means of trans- transport to behave as described for the conquest of a territory; you can not have more modes of transport those granted by your LT.
  394. Excess ones must be destroyed.
  395. ASSAULT TO A FORT You can do when the defender has a fort in territory (tower, fort or castle).
  396. First occurs if some armed defender are to be considered outside the fortification, since the fortification has a capacity limit: contains maximum 10 VF if it is a tower, it is a Fortilizio 20 VF, 30 VF if It is a castle.
  397. If some armed not enter the space then they are responsible before going outside and held a pitched battle against them.
  398. If all the armies of the defender can get inside the fortification, you can play Assault.
  399. There are some changes to apply than the pitched battle: • The attacker uses the basic 1d4.
  400. • The defender uses 1d6 + 1 for the Tower, 1d6 + 2 for the Walled ilding, 1d6 + 3 for the Castle • If the defender wins, he loses armies.
  401. • If the assault is conducted by sea, the defender can exploit tare LOGISTICS, but only if the territory contains a settlement of the defender.
  402. SIEGE It can lead when the defender has a fortification in the territory (tower, fort or castle).
  403. First, as for the Assault, occurs if some armies of defense should be considered out of the fortification, given that the fortification has a limit of capacity, as already described, (contains 10 VF if it is a Torre, 20 VF if it is a fort, 30 VF if it is a castle).
  404. If some armies do not come into the available space, First is turning a pitched battle against them.
  405. elimi- mined these armies or failing this, the attacker can declare a siege on condition that has at least one means of siege and has a number of armed upper King beleaguered .
  406. The siege vehicles have an ability to break down the strong- ficazioni growing: 1 Catapult, Trebuchet 2, 3 Bombard.
  407. Military buildings have a growing resistance value: Tower 1, Fortilizio 2, 3 Castle.
  408. When the fortification suffers 1 damage should be replaced with Example : The green player of assaulting a Fortilizio red player.
  409. Both choose not to play Empire cards.
  410. The blue player rolls 1d4 and gets 3 while the red player rolls 1d6 and gets 4, to which +2 bonus sum of their fort.
  411. The Blue player removes three armies as losses while the red player will not remove any.
  412. Example : the blue player attacks an area of yellow player where there are 12 armed and Torre.
  413. 10 armies are considered within the Tower and 2 outside.
  414. The blue player then resolves the battle pitched against two external armed and thus can besiege the tower.
  415. Example : the attacker has a catapult; can then besiege a castle for 2 rounds and then assault the Remaining Tower, in this case the defense will only 1 level of military building intact, so only 10 armies will be considered in it.
  416. Example: if Tunis is besieged by sea, a Carova-
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  418. Page 16
  419. 16 the lower fortification: so when a subi- Castle utes 1 damage becomes a fort or when a Castle 2 suffers damage becomes a Tower.
  420. If the Tower undergoes 1 more damage to be removed, as well as a castle that subi- utes 3 or Fortilizio who suffers 2 or more.
  421. • If the armed besieged end up outside the fortified cation because of its destruction, the attacker must play a pitched battle against them before able to resume the siege.
  422. • The attacker can interrupt the siege when he wants and pass such assault or move.
  423. • If carried by land, the siege prevents media transport (civil and military) to exit / enter the terri- thorium by land, but they can always do so by sea.
  424. To the Conversely, if the siege is conducted by sea, transport can not leave / enter the territory by sea, but they can do it by land.
  425. If the siege is conducted from both routes, means of transport can not move in the territory under any circumstances.
  426. At the end of each turn after the first in which you CARRY to a siege, the armies of both parties undergo a attrition : 10% of VF armed (rounddefect) must be in the player's reserve.
  427. LOGISTICS cancels this effect.
  428. NAVAL BATTLES In a naval battle, first Galleys involve- you speronano an opponent: you roll 1d4 and add a bonus equal to the level of the Galea.
  429. The result is losses on the other side.
  430. The losses are chosen by the owner of the armed and removed from the board.
  431. After this initial clash, if there are still armed by both sides, switching to a normal combat pitched .
  432. You can also apply the following changes: The player who owns ALCHEMY gets a fixed +1 every warship in the initial clash and fixed +1 I know when the die roll in the subsequent fighting pitched.
  433. Apply all of the combat bonus pitched, com- STRATEGY taken or +1 for each half of the Siege III embarked level.
  434. • Galleys do not participate in land battles, nem- not when there are landings by a fleet of armed in a coastal territory.
  435. • The naval battles take place just offshore.
  436. If you attack a port does not happen ramming starting with its losses and move directly to classic fight.
  437. • It is obliged to attack the port and its inserted diamento to attack the ships docked in it, even if the city is in possession of the barbarians.
  438. If the na therein could be moved by land, while a Mercantile would be forced to remain there.
  439. Example : at the end of the second round of the siege yellow player is besieging with 15 armed and catapult Fortilizio the green player in which di- cleave the first armed.
  440. Both have in the own 1 reserve army because of attrition.
  441. Example : The Green player uses his Galea III level, which has uploaded 40 armed, to attack the merchant of the blue player protected by Galea I level with 25 armed.
  442. Both speronano, throwing 1d4: the green player gets 2, while the Blue gets 3.
  443. The green player because then 5 losses opponent (2 + 3 nut of the Galea level) while the green will cause 3.
  444.  
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  446. Page 17
  447. 17 ships docked are NOT the player who possie- of the settlement, and you have a deal with this that allows (Territories Step), you can attach Player ships.
  448. • If the settlement is fortified you can decide whether to make a siege by sea, land to make a siege by land or directly assault the fortification.
  449. BLOCKS NAVAL You can use their armies to block the ships opponents, using the shape of the coastline.
  450. The blockades can be of two types: passive and active .
  451. Passive : a player who controls both territoriesoverlook a narrow, automatically generates a naval blockade against the other players, who, if you want to spend a pact should take with him Territories step or must win at least 1 2 of coastal territories and break so the block.
  452. Active : a fleet with at least 1 Galea says in con-fronts of another player the naval blockade in the area of sea ​​areas where there is: the enemy fleet can cross the block only if it is made by a higher number Galee, otherwise it will only pass if they witness the battle and passes in numerical advantage; who created the block can ingag- jars battle even outnumbered.
  453. Who says the blockade can stop it in round next.
  454. ELIMINATION OF A PLAYER If the far land / means of transport of a young er is eliminated from the game, the winner takes possession of all the Empire cards, the TECHNOLOGY (the Tech- Double gie not count) and all of the defeated florins.
  455. Example : the red player occupies both Thrace that Misia (Dardanelles) by imposing a naval blockade so that no enemy ship can move from the Black Sea to the Mediterranean Sea and vice versa.
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  458. Page 18
  459. 18 10.
  460. PHASE TRADE All commercial transportation during this phase may take actions: can move, sell and buy, but you can make the same turn Only 2 of these things.
  461. The player can move their vehicles com- commercial as he sees fit.
  462. The civil transport move of 6/7/8 PM depending on their level, as indicated in the following table and apply modifiers for the soil type described in the section of Combat chin and shown in the player's screen.
  463. Transport ability to load Goods PM The level 10 6 II level 30 7 III level 50 8 • Upload and download are spending 1PM if the action It is carried out in the presence of a settlement, 2 PM all other territories and sea zones.
  464. • You may download the goods into the territory and load carle with other means of commercial transportation.
  465. In the purchase or sale the player pays or receives the amount in Fiorini reported in the table com- trade according to the goods treated and the place where is situated.
  466. It shall then take the goods cubes on the middle transport and places them in the game reserve (sales) or Instead he takes them from the supply and puts them in transport (purchase).
  467. • The purchase or sale are not con- PM sea to the vehicle involved.
  468. • You can sell all the goods in transport or to only a part of them.
  469. • The sales / purchase transactions can be carried fettuate only in the territories with settlements (village, Village, city).
  470. • You can not buy and sell in 2 settlements controlled by the same player, unless you MARKET possesses the technology.
  471. Example : a caravan can buy the goods, then move.
  472. At this point can no longer purchase stay, but only sell.
  473. Example : the Mamluk buys 10 Spices in Damascus and pays 300 Fiorini.
  474. Transports with a Carova- na I level (motion ability to 6 PM) up in Alexandria.
  475. He spends 1PM and 5PM to download Spices in the City of Alexandria.
  476. Example : With the merchant I level with capacity 7PM movement because it has WEAVING, Charge spices in Alexandria spending 1PM and then reach the port of Palermo because it has Astro- NOMIA and sells 10 spices in the same turn (510 Guilders).
  477. Example.
  478. The blue player is the Pope.
  479. The yellow player Mamluk attack and conquer the Papal States.
  480. The Pope dies.
  481. The next round the yellow player reconquest of the Papal States and becomes the new Pope.
  482.  
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  484. Page 19
  485. 19 The achievement of conditions after the game, he decided at the beginning, making the calculation of the PO, by adding the points that are obtained at the end of the match to those already in own may sex (positive or negative).
  486. During the game you get to PO: Condition BIT Destroy a Captain 1 x liv.
  487. Captain Destroying a settlement 1 Destroying a tower 1 Destroy a Fortilizio 2 Destroying a Castle 3 Destroy other Cathedral Religion / religion 2 / -2 Reaching LT II 1 Reaching LT III 2 Diplomatic actions variable become Pope 1 Conquer Rome (non-Christian) 3 Reconquer Rome (occupied by a non-Christian) 3 Be Excommunicated (Cristiano) -2 Make a Crusade (Christians) variable At the end of the game you get the following PO: Owning a Small Kingdom 1 Owning a Minor kingdom 2 Owning a Great Kingdom 3 objective achieved 3 Every 1000 Fiorini 1 Cathedral Owned 1 owned religious capital 2 Be the Pope 2 owning Jerusalem 3 The player with more PO is the winner.
  488. In case of break-evenThu in PO, the player with the highest number of territories, to follow the most armed, to follow the largest number of Fiorini.
  489. For example, the blue wins a City player.
  490. decision de destroying it and killing the enemy Captain remained there without armed support.
  491. Gets 2 PO.
  492. after the game
  493.  
  494. Page 20
  495. 20 DAD In early game will randomly determines which of the Christian players will become the Pope.
  496. The Pope has a more land in addition to those of his kingdom, State of the Church (the yellow area with Rome).
  497. If the Pope is necessary to consider these rules: • If the Papal States is attacked, and conquered, the Pope dies and the player who captured him, if Christian (Kingdom of Hungary and Holy Roman impedance to ro), it becomes the new Pope.
  498. • If those wins State of the Church is not Christian.
  499. the Pope function is suspended until the reconquer It is the state of the Church by a player Christian.
  500. • If the Pope dies of other causes (such as for a card Event) and there is at least one player in the game Cristiano It takes place immediately the election of the Pope among all Christians players: each player Cristiano rate manifestly and who gets the majority of votes is the new Pope.
  501. In case of equality becomes Pope the one that offers the greatest number of Fiorini in an auction secret.
  502. During the game, the Pope will play normally, but will two faculties in more than the other players: convene a Crusade and excommunicate the Christian players.
  503. Crusade : when the card Crusade Event is drawn,Pope player will have to hold a crusade.
  504. You can call only if Jerusalem belongs to the barbarians or giocato- re not Christian.
  505. In order for the Crusade to succeed, it is necessary that by The following 3 rounds of play, at least X VF of young armed ers Christians occur both in Jeru- lemme and sticking.
  506. X is any multiple of 15, that is decided by the Pope.
  507. If this happens, all participants get 1 PO for each multiple X (max 5), in case con- contrary they lose half (rounded down).
  508. Excommunication : the Pope may decide to excommunicate gioca-Christians bulls when they occur conditions.
  509. For be excommunicated, a Christian player must have AT- taccato State of the Church, without being able to conquer it, or refusing to take part in a Crusade.
  510. An excommunicated player loses the OPs, can not pren- der part in a crusade, nor be so elected by election or vote election of the latter.
  511. Example .
  512. Leaves the crusade paper and the Pope player He decides to hold a crusade in Jerusalem for 45 VF armed.
  513. If the players succeed Christians en- tro 4 rounds of play to have this number of armed in the Jerusalem area will get 3 PO, if not They can lose 1 PO.
  514. other elements
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