Empires of the Middle Ages Collated, Corrected and Re-Written Rules. Final Version. 16 July 2007. If you spot any errors or omissions, please email eotma@druidic.org 1.0 INTRODUCTION 2.0 DEFINITION OF TERMS 3.0 GAME EQUIPMENT 4.0 PREPARING FOR PLAY 5.0 GENERAL DESCRIPTION OF PLAY 6.0 SEQUENCE OF PLAY 7.0 THE NATURE OF EMPIRE 8.0 LEADERS 9.0 ENDEAVOURS 10.0 CONQUEST 11.0 PILLAGE 12.0 DIPLOMACY 13.0 DEFENSE 14.0 FORTIFICATION 15.0 RULING 16.0 GOLD, TAXATION & PLUNDER 17.0 UNREST & REBELLION 18.0 CLAIMS 19.0 EVENT CARDS 20.0 GRAND DIPLOMACY 21.0 EXILE 22.0 EXCOMMUNICATION & RELIGIOUS CONVERSION 23.0 THE SCHISM AND THE CRUSADES (Optional Rules) 24.0 RAIDERS & MAGNATES (Optional Rules) 25.0 COLONISATION (Optional Rules) 26.0 VICTORY CONDITIONS 27.0 Scenario: CHARLEMAGNE AND THE FRANKISH EMPIRE 28.0 Scenario: MILLENNIUM 976-1075 29.0 Scenario: AGE OF THE CRUSADES 1136-1200 30.0 Scenario: DEFEAT IN THE EAST 1201-1300 31.0 Scenario: TWILIGHT OF THE MIDDLE AGES 1386-1465 32.0 Scenario: THE GRAND SCENARIO 33.0 SECOND EDITION EXPANSION RULES (Optional Rules) 1.0 INTRODUCTION Empires of the Middle Ages is a multi-player game in which each player controls a historic kingdom or Empire. It simulates the flow of medieval European history on a continental scale in the period from AD 771, the time of Charlemagne’s reign, to 1465, the time of the final collapse of the Byzantine Empire. The game includes a “Grand Scenario” which covers the entire period, as well as shorter ones covering periods of 50 to 100 years. Shorter scenarios may be played by as few as two or as many as six. There is also a solitaire scenario. 2.0 DEFINITION OF TERMS Area. The map is divided into Sea Areas and land areas. Each land area contains the name and basic characteristics of that area. Each Sea Area contains only the name of that area. In essence, the action of the game involves players in the maintenance, acquisition and loss of land areas, via various endeavours. Army (optional). A counter representing a professional military force beyond basic feudalism. Claim. A claim represents a player’s legal right to the ownership of an area. If, at the end of a scenario, a player possesses both an area and a claim to that area, they receive a victory point bonus. Civilisation Markers (optional). Counters that enhance certain endeavours or other game functions in the areas in which they’re placed. Conquest An endeavour by which a player may capture an independent area or an area belonging to another player. Court Area. In the scenario descriptions, one area in each player’s realm is designated their Court Area. The Court Area is the home area of your Empire’s leaders, and consequently their linguistic and religious characteristics are considered to be those of the original Court Area. These linguistic and religious characteristics are used in determining the leader’s effectiveness rating when undertaking an endeavour. Defense. An endeavour by which a player reduces an enemy’s chances of successfully conquering, or pillaging, an area. Diplomacy. An endeavour by which a player may form a diplomatic tie between their leader’s dynasty and an area. Diplomatic ties bestow various advantages in undertaking endeavours and are the primary means by which a player may obtain a claim. Effectiveness Rating. The effectiveness rating is a representation of a leader’s ability to accomplish a task in a particular situation and is used in determining endeavour results. The rating is based on the relevant stature of the player undertaking the endeavour. This stature number is modified according to the conditions relevant to that endeavour and the particular characteristics of the areas involved. Empire. The land areas a player controls at any given time constitute that player’s Empire. The areas each player controls at the start of the game are listed in the scenario instructions. Endeavours. Certain voluntary activities a player may undertake by announcing which particular activity they wish to perform, and then playing a year card to determine their success. There are six types of endeavour: conquest; defense, diplomacy, pillage, fortification and ruling. Fleet (optional). A game piece representing a naval force – helping the extension of endeavours across Sea Areas. Fortification. An endeavour by which a player may increase the difficulty of conquering or pillaging an area. Fortifications also reduce the chance an area will rebel or enter a state of unrest. Gold & Taxation. Endeavours other than ruling or pillage requires the expenditure of a set amount of Gold. Gold is also a diplomatic tool in multi-player games. Players raise Gold by taxing the areas within their Empires (which carries a risk of unrest) and by pillaging foreign areas. Language, Religion, Population. These characteristics of an area are indicated underneath each area’s name on the map. Those characteristics modify a leader’s stature when determining their effectiveness rating for an endeavour involving that area. Leader Stature. The strength of a leader - their ability to successfully carry out various activities in the game - depends on their stature. Each leader has three stature ratings, indicating skill in military, administrative and diplomatic affairs. There are five levels: 1 (inept), 2, 3, 5, and 9 (brilliant). A leader’s stature is the basis for determining effectiveness rating vis a vis any endeavour undertaken. Occasionally players must re-determine the stature of their leaders. Initial stature ratings are provided in the scenario descriptions. Pillage. An endeavour through which a player may reduce the social state of a neighboring independent or enemy area and, in the process, acquire one or more points of Gold. Plunder is a special form of taxation by which a player may obtain more Gold from an area than would normally be possible. Unlike normal taxation plunder reduces the social state of the area involved and increases the likelihood that area will rebel. Ruling. An endeavour by which a player may either bring an area out of unrest, thus greatly decreasing the possibility of rebellion there – or increase an area’s social state. Social State is a representation of the relative condition of an area’s social and economic organization. Social state can change repeatedly as a result both player’s actions and events. The social state of an area directly affects most actions involving that area. Each area’s social state is indicated on the map by a counter. Social State Norm. On each area of the map, the number enclosed in square brackets is that area’s social state norm. Unless otherwise noted in the scenario descriptions, each area begins the game with that social state level. An area’s social state may never be increased more than two levels above its norm. The social state norm does not restrict how low the area’s social state may fall. Tie. These represent liaisons based on either family ties or diplomatic agreements between an emperor and the local ruling power within a specific area. Ties may additionally increase or decrease the rebellion value of an area. Unrest & Rebellion. Under certain circumstances an area may enter a state of unrest or rebellion. When it is in a state of unrest, the owning player’s abilities to undertake endeavours and tax in an area are inhibited by the increased chance of rebellion. If an area rebels it becomes independent. 3.0 GAME EQUIPMENT 3.1 The Game Map The Empires of the Middle Ages game map shows all of Europe except the northern reaches of Scandinavia and the eastern continental marches. Also shown are Asia Minor, the northern Levant, and parts of the African Mediterranean coast. Superimposed over the geographic contours of the map is a system of coloration designating ethnic and geographic areas relevant to game play. Map Errata: Anatolia should read: 407E EO 0 (+1) Armenia should read: 705E EO 2 (-1) Brittany has a social state of -1 3.11 There are two types of areas represented on the map: land areas and Sea Areas. All Sea Areas are identical in their nature and effect on play. Land areas possess a number of characteristics, each being subject to change in the course of play. A land area’s original characteristics (in most scenarios) are indicated beneath its name on the map. Any changes to those characteristics during the game are indicated through the use of counters. 3.12 Only areas directly linked by a shared border-line represent adjacent areas. Areas with boundaries that meet only at points are not considered adjacent or connected in any way for any game purposes. 3.13 Kiev. The Kiev area is considered to be connected to the Black Sea Area. 3.14 Certain land areas separated by water are shown with double-headed arrows connecting them. Those areas are considered to directly border each other. The intervening narrow bodies of water are ignored for all endeavours. 3.15 Certain areas on the map have small ship images adjacent to their coasts (Venice, Lombardy, Constantinople, Norway, Sweden and Denmark). This indicates that they are occupied by Seafaring Peoples. Rules relating to these areas can be found at 9.5 3.2 The Year Cards Fifty-six year cards are provided with the game and are used to determine the results of endeavours. 3.3 Event Cards There are 164 event cards provided with the game. Numbers 01 through 56 are used in standard play. Numbers 113 through 220 are provisional event cards used only with the Second Edition Expansion rules (see 33.0 et seq). The event cards form their own deck separate from that of the year cards. Some event cards are marked “Hold” and are kept in hand until the holding player wishes to reap their benefit. All other event cards are played, and their effects implemented, as soon as they are drawn. 3.4 Charts, Tables & Displays Various visual aids are provided with the game to simplify and illustrate certain game functions. They include the Unrest & Rebellion Table, Leader Stature Change Table, Conversion Rating Chart, Schism Table, Raider Activity Schedules, Magnate Appearance Table, Magnate Matrices, Syrian Magnate Appearance Table, Pillage & Plunder Table, Effectiveness Rating Summaries, and the Linguistic & Religious Modifier Matrix. See separate cards. 3.5 The Counters Most counters in the game are used as markers to record changes in the status of the areas. There are six sets of differently colored counters used by players to indicate the status of their domains. There are also neutral markers. The number of counters provided is in no way a limiting factor in the game - should the need arise, players should feel free to supplement the counter supply with makeshift markers. 3.6 Game Parts Inventory Two maps, four counter sheets, 220 playing cards (year and event), these rules and the player aid cards. If any parts are damaged or missing, please contact: Decision Games, PO Box 21598, Bakersfield, CA 93390, or via the internet at www.decisiongames.com. 4.0 PREPARING FOR PLAY To speed up the rule-learning process, players are encouraged to play a trial game while actually reading the rules. The Charlemagne scenario (28.0) serves as the best introductory game by virtue of its relative simplicity. When players feel sufficiently familiar with the rules to undertake a multi-player game, they should then examine the scenarios described in sections 28.0 through 31.0. Number of players available is an important consideration when deciding which scenario to play; though most of the scenarios can accommodate different numbers of players, each indicates an optimum number. Once the players have decided which scenario to play, they must decide which Empire each will control. Each then receives one set of colored counters, which will serve as their markers during the game. The location of the Court Area and the initial leader stature for each Empire, as well as a list of all the areas in each Empire, are provided in the scenario descriptions. 1. Each player places an appropriate value Court Area social state marker in their Court Area. 2. Each player places social state markers on each of their areas to indicate the starting social state of those areas. 3. Each player places an endeavour counter in their Court Area and three stature markers, bearing the appropriate stature numbers, on their Leader Stature Display at the edge of the map. 4. Each player receives 12 Gold (though see 32.0 if you are playing The Grand Scenario) and places it in their Treasury Display at the edge of the map. 5. Each player places fortification, diplomatic tie and claim counters on the map as specified by the scenario. 6. The players place independent social state markers on those land areas not included in any of the players’ Empires to which the scenario being played has given an initial value different from that printed on the map. 7. If any areas are indicated in the scenario as having other characteristics differing from those printed on the map, place appropriate counters. 8. Three markers (such as unused counters) are placed in the appropriate positions on the Game Turn Record Track to indicate the year during which the scenario begins. 9. The year and event card decks are shuffled. 5.0 GENERAL DESCRIPTION OF PLAY The play sequence of Empires of the Middle Ages has four elements: Game Turn, Round, Player Turn and play of a Year Card. Each Game Turn consists of five Rounds. Each Round consists of as many Player Turns as there are players. During each Player Turns a player uses some or all of their five Year Cards. The play of each card represents the activity of that player for one calendar year, thus each round equals 5 years, and each game turn equals 25 years. The players begin each round by shuffling the deck of year cards and dealing five of them, face down, to each player. Players may not examine any of their year cards until they turn them face up, one per endeavour, to determine results. Play proceeds through the number of game turns specified in the rules for the scenario being played. A game turn begins directly before the play of a round representing the century, quarter-century, half-century and three-quarter-century marks. For example, game turns begin before the rounds starting in 1101, 1126, 1151 and 1176. A game turn is always begun at the start of a game, even if the first game turn of a scenario would consist of fewer than five rounds. For example, the first game turn of the 1135 scenario would consist of only three rounds, as a second game turn begins before the 1151 round. At the completion of the final game turn, the victor is the player who has most improved the condition of their Empire [26.0]. 6.0 GAME TURN SEQUENCE I. EVENT CARD SEGMENT All discarded event cards are reformed into one deck, and the deck is shuffled. Hold cards still possessed by players are not returned to the deck (see 19.0). II. THEOLOGICAL POLITICS SEGMENT (OPTIONAL) The players determine the schismatic status of the Christian churches (see 23.1). III. THE ROUNDS A. First Round 1. Year Card Distribution Phase The players shuffle the deck of year cards, and five are dealt face down to each player. 2. Crusade Determination Phase (Optional) Players determine whether there will be a crusade during this round (see 23.3). Note there can be only one crusade per game turn. 3. Raider Phase (Optional) Players determine which, if any, raiders are active during the current game turn. If there is an active raider force the attacks by the raiders are determined and carried out as per rule 24.0. 4. Magnate Phase (Optional) Players determine whether a Magnate appears during this round. If a Magnate does appear, their location, stature and intentions are determined and their activities are carried out as per rule 24.0. 5. Crusader Phase (Optional) If the players have determined there will be a crusade during the current round, the players whose leaders are Roman Catholic conduct that crusade as described in rule 23.3. 6. Initiative Determination Phase The players determine the order in which their turns will be taken. The player who has the highest leader stature rating total (that is, the sum of their three stature ratings), announces in which position in the round they will play (first, second or whatever). If there is a tie for the highest stature rating total, the tied player who controls the most areas has first choice. If there is a tie in the number of areas as well, the tied players roll a die for highest number. After the player of highest rank has chosen their turn’s position, the other players continue to choose turn positions by order of their leaders’ stature rating totals until the lowest ranking player is left with the remaining unwanted position. 7. First Player Turn The player who has chosen to go first begins their player turn by drawing a card from the event deck. If the card they receives is not a card marked Hold they must immediately turn it face up and apply the results of that event. If it is a Hold card they may either declare it or keep it for future use as they sees fit. The player must then undertake at least one endeavour. They announce to the other players the endeavour they plan to undertake. If the endeavour involves an area belonging to another player’s Empire, the active player must allow that player the opportunity to announce whether they will undertake a defense endeavour. The first player then plays their first year card by turning it face up. If another player has announced a defense endeavour, they also play a year card. Endeavour results are applied immediately, as are any stature checks called for by the card (see 8.2). The first player may then continue to play their remaining four year cards, or they may reserve them for defense endeavours during the other players’ turns. At any point during their player turn, the active player may collect Gold by taxing the areas within their Empire. All the areas a player intends to tax during their current player turn must, however, be taxed at the same time, once they stops taxing they may not tax any other area during their player turn. 8. Second Player Turn The second player, as determined in the initiative determination phase, draws an event card, plays one or more of their five cards and collects taxes as above. 9. Remaining Player Turns The remaining players carry out their player turns in the determined order. At the end of the last player turn, any players who still have un-played year cards must turn them face up and carry out any required stature checks. The passage of five years is then recorded on the Turn Record Track by advancing the Round marker. 10. Colonisation Record Phase (Optional) Players currently attempting to colonise any areas now record any changes to their colonisation point totals (see 25.0). B through E. Second through Fifth Rounds The players carry out the sequence of events as described in the outline above. F. End of Game Turn The passing of the 25 years and the completion of a full game turn is recorded on the Game Turn Record Track by advancing the Game Turn marker. 7.0 THE NATURE OF EMPIRE At the beginning of the game, each player receives an imperial domain of one or more areas. Their basic goals are; to maintain and improve that original Empire, and to increase the number of areas they own. The player attempts to accomplish those goals by engaging their leader in various endeavours with the intention of strengthening their own areas and weakening or conquering those of their neighbours. These endeavours are financed primarily through taxation. Each area has four basic characteristics that influence the outcome of any endeavours involving it. Those characteristics are: religion, language, population and social state level. Of these characteristics, only the social state level will change frequently during the game. Religion and language are changed only under extraordinary circumstances, and population values are never changed. The changes in any characteristics of an area are marked with counters on the map. Finally, one area in each player’s Empire, designated the player’s Court Area, has special properties. 7.1 Social State The social state of an area directly affects the resolution of any endeavour involving that area – it also affects the area’s potential tax yield. Social state may be reduced as a result of either an unsuccessful attempt by the owning player to fortify or economically build-up the area, or as a result of successful attempts by other players to conquer or pillage that area (see 10.0 and 11.0) or by the playing of Event cards (see 19.0). 7.11 The social state level of each area may drop as low as -3 regardless of the area’s social state norm. Results that dictate a decrease in social state for an area with a social state norm of -3 are ignored. No Gold may be obtained from an area with a social state of -3. 7.12 The social state of an area may never be raised more than two levels above its social state norm. If a player undertakes an endeavour in an area where the social state is already at that level, any result indicating an increase of social state is ignored. 7.13 The social state level of an area may be raised through a ruling endeavour by the owning player of that Area (see 15.0) although it may also be reduced through a ruling or fortification endeavour (see 14.0). The increase or decrease is indicated as the result of the endeavour on the year card played. Such a change is always given as an increase or decrease of one social state level. 7.14 When a player undertakes a conquest, pillage or diplomacy endeavour, the social state level of the area from which the operation is being launched is added to the player’s leader stature in determining the effectiveness rating (NB. in the case of diplomacy this is the Court Area). Similarly, when a player undertakes a fortification endeavour in one of their areas, the social state level of that area is added to the player’s leader stature for determining the effectiveness rating (see 9.5). 7.15 When a player undertakes a conquest, pillage or diplomacy endeavour, the social state level of the area against which the endeavour is directed is subtracted from the player’s leader stature when determining the effectiveness rating (see 9.5) . 7.16 When a player undertakes a ruling endeavour in one of their areas, the social state level of the targeted area always adversely affects the leader’s effectiveness rating. If the targeted area’s social state is negative, add it to your leader’s administrative stature. If the social state is positive, subtract it from your leader’s administrative stature. For example, a leader with an administrative rating of three would have it reduced to one if the Target Area’s social state was either “+2” or “-2.” 7.2 Religion The religion of the majority of an area’s population is indicated on the map. There are four religions represented in the game: paganism, Islam, Christianity and heretical Christianity. Christianity is divided into two Churches: Roman Catholic and Eastern Orthodox. 7.21 Religion & Leader-Area Relationships Three religious relationships are possible between a leader and an area and these may have an effect on rebellion values as well as effectiveness ratings for endeavours directed by the leader at that area. • The leader and the area may be of different religions (for example, Moslem and Christian, or Christian and heretical Christian). • The leader and the area may be of different Christian churches (that is, Roman Catholic and Eastern Orthodox). • The leader and the area may be of the same religion and/or church (for example, both Moslem or both Roman Catholic). 7.22 For all game purposes the religion of each pagan area is different from the religions of all other areas, including other pagan areas. 7.23 The religion of an area may be changed only through the process of conversion (see 22.2). 7.3 Languages & Language Groups Though the ecclesiastical and intellectual communities throughout eastern and western Europe were linked by their respective churches and languages such as latin, those ties did not overcome the often strong cultural differences amongst the many ethnic groups of the continent. Cultural similarities and differences coincided to a great degree with similarities and differences of language. In Empires of the Middle Ages, the main language of the people of each area is indicated by the color of the area. Moreover, each language has been assigned to a group of closely related languages. The following is a list of the language groups and languages used in the game, together with a list of the areas belonging to each. Note that in some cases a given “language” is actually a sub-group including two or more closely related tongues. GERMANIC LANGUAGE GROUP Low Frankish: Friesland, Flanders Old High German: Franconia, Lorraine, Bavaria, Austria, Switzerland, Swabia Old Saxon: Saxony, Brandenburg Anglo-Saxon: Wessex, Mercia, Northumbria Old Norse: Denmark, Sweden, Norway ROMANIC LANGUAGE GROUP North Italic: Verona, Venice, Lombardy, Tuscany, Rome, Corsica South Italic: Naples, Apulia, Sicily, Sardinia Langue d’Oil: lIe de France, Normandy, Champagne, Anjou Langue d’Oc: Burgundy, Provence, Toulouse, Aquitaine, Aragon, Valencia Iberian: Leon, Portugal, Castille, Cordova, Granada Vlach: Wallachia SLAVONIC LANGUAGE GROUP West Slavonic: Poland, Pomerania, Bohemia, Silesia, Volhynia East Slavonic: Novgorod, Muscovy, Smolensk, Ryazan, Kiev South Slavonic: Croatia, Serbia, Bulgaria, Macedonia CELTIC LANGUAGE GROUP All Celtic Languages: Ireland, Scotland, Wales, Brittany HELLENIC LANGUAGE GROUP Greek: Greece, Constantinople, Adrianople, Trebizond, Asia, Cilicia BALTIC LANGUAGE GROUP All Baltic Languages: Lithuania, Prussia, Livonia NON-INDO-EUROPEAN LANGUAGES Hungary, the Steppes, Khazar, Georgia, Anatolia, Syria, Jerusalem, Armenia (Armenian is actually an Indo-European Language; however, it is only distantly related to the other languages of Europe.) 7.31 Language: Leader-Area Relationships Three Language relationships are possible between a leader and an area and these may have an effect on rebellion values as well as effectiveness ratings for endeavours directed by the leader at that area. • The leader and the area may be of unrelated languages (for example, Greek and Old Saxon). • The leader and the area may be of related languages (for example, North Italic and Iberian). • The Leader and the area may be of the same language (for example, both Baltic). 7.32 As in the case of pagan areas (7.21), each non-Indo-European area is linguistically unrelated to all other areas. 7.33 The language of an area may be changed only through colonisation (see 25.0). 7.4 Population The size of each area’s population is indicated on the map. As it is relative to the population size of other areas it can be represented in the game system by both negative and positive numbers. Population has an effect on three endeavours as below: 7.41 Effect of Population on Pillage The population value of an area against which a player undertakes a pillage endeavour outside their Empire is added to the player’s leader stature in determining the effectiveness rating. 7.42 Effect of Population on Fortification The population value of an area in which a player undertakes a fortification endeavour within their Empire is added to the player’s leader stature in determining the effectiveness rating. 7.43 Effect of Population on Conquest Population has no effect on determining the effectiveness rating for a conquest endeavour. However, if the Target Area of a conquest endeavour has a positive population value, the active player must succeed in a number of conquest endeavours against that area equal to the area’s population value (see 10.3). 7.5 Court Areas The Court Area of each Empire is the point of origin for that Empire’s ruling house, and the seat of the imperial government. Consequently, the linguistic and religious characteristics of an Empire’s leader are those of the Empire’s Court Area. Moreover, each area in an Empire must be connected to the Court Area in order to be taxed and used as bases and targets for endeavours by the Empire’s leader. The Court Area is the only area in a player’s Empire never subject to the risk of unrest and rebellion during taxation, and thus may be taxed without risk (see 16.0 and 17.0). 7.51 A player may never tax or undertake an endeavour (apart from Diplomacy) in or from an area of their Empire that is not connected to the Court Area of their Empire either directly by a mutual border, or through a chain of mutually connected areas, all of which are parts of the same Empire. There is no limit to the number of land areas that may be included in such a chain but only two adjacent Sea Areas are allowed (unless a seafaring area is involved in which case the limit is three, see 9.53). 7.52 There are only three circumstances when a court can be relocated (signified by the Court social state level marker being placed on the newly designated Court Area): > When ownership of a Court Area is lost. The losing player must immediately designate another Court Area within their Empire. It must have the same language and religion as the player’s leader. If a player’s Court Area is conquered and there is no area in their Empire with the same language and religion as the leader, that player’s leader is forced into exile (see 21.0). > If a player who has been forced to relocate their court later re-conquers their original Court Area (as designated at the start of the game) they may immediately move their court back to its original location. They must decide whether they will do this before the play of the next year card > Immediately after the player has resolved the effects of a Leader dies heirless event card. In this case only you can designate the new court in any area that you control. 8.0 LEADERS Each player is represented in the game by an endeavour counter, which stands for the individual rulers of the player’s Empire. Each leader has three stature ratings, indicating skill in military, administrative and diplomatic affairs. There are five levels: 1 (inept), 2, 3, 5, and 9 (brilliant). A leader’s stature is the basis for determining effectiveness rating vis a vis any endeavour undertaken. A leader’s stature level will change periodically, representing the ascent of a new monarch to the throne or significant changes in the abilities of the monarch in power. In the scenario descriptions, each player’s leader is assigned an initial stature level for their combat, administrative and diplomatic abilities. Stature Level Markers bearing the appropriate levels are placed on the Leader Stature Displays printed at the edge of the map. Each time a player undertakes an endeavour, they determines their leader’s effectiveness rating by adding to and subtracting from their leader’s stature level certain modifiers (see 9.5). The relationships of a leader’s language and religion to those of an area are among these modifiers (see 9.34). 8.1 Leader Statures 8.11 Combat Stature Use Whenever a leader undertakes a conquest or pillage endeavour, their combat stature is used to determine their effectiveness rating. Moreover, in a defense endeavour, combat stature is deducted from the attacking leader’s effectiveness rating (see 13.0). 8.12 Administrative Stature Use Whenever a leader undertakes a ruling or fortification endeavour, their administrative stature level is used to determine their effectiveness rating. 8.13 Diplomacy Stature Use Whenever a leader undertakes a diplomacy endeavour, their diplomacy stature level is used to determine their effectiveness rating. 8.2 Stature Checks Leader Stature Checks may be caused by the play of Event Cards or Year Cards. The instructions on an Event Card are followed immediately it is drawn, or played in the case of a holding card (see 19.0). The words Leader Check appear at the bottom of each year card. Most say None Required but some cards have leader stature level numbers instead and are dealt with as follows: 8.21 If a year card with leader check numbers is played for the resolution of an endeavour then a stature check is required (once the results of the endeavour have been determined) only if the level of the stature used for that endeavour appears on the card. 8.22 If, at the end of a round, a player finds there are leader check numbers on a card they did not use for an endeavour during that round, they determine whether they must check their leader’s stature levels according to the level of their administrative stature only. 8.3 Leader Stature Change Table (See charts and tables) 8.31 A leader stature check requires three rolls of two dice. The first roll determines whether the leader’s combat level changes. The second dice roll determines administration level changes and the third determines diplomacy level changes. Each result is checked against the column for the Leader’s current stature results on the table. 8.32 Stature Check results are put into effect immediately. 9.0 ENDEAVOURS Note: the rules in this section deal with all the endeavours collectively and in general terms; specific rules for each individual endeavour are presented in sections 10.0 - 15.0. There are six endeavours a player may undertake to strengthen and expand their realm Conquest, Pillage, Diplomacy, Defense, Ruling, and Fortification. All are actions directed from an area (the Base Area) in one player’s Empire against another area, which may be part of that same Empire, part of an enemy’s Empire, or independent (the Target Area). Undertaking an endeavour always requires the play of a year card, and usually requires an expenditure of Gold. One of the three Leader Stature Levels (combat, administration and diplomacy) is used as the basis of an effectiveness rating for each endeavour and that effectiveness rating, in conjunction with the results printed on a year card, is the means by which the result of an endeavour is determined. Players undertake endeavours during their turns according to the following procedure: 1. At the beginning of the round, the player receives five year cards. They may not examine these until they are played or, if unused, at the end of the round. If a player, before their own turn, uses any year cards for a defense endeavour, the remaining cards limit the number of endeavours available during their turn. 2. The active player places their endeavour counter in an appropriate Base Area. 3. The active player announces which endeavour they are undertaking and determines what their leader’s effectiveness rating will be. If a conquest or pillage endeavour against an opponent’s area, they must allow the opponent the opportunity to decide whether to play a defense endeavour. 4. The active player pays the required amount of Gold for the endeavour by removing it from their treasury. Opponents playing defense endeavours also pay the required amount of Gold. 5. The active player turns over one of their year cards. When a defense endeavour has been played, the opponent also turns over one of their year cards. 6. The active player compares their leader’s final effectiveness rating (taking into account any deduction resulting from an opponent’s defense endeavour) with the relevant results on the card. 7. All results are immediately shown on the map by the appropriate adjustment of markers. 8. If cards played require a stature check, either or both players involved check their leader’s stature levels (8.2). 9. The active player may undertake an endeavour for each remaining year card. 9.1 Endeavour Restrictions 9.11 One year card must be played for each endeavour undertaken. Conversely, for each year card played only one endeavour may be undertaken. A player may never play more than five cards during any single round. 9.12 Every active player must play at least one year card during their own player turn. The other four cards may be reserved for defense endeavours, or the player may simply choose not to play them. Cards that remain unplayed at the end of a round must be turned over before the next round begins to determine if they require leader stature checks (see 8.22). 9.13 The only endeavour that may be undertaken during another player’s turn is defense. 9.14 The Base Area must always be an area that belongs to the active player and is linked to the player’s Court Area as described in rule 7.51. 9.15 Any Target Area which belongs to the active player must be linked to that player’s Court Area as described in rule 7.51. The Crusades (23.3) and Exile (21.0) are exceptions to this rule. 9.16 The Target Area of a conquest or pillage endeavour must border, or be connected to, the Base Area in the manner specified in rule 7.51). 9.17 If there is one Sea Area included in the chain of areas connecting the active player’s Court Area and the Target Area of any endeavour undertaken (except diplomacy) the Gold cost for that endeavour is increased by one. If there are two consecutive Sea Areas, the cost is increased by two. These costs may be reduced if the chain goes via the area of a Seafaring People (See 9.5) 9.18 A diplomacy endeavour may be directed toward any area on the map, regardless of the number of areas between the base and Target Areas. The Base Area for a diplomacy endeavour is always the player’s Court Area. 9.19 A player may not undertake an endeavour for which their leader’s effectiveness rating is less than zero. If it emerges that a leader’s effectiveness rating is less than zero after a year card is played then only those results detrimental to the active player are applied. 9.20 If a player uses an area in a state of unrest as a Base or Target Area for an endeavour, and the result of that endeavour causes that area’s social state level to decrease, that area is subject to possible rebellion (see 17.0). 9.2 Effectiveness Ratings & Endeavours On a year card endeavour results are indicated according to whether the active player’s effectiveness rating is equal to, greater than, or less than the figure printed on the card. In general, the higher a player’s leader effectiveness rating the more likely the results of the endeavour will be favorable to them. 9.3 Effectiveness Rating and Determination Procedure A leader’s effectiveness rating must be determined for each endeavour undertaken during a player’s turn. The numeric basis for this rating is the active player’s leader stature level (either combat, administration or diplomacy) employed for the particular endeavour undertaken. Modifications for various area characteristics are then added to and subtracted from the leader stature level. Players should note that area characteristics do not always affect different endeavours in the same way. Summaries of the factors affecting each endeavour have been provided in the form of various charts and tables. • Note both negative and positive figures may appear. Adding a negative number is the same as subtracting that number’s absolute value: for example, (+4) + (-2) = (+2), and subtracting a negative number is the same as adding that number’s absolute value: for example, (+2) – (-2) = (+4). 9.31 A leader’s effectiveness rating must be determined each time a player undertakes an endeavour, except when undertaking a defense endeavour, since a defense endeavour consists simply of subtracting the relevant stature level (plus any Gold spent by the defender) of the defending player’s leader from the effectiveness total of the attacking player’s leader (see 13.0). 9.32 Sea Areas: For any endeavour (other than diplomacy) where there are two or more consecutive Sea Areas in the chain between the Base Area and the Target Area, or between the Base Area and the active player’s Court Area, a leader’s effectiveness rating is halved before determining the result (If that effectiveness rating is negative, increase the negative figure by 50%, rounding ‘up’ to the next higher negative number). This modification is made after all others have been applied apart from those resulting from extra gold expenditure, which are not affected (see 9.33 below). NB: If the chain passes through a seafaring peoples area the effects listed above are replaced by those in rule 9.53 9.33 The active player may voluntarily increase their leader’s effectiveness rating by spending Gold in excess of the usual cost of any endeavour. This is done by expending one point of Gold for each point of effectiveness. If a player decides to raise their effectiveness rating through expenditure, they must announce how much Gold they are spending when they announce the endeavour and may not change the amount once announced. Points added via this method are not subject to the overseas modification in 9.32. 9.34 Religion/Language Modifier Matrix (See charts and tables.) 9.35 Cost & Effectiveness Rating Summaries (See charts and tables.) 9.4 Endeavour Results A list of results for each endeavour, except defense, is printed on each year card. On playing a year card, the player compares the results listed for the endeavour they is undertaking with their effectiveness rating for that endeavour. More than one result may apply in some cases, each is dealt with individually. If the player’s effectiveness rating is within the range indicated for a result, that result is applied immediately. The following summarizes the endeavour results found on the Year Cards. Individual results are covered in greater detail in the sections dealing with individual endeavours. • Note any result on a year card not accompanied by a parenthesized number is an automatic result, regardless of the player’s effectiveness rating. +1(# >) the social state of the Area in which column the result appears is increased by one level, provided the player’s effectiveness rating is equal to or greater than the number (#) in parentheses. Example: a result of + l (3 >) would require an effectiveness rating of three or higher in order to be put into effect. -1(# >) identical to + l (# >>), except that the social state is reduced one level. -1(< #) identical to – l (# >>), except that the active player’s effectiveness rating must be equal to or less than the number in parentheses. G (# >) the active player may receive the amount of Gold indicated on the Pillage & Plunder Table (11.3) by rolling a die - provided their effectiveness rating is equal to or greater than the number. F (# >) a fortification is constructed if the active player’s effectiveness rating is equal to or greater than the number. C (# >) a conquest result is achieved, provided the active player’s effectiveness rating is equal to or greater than the number. T (# >) a diplomatic tie is established, provided the active player’s effectiveness rating is equal to or greater than the number. T/C (# >) a diplomatic conquest is achieved, provided the active player’s effectiveness rating is equal to or greater than the number; otherwise, a tie is established. Only one result is allowed. If a diplomatic conquest is achieved, a tie is not established. 9.5 Effects of Seafaring Peoples Seafaring Peoples reduce the adverse effects incurred when conducting endeavours across Sea Areas. 9.51 The areas of Venice, Lombardy, Constantinople, Norway, Sweden and Denmark are considered to be occupied by seafaring peoples, and are marked as such on the map. Note that a scenario may designate additional areas as seafaring. 9.52 A player may include three consecutive Sea Areas in a chain of areas between their court and a Target Area if that chain goes via a seafaring peoples area. This is an exception to rule 7.51. 9.53 Whenever a player undertaking an endeavour traces a chain of areas between their court and a Target Area through a seafaring peoples area, and the chain includes one or more Sea Areas directly connected to that area, the effects listed in 9.17 and 9.32 are replaced as follows: > There is no increase in the Gold cost for undertaking an endeavour through a seafaring peoples area and one directly adjacent Sea Area. > If the chain of areas includes two consecutive Sea Areas immediately following a seafaring peoples area, the Gold cost for that endeavour is increased one point but the leader’s effectiveness rating is not halved for the second Sea Area. > If the chain of areas includes three consecutive Sea Areas immediately following a seafaring peoples area, the Gold cost for that endeavour is increased two points, and the leader’s effectiveness rating is halved. 10.0 CONQUEST Conquest is a foreign endeavour through which a player may obtain ownership of an area which is either independent or belongs to another player. When an area is fully conquered it becomes a part of their Empire for all purposes. To fully conquer an area with a population value of one or less, the player need carry out only one successful conquest endeavour. Any area that has a population value greater than one is fully conquered only if a player has achieved a number of successful conquest results against that area equal to its population value. In addition to a conquest result, a conquest endeavour may effect a change in the social state of the base and/or Target Areas. 10.1 Conquest Endeavour Costs At least two Gold are expended each time a player undertakes a conquest endeavour. If the line of communications from the active player’s Court Area to the Target Area includes any Sea Areas, additional costs may be incurred (see 9.5 et seq). A player may elect to spend additional Gold in order to increase their leader’s effectiveness rating (see 9.33). 10.2 Conquest Results There are three possible results of a conquest endeavour listed on the year cards. C the Target Area has been partially or fully conquered by the active player. If fully conquered, it becomes a part of their Empire and the active player removes the area’s social state marker and replaces it with one of their own. If the fully conquered area contains fortifications, those fortifications are reduced or removed (see 14.4). An unrest marker is placed on the conquered area (see 17.0). -1(# >) the social state of the Target Area is decreased one level provided the active player’s effectiveness rating is equal to or greater than the parenthesized number. -1(< #) the social state of the active player’s Base Area is decreased one level provided the active player’s effectiveness rating is equal to or less than the parenthesized number. 10.3 Multiple Conquest Procedure To fully conquer an area that has a population value greater than one, a player must achieve a number of successful conquest results equal to the area’s population value. The player undertakes conquest endeavours against the area normally. Whenever a C result is obtained against the area, they place one of their partial conquest markers on the shared border between their Base Area and the area they are conquering. For each successive C result they achieve the marker is adjusted to show how many results they have had against the area. When the player achieves a number of C results equal to the population value they remove the partially conquered marker and replace the area’s social state marker with one of their own plus an Unrest marker. 10.31 When conquering an area with a population value greater than one, the individual conquest endeavours need not be performed successively. Indeed they need not be undertaken in the same round or game turn. Thus an area may remain partially conquered indefinitely. 10.32 While conquering an area with a population value greater than one, a player may use any of their suitable adjacent areas as bases for conquest endeavours against that area, i.e. they do not have to use the same area for each attempt. A separate partial conquest marker must be placed on the relevant border however. The total of the markers is cumulative for the purposes of conquering the area but they need to be independently registered due to 10.36 and 10.37 below. 10.33 The owner of an area that has been partially conquered by another player, or players, may use that area as a base for foreign endeavours and as a target for domestic endeavours. When they do so, however, their effectiveness rating is reduced by a number equal to the number of C results achieved against that area. 10.34 A player who owns a partially conquered area may tax that area normally. 10.35 A player who has only partially conquered an area may not use that area as a base for foreign endeavours, nor may it be used as a target for domestic endeavours as they do not own it. 10.36 A player may remove a C result against one of their partially conquered areas by undertaking a conquest endeavour against the enemy area through which the C result was achieved, using the partially conquered area as their base. The endeavour is resolved normally (but see 10.33). If the player achieves a C result, one enemy C result against the partially conquered area is removed. If all the enemy C results from a given enemy area are removed then the partially conquered friendly area can be used as a base to attack and conquer that enemy area even if other enemy areas still have partial conquest markers in place (again subject to 10.33). 10.37 If an area is conquered after it has been used to inflict any C results against a partially conquered enemy area, all such results achieved from that Base Area are removed. 10.38 If two players are simultaneously attempting to conquer an area with a population value greater than one, each player must attempt to achieve a number of C results equal to the population value of the area. The first player to do so gains possession of the area, and the other player’s partial conquest markers are removed. 11.0 PILLAGE Pillage is a foreign endeavour by which a player may decrease the social state level of an independent area, or area belonging to another player, and obtain Gold. A pillage endeavour may not be undertaken against an area with a social state of -3. 11.1 Pillage Endeavour Costs A player expends no Gold to undertake a pillage endeavour unless the line of communications from the active player’s Court Area to the Target Area includes any Sea Areas (see 9.17). A player may elect to spend additional Gold to increase their leader’s effectiveness rating (see 9.33). 11.2 Pillage Results There are three possible results of a pillage endeavour listed on the year cards. -1(# >) the social state of the Target Area is decreased one level provided the active player’s effectiveness rating is equal to or greater than the parenthesized number. -1(< #) the social state of the active player’s Base Area is decreased one level provided the active player’s effectiveness rating is equal to or less than the parenthesized number. G the player who has undertaken the pillage endeavour must determine how much Gold they have obtained (if any) by rolling a die and comparing that roll with the results on the Pillage/Plunder Table (11.3). 11.3 Pillage/Plunder Table (See also charts and tables) Roll one die: Result Gold 1 0 2 - 3 1 4 - 5 2 6 3 12.0 DIPLOMACY Diplomacy is a foreign endeavour by which a player may form a diplomatic tie between their court and another area. These represent liaisons based on either family ties, or diplomatic agreement, between an emperor and the local ruling elite within a specific area. Diplomatic ties are primarily useful as a means to obtain claims to areas (see 18.0), though they also serve as offensive and defensive tools through their effect on unrest and rebellion (see 17.0). The diplomacy endeavour is the only endeavour for which a leader’s diplomatic stature rating is used. Several special characteristics distinguish diplomacy from the other foreign endeavours. 12.1 Special Characteristics of Diplomacy Endeavours 12.11 The Base Area for a diplomacy endeavour must always be the active player’s Court Area. 12.12 The Target Area of a diplomatic endeavour may be any area on the map (except Court Areas), regardless of distance. No chain of connected areas between the target and the Court Area from which a diplomacy endeavour is attempted need be considered. 12.13 A player may form a diplomatic tie with any area, regardless of whether it is a part of their Empire or not. 12.14 A player may never have more than one diplomatic tie with a given area at any given time. If a player has a diplomatic tie with an area, they may still undertake a diplomacy endeavour against that area in the hope of attaining a C result. Any additional T results are ignored. 12.15 Any number of players may have concurrent diplomatic ties to the same area. 12.16 A player may never undertake a diplomacy endeavour against an area that is currently serving as another player’s Court Area, nor against a Magnate’s Court Area. 12.17 Whenever a player undertakes a diplomacy endeavour against an area belonging to an opposing player that opposing player’s diplomatic stature rating is automatically subtracted from the active player’s leader effectiveness rating. 12.18 Whenever a player undertakes a diplomacy endeavour against any independent area except Venice, three is subtracted from the player’s leader effectiveness rating. 12.19 When undertaking a diplomacy endeavour against an independent Venice, subtract five from the effectiveness rating (the Venetians were consistently adept at maintaining their independence). 12.20 Whenever a player undertakes a diplomacy endeavour against any area controlled by a Magnate, five is subtracted from the player’s leader effectiveness rating. 12.2 Diplomacy Endeavour Costs A player must spend at least one Gold for every diplomacy endeavour undertaken. Additional costs due to Sea Areas are never incurred when undertaking a diplomacy endeavour. A player may elect to spend additional Gold in order to increase their leader’s effectiveness rating, as may an opponent (see 9.33). 12.3 Diplomacy Endeavour Results A diplomacy endeavour may have two possible results in addition to having no effect. T if a player achieves a T result, they have successfully established a diplomatic tie between their Empire and the Target Area. The existence of the tie is indicated by the placement of a diplomatic tie marker on the area. C the Target Area has been conquered by the active player, and the social state marker of the area is immediately replaced with a marker belonging to them. If a diplomatic conquest is achieved, a tie is not established unless they already own the area. T/C (# >) a diplomatic conquest is achieved, provided the active player’s effectiveness rating is equal to or greater than the parenthesized number; otherwise, a tie is established. Only one result is allowed. If a diplomatic conquest is achieved, a tie is not established. 12.31 When a player achieves a C (diplomatic conquest) result through play of a diplomacy endeavour, the conquest is total, regardless of the population value of the area. Moreover, the area does not enter a state of unrest, and any fortifications are not reduced. 12.32 If, through a diplomacy endeavour, an active player whose leader is Christian, conquers an area belonging to an opponent whose leader is also Christian, the opponent may contest the conquest by calling for a Diplomatic Parley (see 20.4). 12.4 Effects of Diplomatic Ties 12.41 In general, a player may obtain a claim to an area only after first establishing a diplomatic tie to it; though the exact means by which a player may obtain a claim varies according to the status of the area involved. The procedures for obtaining claims are fully described in 18.0. 12.42 Diplomatic ties affect rebellion values (see 17.0) in the following manner. > The rebellion value of an area is reduced by two if the player who possesses the area also has a diplomatic tie to it. > The rebellion value of a player’s area is increased by two if one or more of their opponents have diplomatic ties to that area. This increase is because ties are present, it is not per tie. An opponent may, however, temporarily waive the effect of their tie on the rebellion value of the player’s area, if they so desire. If more than one opponent has a tie to the Area, each opponent must waive the effect of their tie in order for there to be no increase of the rebellion value of the player’s area. They state this before the relevant dice are rolled. 12.43 A diplomatic tie can be broken only as a result of the play of certain event and holding cards (see 19.0) or if the player who established it decides to remove it. There is no limit to the longevity of a diplomatic tie. 13.0 DEFENSE The defense endeavour is a domestic endeavour by which a player may reduce the effectiveness rating of any opponent undertaking a conquest or pillage endeavour against one of their areas. It is the only endeavour that can be undertaken during another player’s turn. A player must announce their intention to defend before the opponent who is undertaking the conquest or pillage endeavour has played their year card, they can only do this if they have an available, unused, year card. The sequence of events is as follows: > The attacking player announces an attack on a player’s area. > That player announces that they are undertaking a defense endeavour. > The attacking player must then announce the effectiveness rating of their leader. Once the attacking player does so, they may not change their leader’s effectiveness rating by spending more Gold. > The defending player announces how much additional Gold, if any, they are spending to decrease the attacking player’s leader effectiveness rating. This is added to the defenders combat stature rating and the total then subtracted from the attacker’s effectiveness rating. > Both players turn over a year card. The results are applied and any stature checks required by the cards used are made. 13.1 Defense Costs & Restrictions 13.11 At least one Gold must be expended each time a player undertakes a defense endeavour. If the line of communications from the defending player’s Court Area to the area they is defending includes any Sea Areas, additional costs may be incurred (see 9.17). 13.12 A player may elect to spend additional Gold in order to further decrease their opponent’s effectiveness rating (see 9.33). 13.13 A player may never conduct more than four defense endeavours in the course of a round as they must perform one endeavour during their own turn. 13.14 A defense endeavour requires the play of a year card. If a player has used all five of their year cards for a given round during their own player turn and is subsequently attacked during an opponent’s player turn, they are unable to undertake a defense endeavour. 13.2 Effects of Defense Endeavours 13.21 By playing a defense endeavour in response to an opponent’s conquest or pillage endeavour, the defending player decreases that opponent’s effectiveness rating (for that endeavour) by a number equal to the combat stature of the defending player’s leader plus any additional Gold spent. 13.22 Endeavour results on a card played by a defending player are ignored. If, however, the play of a defense endeavour causes the attacking player’s effectiveness rating to drop below zero, the attacking player must still play their year card and any positive results are ignored. 13.23 If the defender’s year card shows a possible leader stature check, use their combat stature to determine if the check should be made. Any check happens immediately after the results of the attacker’s endeavour have been implemented. 14.0 FORTIFICATION The fortification endeavour is a domestic endeavour through which a player may fortify one of their areas against various unpleasant possibilities. Fortifications in an area reduce the effectiveness rating of any player who is conducting a conquest or pillage endeavour against that area by a number equal to the strength of the fortifications. Moreover, the rebellion value of an area in which there are fortifications is reduced by a number equal to the strength of those fortifications (see 17.26). Fortifications have an initial strength of 2. This may be increased to 3 through the successful play of another fortification endeavour. The strength of an area’s fortifications may never exceed 3. 14.1 Fortification Endeavour Costs At least two Gold must be expended each time a player undertakes a fortification endeavour. If the line of communications from the active player’s Court Area to the Target Area includes any Sea Areas, additional costs may be incurred (see 9.17). A player may elect to spend additional Gold in order to increase their leader’s effectiveness rating for this endeavour (see 9.33). 14.2 Fortification Results There are two possible results of a fortification endeavour, in addition to no result. F fortifications have been successfully built or increased in strength in the Target Area. -1(< #) the social state of the Target Area is decreased one level if the active player’s effectiveness rating is equal to or less than the parenthesized number. 14.3 Effects of Fortifications 14.31 A player’s effectiveness rating is reduced by the strength of the fortifications in an area when undertaking a conquest or pillage endeavour against it. This also applies where a player is conducting a conversion conquest on their own areas (see 22.2). 14.32 The rebellion value of an area is reduced by the strength of the fortifications in that area. 14.4 Destruction of Fortifications 14.41 When a player, by means of a conquest endeavour, fully conquers an area with strength two fortifications they are considered destroyed and removed from the map. If there are strength three fortifications the player replaces them with their own strength two marker. 14.42 When a player conquers an area by diplomacy, the player replaces any fortification marker in that area with one of their own markers. The strength of the fortifications remains the same. 14.43 A player may at any time voluntarily reduce the strength of the fortifications in their own areas during their own player turn. 15.0 RULING The ruling endeavour is a domestic endeavour through which a player may attempt to increase the social state levels of their areas. Moreover, a successful ruling endeavour removes any unrest in that area, greatly reducing the chances the area will rebel (see 17.0). 15.1 Ruling Endeavour Costs A player expends no Gold to undertake a ruling endeavour; however, if the line of communications from the active player’s Court Area to the Target Area includes any Sea Areas, Gold costs may be incurred (see 9.17). A player may increase their effectiveness rating through the expenditure of Gold (see 9.33). 15.2 Ruling Endeavour Results There are two possible results of a ruling endeavour in addition to no result. +1(# >) the social state of the Target Area is increased one level provided the active player’s effectiveness rating is equal to or greater than the parenthesized number (see also 7.12). -1(<#) the social state of the Target Area is decreased one level provided the active player’s effectiveness rating is equal to or less than the parenthesized number. 15.3 Quelling Unrest When a player undertakes a ruling endeavour in an area in a state of unrest (see 17.0), the unrest marker is immediately removed from that area’s register if the player achieves a + 1 (# >) result or no result. Thus an area’s unrest marker remains in place only if the endeavour result causes (or would cause) a reduction in social state. 16.0 GOLD, TAXATION & PLUNDER The number printed on each Gold Marker indicates the amount of Gold it represents in denominations of 1, 2, 5, 25 and 100. Players must expend Gold in order to undertake certain endeavours and as a diplomatic tool. During the game gold is obtained primarily by taxation. Gold may also be obtained by pillaging enemy areas and through diplomatic bargaining. At the beginning of the game, each player receives 12 Gold which is placed in their Treasury Display on the edge of the map. 16.1 Taxation During their turn each player may tax those areas in their Empire with positive social states. A player may tax at any time during their player turn: before they have played any year cards, after they have played all of their year cards, or at any time in between. The sequence of actions is as follows: > The active player announces they are starting taxation and names the first area they will tax and the amount they will attempt to obtain. > The player determines the rebellion value of the area they are taxing (see 17.2). > The player rolls two dice and consults the Unrest & Rebellion Table. If either no result or an unrest result is indicated on the table, the area has been successfully taxed. If the rebellion result is indicated on the table, the area’s social state marker is immediately replaced with an independent social state marker, and the player obtains no Gold. > The player carries out this procedure for each of the areas they are taxing during that turn, then resumes their play of year cards (or allows the next player’s turn to begin). 16.11 The social state of an area determines the amount of Gold that can be obtained from it through taxation. A player may obtain a number of Gold equal to or less than the social state level of the area being taxed (i.e. a maximum of 3 in an area at +3). Areas that have social states of zero or lower may not be taxed normally, they must be plundered in order to yield Gold (see 16.2). 16.12 Taxation is voluntary. A player is never obliged to tax any of their areas. 16.13 Only areas connected to their owner’s Court Area may be taxed (see 7.51). 16.14 A player may tax their areas only during their own player turn, and all at the same time - a player may not tax some areas, undertake an endeavour, and then tax other areas. 16.15 Each area may be taxed only once during any given player turn. 16.16 For each Gold a player attempts to obtain from an area through taxation, +1 is added to the rebellion value of that area (see 17.2). 16.17 A player may always tax their Court Area without risk of unrest and rebellion, they do not have to determine the area’s rebellion value or make a check on the Unrest & Rebellion Table (i.e. a player may automatically collect Gold equal to their Court Area’s social state, when that state is positive). 16.2 Plunder Plunder is a special form of taxation by which a player may attempt to obtain more Gold from an area than would normally be possible. Taxation can only be used in areas that have positive social states (as described in 16.1) but a player may plunder any area in their Empire with a social state higher than -3. Thus, areas with negative or zero social state values may be plundered, though they may not be taxed. During each player turn, an area with a positive social state may be taxed or plundered, but not both. For the effects of plunder on an area’s rebellion value, see 17.0. 16.21 A player may plunder an area only during the taxation segment of their player turn. 16.22 The social state of the area being plundered is immediately reduced one level. This is why an area with a social state of -3 may not be plundered. 16.23 If the area being plundered is not in a state of unrest, it immediately enters a state of unrest, indicated by placing an unrest marker in the area. If the area being plundered is already in a state of unrest, it is immediately checked for rebellion: 16.23.1 If the area rebels, it immediately becomes an independent area, and the attempt to plunder it fails. When determining the rebellion value of an area being plundered, it is assumed the player is attempting to obtain three points of Gold and thus 3 is added to the Rebellion Value in addition to the 5 already generated by the existing unrest (see 17.26). 16.23.2 If the area does not become independent as the result of a rebellion check, the player determines how much Gold they have obtained by rolling a die and comparing that result with those printed on the Pillage/Plunder Table (11.3). 17.0 UNREST & REBELLION Unrest and rebellion represent resistance to the authority of an Empire’s leader. There are a number of circumstances under which a player’s area will enter a state of unrest and a number of circumstances under which an area may rebel. When a player’s area is in unrest, the chances that area will rebel are increased. When a player’s area rebels, it becomes independent and the player loses ownership of it. The following is a list of the circumstances under which an area might enter a state of unrest or rebel. Note that the effects of various circumstances on the unrest and rebellion procedure differ: Taxation: when a player taxes one of their areas (see 16.1), they must determine the area’s rebellion value and perform a rebellion check on that area. Plunder: when a player plunders an area (see 16.2) that is not in unrest, that area automatically enters a state of unrest. When a player plunders an area that is in unrest, the player must determine the area’s rebellion value and perform a rebellion check there. Failed Endeavour: when a player uses an area that is in unrest as the base for a foreign endeavour, or as the target of a domestic endeavour, and that endeavour results in the area’s social state being reduced a level, the player must immediately determine the area’s rebellion value and perform a rebellion check there. Newly Conquered Areas: When the player changes the conquered area’s social state marker for one of theirs, they also place an unrest marker in the Area, unless the area was already in unrest. Areas Not Connected to the Court: when the line of communications between a player’s area and the player’s Court Area is broken (i.e. it no longer conforms to the requirements of 7.51) the area automatically enters a state of unrest. Leader Dies Heirless Event Card: those cards cause either some or all the areas in a player’s Empire to enter a state of unrest and immediately get checked for rebellion (see 19.1). 17.1 Effects of Unrest & Rebellion 17.11 When an area enters a state of unrest, an unrest marker is placed in it. An area in unrest that is plundered or used as the base or target of a failed endeavour must undergo a rebellion check. 17.12 When an area in unrest undergoes a rebellion check, the area’s rebellion value is increased by five (see 17.2) for the purpose of that check. 17.13 An area in unrest may be used normally as the base or target of an endeavour. That is, the unrest does not affect the resolution of an endeavour. If, however, the endeavour causes a decrease in social state level in that area it must be checked for rebellion. 17.14 An area in unrest may be taxed normally or plundered. Unrest does not affect the success of taxation or plundering but increases the chances of rebellion during the subsequent rebellion check. 17.15 When a player’s area rebels, that area is no longer part of their Empire. The area’s social state marker is replaced with an independent social state marker. If the area was in unrest when it rebelled, the unrest marker is removed. If there were any fortifications in the area when it rebelled, their strength is reduced from three to two, or from two to zero. 17.2 Rebellion Values 17.21 When a player’s area must be checked for rebellion first determine the area’s rebellion value by making appropriate modifications to the area’s basic rebellion value of 0. 17.22 Rebellion Value Modifications (See charts and tables) > During taxation each Gold a player attempts to obtain from an area adds +1 to its rebellion value > The rebellion value of an area is decreased by the strength of any fortifications in it. > If the player who owns an area has a diplomatic tie to it, the rebellion value of that area is reduced by 2. > The rebellion value of an area is increased by 2 if unfriendly diplomatic ties to that area exist (unless the owners of those ties waive this effect, see 12.42). NB. this is not +2 per tie. > The rebellion value of an area is increased by +5 if it is in unrest. > The rebellion value of an area is increased if it is not of the same language as its ruler: by +1 if it is a related language and by +2 if unrelated. > The rebellion value of an area is increased if it is not of the same church or religion as its ruler: by +1 if it is a different church and by +2 if a different religion. > The rebellion value of an area is increased by +1 if it has borders an independent area with the same language and religion. 17.3 Rebellion Checks To perform a rebellion check for an area, determine its rebellion value, roll two dice and cross-reference that result with the appropriate rebellion value column on the Unrest & Rebellion Table (17.5). 17.4 Unrest & Rebellion Table Results There are three possible results to a rebellion check. U the area being checked enters a state of unrest. If the area was already in unrest, it remains so and there is no additional effect. During a check caused by taxation, the player obtains the Gold if this result is obtained. R the area being checked rebels and immediately becomes independent. During a check caused by taxation, no Gold is obtained from the area if this result is obtained. - there is no change in the status of the area. If the area is being taxed, the Gold is obtained. 17.5 Unrest & Rebellion Table (See charts and tables) 18.0 CLAIMS An essential element of medieval European political life was the feudal arrangement between an emperor or king and their lieges. In many instances, an emperor’s control over a given kingdom or duchy was based on their claim to the fealty of its king or duke. Those claims took different forms, ranging from simple oaths and hereditary allegiances to complicated dynastic ties. Disputes often rose over contested and conflicting claims. Many of medieval Europe’s longest and bloodiest struggles occurred when two sovereigns both laid claim to the same lands. A player who has a claim to an area places one of their claim markers in it. At the beginning of the game, each player places claim markers in those areas to which their leader historically had a claim, as indicated in the scenario description. During the game, players attempt to maintain the claims they possess and gain claims to areas they acquire in course of play. Players obtain claims through the use of diplomatic ties and through the results of certain event cards. If, at the end of a game, a player possesses both an area and a claim to it, they receives a victory point bonus (see 26.0). Any number of players may have claims to the same area. Each player may never have more than one claim to any one area. The following is a list of the ways by which players obtain claims. The procedures refer to the rules for diplomatic ties and to certain event cards. Consequently, players should read what is below in conjunction with a review of rule sections 12.0 and 19.0. 1. At the beginning of the game each player places a claim marker in each area to which their leader historically had a claim – as specified in the scenario being played. A player may have claims to areas they do not possess and more than one player may have a claim to the same area. 2. When a player possesses an area to which no player has a claim, they may automatically obtain a claim, either by forming a diplomatic tie to the area or by playing a Recognition of Claim event card. They must then place a claim marker in the area. A player may obtain a claim to an area they possess in these ways only if no other player has a claim to that area, but regardless of whether other players have diplomatic ties to that area. A player may obtain possession and form a tie in either order to achieve a claim (i.e. gaining possession of an area to which one already has a tie grants an immediate claim). 3. When a player possesses an area to which one or more other players have claims, that player may obtain a claim to the area by either of the following two methods: a) forming a diplomatic tie with the area, then playing a Recognition of Claim event card; or b) by forming a diplomatic tie with the area and by receiving a favorable decision during a claim resolution parley (see 18.2). 4. When a player has a diplomatic tie to an area, they may obtain a claim to it by playing a Dynastic Inheritance event card. A player may always obtain a claim in this way, regardless of whether other players also have ties or claims to the area. 18.1 Claim Restrictions 18.11 A player may never have more than one claim to any given area. 18.12 There is no restriction to the number of areas to which a player may have claims. 18.13 There is no restriction to the number of players who may have claims to the same area. 18.14 A player may never possess a claim to an area whose religion differs from that of their leader. This prohibition applies only if there is a difference of religion – i.e. if the player’s leader is of one Christian church, while the area is of the other Christian church, the player may possess a claim to that area. The only exception to this rule is detailed in 23.34 which allows the Byzantine player to have ties to Syria and Jerusalem in certain circumstances. 18.2 Resolving Claims Via Parley Though a sovereign might personally claim the fealty of an area, their claim meant little if either the church or their peers did not recognize it. In the game, when a player calls for a diplomatic parley (see 20.0) to settle a claim, they are seeking public acknowledgment of their claim’s legality. As with other parleys, a claim resolution parley is performed through balloting, with each player having a number of votes equal to their leader’s diplomatic stature (see see 20.5, though this may be affected by certain event cards). The question to be decided by a claim resolution parley is whether the player who called the parley should receive a claim to the area. Players should be expected to cast their ballots on the basis of self-interest, rather than the intrinsic merits of any claim. 19.0 EVENT CARDS Event cards cause certain occurrences over which the players have little or no control. The deck consists of cards which must be played immediately they are drawn, and those (marked hold) that may be kept until the player who drew them wishes to play them. Some of these cards are discarded on use, some are retained. The effect of each card is described on the card itself and expanded on in notes provided in this section. The event card deck is shuffled at the beginning of play. At the beginning of each player’s turn during each round, the player draws one card from the top of the deck. If the card drawn is an event card, unless it is a holding card, it is immediately read out to the other players and any actions required by it are immediately carried out. It is then placed face up beside the event card deck. If the event card is marked as a holding card, the player may retain possession of it and reap the benefits derived from it as they see fit. No holding event card is regarded as in effect unless and until it has been read out to the other players. It is then placed face up next to the player it belongs to or discarded – depending on what the card itself states. All event cards, and any discarded holding cards, are placed face up in a pile beside the event card deck. At the beginning of each game turn this discard pile is shuffled back into the deck. 19.1 Event Cards A non-hold event card must always be played immediately it is drawn. The card is turned face up and placed beside the deck of un-played event cards. The effects of the event card must be applied immediately (that is, before the player undertakes any endeavour or taxation. Event cards do not necessarily affect the Empire of the player who has drawn the card. The following is an annotated list of the various types of event cards: Year of Plenty. There are nine of these cards. On each of them is a list of areas, the social states of which are increased by one level when the card is played (subject to the rule that an area’s social state may not rise more than two levels above its social state norm). These cards represent natural occurrences that boost an area’s economy, such as good harvests and good fishing. Year of Famine. There are nine of these cards, each of which corresponds to one of the Year of Plenty cards. The social states of the areas listed are reduced one level when the card is played. These cards represent natural disasters that negatively affect an area’s economy. Epidemics & Plague. There are two Epidemic cards in the event cards deck. When a player draws one of them the social state of all areas in that player’s Empire that have positive population values are reduced by one. Under certain circumstances, the epidemic is assumed to be the Black Death (bubonic plague), the effects of which differ greatly from those of an ordinary epidemic as it may spread. The circumstances under which this occurs are: 1. An Epidemic card is drawn during the 1200 AD or subsequent round and 2. One or more of the areas affected by it are connected to any one of the following Sea Areas: Aegean Sea, Ionian Sea, Adriatic Sea, Tyrrhenian Sea or Western Mediterranean. If these two conditions are met, the ordinary results of the card are ignored and the following rules come into effect instead: a) The Black Death appears in Constantinople and that area’s social state is immediately reduced by two levels. b) Players determine the route by which the plague will spread. It spreads only to those areas that have a plague susceptibility rating of one or higher - this rating is the sum of its current social state and its population value. c) The plague spreads from Constantinople to each susceptible area with which it has a land border and to each susceptible area connected through one Sea Area. d) The plague automatically spreads to Venice. e) The social state of each area to which the plague spreads is immediately reduced by two. f) The plague then spreads from each affected area in a similar fashion; that is, the plague spreads from an affected area to each susceptible area with which it has a land border and to each susceptible area connected through one Sea Area. The social states of all affected areas are reduced two levels. g) The plague never spreads to an area with a susceptibility rating of less than one, nor from an affected area to an area through two or more Sea Areas, nor overland through an area not susceptible to the plague. h) An area may be affected by the plague only once. Moreover, the Black Death may occur only once in the course of a game. Any Epidemic card drawn after the Black Death has occurred is treated normally. Note: The major reason for the spread of plague was the rebirth of trade in the later Middle Ages. The rodents carrying the infection undoubtedly made their way to Europe as stowaways on trading vessels in the (appropriately named) Black Sea. Once the disease appeared in the trading centers in the east, it was only a matter of weeks before it spread to centres further west. This same rebirth of trade had earlier brought about the tremendous growth of cities which served as the perfect breeding ground for disaster. Thus the two most important factors in the spread of the disease were the presence of trade and high population density: hence the plague susceptibility rating. The rules employed for the spread of the disease mimic the trade routes. Finally, while the effect on social state should need no explanation, one might wonder why there is no decrease in population values in the affected areas. The omission is intentional and based on the fact that, since so much of Europe was affected so intensely, population densities remained relatively similar in proportion across all its areas — at least sufficiently so as to enable us to avoid having to add more record keeping to the game. Outbreak of Heresy. There is one Outbreak of Heresy card in the event card deck. The card has relevance only if drawn by a player whose leader is Christian and whose Empire has at least one Christian area in unrest. If a player who does not fit that description draws the card, it is simply discarded. The card affects play in the following manner. 1. The player drawing it determines which of their areas have become heretical by considering only the Christian areas in their Empire in unrest. Of those, the one with the highest combined social state and population value becomes heretical. In the case of a tie, roll a die; the area with the higher roll becomes heretical. Heresy cannot break out in any Court Area. 2. The heretical area automatically becomes independent and also has a Heresy marker placed on it. 3. The player who drew the card must conquer the heretical area during their current player turn, or the heresy will spread at the end of that player turn to all Christian areas (of any ownership and of either church) which share a land border and have the same language as the heretical area. Areas to which a heresy spreads become independent and have a Heresy marker placed in them. Heresy may never spread to a player’s Court Area, and a given outbreak of heresy spreads only once. For the calculation of endeavour modifications a heretical Christian area is considered no longer to be of the Christian religion (see 7.2). 4. A heretical area remains heretical until it is reconverted to Christianity (see 22.2). Note: The reasoning behind the determination of which area becomes heretical cannot involve historical causes for, on a game of this scale, such intricacies must be lost. The rule does, however, follow historic precedent insofar as the major heresies in Europe all appeared in populous areas that were also prosperous and in a state of political upheaval. Examples of such heresies are the provincial Albigensians and Waldensians, the “Pauperes Lombardi,” the Bohemian Hussites, and the English Lollards. More often than not, heresies had to be corrected through military means. Leader Dies Heirless. There are five of these cards in the event card deck. Each of them causes the player who has drawn it to immediately perform a leader stature check. The player must also remove all their diplomatic tie markers from the map and remove any claims they have to areas they do not also possess (but only after all rebellion checks have been made). The cards also cause unrest and rebellion; however, each of the cards differ as to which areas they affect in this way. Three of the cards cause all those areas in the player’s Empire that have a language different from that of their leader to enter a state of unrest. Two of the cards cause all the areas in the player’s Empire, including the Court Area, to enter a state of unrest. In both cases, the player must check each area in unrest in their Empire for rebellion, including areas in unrest before the card was drawn. The player conducts the rebellion checks normally, but with one exception: when a no effect result is received for an area on the Unrest & Rebellion Table, the unrest marker is removed from that area. After the player has finished the rebellion checks, they may relocate their court to any area that has the same language and religion as their leader. (Note: a player would be forced to do so, were their Court Area to rebel.) Note. Though the death of an heirless king was not always a trigger for catastrophe, it was always at least a cause for apprehension of one. For though the king might not have had a son, they most probably did have at least one daughter, several ambitious brothers, a dozen jealous cousins, and countless unrelated rivals. Disputes over succession to the throne often led to internal strife and occasionally to civil war. Equally important, however, were the effects of such disputes on international affairs, as foreign monarchs would inevitably assert any claims they might have to the leaderless lands. 19.2 Holding Cards When a player draws an event card marked as hold, they are not compelled to play it immediately but may retain it (without revealing its identity). A holding card may be played at any time during the game. A player plays a holding card by placing it face up next to them and reading it out. Some of these cards must be discarded immediately after use, others may be played and retained until their loss is dictated by some occurrence. A player may never retain more than three holding cards; if a player with three draws a fourth from the event deck, they must immediately discard (without playing it, if unplayed already) a card of their choice. A player may discard a holding card at any time. Recognition of Claim. There are eight of these cards in the event deck. They are only useful as a means to obtain a claim to an area the player already possesses. Recognition of Claim cards may only be used to obtain a claim to one area. Once played, it must be discarded. Influence in Church Hierarchy. There are three of these cards in the event deck. They have use only when played during a parley. The player who plays one receives five votes in addition to those they receive for their leader’s diplomatic stature. Once played, it must be discarded. Diplomatic Coup. There are seven of these cards in the event deck. By playing one of them, a player may remove any one diplomatic tie on an area in their Empire. Once played, it must be discarded. Dynastic Inheritance. One of these cards enables a player who has a diplomatic tie to an area to obtain a claim to that area. When the card is played the player immediately receives the claim to the area. The card may also be used by a player who has a claim to an area to obtain possession of that area. When the card is played the player immediately obtains the area unless an opponent currently owns it. If an opponent currently owns the area, that opponent may contend the inheritance by calling for a parley (see 20.4). Through the parley, the players decide whether the opponent must relinquish possession. If the parley results in the decision that the opponent must relinquish possession and they refuse, they are excommunicated (see 22.1). Note that if the Dynastic Inheritance card is played against an opponent who has just drawn a Leader Dies Heirless card and before that opponent undertakes their first endeavour after drawing the Leader Dies Heirless card, that opponent may not contest the inheritance by calling for a parley. Once the card is played, it must be discarded. Three of the Dynastic Inheritance cards enable a player to obtain a claim to, or possession of, one area. Two of the cards enable the player to obtain claims to, or possession of, a group of areas. The player must have either a diplomatic tie or a claim to each area in the group. Moreover, each area in the group must share a land border to at least one other area to which the player has a tie or claim. When they play the card, they obtain claims to those connected areas to which they have ties, and possession of those areas to which they have claims. Enlargement of King’s Personal Demesne. There are four of these in the event deck. Once a player plays one of these cards they automatically receive one additional point of Gold, over and above any area taxation, during taxation, each round. If, after a player has played one of these cards, their leader dies heirless the card is immediately discarded. Missionary Fervor. There is one of these in the event deck. It facilitates conversion by halving the conversion differential of each area the owner attempts to convert (see 22.2). This card may be kept indefinitely. Technological Weapons/Tactical Systems Advance. Each of these cards occurs once in the event deck. Once either of them is played the effectiveness rating of the owner’s leader is increased by three each time they undertake a conquest or pillage endeavour. Moreover, when the owner undertakes a defense endeavour, the attacking player’s effectiveness rating is reduced by three in addition to the normal reductions. If a player possesses both of these cards simultaneously, their effectiveness rating is increased by six. These cards represent those weapons and tactical innovations that had an extraordinary effect on warfare during the Middle Ages, such as crossbows, longbows, artillery and wagon and pike formations. 20.0 GRAND DIPLOMACY Whereas the rules for diplomatic ties, claims, unrest and rebellion deal primarily with the relationship between an emperor and their vassals, there are few mechanics per se that deal with the relationship between two emperors. Since the players are the emperors, international relations are left to them. That is not to say players have a free hand in conducting agreements between themselves; there are restrictions that may not be broken. Nevertheless, players should feel free to add their own house rules for diplomacy. Such rules should be unanimously agreed before the start of the game. However, players should be aware that if they make great changes to the game systems with unreasonable adjustments the game will not work as intended. 20.1 Exchangeable Items There are three commodities in the game that may be freely exchanged: Gold, Claims and Areas. There are no restrictions on the flow of Gold between players; it may be traded, given, borrowed and loaned. Similarly, players may freely exchange existing claims to areas. The areas themselves may also be freely traded and sold. When an area changes hands in that manner, its social state marker is changed to indicate its new ownership. If the area is in unrest, it must remain so until the unrest is quelled through the play of a ruling endeavour. The status of fortifications in the area is negotiable, as is the status of diplomatic ties; however, though fortifications may change ownership, diplomatic ties may not. A tie may be created only through play of a diplomacy endeavour, and it may be removed only by its owner or through another player’s use of a Diplomatic Coup event card. Certain items that may never be exchanged between players these are leaders, year cards and event cards since exchanging those items would constitute excessive change to the game system. 20.2 Time Restrictions The players must decide on their own time limits for the conduct of diplomatic affairs, lest they allow the game to become interminable. One restriction strongly recommended is to disallow players from conducting exchanges or agreements during their own player turns. Alternatively, players might simply put a time limit to the length of each player turn (two or three minutes, with allowances for such catastrophes as heirless leader deaths, is reasonable). 20.3 Binding Agreements Players may enter into binding agreements if they desire. A binding agreement is a diplomatic treaty which players make with the stipulation that whoever breaks it will automatically be subject to excommunication (see 22.2). In order for an agreement to be binding, each participating player must consent that it is binding. The participants must either announce to all other players the terms of their agreement or, preferably, write down clearly its terms and sign that paper. If a player whose leader is Christian reneges on the agreement, the injured party may reveal the terms and call for a parley (see 20.4). The parley must decide whether to excommunicate the player who has broken the agreement. A binding agreement may be cancelled by the mutual consent of all participants. Moreover, a player is automatically freed from an existing binding agreement if, after the agreement is made, one of the leaders that are party to the agreement dies heirless. Note that an agreement need not be binding and, indeed, most agreements should not be. 20.4 Diplomatic Parleys A Diplomatic Parley may be called only by a player whose leader is Christian. As soon as a parley is called, an open vote is taken on the issue at hand. Each player has a number of votes equal to their leader’s diplomatic stature, which they may cast, in one block, as they please. Players cast their votes in the order of most votes to least votes. Only those players whose leaders are Christian may participate in the voting A Parley can be called in the following circumstances. 20.41 A player may call for a parley to contest a diplomatic conquest of one of their areas. The player must call for the parley immediately after the area is conquered (that is, before any other endeavour is undertaken). The parley decides the rightful owner of the area. If this is the player who called the parley, they maintain possession of the area. If it is decided their opponent is the rightful owner, that player either returns control of the area or is excommunicated (see 22.1). In a tied vote the player who called the parley retains control of the area. 20.42 A player may, once per round, call for a parley in order to obtain a claim to an area they possess and to which they have a diplomatic tie (see 18.2). Agreement, or a tie, means the player obtains the claim. 20.43 If a player attempts to obtain possession of another player’s area(s) via a Dynastic Inheritance card, they may contest the inheritance. The parley must decide the rightful owner. If the player who called the parley, they retain possession of the area. If their opponent, the player either relinquishes ownership or is excommunicated (see 22.1). In a tied vote the player who called the parley retains control of the area. NB: a player whose leader has just died heirless may not contest a Dynastic Inheritance card (see card notes, 19.2). 20.44 If an opponent breaks a binding agreement they have made with a player, that player may call a parley. They must call the parley at the moment the agreement is broken. The parley must decide whether to excommunicate the player who has broken the agreement. If there is a tie, the player is excommunicated (see 22.1). 20.45 A player who has been excommunicated may, once per round, call for a parley, the purpose of which is to decide whether the excommunicated player should be reinstated as a member of the church. In a tied vote the player who called the parley is reinstated. 20.46 (Optional Rule) A player whose leader is Roman Catholic can call a parley to decide on whether there will be a Crusade. All players whose leaders are Christian may vote in the parley, however, only players whose leaders are Roman Catholic participate in any crusade that results (see 23.3). 20.5 Diplomatic Parley Specific Rules 20.51 A player who plays an Influence in Church Hierarchy holding card receives 5 votes in addition to those they receive for their leader’s diplomatic stature. A player may play more than one influence card in a single parley. 20.52 If there is a Schism, and a parley is called concerning a claim for the possession of an Eastern Orthodox area, the Byzantine player receives five votes in addition to any others to which they are entitled. If the parley concerns a group of areas, only some of which are Eastern Orthodox, the Byzantine player receives no additional votes. 21.0 EXILE A player who has lost possession of their Court Area, and who is unable to establish a new Court Area within the restrictions described in 7.52 is forced into exile. When a player goes into exile they maintain possession of the Gold in their treasury and any diplomatic ties and claims they have established. They continue to perform their player turns but may not tax any areas and may perform only diplomacy endeavours - and those only if another player has granted them asylum (see 21.2). A player in exile may continue to make diplomatic agreements with other players without restriction. A player returns from exile when they acquire a suitable Court Area. 21.1 Conditions of Exile At the instant a player loses possession of their Court Area and is unable to establish a new court, they lose their ability to undertake endeavours and collect Gold through taxation. Nevertheless, the player in exile conducts their player turns, choosing a position during initiative determination, drawing an event card, and playing five year cards. Unless the exile has been granted asylum, and is therefore capable of undertaking diplomacy endeavours (see 21.2), they treat their year cards as unused cards in the normal way. Any stature checks indicated by the year cards must be carried out. The exile is still fully subject to the effects of event cards and may retain possession of any holding cards they draw. 21.2 Asylum A player who has been forced into exile may conduct only diplomacy endeavours, and those only if another player has granted them asylum. When a player grants asylum to an exile, they allow the exile to use their Court Area as base for diplomacy endeavours. Thus, when an exile determines their effectiveness rating for a diplomacy endeavour, they use the social status level of their host’s Court Area. Note that religious and linguistic differences are determined between the Leader and the Target Area involved, not the Court Area the exile is using. Once an exile obtains a suitable Court Area, the conditions of asylum immediately cease. A player is never compelled to grant an exile asylum; nor is an exile compelled to seek asylum. A player who has granted asylum may revoke it at any time. 21.3 Returning from Exile A player returns from exile the instant they reacquire a suitable Court Area. A suitable Court Area is any area of the same language and religion as the player’s leader. The ways by which a player may acquire an area while in exile are as follows: 1. By achieving a conquest result through diplomatic conquest (see 12.0). 2. Through play of a Dynastic Inheritance card (19.2). 3. Through diplomatic agreement or exchange (20.0). 4. If the Magnate Matrix calls for a Magnate to appear (24.5) in an Area of the exact same Language and Religion as an exiled Leader, then the exile automatically acquires that Area (and no Magnate appears). 22.0 EXCOMMUNICATION & RELIGIOUS CONVERSION 22.1 Excommunication A Christian leader may be excommunicated as a result of flouting a parley decision or breaking a binding agreement (20.0). For much of the medieval period in Europe it was unwise for a king or emperor to come into direct confrontation with the Pope. To do that and also commit some unchristian deed was to give the Pope both reason and justification to take action. The most serious form of papal censure was excommunication. Examples include the excommunication of King John by Innocent III, and of Frederick II by Gregory IX. 22.11 When a player is excommunicated, their leader is considered pagan for the determination of effectiveness ratings and rebellion values. 22.12 An excommunicated player may not participate in any parleys, except those in which the players are considering their readmission to Christianity. 22.13 An excommunicated player cannot contest any diplomatic conquests or dynastic inheritances played against them. They may only call a parley to consider their readmission to Christianity. 22.14 There are only two means by which an excommunicated player may be readmitted to Christianity: if their leader dies heirless; or they receive a favorable decision from a parley. 22.2 Religious Conversion Religious conversion of peoples during the Middle Ages depended as much on military might as on missionary zeal. The old faith had to be suppressed and if its followers had strong convictions the best way to do that was to beat them into submission. One way to speed up the process and reduce the amount of bloodshed was to convert a people’s leaders first. In order to convert an area’s religion, a player must: > Possess that area and announce their intention to convert it. > Determine the conversion differential by consulting the Conversion Rating Chart and subtracting the proselytic ability rating of the Leader’s religion from the convictional strength rating of the religion of the area. The result equals the number of times the player must achieve a C result through conquest endeavours against the area. If the conversion differential is negative, the player must still obtain one C result to convert the area. The player should record each C result they achieve against the area on a piece of paper. > When the player has achieved a number of C results equal to the conversion differential the area is considered converted, and a marker bearing the appropriate religious symbol is placed in it. Conquest endeavours are undertaken and resolved normally in all ways, except that any decrease in the social state of the area as a result of a conversion attempt causes the area to enter a state of unrest and a rebellion check must be made. If the area rebels, a conquest endeavour of the area to regain possession of it does not count toward conversion. 22.21 A player need not convert an area by successive conquest endeavours. That is, an area may remain partially converted for any length of time. However, if a partially converted area is conquered by another player, all the first player’s conquest results are negated, and any subsequent conversion effort must start from scratch. If an area changes hands other than by means of a conquest endeavour, the involved players may agree to transfer that area’s partially converted status. 22.22 An area may be converted between religions any number of times in the course of a game. 22.23 If a player attempting to convert an area possesses a Missionary Fervor event card the conversion differential is automatically halved. Remainders are rounded down. This is cumulative with the benefits of a Diplomatic tie – i.e. if both are used then the differential would be halved, (rounded down if necessary) halved again (and rounded down if necessary). 22.24 The conversion differential is automatically halved if the player attempting to convert has a diplomatic tie to that area. Remainders are rounded down. This is cumulative with the benefits of a Missionary Fervor event card – i.e. if both are used then the differential would be halved, (rounded down if necessary) halved again (and rounded down if necessary). 22.25 Upon conversion of one area of any of the following groups, Norse Pagan, West Slavonic Pagan, East Slavonic Pagan and South Slavonic Pagan, all areas within that group are automatically converted. Each of those areas counts as a separate conversion for the purpose of calculating victory points. The exception to this automatic conversion of an entire group is an area which, at the moment of the conversion, is owned by a player of another religion or church. Example: all the South Slavonic Areas are pagan - all are independent except Croatia, which belongs to a Roman Catholic player, and Serbia, which belongs to an Eastern Orthodox player. If the Eastern Orthodox player converts Serbia, all the independent South Slavonic areas are automatically converted to Eastern Orthodoxy. Croatia, however, would remain pagan until it is itself converted. 22.26 Areas of the following types must always be converted individually: Roman Catholic, Eastern Orthodox, Baltic Pagan, Moslem, Heretic. 22.27 In Spain and Portugal, the Islamic rulers were a minority living in the midst of the Roman Catholic masses. Consequently, the convictional strength rating of all Iberian Moslem areas is zero and at the instant an Iberian Moslem area is conquered by a player whose leader is Christian, the area’s religion changes automatically to Roman Catholic. Note such a change of religion is not considered a conversion attempt for purposes of victory points. 22.28 A player receives five victory points for the conversion of an area to their leader’s religion. Once a player receives victory points for a conversion, they cannot lose them, even if later in the game the area is reconverted to another religion. 22.3 Conversion Rating Chart (See charts and tables) 23.0 THE SCHISM & THE CRUSADES (OPTIONAL RULES) The use of these optional rules will result in a more realistic game; however, the game will also be longer. One of the more important influences on European medieval political history was the Great Schism. Though theological differences were the basis of the rift, it was the political rivalry between the western powers and the Byzantine Empire, which made reunification a goal never attained. Note: if this rule is not employed, the division of Christianity into Roman Catholic and Eastern Orthodox Churches, is assumed to always exist. 23.1 The Schism At the beginning of each Game Turn the players determine the status of the Schism by rolling two dice, and referring to the Schism Table. The different conditions of Byzantine influence on that table are as follows: 1. The Byzantine player possesses Rome and is the only player with a diplomatic tie to that area. 2. The Byzantine player possesses Rome and a diplomatic tie to Rome, but one or more other players also have diplomatic ties to Rome. 3. The Byzantine player possesses a diplomatic tie to Rome, but no one possesses Rome. 4. No player possesses Rome, and no player has a diplomatic tie to Rome. 5. No player possesses Rome, but one or more players other than the Byzantine player have diplomatic ties to Rome. 6. A player other than the Byzantine player possesses Rome. 23.11 A die roll on the Schism Table has one of the following three results. U Roman Catholic and Eastern Orthodox leaders and areas are considered to be of the same church for all purposes. Moreover, the Byzantine player does not receive five extra votes in parleys concerning areas that are Eastern Orthodox. S Roman Catholic areas and leaders are considered to be of a different church from those of the Eastern Orthodox Church. - If the churches were united, they remain so. If there was a schism, it continues. 23.12 In addition to the check on the Schism Table at the beginning of each game turn, another check on it must be made whenever the status of Byzantine influence on Rome changes. Example: if, during their player turn, the Byzantine player formed a diplomatic tie to Rome, they would immediately make a check on the Schism Table. Moreover, if the Byzantine player conquered Rome in that same turn, they would again have to make a check on the Schism Table. 23.2 Schism Table (See charts and tables) 23.3 The Crusades The ostensible cause of the First Crusade was the capture of Syria and Jerusalem by the Seljuk Turks, and their subsequent refusal of passage through the Holy Land to Christian pilgrims. The effects of the crusades were many and, in some ways, contradictory. For example, while the actual campaigns were economic drains on the western nations, the crusades ultimately proved to be an economic blessing due to the increase in trade they helped bring about. While the crusades were originally intended to aid the Byzantines in their struggle with the Moslem Turks, they were in the end one of the major causes of the final collapse of that Empire. 23.31 The circumstances under which a crusade may occur are the following: 1. It is a round during the 1001 game turn, or any game turn thereafter up to and including the 1276 game turn. 2. There is a Schism. 3. A Magnate based in Syria controls both Syria and Jerusalem (see 24.7). If conditions 1, 2 and 3 are met, a crusade happens in the following circumstances: > If the Byzantine player calls for one. > If a player whose leader is Roman Catholic calls for a crusade parley and, during that parley, the players decide to undertake a crusade (see 20.46). All players whose leaders are Christian (Roman Catholic or Eastern Orthodox) may vote in a crusade parley; however, only players whose leaders are Roman Catholic participate in a crusade to conquer Syria and Jerusalem. 23.32 Immediately after the players have determined there will be a crusade they carry out all raider and Magnate activities for the current round. Then those players whose leaders are Roman Catholic undertake a crusader phase, the activities of which are as follows: 1. The crusaders determine who will lead the crusade. If it was caused by a crusade parley, the player who called that parley is automatically the leader of the crusade. If the crusade was called by the Byzantine Emperor, the leader is the crusader with the highest combat stature. In the case of a tie, the leader is the player with the highest sum of all three statures. If there is still no clear leader, the players involved make a die roll and the highest number leads. 2. The crusaders determine the order in which they will undertake endeavours during the Crusade. This is in order of highest combat stature. Ties are resolved by die roll, highest number goes first. During the crusader phase, the players undertake one endeavour successively, according to the order determined. Each player must pay for the endeavours they undertake. If a player does not have enough Gold to pay for a conquest endeavour during a crusade, they may undertake a pillage endeavour, or they may borrow money from another player. Any player unable obtain enough gold must pass that turn. 3. The leader of the crusade determines the base area from which the crusaders will follow to Syria and Jerusalem. During a crusade, all areas owned by the crusaders and independent Roman Catholic areas, are considered friendly to the crusaders. Thus the crusaders may trace a line of connected areas to their courts through all such areas. Any of these friendly areas may be used as bases for the crusaders’ endeavours. Note: the leader of the crusade has two basic choices of route, either to launch the crusade from a suitable area connected to one of the Mediterranean Sea Areas (for example, Sicily or Venice), or they may launch the crusade overland through an area such as Croatia or Hungary. 4. Once the crusaders’ leader has chosen a suitable friendly area from which to launch the crusade, the crusaders begin their advance toward either Syria or Jerusalem. The crusaders must advance through a chain of connected areas. Each time the crusaders come to a non-Roman Catholic, independent or Magnate-controlled area en route to Jerusalem or Syria, they must conquer it if they wish to pass through. Each time they come to a Byzantine-controlled area, the crusader leader must request passage through the area from the Byzantine Emperor. If granted it, the crusaders may pass through as if it were a friendly area. If passage is refused the crusader leader may decide to either conquer the area or seek another route. The social state of each area that is neither Roman Catholic nor Roman Catholic-controlled through which the crusaders pass is automatically reduced by one level. This reduction is in addition to any suffered as a result of the play of an endeavour. Byzantine areas through which the crusaders are allowed passage are also affected. 5. The object of the crusade is to conquer both Syria and Jerusalem. After gaining access to those areas, the crusaders each undertake conquest endeavours one at a time, according to the order determined, until both Syria and Jerusalem have been conquered. Once both areas have been conquered, the crusade is automatically ended, unless, by mutual consent, the crusaders decide to fortify or rule Jerusalem which then becomes an independent crusader state. 23.35 Any areas conquered by the crusaders are considered independent crusader states until a player or Magnate conquers them. A crusader state social state marker is placed in such an Area. Players never control crusader states. They are treated as independent areas in all ways but one: during any crusader phase, crusaders may pass through crusader states without first having to conquer them. 23.33 A crusade lasts until both Syria and Jerusalem have been conquered or until each crusader has played all five of their year cards. A crusade may last for only one round. If all crusader players play all their year cards and Syria and Jerusalem are not conquered, the crusade ends and is considered a failure. Since there may be only one crusade per game turn, the crusaders would have to wait until the appropriate conditions exist during a subsequent game turn to conduct another crusade. 23.34 On the completion of the crusader phase, all players participate in an initiative determination phase, and then conduct their player turns according to the order on which they’ve decided. Of course, the players who participated in the crusade may have fewer than five year cards remaining for play during their turn. These players must undertake their player turns regardless of how many cards they have remaining. Even a player who has no cards remaining must still draw a card from the event deck, and can collect Gold through taxation. 23.34 If the first crusade called during the game is successful - that is, both Syria and Jerusalem are conquered - the Byzantine player immediately receives a claim to both of those areas. For any successful crusade after the first, the Byzantine player receives a diplomatic tie to those two areas. 24.0 RAIDERS & MAGNATES (OPTIONAL RULES) Though it is possible (and perhaps preferable) to represent only the five or six largest Empires in a game of this scale, it is nonetheless a simplification. For while the larger nations continuously made their mark on international affairs, many smaller nations momentarily rose up and had their moment of glory before fading once again into the background. On some occasions those smaller nations had little more going for them than an intelligent and aggressive leader. On other occasions their rise was attributable to a burst of national energy. The rules in this section are intended to deal with the activities of the nations not represented by players in the game. The activities of those nations are determined according to set patterns and must be carried out by the players. The employment of these rules will add to the realism of the game to a considerable degree; however, players should note it will also add to the length of the game. Suggestion: to simplify or balance the game, players may, by mutual consent, conduct the raider phase once per game turn instead of once per round. The Magnate phase is always conducted every round. Raider Activity Schedules (See charts and tables) 24.1 Raiders Raiders are those peoples who, during the early Middle Ages, made the systematic pillaging of Europe their way of life. The raiders represented in the game are the Vikings, the Saracen Pirates and the Magyars. During the raider phase of each round, the players determine which raiders are active. They do so by consulting the schedule for each of the three different raider peoples. Note none of the raiders are active after the year 1100, and only the Saracen Pirates are active after the year 1000. On each of the raider schedules is a leader stature listed for each game turn during which the raider is active. During the raider phase, five year cards are dealt out for each active raider. Each of the raiders’ cards is used for a pillage endeavour against the area within their reach that has the highest combined social state and population value using the raider’s stature and the characteristics of the raider’s Base Area. Results are normally, though gold is never collected on behalf of a raider. A pillage endeavour cannot be conducted if the raider’s effectiveness rating is less than zero. If the raider’s effectiveness rating for a pillage endeavour against the target with the highest combined social state and population is less than zero, the raider attacks the target with the next highest combined figure. If two or more areas have the same total, choose the target by means of a die roll. If a raider attacks an area owned by a player, that player may play a defense endeavour, even if this drops the raider’s effectiveness rating below zero, the raider’s year card for that endeavour must still be played. 24.2 The Vikings 24.22 Viking Bases The bases for the Viking raiders are Norway and Denmark. For each pillage endeavour undertaken by the Vikings, the players should use the base that has the higher social state. In case of a tie, roll a die. 24.23 Viking Targets Viking Targets The possible targets for Viking raids are all those areas (excluding Norway and Denmark) connected to the following Sea Areas: North Sea, North Atlantic, English Channel and the Bay of Biscay. 24.24 Viking Conquests If, at any time, there is no possible Target Area for a Viking raid that has a combined social state and population value greater than zero, the Vikings automatically undertake a conquest endeavour against whichever of the possible targets is adjacent to the areas with the highest combined social state and population value (that area will usually be Normandy, Flanders or Aquitaine). They continue to undertake such conquest endeavours until either the area is conquered or there is a possible target with a combined social state and population value greater than zero. Once such an area is conquered, any areas adjacent to it become possible targets. 24.25 Cessation of Viking Raids A Viking raid may not be launched from either Denmark or Norway if any player controls them. More, if any of the Norse Pagan areas is converted to Christianity, Viking raids cease for the remainder of the game. After the year 1000, Viking raids cease automatically. 24.3 The Magyars 24.31 Magyar Base Hungary is always the base for all Magyar raids. 24.32 Magyar Targets All areas bordering on Hungary, and all areas separated from Hungary by only one area are possible targets of Magyar raids. Note that a Magyar raid may be carried out against an area not directly adjacent to Hungary. That is an exception to the rules for undertaking pillage endeavours. 24.33 Cessation of Magyar Raids If, at any time, any player controls Hungary, no Magyar raids are carried out until Hungary again becomes independent. Magyar raids cease for the remainder of the game if Hungary is converted to Christianity. Magyar Raids automatically cease after the year 1000. 24.4 Saracen Pirates 24.41 Saracen Raids The Saracens have no Base Area on the map. Their social state level is always zero. The Saracens are Moslem and speak a non-Indo-European language. 24.42 Saracen Targets The possible targets of Saracen raids are all those areas connected directly to the Western Mediterranean and Tyrrhenian Sea Areas. 24.43 Cessation of Saracen Raids Saracen raids cease for the remainder of the game after the year 1100. More, each round the players must roll a die to determine if there will be Saracen raids during the current round. If the die roll result is five or six, there are no Saracen raids during the current round. 24.5 Magnate Activities Magnates represent leaders of small or unstable nations who, thanks to their above average abilities, were able to rise briefly to a position of international power. Whereas the primary activity of a raider is to pillage, a Magnate’s primary activity is conquest. The combat stature of a Magnate is always 5 or 9. Their religious and linguistic characteristics are always those of the area in which they first appear which is considered their Court Area. Note a Magnate never expends or collects Gold. During the Magnate phase of each round, the players determine whether a new Magnate will appear during the current round in the following manner: 1. A die is rolled and the Magnate Appearance Table (24.91) is consulted. If, at the beginning of a round, there are already three Magnates active, no die rolls are made for the appearance of a new Magnate. There may never be more than three Magnates on the map at any given time. 2. If the Magnate Appearance Table die roll result is one or two, the players refer to the appropriate Magnate Matrix (24.92). A die is rolled to determine which column to refer to and a second die is rolled to determine which row to refer to. At the intersection of column and row is the name of the area in which the Magnate appears. 3. When a Magnate’s area of appearance is determined, the area immediately becomes the court of the Magnate if the area is currently independent, or if it is possessed by a player but is in a state of unrest. > If the player-owned area is not in unrest no new Magnate appears that round. > If the area already contains a Magnate no new Magnate appears that round. > Syrian Magnates and Mongols appear regardless of the status of the areas in which they appear. 4. Once the players have determined in which area a Magnate has appeared, they place a Magnate counter on the area along with an independent social state marker (if the area was not already independent). If the social state of the Magnate’s court is below its social state norm at the instant they appears, it is immediately raised to the norm level. The Magnate receives five year cards for each phase that they are active. During the Magnate phase, the players undertake endeavours on behalf of the Magnate. 24.51 A Magnate automatically undertakes conquest endeavours against the area with the highest social state adjacent to their court. If there is more than one area with the same social state, the Magnate attempts to conquer the area most similar to them in religion and language. If there are (or arguably are) two or more such areas, a die roll should be made to determine which area is attacked. Each time a Magnate conquers an area, the next area to be attacked is chosen from all the areas directly linked to any Magnate controlled area to which the Magnate can trace a chain of from their Court Area. If a Magnate conquers, or is adjacent to, an area containing seafaring people, that Magnate must check all areas bordering that sea to determine the next area against which a conquest endeavour will be performed. The social state marker of each area a Magnate controls is replaced with an independent one and a Magnate counter. 24.52 If a Magnate’s effectiveness rating to conquer an area is less than zero, but their effectiveness rating to pillage that area is greater than zero, the Magnate pillages the area until either they are able to attempt to conquer it or there is another possible Target Area with a higher social state. If the provinces with the highest social state cannot be conquered or pillaged (before taking into account any defense endeavour) the Magnate’s attention turns to the province with the next highest social state. 24.53 A Magnate may undertake only combat or pillage endeavours. For defending against Diplomatic endeavours they have a stature of five. 24.54 One of the Magnate’s year cards is always reserved for defense. This card is automatically played in response to the first conquest or pillage endeavour taken against an area belonging to the Magnate. 24.55 If a Magnate's Court Area is conquered, the Magnate will move his Court to another Area of the same Language and Religion which he controls. If no such Area exists then the Magnate immediately ceases to be active. If there is more than one such Area, he will move his Court to the one which has the highest Social State. 24.56 Any Magnate, regardless of their actual combat stature immediately ceases to be active when a leader stature check of 5 is indicated on any year card they play or reserve for defence. All the Magnate’s areas immediately return to normal independent status. The Magnate markers are removed leaving only the independent social state markers. 24.6 Syrian Magnates Special Rules During each round during each game turn, starting with the 1001 game turn, a die roll result of 3 on the Magnate Appearance Table means there is the possibility of the appearance of a Magnate in Syria. The players roll another die to determine whether there is a Magnate in Syria and, if so, what is their stature. > On a die roll of 1-3 there is a Syrian Magnate with a combat stature of five. > On a die roll of 4, there is a Syrian Magnate with a combat stature of nine. > A die roll of 5 or 6 means no Magnate appears during that round. A Magnate appears in Syria regardless of the status of the area. The procedure for undertaking the activities of a Syrian Magnate differs from the normal procedure in one major respect: a Syrian Magnate’s effectiveness rating is never reduced because of religious or linguistic differences or similarities. 24.8 The Mongols During each round during game turns 1201 through 1276, a die roll result of 4 on the Initial Magnate Appearance Check Table means a Mongol horde has arrived in the steppes, regardless of the status of that area. The Mongol Magnate’s combat stature is 9. The procedure for undertaking the activities of a Mongol Magnate differs from that employed for other Magnates in several major respects. > During each Magnate phase, the Mongol Magnate receives 10 year cards. All those cards must be used for conquest and/or pillage endeavours. No card is saved for a defense endeavour. > The Mongol Magnate’s effectiveness rating is never reduced because of religious or linguistic differences or similarities. > Mongols may appear only twice per game. > If the Mongol receives a leader stature check of five, or if all their areas are conquered, that is the end of that incursion. 24.9 Magnate Tables (See charts and tables) 24.91 Magnate Appearance Table 24.92 Magnate Matrices 24.93 Syrian Magnate Appearance Table 25.0 COLONISATION (OPTIONAL RULES) Since the colonisation of an area requires the passage of many rounds, it is suggested this rule be used only in the Grand Scenario. By the year 771, the mass migrations of peoples in western Europe that had characterised the first five centuries after Christ, were over. The linguistic boundaries known to Charlemagne’s contemporaries have changed little in the past thousand years. The changes that have occurred, however, have had great significance. The most important of them, the German settlement of Slavic and Baltic areas east of the Elbe, and the Turkish settlement of Greek areas in Asia Minor and Europe, have caused conflict time and again. In the game a player may effect a change of the language of an area that lies within their Empire. Such a change of language is the result of colonisation. Colonisation is performed passively over a number of rounds. At the end of each round, the player obtains a number of colonisation points for each area they are colonising. When the player has obtained the specific number of colonisation points for the colonisation of a particular area, the language of the area is changed. The number of points needed for the completion of a colonisation attempt varies according to the population of the area being colonised. Areas with population value of one or less 100. Areas with population value of two 150 Areas with population value three 175 Areas with population value of four 200 1. A player initiates an attempt to colonise an area during their player turn by announcing their intention, the area to be colonised and the area(s) to be used as the base for the colonisation. The player places a colonisation marker in the area being colonised. 2. At the end of each round, beginning with the round in which a colonisation marker appears in the area, the player determines the number of colonisation points they have accrued. The number of points received each round is determined in the following way. > The player determines the colonisation value of the area or areas being used as the base for the colonisation. The colonisation value of an area is the sum of its population value and its social state level. If the player is using more than one area as the base for the colonisation, the colonisation values of all the Base Areas are added together to produce the total base colonisation value. > The colonisation value of the area being colonised is also determined. > The colonisation value of the area being colonised is subtracted from the colonisation value of the base. Note that, as when determining effectiveness ratings, either figure may be negative. > The result of that subtraction is the number of colonisation points the player has accrued for that colonisation attempt during the current round. 3. Each round the player records on a sheet of paper the number of colonisation points they has obtained. When the player has achieved a sufficient number of points, the colonisation marker is flipped over to indicate the change of the area’s language. 25.1 Colonisation Restrictions 25.11 A player may only initiate a colonisation attempt of an area within, and from, their Empire. 25.12 When a player announces their intention to colonise an area, they must designate one or more Base Areas for that colonisation attempt. Each Base Area must have a shared land border with the area being colonised. 25.13 During any colonisation record phase, the player may designate additional areas as bases for colonisation. Once an area has been designated a base for colonisation, however, its colonisation value must be employed in each subsequent colonisation record phase until that particular colonisation is either completed or abandoned. 25.14 An area may be used as a base for only one colonisation attempt each round. That is, a Base Area’s colonisation value may affect only one colonisation attempt per round. 25.15 At any given time, a player may never currently be undertaking more than two colonisation attempts. 25.2 Colonisation Points Each round the player must record the number of colonisation points they currently have. In addition to the points the player obtains through the determination of colonisation values, the total may be affected by certain occurrences. 25.21 If, during the colonisation record phase of any round, an area a player is attempting to colonise is not in their possession, the number of colonisation points the player has obtained for that area is immediately halved. Remainders are rounded up. 25.22 If, during the colonisation record phase of any round, a Base Area for a particular colonisation attempt is in unrest, that area cannot function as a base for colonisation. Thus, unless the player undertaking the colonisation has another base for that colonisation attempt, they would receive no points that round. 25.23 If, during the colonisation record phase of any round, an area a player is attempting to colonise is in unrest, no colonisation points are awarded to that player that round. 25.3 Effects of Colonisation When a player has obtained the required number of colonisation points for a particular area, the colonisation marker in the area is turned over to show its colonisation complete side. From that time, unless the area is re-colonised, the language of the area is considered to be exactly the same as the language of the Base Areas used for that colonisation. A player who successfully colonises an area receives five victory points at the end of the game. The player receives these victory points regardless of whether another player later re-colonises the same area. 26.0 VICTORY CONDITIONS At the end of the game each player receives victory points according to the size and well being of their Empire. Victory points are awarded in the following way: each player receives a number of victory points for each area in their Empire at the end of the game in which they could currently undertake a ruling endeavour (disregarding their leader’s stature). Thus players receive victory points only for those areas connected to their Court Area through a chain of friendly areas. The number of points awarded for each area is determined in the following way: the current social state level of the area is added to 3. Thus, an area with a social state of -2 would be worth only one victory point; and an area with a social state of +3 would be worth six victory points. In addition a player also receives 3 points for each area they possess at the end of the game to which they have a claim. Each player also receives five victory points for each successful conversion and colonisation they carried out during the course of the game, regardless of the status of those areas’ religions or languages at the end of the game. SCENARIOS 27.0 CHARLEMAGNE This scenario is intended for solitaire play and is a good means by which to learn the basic mechanics of the game system. In the solitaire version the player controls the Frankish Empire. The scenario may also be played by two players, in which case the second player controls the Byzantine Empire. 27.1 Initial Leader Statures Frankish Empire: 9-9-9 Charlemagne Byzantine Empire: 5-3-3 Constantine V 27.2 Imperial Possessions & Claims 27.21 Possessions Frankish Empire: Lorraine (court), Franconia, Swabia, Switzerland, Friesland, Flanders, Champagne, Ile de France, Normandy, Anjou, Aquitaine, Toulouse, Burgundy, Provence. Byzantine Empire: Constantinople (court), Adrianople, Greece, Trebizond, Asia, Cilicia, Anatolia, Macedonia, Apulia, Sicily. 27.22 Claims Frankish Empire: The Frankish player has a claim to each area they possess at the start of the game. They also possess claims to Lombardy, Tuscany and Rome. Byzantine Empire: The Byzantine player has a claim to each area they possess at the start of the game, with the single exception of Anatolia. They also possess claims to Naples, Rome, Tuscany and Venice. 27.3 Initial Social State Levels All Areas begin the game at their social state norms except the following: Lorraine (+3), Friesland (+2), Wessex (+1), Northumbria (+2), Rome (+1), Constantinople (+3), Greece (+2). 27.4 Fortifications The following areas begin the game with fortifications of the strength indicated: Saxony (3), Friesland (2), Flanders (2), Lorraine(2), Venice (3), Constantinople (3). 27.5 Religion At the start of the scenario, the following areas have a religion or church which differs from that indicated on the map: Pagan: Denmark, Norway, Sweden, Saxony, Austria, the Steppes, Khazar, all Slavonic Areas, all Baltic Areas. Moslem: Leon, Castille, Aragon, Portugal, Valencia, Cordova, Granada. Eastern Orthodox: Apulia, Sicily. 27.6 Language At the start of the scenario, the following areas have a language which differs from that indicated on the map: Brandenburg (West Slavonic); Austria, Bulgaria, Wallachia (non-Indo-European). 27.7 Special Rules Charlemagne’s Longevity: During the first seven rounds, no leader stature checks are made for the Frankish player under any circumstances and all the effects of the Leader Dies Heirless event card are ignored. In effect, Charlemagne can neither die nor lose his wits before 806. Any Leader stature checks required during rounds eight and nine are performed normally. 27.8 Game Length The scenario begins with the year AD 771, and continues through nine rounds to the year 815. 27.9 Victory Conditions 27.91 Solitaire Version In the solitaire version the player compares their performance to the historic achievements of Charlemagne. At the end of the game, they determine the number of victory points they have received as described in 26.0 and compare the total with the following performance levels: 131 or more Excellent 111-130 Very Good 91-110 Good 71-90 Mediocre 61-70 Poor 60 or less Very Poor 27.92 Two-player Version In the two-player version, at the end of the game each player receives victory points as described in 26.0, the Frankish player then subtracts 40 from their total and the player with the highest total is the winner. 28.0 MILLENNIUM 976-1075 This scenario can be played with two to six players. The optimum number is five. Roll dice (or agree some other method) to determine in which order players receive their empires, using the sequence in 28.1. 28.1 Initial Leader Statures German Empire 3-3-3 Otto II Kingdom of France:: 2-2-2 Lothair Kingdom of Burgundy: 3-3-3 Rudolf III Kingdom of Denmark:5-5-5 Harald Bluetooth Kingdom of Poland: 3-3-3 Mieszko I Byzantine Empire: 5-5-5 Basil II Kievan Russian Empire: 3-5-5 St Vladimir 28.2 Imperial Possessions & Claims 28.21 Possessions German Empire: Lorraine (court), Franconia, Bavaria, Swabia, Austria, Friesland, Saxony, Verona (unrest), Lombardy (unrest), Tuscany (unrest), Rome (unrest). Kingdom of France: Ile de France (court), Champagne, Normandy, Anjou, Brittany, Flanders, Aquitaine, Toulouse. Kingdom of Burgundy: Burgundy (court), Provence, Switzerland. Kingdom of Denmark: Denmark (court), Northumbria. Kingdom of Poland: Poland (court), Silesia. Byzantine Empire: Constantinople (court), Greece, Adrianople, Asia, Trebizond, Cilicia, Macedonia, Apulia, Anatolia, Armenia. Kievan Russian Empire: Kiev (court), Ryazan (unrest), Muscovy (unrest), Smolensk (unrest), Novgorod, Volhynia. 28.22 Claims Each player has a claim to each area they possess at the start of the game. 28.3 Initial Social State Levels All Areas begin the game at their social state norms except the following: Denmark (+2), Sweden (+1), Poland (+2), Novgorod (+1), Muscovy (+1), Kiev (+1), Syria (+2), Constantinople (+3), Tuscany (+2), Lombardy (+3), Sicily (+1), Provence (+1), Burgundy (+3). 28.4 Fortifications The following areas begin the game with fortifications of the strength indicated: Denmark (2), Constantinople (3), Venice (3). 28.5 Religion At the start of the scenario, the following areas have a religion or church which differs from that indicated on the map: Catholic: Hungary Pagan: Norway, Sweden, the Steppes, Khazar, all Baltic Areas. Moslem: Portugal, Castille, Valencia, Cordova, Granada. 28.6 Language At the start of the scenario, the following areas have a language which differs from that indicated on the map: Brandenburg (West Slavonic); Bulgaria, Wallachia (non-Indo-European). 28.7 Game Length The scenario begins with the year AD 976, and continues through 20 rounds, to the year 1075. 28.8 Victory Conditions At the end of the game each player’s victory point total is determined as described in 26.0 and each player then adds a handicap bonus as follows: German Empire 0 Byzantine Empire 5 Kingdom of France 10 Kievan Russian Empire 20 Kingdom of Burgundy 30 Kingdom of Denmark 30 Kingdom of Poland 30 The player with the highest final victory point total is the winner. 29.0 AGE OF THE CRUSADES 1136-1200 This scenario can be played with two to six players. The optimum number is five. Players should roll dice (or agree some other method) to determine in which order they will receive their empire, using the sequence in 29.1. 29.1 Initial Leader Statures German Empire: 3-3-3 Lothair II Kingdom of France: 3-3-3 Louis (VI) the Fat Kingdom of England: 3-3-3 Stephen Kingdom of Sicily: 5-5-5 Roger II Byzantine Empire: 5-3-5 John Comnenus Principality of Poland: 5-5-5 Boleslav (III) The Wry-mouthed 29.2 Imperial Possessions & Claims 29.21 Possessions German Empire: Swabia (court), Lorraine, Franconia, Bavaria, Austria, Switzerland, Friesland, Saxony, Brandenburg, Bohemia, Verona (unrest), Lombardy (unrest), Tuscany (unrest), Rome (unrest), Corsica, Sardinia, Burgundy. Kingdom of France: Ile de France (court), Champagne, Anjou, Toulouse, Aquitaine, Flanders. Kingdom of England: Wessex (court), Mercia, Northumbria, Brittany, Normandy. Kingdom of Sicily: Sicily (court), Apulia, and Naples. Byzantine Empire: Constantinople (court), Asia, Trebizond, Cilicia, Adrianople, Greece, Macedonia, Bulgaria. Principality of Poland: Poland (court), Silesia, Pomerania. 29.22 Claims Each player has a claim to each area in their Empire at the start of the game. In addition, the French player has claims to Brittany and Normandy, the English player has claims to Aquitaine and Anjou. 29.3 Initial Social State Levels All Areas begin the game at their social state norms except the following: Swabia (+1), Lorraine (+2), Saxony (+1), Provence (+1), Venice (+3), Lombardy (+3), Tuscany (+2), Sicily (+2), Greece (+2), Constantinople (+3), Syria (+2), Poland (+2), Hungary (+2). 29.4 Fortifications & Seafaring Areas The following areas begin the game with fortifications of the strength indicated: Venice (3), Constantinople (3). Sicily is considered a seafaring area in this scenario (in addition to the areas marked on the map). 29.5 Religion At the start of the scenario, the following areas have a religion or church which differs from that indicated on the map: Catholic: Hungary. Pagan: The Steppes, Khazar, all Baltic Areas. Moslem: Granada, Cordova, Valencia, Portugal. 29.6 Game Length The scenario begins with the year AD 1136, and continues through 13 rounds to the year 1200. 29.7 Victory Conditions At the end of the game each player’s victory point total is determined as described in 26.0 and each player then adds a handicap bonus as follows: German Empire 0 Byzantine Empire 5 Kingdom of France 15 Kingdom of England 15 Kingdom of Sicily 20 Principality of Poland 20 The player with the highest final victory point total is the winner. 30.0: DEFEAT IN THE EAST 1201-1300 This scenario can be played with two to six players. The optimum number is five. Players should roll dice (or agree some other method) to determine in which order they will receive their empire, using the sequence in 30.l. 30.1 Initial Leader Statures German Empire: 2-2-2 Frederick II (under a regency) Kingdom of France: 5-5-5 Philip (II) Augustus Kingdom of England: 2-2-2 John Lackland Principality of Poland: 2-2-2 Leszek I Byzantine Empire: 3-3-3 Alexius III Kingdom of Aragon: 3-3-3 Peter (II) the Catholic 30.2 Imperial Possessions & Claims 30.21 Possessions German Empire: Swabia (court), Lorraine, Franconia, Bavaria, Austria, Switzerland, Saxony (unrest), Brandenburg, Friesland, Verona, Lombardy, Tuscany, Rome (unrest), Burgundy, Bohemia. Kingdom of France: Ile de France (court), Champagne, Normandy, Anjou, Toulouse, Brittany, Flanders. Kingdom of England: Wessex (court), Mercia, Northumbria, Wales, Ireland, Aquitaine. Principality of Poland: Poland (court), Silesia, Pomerania. Byzantine Empire: Constantinople (court), Adrianople, Asia, Greece, Macedonia. Kingdom of Aragon: Aragon (court), Provence, Valencia. 30.22 Claims Each player has a claim to each area they possesses at the start of the game. The following players also have these additional claims: France: Aquitaine. England: Brittany, Anjou, Normandy. German Empire: Sicily, Apulia, Naples 30.3 Initial Social State Levels All Areas begin the game at their social state norms except the following: Wessex (+3), Ile de France (+3), Flanders (+3), Lorraine (+2), Bavaria (+2), Saxony (+1), Lombardy (+3), Verona (+3), Venice (+3), Naples (+1), Sicily (+2), Greece (+2), Constantinople (+3), Trebizond (+1), Novgorod (+1), Poland (+2), Silesia (0), Aragon (+2), Valencia (+1). 30.4 Fortifications The following areas begin the game with fortifications of the strength indicated: Constantinople (3), Venice (3). 30.5 Religion At the start of the scenario, the following areas have a religion or church which differs from that indicated on the map: Catholic: Hungary. Pagan: all Baltic Areas, the Steppes, Khazar. Moslem: Cordova, Granada. 30.6 Game Length The scenario begins with the year AD 1201 and continues through 20 rounds to the year 1300. 30.7 Victory Conditions At the end of the game each player’s victory point total is determined as described in 26.0 and each player then adds a handicap bonus as follows: German Empire 0 Byzantine Empire 10 Kingdom of France 15 Kingdom of England 15 Kingdom of Aragon 25 Principality of Poland 25 The player with the highest final victory point total is the winner. 31.0 TWILIGHT OF THE MIDDLE AGES 1386-1465 This scenario can be played with two to six players. The optimum number is six. Players should roll dice (or agree some other method) to determine in which order they will receive their empire, using the sequence in 31.1. 31.1 Initial Leader Statures German Empire: 2-2-2 Wenceslaus (IV of Bohemia) Kingdom of Poland and Lithuania: 3-3-3 Vladislav V (Jagiello) Turkish States: 5-5-5 Murad I Kingdom of France: 1-1-1 Charles VI Kingdom of England: 2-2-2 Richard II Kingdom of Aragon: 3-3-3 Peter (IV) the Ceremonious 31.2 Imperial Possessions & Claims 31.21 Possessions German Empire: Lorraine (court), Swabia, Franconia, Bavaria, Austria, Switzerland, Friesland, Saxony, Brandenburg, Bohemia, Verona, Lombardy, Tuscany. Kingdom of Poland and Lithuania: Poland (court), Silesia, Volhynia, Lithuania, Kiev. Turkish States: Adrianople (court), Asia, Cilicia (unrest), Anatolia (unrest), Armenia (unrest). Kingdom 0/France: Ile de France (court), Champagne, Normandy, Anjou, Toulouse, Brittany, Flanders (unrest). Kingdom of England: Wessex (court), Mercia, Northumbria, Wales, Ireland, Aquitaine. Kingdom of Aragon: Aragon (court), Valencia, Sardinia. 31.22 Claims Each player has a claim to each area in their Empire at the start of the game, except the Turkish player, who has no claims (see 31.7). In addition, the following Empires have claims to the areas indicated. German Empire: Burgundy, Provence. Aragon: Sicily. England: Brittany, Normandy, Anjou. France: Aquitaine 31.3 Initial Social State Levels All Areas begin the game at their social state norms except the following: Wessex (+3), Flanders (+3), Friesland (+1), Saxony (+2), Lorraine (+2), Bohemia (+3), Poland (+2), Silesia (0), Lithuania (+1), Kiev (0), Constantinople (+3), Trebizond (+1), Asia (+2), Adrianople (+2), Venice (+3), Aragon (+2), Sicily(+ 1), Valencia(+ I). 31.4 Fortifications The following areas begin the game with fortifications of the strength indicated: Venice (3), Constantinople (3), Trebizond (2), Hungary (2). 31.5 Religion At the start of the scenario, the following areas have a religion or church which differs from that indicated on the map: Catholic: Hungary, all Baltic areas marked as pagan on the map. Moslem: Granada. Pagan: The Steppes, Khazar 31.6 Language The language of each area is as indicated on the map with the following exceptions: Adrianople, Asia, Cilicia, Anatolia, Armenia are all of the Turkish language. The Turkish language is unrelated to all other languages represented in the game (see 31.7). 31.7 Special Rules Zeal of the Turks. As conquerors, the Turks did not much resemble western adversaries. Fueled by a volatile mixture of religious fervor, political desire and economic need, the Turks did not conquer lands only with the intention of changing the ruling classes in them. Rather, they conquered with the intention of converting, colonizing and completely dominating territories. The fear and hatred they inspired in Europeans does not seem to have been sufficient to help them defeat the Turks. Consequently, when undertaking conquest endeavours, the Turkish player is given the following advantage: differences of religion and language between the Turkish leader and the target of a conquest endeavour do not alter the effectiveness rating of the Turkish leader. Turkish Military Superiority: The Turkish player has in their possession at the beginning of the game the Tactical Systems event card. The Turkish player may lose that card normally, as described in the rules for its use. Diplomatic Isolation of the Turks: Because they were infidels, the Turks were abhorred by Christendom, and for the most part any kind of dealings with them were considered anathema. Of course, hatred has never been a one-way street, and the Turks undoubtedly found Christians as loathsome as Christians found them. Consequently, a player whose leader is Christian may never form a diplomatic tie to any area belonging to the Turkish player. Similarly, the Turkish player may never form a diplomatic tie to any area belonging to a player whose leader is Christian. Moreover, if at any time any player whose leader is Christian makes a diplomatic agreement with the Turkish player, the other Christian players may call a parley with the intention of excommunicating them. Such a parley should be called immediately when the players learn of the agreement with the Turk. Such a parley may be called once per round as long as the agreement between the Christian and the Turk remains in effect. 31.8 Game Length The scenario begins with the year AD 1386, and continues through 16 rounds to the year 1465. 31.9 Victory Conditions At the end of the game each player’s victory point total is determined as described in 26.0 and each player then adds a handicap bonus as follows: German Empire 0 Poland/Lithuania 15 Kingdom of France 15 Kingdom of England 15 Kingdom of Aragon 20 Turkish States 15 The bonus of the Turkish States is increased to 35 if they finish the game in possession of Constantinople. The player with the highest final victory point total is the winner. 32.0 THE GRAND SCENARIO The Grand Scenario does not deal with the specific historical alignment of nations as closely as the shorter scenarios. The intention is rather to simulate the historic trends of the Middle Ages, rather than actual historical outcomes. This scenario should be played by no fewer than four participants, and optimally should be played by six. It begins with the two-player version of the Charlemagne Scenario, using the setup described in 27.0. The players may either select two players to conduct the Charlemagne Scenario, or they may control both Empires by committee. The play of the scenario continues normally until the end of the round during which the Frankish player conducts their second stature check. Play then ceases and the players undertake the following procedure for determination of which Empire they will each play for the duration of the game. 1. The player (or players) who controlled the Frankish Empire during the Charlemagne Scenario divides that Empire into three kingdoms. Each area in each kingdom must border directly overland to another area in that same kingdom. If an area can only be joined to a kingdom through sea connections, it is joined to the nearest kingdom. Moreover, within each kingdom there must be a group of at least three areas that are all either Roman Catholic or Eastern Orthodox, and that are all of the same language, each of which borders on another of the group. If there are not at least three possible groups of three such connected areas, groups of two areas may be substituted. If there are more than three such groups, they may align the kingdoms as they see fit. 2. Players should roll dice (or agree some other method) to designate a Court Area for each of these new kingdoms. The Court Area must be one of the three same-language areas in that kingdom and must be of a language different from that of the other two kingdoms’ courts. 3. Social state markers of different colors are placed to demarcate the three kingdoms. Existing claims and fortifications in the areas are transferred to the control of the kingdoms in which they are included. 4. All diplomatic ties formed by the Frankish Empire player are removed. 5. The Frankish treasury is emptied and each of the three kingdoms receives 10 Gold. 6. Leader statures for the three kingdoms are determined. This is done by rolling the dice three times and comparing the roll results with the results printed under the Current Stature 3 column on the Leader Stature Change Table (8.3). 7. The players now determine which player receives which kingdom or Empire. First, each of the three kingdoms formed from the Frankish Empire is assigned a number from one to three. The Byzantine Empire is assigned the number four. The numbers five and six represent kingdoms that will probably enter play later in the game (see step 8 below). Each player rolls a die, and the result indicates the kingdom they will receive. If a player rolls a number that is already been rolled, they roll the die again until they receive a result that has not yet been rolled. 8. The players who receive die-roll results of five or six obtain kingdoms in the following way. If, at the time the players determine the ownership of the kingdoms and Empires, there are two or more mutually bordering land areas that are either Roman Catholic or Eastern Orthodox, independent, and of the same language, the player who rolled five in step 5 must take those areas as their kingdom, designating any one of the areas as the Court Area. If there is no such group of areas, the player who rolled five takes the first such group of areas to appear on the map as their kingdom. The player who rolled six takes the second such group of areas to appear as their kingdom. If, when the players are determining who receives which kingdom, there are two or more such groups of areas, the player who rolled five has first choice of which group they will make their kingdom. Both receive 10 Gold and determine their leader’s stature ratings as described in step 3. 9. The Byzantine Empire retains the Leader, Gold and territories it had at the point that the division of the Frankish Empire occurred. 32.1 Game Length The Grand Scenario begins with the year 771 and continues through 140 rounds to the year 1470. Needless to say, the play of 140 rounds will require a considerable amount of time. Players who do not wish to play the entire 140 round game should feel free to agree on a shorter length; however, the game should last at least 40 or 50 rounds. Players may wish to agree amongst themselves procedures to allow for any unavoidable changes in player availability during this time. 32.2 Victory Conditions Victory in the Grand Scenario is based on the accumulation of victory points as described in section 26.0. The player who has achieved the highest total of victory points at the end of the game is the winner. 33.0 SECOND EDITION EXPANSION RULES 33.1 COUNTERS REQUIRED: For each player: Double sided Army counters: 4 x 1 or 2 strength 2 x 3 or 4 strength Double sided Fleet counters: 3 x 1 or 2 strength 1 x 3 or 4 strength Double sided Civilisation counters: 10 x Cathedral or University 10 x Palace or Commerce EXTRA CARDS: 114 total NOTE: In these expansion rules the fortification endeavour is renamed mobilization, as it now includes building armies and fleets as well as fortifications. 33.2 ARMIES Armies represent major concentrations of professional troops. Armies increase the strength of conquest and pillage endeavours. 33.21 Building and Maintaining armies. 33.22 Armies are built as a mobilization endeavour. The player simply announces that they are building an army, expends two Gold, and then designates the Target Area for the endeavour. If the endeavour succeeds, place an army counter of the player’s color in that area. If the endeavour fails, the Gold is lost anyway. Unlike fortification endeavours, players are not allowed to spend more in order to make sure an army mobilization endeavour works. 33.23 Armies must be maintained. At the end of their turn, the player must expend one Gold per strength point of army they control. Any strength points they do not maintain (or choose not to maintain) are eliminated. Certain event cards give players Armies at no cost; however, those units must be maintained normally thereafter. 33.3 Utilization of Armies 33.31 Armies may be exchanged for counter numbers equal to the total army strength in an area at any time. For example, a 3 strength army may be exchanged for one strength 1 and one strength 2 army. The largest strength possible is 4. 33.32 Armies must always be placed in areas a player controls. If a player loses control of an area for any reason, the army in it is eliminated. 33.33 If an attacking player with an army takes a -1 loss in a conquest or pillage endeavour they may, instead of reducing the social level of the area in which the army is based, choose to eliminate one army point. If a defending player with an army takes a -1 loss in a conquest or pillage endeavour they may, instead of reducing the social level of the area in which the army is based, choose to eliminate one army point. 33.4 Movement of Armies A player may move armies as follows: armies are moved at the start of a player’s turn, before any year cards are played or an event card drawn. A player may move a number of army points equal to their leader’s combat status that number of spaces. Armies may only move into areas a player controls. For example, a 5 combat status leader allows a player to move a 1 strength army five spaces, or a 1 strength army two spaces and another three spaces, or five 1 strength armies one space, etc. 33.41 Armies may move from contiguous area to contiguous area via land routes. 33.42 Armies may move across up to three Sea Areas if they begin or end movement in the home of a seafaring people controlled by the player. This costs one Gold per Sea Area. For example, an army could move from Venice to Constantinople. 33.5 Conquest & Pillage Endeavours Each army point in an area used as the base for conquest or pillage endeavours adds +1 to the attacker’s strength. Each army point in an area that is the target for conquest or pillage endeavours adds +1 to the defender’s strength. An army may be used in this manner more than once per turn as when additional conquest or pillage endeavours are played. 34.0 FLEETS Fleets represent major concentrations of naval power and aid the extension of endeavours across Sea Areas. 34.1 Building & Maintaining Fleets 34.11 Fleets are built as a mobilization endeavour. The player simply announces they is building a fleet, expends four Gold, and designates the Target Area for the endeavour (which must be adjacent to a Sea Area). If the endeavour succeeds, place a fleet counter in the area. If the endeavour fails, the Gold is lost anyway. Unlike fortification endeavours, players are not allowed to spend more in order to make sure an fleet mobilization endeavour works. 34.12 Fleets must be maintained. At the end of their turn, the player must expend one Gold per strength point of fleet they controls. Any strength points they do not maintain (or choose not to maintain) are eliminated. Certain events will give players fleets at no cost; however, those units must be maintained normally thereafter. 34.2 Utilization of Fleets 34.21 Fleets may be exchanged for counter numbers equal to the total Fleet strength in an area at any time. For example, a 3 strength Fleet may be exchanged for one strength 1 and one strength 2 Fleet. The largest strength possible is 4. 34.22 Fleets must always be placed in areas a player controls that are adjacent to a Sea Area. If a player loses control of an area for any reason, any fleet in it is eliminated. Fleets are otherwise not affected by endeavours. The area of placement represents the base for naval endeavours, not the shipping per se. 34.23 Fleets may never be moved. 34.3 Endeavours 34.31 A fleet in an area not the home of a seafaring people makes that area into the home of a seafaring people for as long as the fleet remains. 34.32 Each fleet point in an area that is the home of a seafaring people extends the range of that area by one, as per rule (9.53). For purposes of this rule, a fleet used to create a seafaring people counts only for that, not to extend the range. For example, if the player has two fleets in Venice, they could conduct endeavours through five intervening Sea Areas whereas a player with two fleets in Normandy (which is not normally the home of a seafaring people) could conduct endeavours through four Sea Areas as one point is used to render the Normans seafaring. 34.33 A player may not conduct conquest or pillage endeavours across Sea Areas against an area containing defending fleets, unless the number of fleet points they have in their Base Area equals or exceeds the number of fleets in the Target Area. Fleets have no effect on endeavours conducted across land routes. 35.0 CIVILISATION MARKERS Civilisation markers enhance player capabilities. They consist of Cathedrals/Mosques, Palaces, Commerce counters, and Universities 35.1 Building & Maintaining Civilisation Markers 35.11 Civilisation markers are built as a ruling endeavour. The player simply announces they are building a civilisation marker, expends four Gold, and designates the Target Area for the endeavour. If the endeavour succeeds (i.e. if a Year Card is drawn which would increase the targeted area’s Social State by +1), place a civilisation marker of the player’s choice in the area (but do not increase the social state). If the endeavour fails, the Gold is still lost. Unlike normal ruling endeavours, players are not allowed to spend more Gold in order to ensure a civilisation marker endeavour works. Civilisation markers have no maintenance costs. 35.2 Utilization of Civilisation Markers 35.21 A player may have only one of each type of civilisation marker in a given area (that is, a maximum of one cathedral, one commerce, one palace and one university). 35.22 If a player for any reason gains control of an area with civilisation markers in it then: 1) they retain commerce or university markers in that area; 2) they retain a cathedral/mosque if their Court Area is the same religion as the area being taken over (otherwise remove it); and 3) any palace is eliminated. 35.23 If a region becomes independent for any reason, any cathedral/mosque, commerce and university markers in it are kept on the map. Palaces are eliminated. 35.24 If an area is the target of a pillage endeavour and a -1 result is achieved against it, the attacker may choose to eliminate one civilisation marker instead of reducing the social level of the area. Elimination of a civilisation marker provides a Gold to the attacker in that case. 35.25 Civilisation markers may never move. 35.3 Effects of Civilisation Markers 35.31 Cathedral/Mosque: if an area with a cathedral/mosque is the target for a ruling endeavour, add +1 to the endeavour effectiveness. Also add +1 to the leader’s proselytic ability for religious conversion (22.2). This applies even if the cathedral/mosque was originally built by a player of a different religion. 35.32 Commerce: if a player successfully taxes an area with a commerce marker, the number of Gold they receive is increased by 1; however this extra Gold is not taken into account when determining rebellion Value (17.22). For example, an area taxed for two Gold, if successfully taxed, would produce three Gold – but when making a rebellion check this would count as only two points. 35.33 Palace: when conducting a ruling endeavour, the player may choose to target any or all areas they control which have palaces in them as part of a single endeavour. Determine modifiers for each region individually, but use the same card to execute all of them. Apply any results to each Target Area individually. Any additional Gold expended must be done per individual Target Area. 35.34 University: a university in any area where an action or event would cause the area’s social state to increase by +1 becomes a +2 increase instead. 36.0 PROVISIONAL EVENT & LEADER EVENT CARDS Provisional event and leader event cards are treated in the same manner as other event cards, except they may be used only during certain periods, as indicated on the cards. When playing with these expansion rules, players may optionally agree to draw two event cards rather than one. Players are able to retain up to four holding cards in their hand instead of three (see 19.2). > Provisional Event Cards are indicated by a P along with the years in which they apply. > Leader Event Cards are indicated by a L along with the years in which they apply. If the scenario begins and ends in a period of time outside the era on the card, that card is not used in the game (if such a card turns up in the deck. it should be discarded and a replacement drawn). If the scenario includes a period included in the era on the card, it is shuffled into the deck at the start of play. However, if it is drawn in a year after the period on the card, the card is discarded un-played (and not reshuffled) and a substitute is drawn. For example, a card states 1101-1300. It would not be used in a scenario that ran from 801-900. It would be shuffled into the deck at the start of play if the scenario started in 1201 and ended in 1400; however, if it is drawn in 1350 it would be discarded. 36.1 Leader Event Cards 36.11 Leader event cards provide a bonus to the player’s leader stature: military, administrative or diplomatic, as listed on the card for one endeavour. The bonuses are added to the player’s current Leader’s relevant stature. Only one of those modifiers may be used and the card is discarded at the completion of the endeavour. 36.12 Leader event cards have one or more language groups listed on them. They may be used only when the base for an endeavour is part of the listed group. SCENARIO MODIFICATIONS Add the following markers to each scenario. [27.0] CHARLEMAGNE & THE FRANKISH EMPIRE Armies: 2 in Constantinople. Fleets: 1 in Constantinople. Cathedrals/Mosques: Constantinople, Ireland, Rome. Commerce: Constantinople, Venice, Sweden, Syria. Palaces: Constantinople, Adrianople, Greece, Asia, Trebizond, Cilicia, Anatolia. Universities: none. [28.0] MILLENNIUM 976-1075 Armies: 3 in Constantinople, 1 in Lorraine. Fleets: 1 in Constantinople, 1 in Denmark. Cathedrals/Mosques: Constantinople, Ile De France, Wessex, Franconia, Rome. Commerce: Constantinople, Venice, Bohemia, Sweden, Syria, Mercia, Flanders, Champagne, Ile de France, Provence, Tuscany, Saxony, Prussia, Franconia, Novgorod, Kiev, Khazar. Palaces: Constantinople, Adrianople, Greece, Asia, Trebizond, Cilicia, Anatolia, Lorraine, Franconia. Universities: none [29.0] THE CRUSADES 1136-1200 Armies: 1 in Constantinople. Fleets: 1 in Constantinople, 1 in Sicily. Cathedrals/Mosques: Constantinople, Ile De France, Champagne, Lorraine, Franconia, Austria, Leon. Commerce: Constantinople, Venice, Bohemia, Sweden, Syria, Mercia, Flanders, Champagne, Ile de France, Provence, Lombardy, Tuscany, Sicily, Saxony, Prussia, Franconia, Novgorod, Kiev, Khazar Palaces: Constantinople, Wessex, Mercia, Northumbria. Universities: Wessex, Ile de France, Lombardy. [30.0] DEFEAT IN THE EAST 1201-1300 Armies: none. Fleets: none. Cathedrals/Mosques: Constantinople, Ile De France, Champagne, Lorraine, Franconia, Austria, Leon. Commerce: Constantinople, Venice, Bohemia, Sweden, Syria, Mercia, Flanders, Champagne, Ile de France, Provence, Lombardy, Verona, Tuscany, Sicily, Saxony, Prussia, Franconia, Novgorod, Kiev, Khazar. Palaces: Constantinople, Wessex, Mercia, Northumbria. Universities: Wessex, Ile de France, Lombardy. [30.0] TWILIGHT OF THE MIDDLE AGES 1386-1465 Armies: 1 in Wessex, 1 in Adrianople. Fleets: none. Cathedrals/Mosques: Constantinople, Ile De France, Champagne, Lorraine, Franconia, Austria, Leon. Commerce: Constantinople, Bohemia, Sweden, Syria, Wessex, Mercia, Flanders, Champagne, Ile de France, Provence, Lombardy, Verona, Tuscany, Naples, Sicily, Saxony, Prussia, Franconia, Poland, Novgorod, Kiev, Khazar. Palaces: Wessex, Mercia, Northumbria, Ile de France, Castille. Universities: Wessex, Ile de France, Lombardy, Bavaria. ?? ?? ?? ?? 54 1