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The Story
You play the commander of a medieval army, attempting to conquer a foreign land. You must make it to the enemy capital and conquer it before you run out of troops.
1. Move
)ove to an ad*acent territory.
S(irmish %*ample
You choose your infantry Unit to attack. You have 1$$ infantry. Your infantry<s ,ighting ,orce ; 1$$ ? $.. ; .$. You roll a #, meaning the enemy<s rchery Unit defends. 3here are . archers. 3heir ,ighting ,orce is . ? ! ; 1$. ll the enemy archers are killed, and 1$ of your infantry are killed, leaving you %ith @$ infantry.
2. A !ust Scores
1hen you enter a territory, increase a Unit permanently as follo%s: )arsh dd ! knights
2lains Increase infantry by !$4, rounded do%n )ountains Increase archers by !$4, rounded do%n
You have !$$ points to spend. You %ill have a total of three units: an Infantry Unit, an rchery Unit, and a "night Unit.
Sample Armies
1$$ infantry, !& archers, and 1! knights && infantry, '' archers, and 1( knights
# 7mall rmy /1$ infantry, . archers, ' knight0 . )edium rmy /!. infantry, 1$ archers, . knights0 & 8arge rmy /#$ infantry, 1! archers, 9 knights0
%n -ame Territories
8ater in the game, once at least 20 territories have been placed, roll as follo%s to determine ne% territories: 1 1ater /impassable0 2-3 Capital # )arsh . 2lains & )ountains
&. 'ight
,ights are divided into skirmishes. :ach skirmish involves one player Unit /chosen by the player0 and one enemy Unit /chosen randomly0. 2lay skirmishes until one side is out of troops.
Cre its
3his is the !$1!-$9-!! version of this game. 3his game %as %ritten by 6rent 2. 5e%hall.
)an its
6andits are a special case: they have only infantry and archers, and the amount of each is unkno%n. >n your first skirmish %ith a bandit Unit, roll a die and multiply by ! to determine the Unit<s actual si=e.