0% found this document useful (0 votes)
25 views10 pages

Medioevo 1

The document outlines the setup and rules for a strategic board game, detailing player deployment, resources, and game phases. Players start with specific units, currency, and cards, and the game can end based on turns, health points, or time limits. It also describes the turn order, events, taxation, maintenance, purchases, and combat mechanics throughout the game.

Uploaded by

grunherz.jg54
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
25 views10 pages

Medioevo 1

The document outlines the setup and rules for a strategic board game, detailing player deployment, resources, and game phases. Players start with specific units, currency, and cards, and the game can end based on turns, health points, or time limits. It also describes the turn order, events, taxation, maintenance, purchases, and combat mechanics throughout the game.

Uploaded by

grunherz.jg54
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 10

1.

Setup
a. Each player gets to deploy:
- 2 levels of Caravan/Merchant Ship/War Wagon/Galley (ships only in Harbour areas)
- 1 Village on Inhabited Area
- 1 Ar(cher)

b. Also each player gets


- 1600fl. (2x500fl. 4x100fl. 3x50fl. 3x10fl. 3x5fl. 5x1fl.)
- 3 random EMPIRE cards and keeps 1
- 1 OBJECTIVE token of their choice
- Player Board, Screen, Dice
- 10 markers (wooden disks)
- 10 control tokens (star-shaped)
- 8 property tokens (shield-shaped)
- 9 Commercial Road tokens
- 59 armies

c. Put on the map:


- 1 Barbarian LI in each FIRE territory
- 1 marker from each player on the HP track in position 10
- The turn marker on the HP track in position 1

d. Game Duration
Decide what the End of Game conditions will be.

- Specific number of Turns. The Game ends when the agreed-upon Turn is finished. 8 turns are
considered a “Short Game”, 10 is “Medium Game” and 12 is “Long Game”.
- Specific number of HP. When a Player reaches the specified number of HP the Game immediately
ends.
- Time Limit. When the Time Limit is reached, the current Turn must be finished and then the Game
ends.

The above Conditions can be combined (e.g. Long Game or 6 hours’ Time Limit). Once the agreed
conditions are met, the End Game Phase is executed.

2. Overview of Game Phases


Every Game Turn consists of the following Phases in order:

1. Turn Order
2. Events
3. Taxes & Maintenance
4. Purchases
5. Movement & Battles
6. Commerce
7. End Turn
8. End Game

Also, there are certain actions that can be taken by Players anytime while the Game Turn is in progress,
these are discussed in ….

3. Turn Order
Bid coins in closed hand. Highest bidder becomes 1st player, the rest in sequence of highest to lowest bid.
Break ties for 1st with a subsequent round of additional bidding. Break ties for other positions according to
previous Turn Order or at random. 1st player gives his bid to the last player. All others get to keep their
money.

4. Events
On 1st Turn only Barbarian Dice Roll is executed. The 1st Player executes all steps below.

a. Barbarian Dice Roll


Barbarian Dice Roll is d4, d6, d8 all rolled at once. Barbarian Horde is 1 LI + 1LI if d4<4 + 1Ar if d6<4 +
1Cptn if d8<4. One reroll is allowed for each die, all at once. Place the Barbarian Horde in the War Circle
together with the Barbarian Dice.

b. EVENT card check


Draw the top card from the deck, choose two of the three events to be applied on the area shown in light
and dark red. There are four types of events and every player that has the type of affected piece must roll
d6 for each type. There is no effect if the roll is higher than the number range below the event icon.

- The Movement event stops 1 or 2 affected Transports (place STOP tokens).


- The Armies event inflicts 1, 2, 3 or 4 Damage Points on affected armies.
- The Buildings event inflicts 1, 2 or 3 Damage Points on affected buildings (place DESTRUCTION
tokens).
- The Merchandise event removes 1 or 2 affected merchandise on Transports.

c. Barbarian Supply
Three Barbarian Supply Points can be used to either Move a Barbarian Army on the map or Place more
Barbarians. Each action consumes one Barbarian Supply Point.

Move a whole Barbarian Army to an adjacent territory. If moved from land to a sea, Barbarian Galleys
appear as needed to carry the Army. If moved from sea to land, the Galleys disappears Barbarian Armies
in territories with players’ armies cannot be moved. Barbarian Armies in the 1 st Player’s home Kingdom
cannot be moved.

Place. Add 1 Army unit in a Barbarian Army or place 1 unit in an uncontrolled FIRE territory. If no
uncontrolled FIRE territory exists, the 1st player can place 1 unit in a controlled empty, non-home
Kingdom territory. 1LI can always be placed. 1Ar or 1Cptn can be placed if the Barbarian Army already
contains at least 2 or 4 units respectively. Barbarian Armies always gain Control of empty Territories and
automatically Plunder them (immediately remove all Transports, Siege Engines, Buildings and Great
Market cubes).

d. Rebellion check
The top card of the EVENT deck shows the tolerated Tax Level in fl. Players with higher Tax Levels suffer
one Rebellion for every 10fl. of difference. Place one Barbarian Horde per Rebellion in home Kingdom
territories starting with the one that has the smallest player Army (player decides ties). If a player has any
Rebellions from previous turns, he loses 1HP for each new Rebellion received.

5. Tax & Maintenance


Players adjust their Tax Tracks to the desired Tax Level (TL)

- Receive Income using the table below

Number of Controlled Territories x TL


Number of Villages x TL
Number of Towns x TL x 2
Number of Cities x TL x 3
Number of Great Markets (GM) x 20 x GM cubes
Player has no Armies on the map and no Controlled Territories 200 fl.
- Pay Maintenance (20fl. per Army, Transport and Siege Engine); players can remove pieces for
which they do not wish to pay Maintenance
- Pay Interests (10% of the Player’s Debt), if one cannot pay he becomes Bankrupt. If this is his
second consecutive Turn in Bankruptcy he is immediately eliminated from the Game, return all
his tokens and pieces to the box. In order to pay his Interests, the Bankrupt Player must Plunder
his Buildings and Transports (for 50% of their cost in fl.) to find the necessary funds. If he is still
short, he must place Rebellions and receive 100fl. for each. In both cases, the Player can raise
more money than needed.

6. Purchases
Players can buy Technologies, Buildings, Transports, Armies, Siege Engines and EMPIRE cards.

a. Technologies
They provide specific permanent additional actions. 100fl. per level. Previous Level must be owned. One
Level per Technology can be bought.

b. Buildings
Build, Repair, Upgrade are possible only in Territories controlled either by the active Player or by a Player
that is in Civilian or Military Control Pact with the active Player. See chart below. Max. 1 Building of each
Class per Territory. Buildings are upgradable to the next Level by paying the difference in fl. and
Technology Points (TP). Control Tokens gained by Building or Upgrade must be placed immediately in
adjacent Territories that are empty from enemy Armies. Repair Buildings for 50fl. per DESTRUCTION
counter removed. A Level III Building gives 1HP when built1.

Battle Contr
Struct
Lev Protecti ol Cos
Class Type ure Prerequisites
el on Toke t
Points
ns
Civilian Village I 2 - - 100fl. Inhabited Area, Masonry, 1x Green TP
Civilian Town II 4 - - 200fl. Inhabited Area, Masonry, 2x Green TP
Civilian City III 6 - - 300fl. Inhabited Area, Masonry, 3x Green TP
Military Tower I 3 -1 Damage 1 100fl. Architecture, 1x Green TP
Military Fortress II 6 -2 Damage 2 200fl. Architecture, 2x Green TP
Military Castle III 9 -3 Damage 3 300fl. Architecture, 3x Green TP
Religiou
Cathedral III 3 - - 300fl. Religion, 1x Purple TP
s

1
HP gains and losses are reflected immediately on the map’s track. If a Player gains more than 49HP add a second marker on
top to denote this and start from 0. If a player moves below 0HP add a merchandise cube on his marker and start moving it
upwards.
c. Transports
Transports can be Built or Upgraded only in Territories controlled by the active or by a Player that is in
Civilian or Military Control Pact with the active Player. See chart below. Transports are upgradable to the
next Level by paying the difference in fl. and Technology Points (TP). Military Transports move during the
Combat Phase, Civilian Transports move during the Commerce Phase.

Leve Moveme Capaci Cos


Class Type Prerequisites
l nt Points ty t
Civilian Caravan I 6 2 100fl. Inhabited Area, Carpentry, 1x Blue TP
Civilian Caravan II 7 4 200fl. Inhabited Area, Carpentry, 2x Blue TP
Civilian Caravan III 8 6 300fl. Inhabited Area, Carpentry, 3x Blue TP
Inhabited Area/Military Building,
Military War Wagon I 6 3 100fl.
Carpentry, 1x Blue TP
Inhabited Area/Military Building,
Military War Wagon II 7 6 200fl.
Carpentry, 2x Blue TP
Inhabited Area/Military Building,
Military War Wagon III 8 9 300fl.
Carpentry, 3x Blue TP
Civilian Merchant Ship I 6 2 100fl. Harbour, Carpentry, 1x Blue TP
Civilian Merchant Ship II 7 4 200fl. Harbour, Carpentry, 2x Blue TP
Civilian Merchant Ship III 8 6 300fl. Harbour, Carpentry, 3x Blue TP
Military Galley I 6 3 100fl. Harbour, Carpentry, 1x Blue TP
Military Galley II 7 6 200fl. Harbour, Carpentry, 2x Blue TP
Military Galley III 8 9 300fl. Harbour, Carpentry, 3x Blue TP

d. Armies
Armies can be placed only in Territories controlled by the active Player or by a Player that is in Military
Control Pact with the active Player. See chart below. Captains are upgradable to the next Level by paying
the difference in fl. and Technology Points (TP). Armies that Surrendered during a previous Turn can be
placed during this Phase. Prisoners can be ransomed from other Players for double their value in fl. The
other party cannot set a different price and cannot refuse the exchange. The maximum number of Armies
placed on the map each Turn is equal to the number of Player-owned Civilian Building Levels + 3.

Type Cost Power Prerequisites


Light Infantry 20fl. +4 Attack Value per LI sacrificed Inhabited Area/Military Building
Heavy Infantry 50fl. -1 Casualty Value per HI Inhabited Area/Military Building
Archer 50fl. 1d8 per Ar before melee starts Inhabited Area/Military Building
Cavalry 100fl. +2 Damage per Cav Inhabited Area/Military Building
Use one Army Type Power, Inhabited Area/Military Building,
Captain, Level I 100fl.
Activate a negated Power Military Arts, 1x Red TP
Use two Army Type Powers, Inhabited Area/Military Building,
Captain, Level II 200fl.
Activate a negated Power Military Arts, 2x Red TP
Use three Army Type Powers, Inhabited Area/Military Building,
Captain, Level III 300fl.
Activate a negated Power Military Arts, 3x Red TP
e. Siege Engines
Siege Engines can be Built or Upgraded only in Territories controlled by the active Player or by a Player
that is in Military Control Pact with the active Player. See chart below. Siege Engines are upgradable to
the next Level by paying the difference in fl. and Technology Points (TP). All Siege Engines attack with a
number of d8 equal to the Armies assigned to them (up to 3).

Damage Damage
Leve Cos Moveme
Type to Army to Prerequisites
l t nt Points
Units Buildings
Inhabited Area/Military Building,
Catapult I 100fl. 4 2 -
Mathematics, 1x Green TP
Inhabited Area/Military Building,
Trebouchet II 200fl. 4 3 1
Mathematics, 2x Green TP
Inhabited Area/Military Building,
Bombard III 300fl. 4 4 2
Mathematics, 3x Green TP

f. EMPIRE Cards
Each Player can buy one EMPIRE card. The Player draws 2 cards from the deck +2 for every Cathedral
owned. The cost is 100fl. + 50fl. for every EMPIRE card already owned.

7. Combat (in Turn Order)


Players alternate executing one Full Movement and possibly engaging in one or more Battles. Once all
Players’ Military Transports and Siege Engines have done a Full Movement, the Phase ends.

a. Full Movement
Players execute one Full Movement by moving one Group of Military Transports and/or Siege Engines and
expending Movement Points (MP). Military Transports may carry Armies up to their Capacity. A War
Wagon/Siege Engine takes up one Capacity in the Galley it is carried on. A moving Transport can pick
up/drop off carried pieces from/to a Territory. Transports and Siege Engines can move alone.

- Transports moving to an adjacent Territory/Sea Zone spend 1MP


- Galleys entering or leaving Territories spend 1 MP
- Units Embarking/Disembarking a Galley spend 0 MP
- Units moving from the Player’s own Castle to an adjacent Territory spend 0 MP
- Units plundering or stealing lone Civilian Transports spend 0 MP

A Full Movement can be any of the below:

- Move up to the maximum number of Territories allowed by the Group’s MP


- Enter a Barbarian or non-allied Player-controlled Territory2
- Just pass (no move)

Place a STOP marker beside the moved pieces to denote that they have executed a Full Movement. A
battle immediately follows the Movement if units meet an enemy in the same Territory (or Sea Zone).
Barbarian Armies are always considered enemies and must be dealt-with first. Battles with other Players’
Armies happen at the discretion of the active Player.

b. Battle
A Battle is fought in a number of Battle Rounds. The active Player is the Attacker and he is rolling any
additional dice etc. if the Battle is against a Barbarian Army. Whenever both parties should act, the
Attacker acts first. Damage Points (DP) are assigned by the receiving Player first to melee units, then
Archers, then Siege Engine crews. LI, Ar, Cptn, embarked HI and embarked Cav are removed when hit. HI
2
Take note of the remaining MPs; they can be used if the Player decides to Flee
becomes LI when hit, Cav becomes HI when hit. Units removed during a successful Capture attempt are
instead taken Prisoners. The captor places them in front of his Screen; they can reenter during the
upcoming Purchase Phases if they are ransomed.

If the Battle ends with no Fleeing or Surrender and the losing army had at least 4 units (removed or
Captured), the winner gains 1HP. In a Battle with a Barbarian Army, if all the Player’s Armies are removed
or if he Flees, he also loses 1HP.

Each Battle Round consists of the following steps in order:

i. Declarations
1. The Attacker may declare that he is Fleeing; he needs to have remaining Movement Points
(MP) and must also state how many he will use
2. The Player with the most Armies may declare a Capture attempt. He must enjoy at least a 3:1
superiority ratio otherwise he suffers the Capture Attempt Penalty
3. The owner of a Military Building in the Territory must declare were Battle Protection will be
applied, i.e. against DP inflicted by enemy Siege Engines, Archers or Melee Units

ii. Artillery Step


Players assign Armies to serve as Siege Engine Crews and declare if they all target opposing Armies or
Buildings. In a Sea Battle, a Galley’s Level is the number of usable Siege Engine Levels on it.

Roll d8 for every Crew; each result of 1-3 is a hit. Inflict DP or place DESTRUCTION tokens according to the
type of Siege Engine used, subtract the Siege Engine Battle Protection value from the total (Buildings
cannot be protected). If the target is a barbarian horde, apply the first DP to LI, then to Ar, and finally to
Cptn.

iii. Army Unit Powers


Players determine which side’s Captains will be used (Cptn Levels cancel each other out) and what
Captain Power will be activated. Players determine which side’s LI, HI and Cav Powers can be activated
and declare the ones that will. In a Sea Battle, HI and Cav Powers are unusable.

A Barbarian Army will always a) use their Archer Power, b) use their Captain Power for Archers, c) use
their LI Power if there are at least 2 Barbarian LI and their Army is outnumbered (1 if there are 2-3 LI, 2 if
there are more).

iv. Archer Step


If only one side has Archers, roll d8 for each. A result of 1-3 inflicts 1 DP, subtract the Archer Battle
Protection value from the total.

v. Melee Step.
Players roll their dice (one reroll is allowed). Barbarian Armies’ rolls are already on the board. The d4 is
the Casualty Value (CV). The highest of the three rolls is the Attack Value (AV). Two equal rolls are
counted as the square of the number rolled (e.g. if d6=5 and d8=5, AV=25). If all rolls are equal they are
counted as the cube of the number rolled (i.e if triple 4’s are rolled, AV=64).

AV modifiers are:
- LI Power,
- Turn Order Penalty for both players3,
- Total Galley Level difference increases the stronger fleet’s AV (Sea Battles only),
- Attacker’s AV is halved (round up) if Fleeing,
- Capturer’s AV may be halved (round up) due to the Capture Attempt Penalty

Highest AV determines the winner of the Battle Round (exception: if the Capturer’s Armies are
exterminated he loses the Round).

3
See inside the Player’s screen
The Battle Score is the difference between the two AVs or the number of the winner’s melee units,
whichever is lower. Reduce the Battle Score by the Melee Battle Protection value.

Determine Massive Superiority bonus. For every 20 points of AV difference the winner can increase the
Battle Score by 1 or decrease his CV by 1.

- The loser assigns DP equal to the Battle Score


- The loser or the tied Player assigns DP due to his opponent’s Cav Power
- Players assign DP equal to their CV
 after possible reduction due to their HI Power
 after possible increase by the number of the fleeing attacker’s MPs
 a Player suffering a Capture attempt has a CV of 0
- In a Naval Battle, Galleys that lost all their Armies in this Battle Round maybe sunk (discarded to
the box together with their contents) if a 1-3 is rolled on a d8

vi. End of the Battle Round


If there are still opposing armies after the end of the Round, the attacker may choose to a) start another
Battle Round, b) Flee, c) ask for the defender’s Surrender or d) Surrender himself. Surrender must be
mutually agreed, the Surrendering Player removes all his Armies from the map and places them in front of
his Screen; they can reenter during the upcoming Purchase Phases. To win the Battle Round and succeed
in his Capture attempt, the captor must have the highest AV and finish with at least one Army still on the
map; in any other case, the captor loses and no Prisoners are taken.

c. End of the Full Movement


If the attacking or defending Player has remaining Armies in the Territory/Sea Zone he should also
- ..decide for each enemy-owned piece if it will be Plundered (removed for 50% of its value in fl.) or
kept (Stolen), Barbarian Armies always Plunder but only if alone
- ..gain Control of the Territory and possibly remove a foreign Control Token from it if no other
Armies are present. Gain 1HP for an Inhabited Area and for each Building Level. 2HP are gained by
the first conqueror of Jerusalem or Rome. HP are not gained the second time the Territory
changes hands in the same Turn. Retaking Control of a home-kingdom Territory yields 0HP except
if crushing a Rebellion, in which case it yields 1HP.

If no Armies remain in the Territory, it reverts to its default status.


- a home-kingdom Territory becomes controlled by its original owner
- any other Territory becomes uncontrolled

8. Commerce (in Turn Order)


Players act with their Civilian Transports during this Phase. One Player finishes all his actions before the
next Player can start his. A Civilian Transport has a number of MPs that can be expended in the
Movement, Buying and Selling Merchandise actions explained below.

Lone Civilian Transports are automatically plundered when encountered by Barbarian forces, other
Players’ forces may automatically Plunder or Steal them at their owner’s discretion.

Great Markets are a feature of Inhabited Areas. They are created and enhanced with cubes generated by
Civilian Transports passing through or trading with them. The Great Market cubes are placed beside the
Inhabited Area on the map. The Great Market Value is equal to the number of cubes present.

Buying and Selling is not possible if


- the Territory and/or any of its adjacent Sea Zones contain Players’ forces at war with each other
- the Territory and/or any of its adjacent Sea Zones contain Barbarian forces
- the Territory is Controlled by a Player who is not in Commercial Pact with the active Player
a. Movement
Caravans move between Territories expending 1MP for each Territory entered. Territories with no hostile
or Barbarian Armies can be entered. Entry in uncontrolled Territories does not trigger the appearance of a
Barbarian Horde.

Merchant Ships move between Sea Zones expending 1MP for each Sea Zone entered. Sea Zones with no
hostile or Barbarian Galleys can be entered.

Civilian Transports moving out of an Inhabited Area…


- enhance its Great Market Value. Place one cube (take it from the box) for each Merchandise they
carry that is not already present
- may complete their own Commercial Road Stage if they are “on the Road”

b. Buying
A Buying action costs 1MP and must be executed in a Territory with an Inhabited Area. The Civilian
Transport can buy any quantity of the offered Merchandise (the cube shown beside the Inhabited Area’s
name) up to its Capacity. Similarly, Merchant Ships expend 1MP in a Harbor in order to Buy Merchandise.
The base cost is 100fl. per cube bought and it can be modified by certain Technologies and EMPIRE cards.

After finishing the Buying action, the active Player may choose to open a Commercial Road to any other
Inhabited Area on the map. The Road must be 4, 6 or 8 Stages long and the relevant markers must be
placed on the map (“X”/incomplete side up). The small “on the Road” marker is placed on the Transport
that needs to complete the journey. The current Inhabited Area is the Origin of the Road and cannot be
used as one of the Stages. The Destination is denoted with the bigger marker and does not count as a
Stage. Only one Commercial Road per Player can be on the map at any time.

c. Selling
A Sell action costs 1MP and must be executed in a Territory with an Inhabited Area. The Civilian Transport
can sell any quantity and Type of the Merchandise (cubes) carried except the one on offer. Additionally, if
selling to a Great Market, the types of cubes Sold must not be already present. The base selling price per
cube is 100fl. and the possible modifications are:
- certain Technologies and EMPIRE cards
- +20fl. multiplied by the Great Market’s Value
- +50fl. multiplied by the Commercial Road Trade Points spent

The last two cannot be combined. Civilian Transports that Sell in an Inhabited Area enhance its Great
Market Value with cubes of the types they Sell (take the cubes from the box).

When a Civilian Transport “on the Road” executes the Sell action, all the Player’s Commercial Road
markers are removed immediately from the map and they become immediately available. If the Sell
action is taken at the Road’s Destination and all intervening Stages are complete (non-“X” side up), the
Player gains a number of Trade Points equal to the number of Stages minus 2. Each Trade Point must be
immediately spent to either gain 1HP or a 50fl. bonus to each cube sold.

9. End of Turn
Remove all STOP markers from the map.

Rotate all tapped EMPIRE cards.

Flip all OBJECTIVE tokens to their colored side.

If this is not the last turn of the game, a new turn begins; advance the turn marker on the score track.

10. End of Game


Once the agreed End Game conditions are met, the End of Game steps are executed.
i. Rebellion Check
Players must draw an Event card and check the Tax value at the top of the following card and then
proceed with a normal Rebellion Check. This is done only to apply HP penalties for existing Rebellions.

i. Final Scoring
See below table for Final Scoring bonuses. In case of a tie, all Players receive the bonus. Whoever has the
most HP wins the Game. First tie-breaker is money, second tie-breaker goes to the Player who played 1 st
last.

11. Actions that are available anytime


The following action can be taken anytime, even outside the Players’ turn.

i. Take a Loan
The Player gets 500fl. from the Bank and moves his Debt marker one position to the right (max.2500fl.).
This action can only be done once per turn.

ii. Pay Debt


The Player pays 500fl. to the Bank and moves his Debt marker one position to the left. This action can
only be done once per turn.

iii. Activate an EMPIRE Card


The Player uses an EMPIRE Card by rotating (tapping) the card in order to do one of the below

- execute the action provided by the card’s Character


- obtain the temporary4 OBJECTIVE tokens shown on the bottom right; if multiple tokens are
gained, they must be spent during the same Phase
- accomplish the Objective shown on the back of the card and return the card to the bottom of the
deck (obtain one of the shown OBJECTIVE tokens)

iv. Take a Diplomatic action


Apart from War Declaration, all other actions are called Pacts and require more than one Player. At any
time, one of the signatories or any other Player, if the Pact is known, can announce that a Player is in
Breach of a Pact. If there is no consensus for the Breach, a vote is taken by all Players (secret Pacts must
be made public, ties result in no effect). If a Player is found to be in Breach of a Pact he loses 2HP and the
Pact expires immediately.

The types of Diplomatic actions are:

- War Declaration. This is unilateral and allows the Player to attack his opponent from the following Turn
on. Alternatively, the Player can immediately start hostilities for a penalty of 3HP. A War Declaration
immediately terminates all Pacts between the two Players and the aggressor is automatically in Breach
for all such.
- Armistice. Both Players agree not to attack each other for the current Turn.
- Peace Treaty. Both Players agree to end the current state of War between them.
- Enter in a Diplomatic Pact. This can involve more than two Players. It has to be in writing, kept secret or
not. All Pact conditions must be explicit otherwise the standard game rules are applicable. If no Expiry is
mentioned, a Pact lasts until the end of the game or when all signatories agree to end it.

Commercial Pact Allows Trade inside other Players’ Territories

Passage Agreement Allows Military Unit Movement through other Players’ Territories

Military Control Pact Allows Armies entering the map and newly built Military Transports/Siege

4
No actual tokens are handed to the player
Engines, to be placed in other Players’ Territories; placement prerequisites for
each type of piece must still be observed

Civilian Control Pact Allows newly built Civilian Transports to be placed in other Players’ Territories;
placement prerequisites for each type of piece must still be observed

Non-belligerence Pact No War Declaration can be made between the signatories

Defensive Alliance If one of the signatories is attacked, the allied player(s) will provide at least X
Armies and their Transports in support. This obligation lasts until the war or the
Alliance ends; whichever comes first. The attacked player can direct the
supporting army units. The owning player must follow the directions or be
considered in Breach of the alliance, unless these directions imply breaking
another pact or suffering HP loss.

Offensive Alliance Same as Defensive Alliance but the supporting Armies are used to attack
another Player.

v. Remove an owned piece from the map


Return the piece to the box. The piece must not be currently involved in a battle.

vi. Use a Technology


Technologies provide Actions that can be used in specific Phases during the game. There are 6
Technologies and 4 Technology Levels, for a maximum of 24 different Actions. The same Technology
Action can be taken multiple times as long as the required amount and Type (color) of Technology Points
is spent. Technology Points can be obtained in three ways:
- by activating EMPIRE Cards to gain temporary OBJECTIVE tokens
- by flipping OBJECTIVE tokens to gain 1 Technology Point of that Type for each
- by paying 100fl. per Technology Point

You might also like