RULES

 

INDEX
LEADERS -Charisma MOVEMENTS TURNS
TAXES RECRUITMENS -Value of the units 1-Phase of actions 2-Phase preparation of battles 3-Phase of battles 4-Phase declaration retreats 5-Resolution
LAYING SIEGE TO A CITIES ELEMENT LOSSES Transfers of troops   Classes of battles    
END OF THE CAMPAING CITIES

-Garrison

Transfer of cities   Deploy    
        Assault to a city    
        Effects of the battles    
        Retreats    

16 players, 8 Christian and 8 Muslims (and Armenian) participate . Each player controls 3 leaders (1 Prince and 2 Lords), each leader with an army. 

In the beginning, the 8 players of each faction are allied, as are the enemies of the 8 in the other faction. This situation can change if the players declare alliances or enemies during the campaign, according to their interests. This way, a Muslim can be allied with a Christian, and a Christian can be an enemy to another Christian, but always without losing of view the final objective of the game. 

There is a map that is divided into 8 provinces, each province with four cities (1 capital and  3 minor cities) and areas among the cities. Each place has its own terrain or board from DBAOL . At the beginning of the campaign, the Christians occupy one city of each province, while the Muslims occupy all the other cities, including the capitals.

LEADERS 

Each leader can control a maximum number of units. The number of elements that a leader can control is the leader's Charisma. The princes has 12 and the lords 10. 

With each combat won by a leader, his charisma increases by 1. This represents the experience won in battle by that leader and the won prestige.

In a city, the leaders can control to all the elements of the garrison without any cost of charisma.

The leaders combatants also increase their charisma temporarily if they are supported by leaders allied non combatants (+3 for each one)  -see complex multiple battles -

The maximum limit is 20 for all the leaders (except for defending cities).

For every 3 combats won by a leader, the moderator will bestow upon him a title of nobility (combats lost subtract from this) .

When in a battle (including the calculation of prisoners and dispersed) an army has less than 4 elements, the army is destroyed, and their elements are eliminated. The leader is made prisoner ( The player that controlled him can recover it paying a rescue ).

  MOVEMENTS 

Each turn a leader can move 0,1 or 2 areas (The retreats of the battles continue being 1 only movement). If in his movement a leader finds to an enemy army, the movement is interrupted immediately. There will be a battle.

An area is defined as one city (i.e. Tripoli) or an area in between the cities (i.e. A2). 

Each area can have any number of allied leaders.

The units cannot move if they are not directed by a leader. 

A leader can leave units, but only in a city ( garrison ) or with another leader. 

 

CITIES

The garrison of a city always belongs to the player owner of that city.

In the cities taxes are collected and new units are recruited. The players can also license soldiers, obtaining to change their value in money.

The cities are the only place where it can have units without leaders, called garrison. 

There is a limit to the number of units in a garrison.  Capital = 12 elements. Minor city = 8 elements.  

 

TURNS 

Each turn is composed of 5 phases: actions, preparation battles, battles, declaration retreats, resolution.

1) Phase of actions. Last 5 days. 

The players can move their leaders, recruit troops, to license troops, to transfer soldiers or money among leaders - or between leaders and garrisons of cities -, to transfer cities among players, to establish alliances or to declare enmities.  (The alliance, so that it is effective, they should declare it the two players //  The enmity is enough that one player declares it so that it is effective).

Communications (secret or not), alliances, and combined strategies among players are entirely legal. 

If during the turn of actions they are enemy armies in the same location, there is a battle. 

The players will send their actions to the moderator by e-mail (in the possible more schematic and simpler way, to avoid confusions). The moderator will process the data, and when all the players have sent their actions - or have finished the term -, he will make public the actions.   

If the players don't want to make any action more in that turn, they will indicate it in their e-mail at the end of their actions. This way, if all the players have carried out their actions of the turn, the following phase can begin before.

When there are incompatible movements to each other, will have priority the movement that there is been received before by the moderator. The other one won't be carried out. 

(Example: Bohemond is into the location A, Kerbogha into the B.  The players that command these leaders send e-mails with their movement: Bohemond moves toward B, Kerbogha moves toward A. The e-mail with the movement of Bohemundo it arrives to the moderator before. Then Bohemond attacks Kerbogha in B. Kerbogha doesn't carry out the movement, and he defends in B). 

Transfers of troops:

They can be carried out among allied leaders (or between leaders and garrison) that occupy the same area. They can be carried out in the phase of actions or in the phase of preparation of battles (during the pre-battle sequence, non combatant armies can transfer to the fighting army but not vice versa). The temporary addition of a garrison during a defense of a city is not considered transfer of troops. 
From the moment that a leader gives his troops, the troops belong to the leader that receives them. He can return them or not, this is not the moderator's matter. There is not any rule that forces it. 
It is matter of the agreements among the players. If they have disagreements, they can always be declared the war, like in the real life. 
Also, it can be confused if some dead elements in a battle belonged to a player or another. All the power of decision corresponds the player that controls those elements during that battle. He can decide for some system what elements they are those given during the deploy. He can decide what dead elements are his or not. This enters inside the game of diplomacy among players, the moderator doesn't decide on it.
 

Transfer of cities: 
A player can give a city to another player during the phase of actions. 
The only requirement is that the garrison of a city should always belong to the owner of that city. So if a player has a city with a garrison he cannot transfer the city to another player, unless he moves away that garrison, or he transfers that garrison to the other player.

  2) Preparation of battles: Last 3 days. 

The players defenders will choose the side of the terrain in which they want to deploy. This is optional, so if the players don't choose edge, it will be aleatory.

The players declare (for e-mail or via forum) what leader or leaders will fight, and if they make him transfers of troops from their leaders non combatants. (These troops, to the effects of the campaign, they belong starting from now to the leader that has received them. He should return them, but his obligation is  moral solely).

If there are not declarations, or the players don't come to an agreement, the moderator will choose following this order of election: 1º leader with more charisma; 2º leader with more category (Prince is superior to Lord); 3º leader with nobiliary title granted in this campaign; 4º at random.   

  3) Battles = The battles will last 1 month maximum. I will check often the battles. If a battle doesn't finish in term and the delay is completely attributable to a single player, he will lose the battle. If the delay is attributable to the 2 players or there is not great blame difference between both, the 2 players will lose the battle. The defeat player/s losing the elements destroyed until that moment and 2 executed prisoner elements. The players can continue the battle in a friendly way, without affecting to the campaign. 

  There are three classes of battles: 

-Normal battles: 1 leader against 1 leader - or a garrison of a city - 

-Simple multiple battles: Several leaders against the same number of leaders. 

     There will be several separate confrontations. The moderator will determine at random what armies they face among them. 

-Complex multiple battles: Several leaders against different number of leaders. 

There are as many battles as leaders number has the faction with less leaders. The faction with more leaders chooses its leaders representatives in the battle. The leaders combatants increase their charisma: +3 for each leader allied non combatant in same location. (This increment of charisma is only during that battle. In the following turn the leader has his previous charisma again. If the leader possesses more elements than charisma, he should transfer them in the next phase of actions. If he doesn't make it those elements they are eliminated - at random-).

  [Example. In a faction they are Robert of Normandy, Gaston of Bearne, Stephen of Blois and Robert of Flanders. In the   other one they are Al-Mustali and Al-Afdal.  It should have 2 engagements. The Christians choose to Gaston and Stephen  to fight. Robert of Flanders transfer 2 Bd to Stephen. The moderator establishes these 2 confrontations at random: Gastón (+4 charisma) against Al Mustali; Stephen(+4 charisma, +2Bd) against Al-Afdal]   

-Deploy: The players defenders deploy in the first place. The players attackers deploy in second place. If both players are attackers there is blind setup.

  -Assault to a city: 

If there are not leaders in the city, the garrison behaves as a normal army. 

If in the city there are leaders, the garrison is distributed among the leaders combatants (with rounding up). This is not considered transfer of troops. The casualties of elements that there are doubts if they belong to the leader or the garrison, it will be determined by the moderator at random.

If a garrison is forced to escape from a city, it unites to the leaders that also escape. If there is not any leader or they don't have enough charisma to take to all the elements, the units of the garrison are made prisoners and sold as slaves.

Occupation of a city for assault: The city is occupied by the player that controls the leaders combatants. If there are several players' leaders they should decide who owner of the city is (by agreements or by the weapons). Meanwhile, the occupation is suspended and there is not collection of taxes in the city. 

Effects of the battles: 

-Elements lost: Each army loses these elements:

1.      Elements destroyed in the battle.

2.      Defeated armies : 2 elements executed prisoners additionals –eliminated at random-

(A player can declare his army retires before it finishes a battle. In that case prisoner is made 1 element instead of 2. The departure can continue friendly, without effects for the campaign, except for those happened until that moment).  

Retreat of an army before concluding a battle:
When player A wants to retreat from a battle he makes his moves normally
(either towards or away from the enemy as he chooses) and informs his
opponent, player B, that he wishes to retreat. Player B then makes a final
move, giving him one last shot at trying to kill the retreating player A's
units. The battle is over. The victorious player B then announces the results in
the forum.

3.      If when going back, the army goes by a location occupied by an enemy army or a city enemy: 2 elements disperse and disappear –eliminated at random-

-Retreat: The losing armies go back one location (Exception: When both armies lose the battle for not finish in term, the army defender doesn't go back). 

   *Retreat of an army attacker : returns toward the location of where he came. If that place is occupied by an enemy (or a city enemy), the army that is going back loses 2 elements disperses, and goes back to another localization of his election. (phase 4). 

   *Retreat of an army defender: One location of his election goes back (phase 4). 

   *Leaders non combatants (In complex multiple battles) :  Should retreat when all the combatant leaders of their localization have recoiled -They also lose 2 elements if they go back for a place occupied by an enemy-

   * The elements of a garrison that cannot retreat with a leader (for not to have leaders or not to have the leaders enough charisma) they are captured and sold as slaves. The attacker makes the money that worth those units. The units disappear of the game.

  4) Declaration Retreats: Last 3 days. This phase is omitted if there are not retreats. 

The players that should choose their location of retreat will declare it. If they don't make it in term, the moderator will decide for them. 

  5) Resolution: The moderator makes public the changes there been after the battles (Increment of charisma, lost elements, grant of nobiliary titles, retreats, leaders' captures, lootings and destruction of armies). He will also make public the increment of the treasures for taxes.

 

TAXES 

Taxes are collected in the city. Each turn a capital collects 8 dinars of gold and a minor city collects 4 dinars of gold. 

The dinars are used to recruit new soldiers ( elements ). 

If a player controls all 4 cities of a province the taxes they collect are doubled ( capital=16, minor city=8 ) 

The money remains in the city in that has collected it, and can only be transferred out of the city by a leader.. 

An army snatches the money that carry an army adversary if occupies the camp of his opponent in a battle.

A player takes possession of the money kept in a city if he captures that city.

An army snatches the money kept in a city if occupies the camp of a protected city only for a garrison.

 

RECRUITMENT 

Each city can recruit units limited by the money that is in that city. Each player can only buy elements of the armies that belong him or are native to Syria.  A leader payee of money can recruit soldiers in the allied cities.

(For example, the Provenzals can recruit units from the armies 138, 137 and 139. The Armenians can recruit units from the armies 132 and 139) 

A player can recruit a new leader, cost 20 dinars.

A leader made prisoner can be recovered paying the rescue. This quantity is not fixed, and it depends on the agreement of the two players.   

The recruited or rescued leaders appear in an own city elected for the player owner of that lider. If the player doesn't have any city, the leader appears accompanying an own leader.

Value of the units: Ps:2 / LH and Aux:3 / Cv,Bw and Sp:4 / Kn and Bd:5

 

LAYING SIEGE TO A CITY 

If the attackers don't want to attack to the city, but would rather starve it to death or force its defenders to fight in open field, they can lay siege to the city. 

To besiege a city you must occupy three areas adjacent (non cities)  to the city with armies. 

While under siege, a city cannot collect taxes, it cannot recruit units and it loses one unit (at random) per turn.  

 

ELEMENTS LOSSES OF AN ARMY

They can be: 

If , in a battle (including the calculation of prisoners and deserter), an army has less than 4 elements, it is destroyed, and all their remaining elements are eliminated.

Leaders prisoners : When his army is destroyed ( that is to say, when an army is fighting an engagement and he has less than 4 elements ).

 

 

END OR OBJECTIVE OF THE CAMPAIGN

The campaign finishes when some of these conditions is completed:

-1 solitary player has conquered 3 counties. He wins the campaign.

-An alliance of 2 or 3 players has conquered 4 counties. They win the campaign.

-An alliance of 4 or 5 or 6 players has conquered 5 counties. They win the campaign.

-An alliance of 7 or more players has conquered 6 counties. They win the campaign.

A city is controlled by a player if he has a garrison in that city, or if he has conquered that city to the enemy. If there are no garrison in the city then the last person to control the city retains ownership.