Tuesday, November 1, 2011

Exillis Campaign Rules System

Intro:

Exillis Campaign Rules is a self-contained campaign system design for the Exillis world used in conjunction with the computer moderated rule set. In this game, however, the focus is on strategic-level war that takes into account economic factors strategic placement of your units proper use of terrain and wise management of resources. This is designed to give players and gaming groups to have an ongoing campaign that creates all sorts of opportunities for unique types of battle.

Following in the traditions of Sun Tzu Art Of War players move entire armies around the continent of, medieval Europe, seeking the best offensive or defensive terrain, and trying to capture territory and destroy enemy strongholds . Learning when to fight, when to retreat, how to make acceptable losses, how to lose a battle to win the war, all these things are possible in a campaign level game hopefully these rule sets will best facilitate true strategic thinking from the players.

The original rule sets were originally written for Warhammer by David Rauscher, and have been edited and rewritten for the Exillis world, by Yosef Bender this is a public domain document and can be used modified and enjoyed by anyone.

Campaign Setting

Players represent the remaining Barons, in the crumbling remains of the once powerful European world set around 1309. Each player Commanding their armies into battle defending their borders or expanding their borders.. These players must not only be able to fight a good tabletop game of Exillis , but must also learn how to defend their territories, provide supplies and logistic support for their troops, and plan future investment in men and equipment to maintain your armies and have the right forces at the right place at the right time.


E'xillis Campaign is designed to be played by 2 or more players, fighting every kingdom for them self or making temporary allegiances , representing armies from their war band using a Barron as their leader each choosing a different faction. While the rules are designed to work only with Exillis you are free to adopt them in any way you choose are for other gaming systems. Once a campaign map and scenario have been designed, (will include the one my son and I are playing) play proceeds in Turns, each game Turn consists of five phases:

1. Event Phase, random event tables are rolled to see what unforeseen events change the outcome of your turn both good and bad events, like bad weather, peasant revolts and lots of other fun stuff, will influence an aspect of the game. Bidding on event cards .any event cards that need to be put in play are revealed.

2. Diplomacy Phase, in a multiplayer game players will be able to create alliances, truces, declarations of war etc..

3. Bureaucratic Phase, it takes work to run your kingdom, troops to train, supplies to make scouts to send out , here's where you got to spend money oy vey!! You got ambushes to set up, guilds to squabble with, make the church happy, the list goes on and on

4. Movement Phase, Armies and ships, are moved on the campaign map. Also siege bombardment takes place in this phase.. Campaign magic also takes place in this phase.

5. Combat Phase, only if applicable tabletop battle of troops, note that there will be many campaign turns before a battle will take place. Also any sea battles are done during this phase.

6. Resolution Phase, results from previous phases, and Taxes are collected when applicable, the dead are mourned, the wounded healed, victory parties are thrown, fleeing refugees are moved.

Note: there is an accompanying play sheets, tokens and markers that simplify all the different rules and make it easy to navigate through the game this rule set is to gives you the in depth rules to read over and consult before and after games but during the game you should use the player sheets to guide you through the course of the game.

Each player must complete each phase before play proceeds to the next. In this way, the game actions occur "simultaneously." Once all players have completed each phase, the game turn is complete.


Game Set-Up

Things needed:

1.Maps

2.Army marker tokens

3.3 x 5 card file for records

4. 10 sided dice 1 six sided dice

5.Rumor tokens (provided)

6.Holding markers (provided)

7.play sheet with tables (provided)

8.Of course Exillis game and miniatures

Maps

There are three levels of maps that are used in the campaign rule set which is a world map that gives you a grand overview of your campaigning world divided into regions, countries, best used in a multiplayer game. The campaign map (two player game really all that is necessary) where your movement of troops takes place.

World Map.

This is a grand overview map which is divided into regions each region represents an entire month of movement four turns. So in creating in a region consider it to take one month of movement somewhere around 250 miles of width and breath of the region

There are numerous board games that have a map of Europe that could be easily used for this purpose. And companies that sell wall map of medieval Europe, or simply downloading a border line drawing of Europe and projecting it on one-inch grid or hex paper and drawing in the borders.

World Maps should have the following:

Only major Terrain features dividing the two or more kingdoms involved in the game. They can be separated by neutral countries, rivers, mountain ranges within narrow mountain pass) swaps etc.

Campaign map

Once in the region on the world map this map representing the region you are in usually about seven weeks worth of movement. I'm using a large hex map from battle Lore game that I can quickly define the borders and set in major terrain pieces. The skill I'm using is 1 inch equals 10 miles.

Maps should have the following:

1. Terrain features dividing the two or more kingdoms involved in the game. They can be separated by neutral countries, rivers, mountain ranges within narrow mountain pass) swaps etc.

2. Each kingdoms holding placed in their kingdom according to the player’s discretion but there must be at least three holdings near their border. (Indeed this is how a border is defendable) Once placed they remain for the entire game.

3. Connecting roads between all villages, cities, towns all cities and towns must have a road that leads directly to the capital , villages must have roads that lead either to a town or a city , these roads can have bridges wherever rivers or streams run through the land .(

Strategic note: when your army is traveling outside of your holdings it needs to be supplied with provisions, each village, town, and city can provide you with so many provisions for so many turns journey so consider spreading out your holdings so that your army can always be well supplied.

Design note: The campaign that I am running is a two player game on the British Isles,

Because I want realism the map I am making is scaled England which is roughly 1000 km from north to south 480 km from east to west that's 600 miles long 298 miles wide give or take. A marching army travels about 10 miles a day, in forced March 20 miles a day. Thus the map we were using is 30" x 60 inches 1 inch equaling 10 miles, with a few inches on either side for ships to sail in. (It’s laid on a large thin metal sheet so that we can use magnetic army markers and keep it up on the wall out-of-the-way) do not want to have to keep resetting everything up.

Maps Tips

Feel free to create your own campaign scenario but one is included with these campaign rules Creating a scenario involves several steps: Creation of the background story and the map; agreement on the total campaign army size ( makes for a good protracted campaign) and the victory conditions; and finally create your armies and place them on the table. These steps are described in detail below.

The next step is to use this story to design a map. Maps should be drawn on a hex map (the counters included are designed for a 1" hex map). You can buy very large hex sheets - 3 feet x 4 feet -from game stores, hobby

Design note: (I hope someday to find software that will accomplish this right now it has to be done manually). I acquiring one map of medieval Europe divided up into regions like the above example , whenever a player makes a move a into that region it represents one month, that move is broken up into four sub moves on a larger region map of that area. As I do not want to make hundreds of maps for all the regions I'm going to make a large grid magnetic whiteboard painted green and hexed with 1 inch hex lines. Then will outline the region in play, draw in the roads and use magnetic markers for the different terrain and holding features.

Battle Map

Once armies meet up in a campaign map square that is enlarged to a battle map created inside the computer moderated rule set, the maps terrain is made according to the series of rules described later in the rule set with examples war set battlefields based on actions players take. Example standard map for two armies meeting in open field. Standard maps are 6 x 8 with a few maps being smaller and a few maps being larger

Your Holdings

Population centers are the focus of a country's operations. Where we gather our people for community, mutual protection, and self-enhancement, true power can be concentrated, armies can be built, and nations can be founded or conquered. There are six basic settlements in Exillis Campaign, protected by militia and perhaps an army garrison.

Set up for our two player game each player is given the following holdings:

1. One capital city (should only ever have one)

2. One large city (more for larger campaigns)

3. Three towns

4. Four villages

5. Two ports in any above towns or city

Villages and Hamlets, and other small communities

To establish a village in the beginning of the game rolls D6 for the number of buildings, construct one road between that village and a larger holding.

Cost to construct a new village is 2000 gold + d6 buildings at 500 gold per building + builds at least one road to another holding.

Building costs to add buildings to existing village 400 per building

Road X gp per hex

Tax revenue, 50 gold pieces per building

Provisions Villages will have four 8 units’ food provisions for an army, or half of that if an enemy Army demands food. No baggage trains available.

A village is a small community, usually committed to gathering the food or other raw materials to be distributed throughout the land to the larger urban centers. A village consists of 1d6 housing buildings, +1 public buildings if the village is undefended by your Army each village includes one unit of Spearman level 15 with hero level 15 as the local magistrates and one. Town militia is one unit of level 5 peasants, or crossbow for every two buildings. If church the appropriate number of monks.

Towns and other medium-sized communities

To establish town in beginning of game roll 2-D six and draw two merchant resource cards. (Cards will describe the benefits for that town) and one church card if you choose one of these towns as your port pick one Port card, must be on the river or by sea to qualify.

Building costs to construct new town, take existing village it must have at least six buildings to renovate to town level Roll D6 and pay $1000 per building. Must have at least two roads 1 to a larger holding Draw one merchant card

Cost to add single building draw merchant card 8000 gold

Wood fortification wall .x gp

Upgrade wood wall to 12 foot Stonewall X gP

Road X gP per hex

Kings Highway road to capital GP per hex

Tax revenue, 100 gold pieces per building

Pillage price 4 times current taxes

Provisions Towns will have X units worth of food provisions for an army, and be able to sell baggage trains at 500gp to Army. And an unlimited number of baggage trains for

Towns represent even larger population centers, usually agrarian based, but with a few merchants and professionals. A town is generally a major focus of trade, where raw materials from the villages and finished goods from the cities are brought to be traded and redistributed throughout the realm. A typical town contains 2d6 housing plus two cards for government buildings, plus a church, and magistrate’s manner.

Magistrate is level 20 foot Bannerette knight leading a unit of level 15 Billmen. , And one unit of 15 lv low born (catapult, crossbow, peasants, low bowmen) Hoblars if you have the right merchant card. Town militia is one unit of level 8 peasants, or crossbow for every two buildings. With churches the appropriate number of monks.

Cities and Warrens, large population centers

To establish city in beginning of game roll 3D6 +2 and draw 4 merchant resource cards.(Cards will describe the benefits for that city) and two church cards

Cost to upgrade to a City, take existing town must have 10 buildings to renovate to city level Roll D6 and pay $2000 per building. Draw two merchant cards . Draw one more church card. Must have at least three roads one leading to the capital, one leading to a port , and one leading to a town.

Cost to add buildings 1500 per building

4000 per new church (a donation the church may are may not used to build a new building see appropriate chart)

building a wall around city 5000 gold per 6 buildings protecting

Tax revenue, 250 gold pieces per building

Pillage price 4 times current taxes

Provisions cities will have x to units of food and an unlimited amount of baggage trains for sale for 200 gold pieces

A city is a large milling mass of tradesmen, professionals, craftsmen, politicians, lawyers, and other centers of power. A city represents the wealth of the realm, where the best and brightest can live at the expense of others. Cities are defended by your Army.

Cities are expected to be defended by the Barons Army so they only have a small police force to keep local residents in line Without a defending army the city bureaucrats (who have no will to fight nor desire to see any of their holdings destroyed) will surrender to any army larger than their police force. Cities police force is one unit (of any of the following troop types Hoblars, Spearman/swordsman billmen bowmen) per 3 buildings, thus the city with 12 buildings would have 4 units . So it is important to always have some of your Army defending the city walls (there is always housing and provisions for the Army along the city walls) . The cities police force during a siege is used to keep martial law on its citizens and will only fight if the walls have been breached in the last defense battle for the keep. Church monks will aid the defending Army. Citys also have one catapult per six buildings. Mounted on battlements. And will be used against attacking Army.

Port City

If you choose a city for one of your Ports pick two port cards

Gaming Tip on how to form musters, it is much easier to form separate musters for the village town city militia, and a separate muster for an army if aided also by that militia go back in and add those units prior to battle. A set of index cards is made so that both sides have each other's armies list (to prevent cheating) at the beginning of the game once the game is in progress where these units are may not be known to the other player. It is usually not necessary to form these musters in your account that keeps your Army musters, and only add them when appropriately needed most of the time you will be adding them to your existing Army muster.

Capital City

Capital city is yours, been built up over five generations there is 20 buildings plus 2D6. Plus you pick 10 merchant cards, and 3d4 churches

Cost to add buildings $4000 per building

8000 per new church

Repairing a wall section around city 5000 gold

Tax revenue, 400 gold pieces per building

Tax revenue, 500 gold pieces per building

Pillage price 20 times current taxes for the entire kingdom (that's what happens when you pillage the treasure house) the player that loses his capital is a renegade house see renegade houses rules.

The capital city has there city guard which consists of 4 units of mounted knights lv 40 each with their own hero lv 45. 4 units a long bowmen LV 30 4 units of Bill men Lv 30 in addition to the units in the Kings army that are set at the highest level.

in the unlikely event that someone was crazy enough to attack the opponent's capital city one must fight three separate battles 1 siege bombardment battle outlined elsewhere, taking at least two wall sections or the gate. Once completed battle for taking the city outer walls, rules elsewhere, once in control of the outer walls. One must be attacked the inner Castle of the Baron. Once in control of that the defending player has lost or any multiply player game becomes a renegade house.

Ports

A port town or port city is simply one of your cities or towns that you draw port cards for you get one Port card for a town two for a city

Town port City Port

You may draw an additional port card for 3000 gold.

Fortress

start game with two fortresses usually at strategic points within your own country.

to upgrade to a Fortress take a fort that you renovate for two bureaucratic turns and 2000 gold.

Wall sections have structural hit points of X and need bombardment to break down see bombardment rules each wall tile represents 100 structural points.

Fortress is our stocked with two month worth of provisions ( 2 game turns )

A fortress includes a castle with walls and towers with a towered keep at its this is a safe resting zone for armies that are moving across the map. Taking of another's fortress must follow the siege bombardment rules followed by capturing the inside of the fortress. It captured or properly defended either side must rebuild damaged wall or walls a cost 1000 points and the fortress must be restocked.

Border Tower or Fort

game starts with two border forts with watchtowers usually at strategic crossing points on your border.

constructed of wood wall structural points X

Stocked with X units of food provisions

Cost to build 1000 gold must be near forest.

Forts cannot be captured only destroyed.

A Border Tower fort includes a large wood tower, with a surrounding wooden wall and a few buildings . Forts are manned by a unit of grunts lv 10 peasants, and a unit of Hoblares lv 15 scouts and messengers if Fort is attacked by an army and undefended by an Army from the side who controls the Fort then units caretaking the fort will flee, and the fort will be captured without a fight, but if an army is defending it add these units in to their muster.

Army Creation

Armies for our game are as follows, adapt these rules according to your actual muster capabilities and the length of play you wish. But the idea is to have several armies, venture moving across your lands and that it will take numerous battles before the campaign game ends. First rule to throw out if you want a shorter game is that once a unit is destroyed or flees it is eliminated from the campaign game there is no rebuilding armies.

These armies are in addition to the defending militias stated in your holdings each side will get the following to build its armies from.

11 of each unit type in the Exiles world (modify it to what you have in your armies) in other words if you only have two units of something you can only put two units in that particular Army.

The units that are excluded from this are as follows:

1. Mendicum units (which are added by the church cards and only defend they do not go out on campaigns)

2. Emissaries which can appear on the battlefield under certain conditions dictated by cards and magic in the campaign game.

3. You must choose also between Evocati or Nephilim for your entire army but you cannot have both.

4. Named heroes can make guest appearances based on campaign play Cards and be added to your Army muster prior to a battle. Note you don't necessarily have to use William Wallace and Lucifer by that name they can be some hero that mixes in with your fluff. If you do not have these models exclude these rules.

The 11 of each unit type are as follows:

Kings Guard One of everything Set these at their the highest level possible in your and the group playing muster ). Lv 75 in my group case, led by the Baron, (or heroes in this category)

Generals Elite One, of everything level 60 or next possible highest level ( The four heroes are the top generals of your top armies)

Elite One of everything level 50 or next possible highest (four heroes are the generals)

Hardened Veterans Two of everything level 40 (one hero will serve as the final general of your 10 armies)

Veterans Two of everything level 30

Regulars Two of everything level 20 regulars

Fresh Recruits two of everything level 10 fresh recruits

Servants 10 units of level 3 peasants to serve as cooks baggage carriers, setting up field fortifications, firewood collectors ect ect

Gaming note: if for example your highest level of your collection is level 30, then you would do something like the following.

Kings guard level 30

Generals elite level 25

Elite level 20

Hardened veterans lv 15

Regulars Lv 10

the Fresh recruits lv 5

Servants lv 1

Army construction rules.

The Baron

The highest level Baron is the warlord. Baron models on foot and mounted represents the player character, You can alternate between the two models to lead your army. But only one may be in the campaign at a time. If one of your Baron models is killed(mortally wounded in game fluff) then you can only use the other model, who will most likely is going to remain in the safety of His capital city for it he dies .GAME OVER (and yes he has to get back safely to his capital from wherever he is in the campaign if wounded detailed rules are elsewhere)

The Army the Baron travels with can have up to three units and hero’s of Kings guard lv75. That is two units with heroes besides his own retinue) all other Kings guard units must remain at the capital. Once any kings Guard unit is destroyed the Baron can send for other Kings guard units from his capital to refill those positions . If the capital is attacked these Kings guard units can fight to defend the city with or without the Baron and will be led by any hero in that muster level. The Barons Army starts in the capital. The Barons army always stays in the same faction category as the Baron you cannot change factions on the Baron himself. The Barons Army can have two additional units above the normal Army unit limit of 12.

Strategic note each Army can be as large as 12 units before being modified by additional conditions like help from afar or local militias. It can be as small as three units Each army can be, mix the level of units within it that are not specified in these rules. The rules assume most armies will have about 9 Units per Army with strike forces being smaller and a few armies being larger. You may have as many of one unit type as you are able to represent in models in your collection.

You Now must build nine more armies as big and as small as you want from the above selections. The leaders of each of these armies must come from the generals elite or elite class each may be accompanied by two units of their level.

The Generals

Generals elite level 60 can come from the capital or the major city as with the Kings elite units not accompanying the generals will remain in that city and can only replace his muster once units at that level have been removed. The Army starts in the city of that general. You can general these armies under any muster that you feel appropriate for your strategy.

Generals elite level 50 can come from any town as above elite units of the same level that do not accompanying the generals will remain in the town and can only replace his muster once units at that level have been removed. Generals Army starts in the town of that generals.

Strategic note it will be good to have small raiding armies that are used for ambushes and quicker movements, as we are not using the point system in the Exillis Game you do not have to worry about penalty points, so if you want a army of all cavalry, to move quickly across the land go for it.

There will be one Army that will be lead from the hardened veteran lv 40 category, as you will not have enough generals from higher levels.

Strategic note: always mix your fresh green troops in with your seasoned veterans and use them in reserves. If they survive the battle they get promoted.

All games will be fought in “anything goes” to allow for mixed levels. And uneven points per Army.

After each Army has been put together give that Army a name and make two index cards from the muster ,one for yourself and one for your opponent, secretly put those armies on a roster and assign them a number, that number will be the marker token used on the campaign map which Army does not have to be revealed until you reach the battlefield or exposed in intelligence gathering.

Obviously you can only make an army as large as the actual models you have to fulfill that muster so try to work within the limits of your models, using brother in arms whenever possible.

These armies tokens are moved about the campaign map in order to explore unknown lands, meet and defeat enemy armies and attack enemy settlements. Inevitably there will be battles, as rival players clash over disputed territory. When two armies meet on the map, the resulting conflict is played out as a Exillis standard game on the tabletop, using appropriate models for the armies.

Obviously, the battles won't always be fair, with equal forces engaged on both sides. Sometimes they will be distinctly unfair, but that is all part and parcel of the campaign. The campaign terrain with large rivers and a few bridges are fords, mountain passes create strategic battle points for weaker forces to defend. Tiny forces will get cut off, and small bands of warriors will be forced to fight a heroic defense in the face of overwhelming odds. There will even be occasions when small armies beat much larger forces because of terrain or unforeseen help, turning the tide of history by some outstanding deed of valor. All this is part of the fascination of a campaign in which the results of your battles influence the entire course of history and determine the fate your kingdom. Certain battles will become crucial swiveling points in the campaign.

a campaign, you will generally have several large and small armies moving about the campaign map. These armies are not restricted to the Exillis Muster limits.

Over the course of the campaign of, remains of smaller armies may be reformed into a larger army’s this is done during the bureaucratic phase

Items.

Advanced armor and magical items

You can equip any General And his accompanying retinue with the highest quality magical armor you have in your treasury. You may also equip another elite unit in the Barons Army. (he gets two units with items )

When ever your Army wins a battle the Barron can reward the bravest unit in the battle with some unique or magical armor up to three items. Qualifying units: Any unit that has engaged in battle lost some casualties but survived till the end without running can qualify as a brave unit. Hopefully the player will be more motivated by the fluff of the story than giving an undeserving unit this reward. This only applies to the winning side regardless of how brave the losing side did.

If a unit with items is destroyed in a battle the victor over that unit will gain magical items as booty. Because magical items cannot be transferred, the defeated unit simply needs to state how many items the unit had, and the victor can add that many items to that unit next battle. This is done in the resolution Phase.

It is important that the player have enough items in their treasury to be able to accomplish this, if not modified the rules accordingly so that items are seldom rewarded. It's understood that some kingdoms may be wealthier and have more extraordinary magical items for their units but that is the nature of life. It would behoove the player to play numerous battles to earn gold to have a treasury house full of items that he can bequeath his armies with.

A player will also need a complete set of damaged items which will be explained in later rules since these are not costly they are easy to add to your package train.


now that you have the game setup we will go step-by-step through each game turn

Game Turn

As mentioned earlier, the game turns represent one month consists of 6 different phases. During each phase, each player must complete their actions before any player may proceed to the next phase.

Event Phase

At the beginning of the game and during every tax collection turn every four game turns) an event is rolled form the event table for that season These events influence the game a grand scale

.Note I've made a long movement marker across the top of my map that we slide a magnet on to keep track of where we are in the campaign time.. Certain actions take several game turns to come into play simply place the item above the marker when it comes into play to keep track of these actions.

D10

Kingdom event

Result

1

Plague

Lose two units in capital city

2

Revolt

Holdings closest to border joins enemy

3

Drought

No taxes Collected On holdings below city

4

Tragedy

One hero dies

5

Calm

No effect

6

Expansion

Village becomes a town

7

New blood

New hero joins lv 50

8

Good training

One unit lv up 20 levels

9

Help from afar

One lone knight Lv 40 joins your ranks

10

Unexpected help

Two units of lv40 Serjents join your ranks

There is three months in each season, roll on the appropriate seasons event and read out loud the effects of the event making any markings on the board for that event this event lasts the entire month, so all sub move turns are effected.

Bureaucratic Phase

Reorganize Armies

During the bureaucratic, , the players may reorganize the composition of their armies: they may separate units and characters to make new armies, and assign patrols and scouting parties, this must always be done in a walled town, city, Fortress.

Conscript scouts and patrols

The purpose of Scouts and Patrols are described in greater detail later. Suffice it to say that they help protect your army and allow you to locate and analyze enemy forces - no good leader should be without them. Any units to be used as scouts or patrols are assigned those tasks during the bureaucratic phase.

Spend your money

Players collect "taxes" every 4 months during the resolution phase, but the funds are spent during in the bureaucratic phase. You don't have to spend all of your income during the bureaucratic phase immediately following tax collection, but you may if you wish. In fact, you can spend all, some, or none of your gold according to your strategy..

In Exillis Campaign, gold represents not just the material wealth of the kingdom, but its manpower and raw materials as well. Although gold is collected in the villages and towns as copper and silver coin, everything is converted to gold coin and brought to the capital . In a guarded baggage train guarded by two units of swordsmen, not part of your army musters. Enemy units can send raiding parties after this gold rules described later. You can accompany treasure with one of your armies if you suspect enemy is in your territory.

Gold be spent during the bureaucratic phase, and used to purchase new units, characters, and war machines, as well as special Exillis Campaign units such as Messengers and Baggage Trains. In addition to building your kingdom. In addition there is maintenance and upkeep costs that must be paid out of the treasury during the resolution phase, so you have to manage your new expenditures carefully. Each country starts with zero national debt.

Gold Purchase Table

1. Recruit and train Troops: Players may purchase new units, or heroes, cost of the hero our unit is its point value at level 10 in gold all units entered the game at level 10 new recruit. You may recruit up two units.

2. Baggage Train with horses 100 gp time immediate prices vary based on demand and supply.

3. Provision purchases 25 GP per provision unit (one provision unit provides one weeks worth of provisions for one unit)

4 Repair damaged weapons, armor and shields after a battle, 50 GP g per unit . Must be a blacksmith present in a holding to accomplish repair. If not repaired that unit must use one damaged item that gives them a negative. If they go through a second battle and unable to go to a blacksmith and then they must carry two damaged items (damaged items cost 150 gold to purchase from Peter the blacksmith in the players estate tab). heroes and units with superior items are excluded from this rule.

5. Price for Upgrading holdings are listed in the holding rules and will be summarized in the play sheet.

6. Building a new road : village trade routes cost 10 GP per hex, town and city highways 20 GP per hex, Kings Highway 40 GP per hex. Building raid at 10 hexes per turn

7. Building a bridge

Wooden bridge structural hp 30 cost 100 1 turn

Stone bridge structural HP 70 cost 300 GP two turns

Cutting a mountain pass ( only on your kingdom ) 5turns 4000gp

Purchase a port card 3000

Purchase a new merchant card 2000

Build a new ship 2000

Donate money to the building of a church (get a church card)

B. Magic

The spells conducted at a campaign level are some of the most powerful magic’s that can be performed by spell-casters acting as individuals. Magic which can actually affect miles of terrain, or even whole territories, is beyond all but the strongest of wizards, and normally can only be conducted by several wizards acting in conjunction. In the barons kingdom, the most powerful of these spells are ritualistically performed by 12 wizards acting in concert, lending their magic to one powerful wizard lord acting as a focus. Even with so many wizards, casting such enormous spells can be extremely dangerous, and has led to wizards being destroyed by unimaginably powerful forces, often sundering whole towns with them.

A spell of this magnitude can only be cast twice a year on the winter and summer solstice. The middle square in the summer and winter season.

Diplomacy Phase

Send a diplomatic envoy to a another kingdom. Simply right a small note to the kingdom if you need to discuss a strategy simply step out of the room with the player.

Most of the time kingdoms make temporary alliances or pacts I won't attack your kingdom you don't attack my kingdom until our mutual enemy is destroyed. Although history is littered with doublecrossing for the purpose of this game all pacts and temporary alliances will be honored.

True alliance, two players in a multiplayer game can if they choose make a true alliance, they are allowed to keep this alliance secret for one year of game turns. At which they must declare to the campaign group that they have formed a true alliance. Of course this will cause other players to form true alliances, to combat the strength of to kingdoms working together.

Certain kingdoms should be unable to make alliances with kingdoms that share a different philosophical stance according to the game fluff of your campaign.

Basic alliances: for the purposes of Exillis campaign

Lawful good will always serve the cause of right, readily join an alliance that is fighting against injustice.

Chaotic good Tend to only join alliances when the world is at threat, keep to themselves and try to isolate from the rest of the world

Neutral- tend to align with the winning side, can easily switch alliance to better service needs.

Chaotic evil- out for themselves will submit to lawful evil is more powerful.

Lawful evil trying to bring the world under one rule

in a multiplayer game player must choose alliance and maintain that throughout the game.

Movement Phase

Movement phase once an Army crosses into a new region on the world map move the Army marker into that region for that game turn. But on the campaign map this game turn move divided up into four separate moves representing one week of travel on the campaign map.

The Campaign Map

To win at Exillis Campaign, you must conquer and control your enemy's territories. A territory represents an artificial region defined by natural geologic barriers or borders, settlements loosely affiliated with a village, town, or city, or an unexplored region, or anything else that comes to mind. The game territories may be divided into hexes, each hex representing approximately 10 miles of terrain, or you can use a one-

inch scale. Sometimes during the game, an action will cause an army or other marker to be moved "randomly" about the game board. This might be used when, for example, a retreating army can not move toward the nearest settlement. There are two options - roll a scatter die to determine the approximate direction, or, if using hexes, roll a d6 and consult the graphic above.

In the beginning of most Exillis Campaign scenarios, some of the territories will be controlled by each of the players. Remaining territories - most probably lying between the two countries - are largely unexplored and uninhabited. These will have no settlements, or at least neutrally aligned ones.

Each territory under the control of a player should be marked with a control marker. (Control markers are usually chits with the name of your race, or a picture of your battle banner, or whatever, on them.) As new territories are explored or conquered and brought under your control, you mark them with a control counter to show who may collect food and taxes from the territory. To bring a new or enemy territory under your control, all enemy units in the territory must be destroyed. If the territory includes villages, cities, or other population centers, they also must be captured before you can enforce your control. (See the rules for Attacking Population Centers in the Combat section, below, to learn how to capture a settlement.)

Sample Territory

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The Movement Phase is probably the most important phase in the game. While winning your battles is the key to victory, the key to winning a battle is to ensure you have the superior numbers, in the best position, at the right time. A player must be able to get to the battle, or get away from it if a conflict would be disadvantageous.

Moving in Exillis campaign consists in expending "movement points." An army has a number of movement points equal to the Movement value (M) of the slowest unit in the army. If you are playing on a hex map, moving from one hex to another costs one movement point. For a human foot army, for example, the typical army will have 8 movement points; therefore, the army can move 8 hexes during their movement phase representing a weeks worth of travel. If you are using and inch scale map, armies may move 1 inch per movement point.

Armies are moved one at a time. When a Army has completed its movement, it may not be moved again, even if there were left-over movement points remaining. It does not matter which armies or units you move first, though it is suggested that you move independent scouting forces (discussed later in the rules) before moving other units. You're allowed to move any of your armies

Armies and "Zones of Influence"

Armies will have no more than 12 units(Barons Army the one exception) in the muster this represents the maximum feasible concentration of soldiers in a hex. An army on the march, with its stragglers and supply wagons, , medicines and field medics, its need to forage for food and other supplies and to set-up encampments on strategic ground, all demand a significant amount of space.

An army, even when moving at a Forced March (see below), will always have some units marching in advance and to either flank of the main body. This "Zone of Influence" extends into each hex adjacent to the army (or a 1" radius). Any opposing army moving into or through the Zone of Influence must expend twice their normal Movement Points (their movement is cut in half).

Movement Phase Actions

Army movement is based upon the slowest moving element within the Army.

6 Mv an army with units of heavy artillery

8 Mv an army with foot soldiers

16 Mv an army with only mounted units

20 MV an army with only Yimps, Envocti , Nephilm Decurion or Lucifer

Terrain also has an effect on movement they multiple to existing movement allowances:

X 2 Established road. .. Twice movement

0 Open territory . ..standard movement of

X .75 Light forests, hilly terrain… Three quarters of the movement

X .50 Dense forests and mountainous region (no heavy artillery).. Half movement

X. 50 River ford mountain pass… half movement

obviously in a week’s time of movement you may go through several terrains types, it is best to think each time you move one hex as a day of movement for example your Army of foot soldiers only movement 8 begins its movement on a road, as long as you're on the road you move two hexes for every movement point let's say you move four hexes on the road that's two movement points with six left, you now move through a light forest for 3 movement points that is 2.25 hexes of actual movement,( simply round down any fractions) and finally you move into open terrain for the remaining three movement points moving three hexes.

There are two ways you can move your Army on the campaign map.

1. Openly marching your Army. The Barons Army must be openly marched with drummers, horns being blared, announcing to everyone within miles that the Kings army is on the move. So that the citizens will throw flowers to the passing soldiers cheering them on.

2. The other way is covertly, the Army quietly slips out during the night and moves off the roads trying to maintain as much stealth and secrecy as possible. But it is hard to hide an Army on the March and so rumors of an Army marching through the region are to be expected. At the point the Army declares it is moving covertly the Army movement token is replaced with three rumor tokens that are numbered or colored so that in the event there are several rumor tokens in the region you can distinguish them from each other. You move the tokens in three separate directions . The rumor token that is moving the actual Army is recorded on the Army 3 x 5 card, the other two rumor tokens are moved to create confusion of what direction the Army is truly going in simulating the rumor alone Army moving through a region. When the player wants to declare that Army he simply shows the number of the token on the 3 x 5 card and the token is replaced with a Army movement token.

Movement speeds

Normal Movement

Implying the Army is marching at a normal healthy pace with adequate rests and the proper setting up of camp in the evening.

This is the safest way to move an Army.

Fast March

Under a Fast March, an army moves as quickly as possible, while still maintaining their health and resilience. While on a fast march, an army cannot have any Patrols. However, unlike a Forced March (see below), no fatigue penalties are assessed. While on a fast march, an army may increase their movement allowance by adding x.5 to total movement. . For example, a foot army of 8 movement points would have 12 movement points and could move for example: 4 more hexes over normal open terrain.

Forced March

During a Forced March, an army moves throughout most of the day and night, taking only brief and occasional rests. On a forced march, an army can cover vast amounts of terrain in a very brief period of time. If an army declares that they will make a forced march on their turn, they may double their number of movements allowed to them moving they may only forced March one of their movement turns, and then can only do regular movement or rest the next movement turn.

As a result of this rapid and tiring passage, an army making a Forced March increase their fatigue on every turn they force march until they rest (resting consists of spending one full turn doing nothing

A fatigued Army that enters the battlefield must add two extra rows of tiles to their side of the battle map even if defending they must move forward those two tiles to accumulate the fatigue that they would have before the game is started simply hit the wait icon for the other side until they have made their movement up two tiles, before beginning the game, only movement can take place for fatigued side and wait for the other side.

No patrols or scouting during forced March but you may send a messenger.

Strategic tip: forced marches are usually done within the safety of your kingdom in an effort to reinforce a holding before an attack, it is extremely risky to do forced marches in the enemy’s territory but such bold generals have pulled it off.

Ambush

To lay an ambush, a player must designate on the 3 x 5 card which army would be sent on the mission. Wherever that army is on the map it is replaced with a rumor tokens these tokens move as indicated earlier in covert movement. But the final movement of the Army is done on a piece of paper leave the rumor token at the location of the last move and move the Army its movement in till it arrives at the place it wishes to set up as the ambush spot.

Strategic Note you can move one or more of the other rumor tokens to create further confusion or stop the movement of any rumor token that is not the Army, at any point in the armies movement. With the final movement location marked on the card the ambush is now ready to be sprung. They must be in that place for an entire movement turn prior to the enemy army entering ,.

Whenever an enemy army enters the selected territory, they are susceptible to ambush. At any time during the movement phase, the player may declare that they have set an ambush, and they are revealing it. The player who set the ambush need not spring the trap the first time, or at anytime, an enemy unit is in the territory. They need spring the trap only at their own discretion. Once the ambush has been announced, roll D20 who and consult the following chart. If there is a scouting patrol with the army being ambushed, roll a D4 and subtract that from the result.

Ambush Table

Ambush modifiers:

+2 if the enemy being ambushed is on a forced March

+1 if the enemy being ambushed is on a fast March

+1 for heavy forest, or mountains

+1 if the Army is five units or less

-2 for open terrain (also must do trench works in previous turn to accomplish in an open ambush.)

-1 for light forests

-1 if the Army is larger than six units

-2 if the ambushing Army is larger than nine units.

Die Roll Result D10

10-9 Complete Surprise! - The defending army is deployed in the center of the tile row as shown in illustration and from any edge. The ambushing party may then deploys anywhere on the table and that has forest tiles are, from the party being ambushed. The ambushing army moves first.

8-6 Advanced Warning - A snapping twig or other sign uncovers the ambush just before they launch their attack. The ambush party gets 1 full turn of movement and fighting.. The ambushed party may only defend no firing back - they may not attack or cast magic spells other than a dispel. Deploy armies according to the following illustration

6-2 Ambush Discovered - Deploy armies according to the following illustration

1 Reverse ambush - "Shhh! Be vewy vewy quiet. We're hunting ." Advance scouts who discover the raiding party in time to prepare a surprise attack of their own will. The intended ambushers become the ambush. Deploy armies according to the following illustration. This party becomes the ambushers and goes first.

Ambush Battle Map

Blue is the ambusher red player ( Op is a of ps got it backsword ) must pass through to hill tiles ambushers Will not attack or fire upon any units in hill tiles , however many units were on patrol may come in as reinforcements on the Hill tile.

Because an ambush is usually by a smaller force attacking a larger force in a hit and run situation in the ambushing party can declare at any point in the game that they are retreating from the battlefield it is not necessary to play out the retreat but if the players wish any withdrawal to forest tile the unit has safely retreated, as soon as all units are in forest tile game is over. The ambush party may elect to forsake one or more of their units engaged in battle those units are considered destroyed. Or the ambushing unit can declare an ambush retreat, and immediately remove all units not engaged in combat, declaring the engaged units as destroyed. And end the game if you do not want to play out. This is the choice of the party that is ambushing note in reversed ambushing the party that was originally going to be ambushed becomes the ambushing aggressor.

Raids.

One of your striking forces can also an attempt a raid, rates go after baggage trains with the exclusive purpose of destroying or stealing a baggage train. Striking forces travel under a rumor token see rumor tokens special rules.

1. Rating the tax collectors baggage train, to accomplish this the raiding party needs to be on a road from the village, that leads to the town or city town where the treasurer is delivered (established routes are declared at the beginning of the game) it baggage train is accompanied by a an army use ambush rules . If traveling with the two units of Spearman is regular card. You can do the following roll on the table for results are due a small mini battle as demonstrated here.. If battling out units must be destroyed before the treasure can be claimed.

2. Raiding a army baggage train, if the attempt is to capture the food because your men are desperately starving apply standard ambush rules, with the addition that you only need to defeat the wagon train and get it to the edge of the board to qualify having stolen it. Most often though a raiding party simply wants to destroy a baggage train, to accomplish this you need to do a use fire to destroy the baggage trains. You can use catapults, yimps, FC fire strike, Long Bowman fire shot to accomplish this . For every wound that you inflict on the baggage train carriers it is considered to be a fire started on the baggage train. To put out the fire it requires one unit unengaged, to put out two fires. Baggage train will be destroyed in one turn.

Prepare Field Fortifications

Instead of making a move, an army can choose instead to spend its entire turn building field fortifications. Such defenses typically consist of ditches, earthen walls, pits with stakes, walls of stakes, ramparts, and troops laying in ambush. Such defenses are usually prepared at strategic crossroads or other important points of attack. If an enemy attacks an army in prepared defenses, the defending player gains an extra tile at of their table edge and lays out all the terrain, including defensive positions as outlined below. The attacking player then places their forces on the field. Battle proceeds as normal.

Insert Battle map

If the defending army ever moves from their defensive positions, all defenses are removed; even if the army returns by the end of the turn, new defenses will have to be built - requiring an entire movement phase. For every 4 units of ground troops, the army may build the following:

o 1 Earthen Walls ( obstacle)

o 3 wall" of Stakes (fences)

o 1 unit may be Hidden ( anywhere on the map in a forest tile)

o 1 Trap ( secretly marked on one tile )

Earthen Walls - Earthen Walls are just that - short mounds of dirt and stone, behind which a unit can defend against advancing attackers.

Earthen Walls should be treated placing an obstacle on the defenders players map.

Stakes - A prickly wall of stakes is usually made from thick branches and small saplings sharpened to a point and fire-hardened, or spare spears taken from the baggage carts or the fallen, placed into the ground in the defenders angle facing the oncoming enemy. use up to three fences in the defenders deployment zone

Hidden Units - well camouflaged in a forest tile anywhere on the battle map. The hidden unit may not be targeted in any way - hand-to-hand, missile, or magic spell - until they move, attack, or fire first themselves.

Trap - Traps are often laid about the expected attack route of the enemy. A trap may be a precarious pile of rocks, or a rigged log, a volley of trip-wire set crossbows, caltrops, or a covered pit. The exact form of the trap is immaterial. When in the union first enters the tile with the trap roll a d10 and following table.

Insert table

Hasty Defense

An army can move and still be able to prepare a hasty defense. This is often done when an inferior force seeks to avoid an inevitable combat, and opts to move to better defensive terrain. An army doing so may expend up to half of their movement allowance during the movement phase before digging into their positions. As under the Prepared Defenses rules, the defending player sets the terrain and deploys their own army first. They have less time to prepare their defenses, however, so they may choose from a more limited selection of defenses:

o 6" of Earthen Walls

o 6" of Stakes

o 1 unit may be Hidden

Rest

Instead of moving an army, players with armies that are fatigued or are otherwise in need of recuperation may Rest. So long as the army is not attacked or forced to move for the remainder of the turn, the army may reduce its fatigue level at the end of the turn, during the Resolution phase. It is recommended that a a unit rest once every seven days in regular March movement, or after a forced march.

There are several actions which an army can make during the movement phase other than simply moving: these include forced marches, sending out patrols, scouts preparing defensive works, and setting ambushes. Each of these is described below.

Scouts, Patrols & Messengers

These are special units that do not participate in the battle. You can have separate units or assigned one of these units to do a patrolling, scouting, or messenger task these come from your muster. `

These units You designate, on a 3 x 5 Muster card that you have this special unit and then during the movement turned you declare what action they are going to take. (Yimps,Nephilm,Envocti, or Holblars can be used for this task) each have certain advantages and disadvantages:

Yimps are the hardest to spot and make the most excellent scouts and patrols but they are slower moving, and they cannot be used as messengers.

Hoblars are the standard choice having both speed and agility and can be used for any function.

Envocati are the fastest moving but the easiest to spot, they also give credibility to messages delivered. They make the best patrols, but are rather expensive.

Nephilim, like Yimps are hard to spot but move as fast as Hoblars they make the best scouts/patrols , but are not believed as messengers and are rather expensive for the assignment.

A you may have up to two units per army The disadvantage is that these units cannot be used in battle as they are out patrolling/scouting or delivering a message. During battle in standard Exillis came simply place the unit in reserves during the battle and never bring them into the game.

Patrols

Patrols are established to perform two functions: To secure the armies flanks and van while on the march, and provide protection for the encampment while in bivouac. One special unit level 30 or higher from of your army may be designated as a Patrol/scout/messenger when an army is first formed,

Patrols extend the Zone of Influence of an army to 3 hexes or squares or inches. Add 2 extra hexs or inchs if you have two units Any large army enemy army trying to pass into or through a hex within 3 hexes or 5 hexes are(two patrols) will be spotted

Spotted units are told by the Army that was spotted what muster they are so the player can assess the strength of that army muster.

Patrols are also scouting the terrain for signs of the enemy and to warn of traps and other dangers. When an Ambush is revealed by the opposing player subtract a D4 D6 or (if two units) from the roll on Ambush Result table.

Scouts

Two questions must be asked by every great general: "where is the enemy" and "what's he got with him." In a standard tabletop game, only the latter question need concern us - the "where" is answered, the enemy is in front of us. In a campaign game, where the terrain is so much more vast, the location of your enemies armies becomes far more problematic. In Exillis, the approximate whereabouts of enemy forces are easily known or knowable. First, the movement of large armies causes a certain amount of disturbance that would result in talk and gossip. Second, a proud general, particularly in the Exillis milieu, enjoys announcing his presence. The general's bravado and their dreaded (or adored) banners herald the approach of all great armies.

On the other hand, knowing the "what," that is, the contents of a general's army, is much more problematic. Rumor alone usually will not suffice: most fleeing civilians, or even unlucky soldiers who managed to escape with their tongue still in their mouths, are too stupefied by their experiences to remember any details. To fill in for this lack of information, most armies employ scouts to seek out and evaluate enemy forces.

Scouts are specially trained units used to infiltrate the outer perimeter of enemy encampments, trail enemy troops in the woods, and perform other dangerous activities to provide an army general with the information they need to prepare a battle plan. When on the march, especially in hostile territory, an army will send out scouts to scour the territory for information. Scouts are amongst an armies most elite units, composed of mounted cavalry or flying and magical unitsmust be lv 40 or above .any army on the march may send out scouts. These scouts do not affect the movement of the army. A list of appropriate scouts for each army may be found below. Scouts can be drawn from any unit which may fight as skirmishers (though, as always, there are exceptions to this.) A list of units which may be designated for scouting duty for each race are provided in the Exillis Races section. Scout units must be designated in the Upkeep phase.

Scouts may be used to trail an enemy army and explore their troop types and disposition before engaging the army in battle. The scouts may function either as an element within your army, or may act as an independent unit, called a Scouting Party. While a part of the army, scouts may attempt to investigate an adjacent army to get strategic information at any time during the Movement phase.

You may also choose to create a scouting party, which moves independently from any particular army (though it is still considered attendant to that army, reporting to its commanders any information they collect). A scouting party must be created during theUpkeep phase. A scouting party consists of 1 unit of scouts (acceptable scouts are listed under the proper army rules). This unit may include no more than 1 champion, 1 lord level character, and / or a spell-caster. No additional characters, special troop types, or units may be included.

To scout an enemy army, the scouting party must move within 1 inch / hex of the enemy army. A scouting patrol cannot be attacked by an enemy army, as they are too mobile, small, and elusive to be forced into a full confrontation. A scouting party may, however, be engaged by another scouting party which moves into the same hex. When a scouting party enters an enemy army hex, roll on the Scouting Results Table, below.

Scout table modifiers:

o Add one (+1) to the roll if scouts are in their kingdom

o Add one (+1) to the roll if the enemy army is fatigued.

o Add one (+1) to the roll if the enemy army is on a fast or forced march.

o Add one (+1) if the enemy army is within woods (vey nosiy) .

o Subtract one (-1) the scouts are in enemy territory.

o Subtract one (-1) if the army has an attached scouting party.

o Subtract one (-1) if the army is behind prepared defenses.

o Subtract two (-2) if the army is within a town, city, or fortress.

Scouting Results Table

Die Roll Result D10

1 or below Your scouts are caught by the enemy army, unprepared for battle, and are taken to the army's leader for interrogation. Over the course of the next several hours, they divulge your army's point size, as well as the size and type of each unit. Then the unit has executed.

2-4 Scouts are delayed and cannot move this turn.

5 Your scouts moved to examine the perimeter of the enemy encampment, but were spotted and driven off before any information could be discovered.

6 Your scouting patrol is successful, uncovering information on the approximate size (points value and lv) of the army.

7/9 The scouts manage to bypass enemy patrols. The scouted army must reveal how many points of characters, war machines, and rank & file are in the banner, though the specific types and size of units need not be given.

10+ Your scouting party managed to clear the picket lines and infiltrate the enemy camp. The scouted army must reveal its point size (including monsters, war machines, characters, special characters, and rank &; file), as well as the size and type of each unit.

Messengers

. Messengers are fast riders or runners kept in settlements responsible for getting aid from nearby communities. Some countries have a series of messenger posts with fresh horses and professional riders to carry news of dangers through the realm; sometimes the messenger is simply a fleet-footed boy sent on their first mission. A messenger created in the Upkeep phase may move toward any town, city, fortress, or any other friendly settlement during the movement phase. They will always move at a forced march, therefore, after their first turn they will be fatigued. Messengers may be escorted by an army for protection, but while acting as an escort the army must also move at a forced march.

While moving on their own, Messengers are not affected by Zones of Influence, nor do they need to be kept in Supply. However, if they are Ambushed or attacked in any way, they are destroyed. When a Messenger reaches its destination, be it a friendly city, town, or village, they may heed the message and send aid. Roll a d10 on the following table.

Modifiers:

+2 if the settlement has been protected by the Army in the past.

+1 if settlement has grown in size last turn.

-1 if the community has suffered casualties in the past

-2 if the settlement is paying extra taxes

Messenger Result Table

Insert table

1 "Kill the messenger" - The bearer of bad tidings are not appreciated, and an angry mob pulls the messenger from his horse. No aid will be provided.

2-4 Messenger Ignored - This village will not be providing aid - the messenger may ride on.

5,7 Undecided - The village mayor or council (or governing body) are amenable to your plight, but fear for their own safety. Roll again next turn, adding 1 to the result.

8-9 Agreement - The wise councilors agree to aid you. The population center's militia is free to move into any adjacent hexes to their settlement and be added to and armies muster.

10+ Enthusiastic Support - The townspeople are so frenzied by the news, 1 baggage train filled with food and other supplies is included with the militia force.

Restrictions on the Movements of Militia

The militias found in villages, towns, and cities represent permanent garrisons and citizen-soldiers sworn to protect their home and nothing else. While these units may leave their home hex, they may not move beyond their territorial borders unless their home is destroyed, or they receive a message for help from another territory (see the Special Rules for Messengers). The units attached to fortresses are fully-trained fighters. While it is rare for a Warmaster to leave a fortress unprotected, the fortress is not a loved home; units are simply stationed there. Armies stationed at a fortress or border tower need not stay within the fortress or territory if the General wishes to leave.

Note all movement is made during this phase so for example if two opposing armies meet up in a hex they will go to the combat phase but only after all other units that are going to be moved by that player have been moved. Those moves pieces may enter the hex where the two opposing armies are but may not participate in the battle but immediately fight the remaining enemy Army in the next turn. Which gives the new attacking Army an enormous advantage.

Combat Phase

Whenever two or more armies occupy the same hex at the end of the movement phase, there is a combat. Most combat will be conducted on a 6 x 6 battle map. This is the standard 4 x 6 battle map with one extra row on the backside for reserve deployment . Thus each side gets two rows of deployment and may choose to put units on the back row out of missile fire range to be brought in when they feel it is necessary. The reserve feature in the battle map is used for help from afar results discussed later in the rules. However, various rules (such as the Ambush and Scouting rules) impact either the terrain set-up or the deployment rules of the battle.

Terrain features the terrain features are placed on the battle map based on players advantages and features existing on the campaign map. The predominant terrain feature on the campaign map should be represented on the battle map . For example, if the terrain is Hills, there should be at least four of these terrain elements in the battle.

Whichever side arrived at the battle scene first gets to control four terrain elements. Whichever side is in their home kingdom gets to control four terrain elements. These elements can be terrain features that would not necessarily be in that region but would represent strategic placement of the troops based on accurately scouting out the land are preparing it properly swamps can represent obstacles put in the pathway of the attacking Army. There is also terrain conditions added when an Army preparers the battlefield before and see rules for making defenses.

Insert battle maps

Fatigued Army , any Army that has entered into a battle during a fast move is considered fatigued, if they have fought a battle in the last game turn they are considered fatigued. Fatigued armies must add two extra tiles to the backend of the table and deploy on them moving forward to turns while the other player simply presses the wait icon. So that when they arrive on the regular battlefield they will be fatigued. These extra to row should be open terrain and not have any terrain features. Note there may be instances where the battle map will include for extra rows for to fatigued armies meeting.

Exhausted any Army that has been caught in battle at the end of a forced March, or has fought two battles in the last two turns. Exhausted armies may be fired upon during their two extra tile moves, to further weaken their ranks.

If a Army has prepare they are allowed to deploy one unit in an advanced position must be in a forest tile. Cannot place in other armies to deployment zone That unit cannot be fired upon or attacked in till it moves, attacks, or fires missile or magic.

Each player states their objectives for that battle if they win they get to do the following actions in the upkeep phase. Note a win can be when one side says it's retreating you do not need to wait for a white flag and can retreat at any point in the battle. They can be the following:

1. Defend that territory. Winning result gets to move the losing Army one movement in the upkeep phase in the direction the winning side chooses.

2. Keep that Army from advancing winning result the losing Army must spend retreats one hex on the campaign map and must spend the next turn movement turn in rest.

3. Wholesale slaughter, winning result, losing side loses an additional units roll D2 (flip a coin ) loose one or two units losers choice. Winning Army is chasing after retreating Army, must go in the direction retreating Army chooses performed during the upkeep phase, up to one fast move,

4. Cut through advance winning arming, advances five additional hexes during the upkeep phase.

Special Attacks

"

Hasty Attack

An army which moved at a fast march or a forced march this turn and has ended their movement in the same hex as an enemy army is said to be making a hasty attack. In a hasty attack, little has been done to scout the battlefield or rest the troops. While a reckless move, a hasty attack is sometimes necessary to destroy an immediate and deadly threat. Remember that a fatigued army entering combat suffers penalties during the battle. In addition, an army making a hasty attack will suffer severe penalties as they march into unknown terrain without sufficient knowledge of the threat or their enemy's disposition. Therefore, if you are playing , any army making a Hasty Attack is automatically Outscouted.

Attacking Population Centers

To attack a settlement, move your army onto the settlement hex, and fight a normal battle setting up the board as follows. When an army threatens your home and livelihood, the defender's will fight back with renewed vigor and hatred, fighting tooth and nail to destroy the invaders. Because of this, all local militia units, fighting in their own settlement , for this reason the Church monks need to chant encouraging songs first and spiritual visions finals when needed. The larger the settlement the more monks are there to renew and keep the defenders strengthened.

If he attacker wins, the settlement the following options are available to the victor:

1. Conquered the victor's army must leave one unit per three houses to govern over the holding. Half taxes are collected for two tax seasons due to the damage and destruction of property and businesses.

2. is Razed. A razed settlement is decreased in size (from a city to a town, from a town to a village, a village is Destroyed), and Refugee flee is created (see below), which may immediately make one move. A captured population center will function as normal, providing supplies and gold (at the reduced level, of course) for the occupying army as long as a detachment of at least 1unit per 4 houses is left to enforce control. (A little torture goes a long way.)

3. Pillaged, and burned the entire holding is burned to the ground this requires one turn from one unit to destroy three houses, Destroying a holding- By remaining for 1 extra turn, an army can destroy a settlement. Destroying a holding means demolishing buildings, tearing down walls and fortifications, killing all captured civilians, salting the ground, and otherwise making the settlement entirely uninhabitable. An occupying army which does not move or engage in combat for one full turn may destroy the settlement. Remove the settlement from the map. The settlement may not be recaptured or rebuilt.

Looting - Looting, burning, and destroying is (at least to most soldiers) the greatest part of war. An army which attacks and defeats a settlement may immediately receive food and supplies as indicated:

o Village - 3 copper and 1 supply

o Town - 2 silver and 2 supply

o City - 2 gold and 3 supply.

o Fortress - 1 gold and 3 supply.

o Border Tower - 2 copper and 1 supply.

Refugees - Refugees always move with 8 movement points (a forced march), minus or plus any terrain effects . If the Refugee group is attacked, it is destroyed. When the Refugee population enters a friendly settlement, it is absorbed, but there supplies are halfed to feed the refugees.

Rules for taking fortified holdings,

fortified holdings include watchtower fortresses, cities, and may include towns that have upgraded by building walls.

There are three types of besieging the that can be initiated.

1.-Starve out siege

To begin any siege, an army must be larger than the defending units by a factor of two should move into the same hex as the settlement they wish to besiege, and declare a starve out siege. If there are any forces in the settlement outside the walls, a battle must be fought first. Then need to set up defenses in camp which take two entire movement turns (two weeks) . It is also recommended also to send patrols in all adjacent hexes, to cut off any supply trains. Once besieged, a settlement is forced to live off its own stockpiles until they are relieved a supply convoy can attempt to break the siege with a ground battle set up as follows.

Insert battle map

Starve out Sieges represent a more time-consuming, but less costly, means of taking enemy cities.

2. Bombardment siege

if an Army has field engineers in their Army muster there they can build siege bombardment engines catapults, ect during each movement turn the attacking Army may bombard wall sections with the catapults built and those carried with them. Each unit rolls a D 10 at whatever section of wall they are attempting to bombard. As these equipment was rather crude and took lots of shots to become accurate enough decided A roll of one is always a miss first turn unit fires and with -5 reducing each turn one less turn two -4 turn three -3 ect ect . Depending upon if it is a town city capital there will be different structural strengths of the walls. The scores rolled our accumulative once the number of hits exceeds the structural hit points of the wall the wall is considered breached .

Mining Operations

In a mining operation, the attacking army seeks to undermine the walls battlements and towers with collapsible tunnels. Mining operations are treacherous for the laborers and take a long period of time, but success will almost certainly lead to victory. When a player first declares he wants to undermine the works, use the tunnel template provided in the accompanying files. Marking the progress of the digging operation per turn this requires one unit of peasants, for every 10 squares of tunnel of (there is value of having a lot of level 10 peasants in your Army) and one field engineer.

Mining Results: Each movement turn you continue your mining operations. Roll a D10 and consult table below . When you're marker reaches the under the wall point you may start an assault using the following map. This can also be used in conjunction with your bombardment and can be coordinated at any point with another attack.

Mining Results

1. Tunnel section collapses killing all workers and setting tunnel section back 4 squares.

2. Tunnel section collapses workers survive setting back 3 squares

3. Tunnel section collapses 2 squares back

4. Phew! That was close! Your miners managed to shore up the tunnels before they collapse. But were unable to move forward that turn.

5. Encountering hard rock advance 1 Square

6. Encountering clay difficult digging advance 2 squares

7. Work proceeds as normal advance 4 squares

8. Workers hit soft Earth advance 5 squares or curves

9. Workers hit soft Earth advanced five squares add +2 next turn

10. Workers hit a natural cavern advance 8 squares

If you decide not to attack on the next turn (because you are waiting for reinforcements, etc.) roll a d6 - on a 6, the tunnel has collapsed due to shoddy construction, water leakage, etc., and is lost. You'll have to start all over again!

ruined tile replaces an obstacle tile on the battle map when a storming the castle takes place. Note each siege engine also has a structural hit points number at the defending units may fireback in attempt to destroy the siege engines. But because the field engines can be moved and the walls are larger and stationary the defending Army always fires there catapults at -3

3. Storming the Fortifications.

This is a direct attack on the fortified holdings, historically only attempted when the attacking Army had at least five times the forces of the defending Army. Fight a regular tabletop battle. With the map layout as follows With the following rules added .

Fortification is considered captured when the attacking Army has more units inside the walls then the defending unit.

Bombardment walls Rules within standard Exillis battle.

1. Physical terrain on the game board represented by a actual wall that can hold one foot unit on the ramparts of the wall. (Eight models and a hero is exactly 9 inches) preferably archers
2. In the computer monitored rules system a hill tile is placed to represent the wall (giving the defending unit on the wall the advantages of height). Also could use a ruined tile as an alternative for the defensive capability.
3. Ground Attacking units with the exception of Emmy and Sofrances are not allowed to attack our move into the wall until it is breached
4. Defending unit can only keep one unit in the wall tile at a time.
5. Catapults, Emmy, and Sofrances have permission to attack the wall. Archers can fire at the units on the wall but have no effect on the wall itself.
6. Catapults, can use the big rock, or the explosion when attempting to break down the wall, all other attacks only affect the units on the wall, Sofrances must use their slice through attack, and emmy claw attack.
7. The wall has X remaining defensive points (it is assumed that the wall is Artie been hammered on in the bombardment phase and weekend to the point that it can easily be breached once the remaining points are removed the wall is considered breached and may be passed through as normal.
8. Each time one of the qualifying units attacked the wall in addition to the attack that the computer will calculate for the units on the wall, a dice or dice will be rolled to assess the damage to the wall.
9. Catapults with large rock or explosion does d10+6 worth the damage
10. Emmy dose d10+4 damage
11. Sofrances dose D10 damage
12. a running total of damage is subtracted from the walls defensive points (hit points) until it is breached.
13. If the wall is unmanned and not defended it can be scaled by ground units with ladders. a unit attempting to scale must roll a three or above on a D10 (70% chance of scaling) a failure means the unit cannot move on to the wall (hill tile) a 1 means equipment was broken and cannot be used again.
14. latter icons can be given to any ground unit without a shield.

Gate Crashing (within Exillis standard battle)
1.Gate represented by a ruined tile similar to a wall in that attacking enemy cannot enter until it is breached, unlike wall defending units can exit through the gate as long as the tile in front of it is clear of enemy. (Representing the unwillingness to open the gate when the enemy could overtake it)

2. The gate has 24 structural points and can be breached by a battering ram, emissary, or Sofrances.

3. Peasants or Serjants can man the battering ram. Only one battering ram can be built by a field engineer requires a full movement turn to build.

4. Unit battering the front gate enters the tile to be in battering position.

5. Gate does not need to be manned by defending force, but if they are there considered to be on the outside of the gate fighting the attacking battering crew. if defending unit is defeated and retreats the unit is considered destroyed and cannot be used for the rest of the game even if in the computer rules says they can.

6. Unit operating the battering ram can use defensive skills on preceding ramming turns. On first turn into the tile Movement if gate is undefended and attack if gate is defended.

7. Each turn ramming does D10+3 damage for battering ram, D10 for emissary, and D10 -1 for Sofrances. emmy and Sofrances use wait turn if gate is undefended claw or Brutalize if defended.

8. Once gate is breached all defending and attacking units can enter freely through the gate defending units will have to defend three tiles on the other side of the gate to prevent enemy forces from occupying the castle.

9. Defending units can ignite battering ram with hot oil and fire , unit on the wall section initiates a wait or defensive turn, to pour oil, roll D10 a 1 is a critical blunder, causing that unit no action next turn, (idiots spilled oil all over the wall and have to clean it up)
a 2 or 3 is a miss, three or higher successfully poured oil on battering ram. This is followed by one successful fire missile or magic with fire to start the battering ram burning.
10 . Once caught on fire the battering ram can be used by attacking units one more turn before it becomes too hot to handle, after that battering ram is considered destroyed.


Do Nothing

No action occurs unless the defending player sallies.

The Defending player must also choose what they will do this turn. Defenders may sally, bombard the enemy, or do nothing.

Sally

Play a tabletop battle. The besieging army must deploy evenly around the castle, (which is placed in the center of the table). Defenders may select any number of units or characters from their army to engage in the sally (war machines will stay behind the castle walls and fire from there). Place these units up to 12 inches away from the castle walls, but never less than 6" from an enemy unit. Sallies can therefore be very bloody. The sallying force moves first unless the besieging army is attacking this turn, in which case dice for initiative as usual.

Bombardment

Roll a d6 for every missile unit (of at least 10 models) and each war machine with a range of 24". On a roll of 6 the enemy army takes 50 points worth of casualties.

If the enemy army has chosen Do Nothing for this turn, your bombardments fall short as they are well-protected behind their own defenses.

Do Nothing

The defender does nothing this turn.

While in a siege, a population center may only use whatever food is currently in their stockpile - they may not collect food from scavenging parties or the land. For a siege, the population and garrison will need 1 supply a turn. Additional forces stationed in the city will require food and supplies as normal. If there is not food in the stockpiles, roll on the Starvation and Desertion Table. If there is ever a turn where the local population is not fed, roll a d6: on a 1 the population revolts, throwing open the gates and fleeing the settlement. Create one refugee population, and immediately remove d6x100 points of troops from the garrison or army stationed within the settlement to represent those killed protecting the food stores and trying to re-close the gates.

In an emergency situation, the settlement can declare it is Exhausting Its Resources, that is, collecting and rationing all edible goods for the military effort. Players may immediately add d3 supply to their stockpile, regardless of settlement size. This roll may only be made once.

Special Rules for Capitals - Capitals are the hearts of a race, the home to their culture and society, and are the ultimate representative of their divine grace. A realm's inhabitants feel an undying loyalty to their capital, and will rush to defend it at all costs if attacked, fighting with fervor and hatred for those who would wish to destroy.

While the emotional and identity center of a people, the capital is also the nerve center of the land. When lost, the capital disintegrates, as well as the communication, tax-collecting, and ruling framework of the realm. If a capital is destroyed, revenue from every territory is cut in half, as money becomes lost or goes uncollected on its route to other distribution centers. In addition, a looting army will collect 1/2 of what is currently in the state treasury, taken from the player (the rest was spirited away before the city falls, or was sitting in other distribution points).

Resolution Phase

during the upkeep phase all previous actions that need accounting for our accomplish.

Casualties

Casualties taken in a Exillis battle are not necessarily killed. If the entire unit is destroyed and ran off the board is considered gone , if there is even one remaining figure in the unit still standing his ground at the end of the battle that unit is can considered wounded or injured unit. You reduce the unit by 10 levels ( in less it is level X in which case it is considered destroyed) the fate of heroes is always different from that of men roll D 10 for hero recovery.(The only exception is heroes that have been killed by catapult, or emissary are considered DOA there are certain cards in the campaign game that can influence this result both positively and negatively.

D 10 results

1. Is captured by the enemy (see capture in ransom rules)

2. Wound to severe hero dies.

3. Critically wounded must convalesce for three game turns in town or city. (Carried with retreating Army)

4. Severely Wounded loses fighting ability subtract 20 lv from hero

5. Wounded losing fighting ability subtract 10 lv

6. Lightly wounded subtract 5 lv

7. Must rest one movement turn to regain magical powers otherwise lose all magical ability event battle next turn.

8. Fatigued next turn

9. Completely healed but with a nasty headache from being knocked unconscious

10. Divinely healed hero gains 5lv

Victory or Defeat - After the Battle

The victor reaps his own rewards - surveying the field of battle with a routed foe, both the winners and the losers in Exillis Campaign will suffer the slings and arrows of a battle lost or won - a defeated army will be demoralized, and a victorious army will receive strategic advantage and the field of glory. Victory points for the battle are calculated according to the typical Exillis rules. Keep track of the battle meter The side with the most victory points has won the battle, be sure to record the points prior to taking a white flag are declaring a voluntary retreat.

After each battle, all armies that fought in the battle must increase their fatigue level by adding a tile, defeated Army adding two if there is a battle in the next game turn. Or if the Army does not use the next movement turn to rest.

Prisoners

War in Exillis Fantasy Battle is merciless - no quarter is given, and none is expected. Prisoners taken are killed, unless they can serve some use in the slave pits. However, even in this era of intense bloodshed, some prisoners are just too valuable to kill. Any leader or hero model in the losing Army considered "killed" the losing Army rolls on the above hero table and if captured the Army that captured him rolls

D10 results

1 Was captured and managed to escape

2-3 Died in captivity from wounds and some premature torture

4-7 was critically wounded but successfully captured hero unconscious and unable to be interrogated.

8-9 was lightly wounded and can be interrogated

10. Was knocked unconscious Captured in good health Family will ransom him two times his value.

Now once captured you can do the following:

have a public execution

Torture for information.

Put up a ransom for his return.

Interrogation results roll D 10

1. You idiots you killed the prisoner

2. Tortured until hero was knocked unconsciousness

3. Hero only cries out in pain revealing nothing

4. Hero gives the name rank and Army he's from

5. Hero gives the name rank and Army he's from

6. Hero gives

7. hero reveals location of one of his barons Army

8. hero reveals

9. hero reveals

10. Hero reveals location of Army using rumor tokens( that Army cannot use rumor token in till it has entered one of your holdings and left again. Because of this betrayal is not worth ransoming so you can execute him.

more details later

Booty

An army lives for the booty that can be scavenged from the dead. The pay (if there is any) in most armies is barely sufficient to feed themselves, let alone retire on. And then you need coin for gambling, winching, and wine, as well. The best source of coin lies amid the torn and tattered remains of the defeated.

The army in charge of the field at the end of the Combat phase (usually the winner, but a defender of a settlement or prepared defenses may manage to keep the field even if they lose) should roll on the Booty Table for each friendly and enemy baggage train present at the beginning of the battle, and for all magic items held by dead characters from either side.

Booty Table

Roll D10 Result

7-10 Recovered by the victor (or army in charge of the field.)

4-6 Item or baggage train is lost or destroyed, and may not be recovered.

1-3 Recovered by the defeated army (or from the army chased from the field).

During the Resolution phase, the following actions are taken:

o Reduce Fatigue - For all armies or units which did not move or fight this turn, reduce the Fatigue level by one.

o Supply Troops - Your armies must eat in order to fight. Feed troops, and test for Starvation for all troops in insufficient supply. (See below.)

o Place New Units - All troops purchased at the beginning of the turn may now be placed on the battlefield. (See below.)

o Collect Taxes and Fate points - Taxes are collected every 4 weeks (1 month), and may be used during the Upkeep phase to purchase magic items, war machines, and troops. Fate points are omens from the gods, mana from the heavens, and the luck of the dice.

Reduce Fatigue

For all armies which did not move or fight this turn, you may reduce their fatigue level by one.

"An army on the march keeps a tight belt."

Supply Troops

An army on the march requires a substantial amount of food, especially when engaging in regular combat. In order to keep your armies in sufficient supply, 1 point of supplies is needed to feed every 5 units worth of rank and file. This food can come from three sources: scavenging the land, a baggage train carrying food supplies with the army, or a nearby population center.

Scavenging the Land

Feeding hundreds or thousands of men can quickly deplete even the largest baggage trains. Scavenging includes hunting for game, "natural" harvesting of the land (that is, using wild crops to make the food), raiding small independent farms that exist alone in the wilderness, etc. An army will always send out hunters or retainers or even regular army units to scavenge for food while on the march. Generally, an army will choose to bivouac in areas that offer sufficient water and game.An army can gain 2 food from scavenging per movement turn.

Local Food Stores

Each settlement generates its own supplies - enough to feed the local population - plus enough extra to be stored or distributed throughout the territory.

Settlements should be pre-marked with the amount of food they produce, since the amounts may vary depending on the quality of the land and the constitution of the inhabitants. The chart below shows the average amount of food each population center will produce. This is the base production amount. The population center will also receive the "bounty of the land." If you are using the advanced rules, the terrain will list how much more food can be provided by the population center. If you are not using the advanced rules, each hex will provide 1 food. For example, a village will produce 2 food - one for the land hex, and one because of their size.

Food from a population center may be distributed to any army within the same territory at no cost and with no baggage train. Food cannot be taken outside the territory without a baggage train. "Extra" food may be stored in granaries and smoke-houses; just place leftover food underneath the settlement counter.

Local Food Production Chart

Village 4 food

Food from the small villages and hamlets of the realm are often shipped to the larger settlements. A village is usually dedicated to nothing but food production, with enough non-agrarian professionals within the village center only to keep the food production going. While a village is generally very small, they create a tremendous amount of extra food to sell at town markets.

Town 6 food

It is in towns that most villagers bring their food to be sold in exchange for other finished goods. Towns generally have a healthy surplus of food stored in temporary silos.

City 8 food

A city is usually surrounded by several small villages and towns (in the same hex) providing it with a huge market. At the same time, the city itself is composed of professionals, tradesmen, and other non-agrarian workers. This large population significantly reduces the amount of food provided by the outlying food production centers.

Capital City unlimited food

The capital city is usually a fortress surrounded by a city proper, with towns, villages, and hamlets dotting the countryside outside the outer walls. The large population and the political and social center the capital represents draw substantial income, trade, goods and services.

Fortress 4 food and a

A fortress will usually have a large number of people working farms outside the fortress walls. But the sheer number of professionals and other non-productive units necessary to defend the fortress, keep the troops well-armed and armored, and to maintain the fortress walls leave little spare food.

Border Tower 2 food

A border tower garrison and its handful of professionals (blacksmiths, stable hands, etc.) depend entirely on other settlements throughout the kingdom for its food supplies.

Baggage Trains

Baggage Trains are described in the Special Rules section, below, in more detail - including purchase cost, capacity and cargo. A baggage train within one hex of an army can give any food it is carrying. One baggage train can hold 20 units of food.

Insufficient Supply

If for any reason an army has insufficient supply, they must test for Desertion and Starvation. For each unit in your army, roll on the following chart. Roll D10

Desertion and Starvation Table

2d6 - Ld Result

8-10 The unit grumbles and complains, then they tighten their belts and choose to tough it out.

5-7 unit enters the battlefield exhausted, (add 3 extra tiles to back of battle map and deploy them there) will not March in less it is in the direction of a friendly settlement,

2-4 The unit deserts. The unit will move toward the nearest friendly settlement at their maximum move allowance. Until they reach the settlement, they will attempt to avoid any possible conflict. If attacked, they will defend themselves . When they reach a friendly settlement, they must remain their for one full turn before they may move again.

1 The unit has starved to death or are so sick they cannot move. Eliminate the unit.

Place New Troops

Before ending the turn, the player must place all units purchased at the beginning of the turn. Because of the need for organized recruitment and training, and the length of time necessary to train troops, newly created troops can only be placed in a limited number, and only in settlements with proper training facilities. New troops may only be placed in your original settlements - you may never use a captured settlement to place your troops.

New Troop Placement Chart

Fortress - 3 units worth of troops

Fortresses and castles are specifically designed for the training and coordination of troops. They have amble training facilities, many learned instructors, and ample equipment.

City – 3 units of worth of troops

A city's garrison and levies and large population provide an ample supply of professionals and volunteers. While the city itself is not dedicated to the creation of fighting units, they can still do a fair job.

Capital City – any amount worth of troops

Capitals are often large, heavily fortified cities, with the best and brightest of the military elite, and substantial funds and people from which to draw and pay for new recruits.

Town - 2 worth of troops

A town is rarely used as a training ground, but the local militia and town council may feel a separate body of independent troops, not limited to militia activity, may be necessary to defend the territory. Training is usually conducted by a local detachment of Army regulars, for most armies keep small units in outlying towns to eliminate the threat of raids and other small-scale harassing attacks. While a town can train regular infantry and cavalry, they cannot train elite units or war machines. Therefore, nothing but standard (non-elite) infantry and cavalry can be trained or placed in any town.

Villages and Border Outposts - none

Villages and Border Outposts do not support training facilities. A village is too small to support the necessary professionals, and Border Outposts are dedicated solely to the defense of the realm, not educating sack-bellied youngsters.

Collect Taxes

Every month (4 turns), the local baron, warlord, boss, or other official representative of the ruler, will send out their tax collectors. These taxes are collected and eventually distributed either to the capitol, or are redistributed in the territory at the emperor's command. Generally, the amount of gold collected from any village is marked next to it. Otherwise, use the guide below to determine the amount of gold (or its equivalent) collected. If you are using the advanced rules, other structures or events may affect the amount of gold collected.

o Village - 1 copper

o Town - 1 silver

o City - 1 gold

o Capital City - 2 gold

o Fortress - 1 silver

o Border Outpost - 0 gold


Baggage Trains

Most armies will have at least several baggage trains traveling with them, carrying food and other essential supplies as they venture out into the unknown (blacksmiths tools for repairing weapons and armor, extra arrows, spare parts for war machines, spare mounts, etc.), and as they are emptied reloading with more supplies from friendly settlements during the march or captured gold and other treasure collected along the way. A baggage train can hold 2 units of food supplies, or 2 gold. A baggage train may purchased in towns or cities, and can be resupplied with food from villages. If you decide to play out raids using Exillis computer rule set you will need models to represent the baggage train and use a unit of peasants to move across the board they will only defend and move.

D. Ships

For purposes of these campaign rules, ships can be purchased based on the port town card during the bureaucratic stage. We are using the small

ships in the collectible card game as our ship supply with modified rules for their battle. Included later. Ships can carry one Army per ship. If the ship is lost so is the Army accompanying it.

Victory Conditions

This is an ongoing campaign between my son and I so were not keeping points for victory conditions, although there is reward for winning battles in the rule system. A We're going to play until one side has to surrender his kingdom to the other. In a multiplayer game this could take quite a long time so it is recommended that a point system be established to keep score.

Victory conditions, again, are really up to the imagination of the players. It could be, for example, a battle to the death. Or, maybe one player has to try and capture the capital of another player's kingdom. Perhaps there is merely a personal vendetta, and one player needs only find the other's ruler and slay him (wars have been fought for far more absurd reasons.)

If you wish to fight a war, but want to limit the time period (or length) of the campaign, following are some useful rules for deciding on a winner. If you wish, you could even roll a d6 and decide what the campaign goals will be randomly. A good campaign on a small sized map, for example, could last 6 months (24 turns).

Things still to do:

Event cards:

insurrection chart

assassination chart

rumor tokens

God grants favor with the Church chart

shipbuilders economic system

play sheet.

Note one of the things that stop me from finishing this is that we have taken the card game Dominion and added some cards to make it a way to play the bureaucratic and diplomatic phases including recruiting and other matters so as I'm working on that for our game I lost steam in this rule set I will be incorporating what I'm doing in a separate rule set that includes many of these rules but it's just too fun using the cards kind of a game within a game if anybody's interested in this also please let me know.