RULES
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.
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 ).
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.
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.
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.
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.
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.
-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-).
-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.
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).
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.
-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.
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
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.
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.
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.
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 ).
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.