Professional Documents
Culture Documents
scheduled.
You hone your PCs skills, administer your nation, perform spy missions, raise and command armies and navies to battle.
Sometimes you remove an opponent PC by duel or assassination, even magic. Improve your cities and win through economic
strength or just destroy your opponents.
-- Market Adjustments and NPC Encounters -Parameters:
Skill required: Milestone
Type: Milestone - Not an action commanded by the player, but executed by the Judge. Displayed on this list to help the players to
understand the behind the scenes mechanics
Difficulty: Automatic
Improve skill rank: No
Special feature: None.
Requirement: None
Help:
All market prices are adjusted according to the amount of traded resources and nations treasuries. A new gold limit for sales is
determined. Some resources may deprecate and spoil.
Some NPCs encounters take place. When a PC is on the same hex as some NPC, an encounter can be triggered by a PCs action
targeting the NPC to a result that can be either beneficial or negative depending on many factors.
Army relative sizes are re-estimated. All armies in the game are listen in a rank form the largest to the smallest. Then lists top 3%
will receive the denomination of vast army, the other categories are applied in sequence up to the bottom 25% that will be
defined as small army. The categories are: vast, huge, great, army and small army. Same apply to navies.
Cast Heal Spell
Parameters: Spell; Character ID;
Skill required: Wizard
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Varies
Improve skill rank: No
Special feature: None.
Requirement: None
Help:
The wizard can cast a healing spell on anyone in the same hex, including himself.
All spells cast on others will drain life points from the caster according to the spell's difficulty and how many spells were cast in
the same turn. Unfortunately, is not unusual to hear that some apprentice died while trying to cast too many hard spells.
Some NSPs or magical items may grant the ability to cast a particular spell even without the proper class or skills.
Issue Personal Challenge
Parameters: Character ID;
Skill required: Any
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Varies
Improve skill rank: Yes
Special feature: None.
Requirement: None
Help:
A challenge is declared to another character from a different nation in the same hex as the challenger.
An armys commander can only be challenged by a character traveling with an army.
Challenges occur in the order of the challenge ranks of the challengers (highest first, random in the case of ties)
The challenge rank is based on all skills and magic items affecting the character together with any challenge rank bonus, which
Difficulty: Automatic
Improve skill rank: Yes
Special feature: None.
Requirement:
-Commanding an army
Help:
The army is commanded to attack all enemies at the same hex, including any garrison present. Non enemies will be ignored unless
they initiate combat. Any city will be ignored as well.
Combats end only when there are no enemies left to battle to both sides.
Victory will improve the skills of any chars traveling with the army. Also, it will improve the armys morale and training.
On the other hand, traveling with an army is risk business. All chars can be harmed or killed during combat, even if the combat is
won.
An army cannot initiate the attack on a navy. The navy can initiate the attack on an army only if it can land its troops.
Navy combat happens before army combat.
Food will be captured by the winning side, everything else will be destroyed.
Defend
Parameters: Combat Tactic;
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Automatic
Improve skill rank: Yes
Special feature: None.
Requirement:
-Commanding an army
Help:
The army is commanded to hold its position in case of attack. It does not initiate combat, but allows the army to choose a tactic
other than standard in case someone else initiates the combat.
All other behavior remains the same as in a regular combat.
Raze City
Parameters: Combat Tactic;
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Varies
Improve skill rank: Yes
Special feature: None.
Requirement:
-Commanding an army
-Enemy city
Help:
The army is commanded to attack the enemy city at the same hex. The attack is mean to destroy the city if the attacking armies are
strong enough.
If there are any defending armies or navies from the name nation as the city, a battle between the armies will take place and be
resolved right before the attack on the city begins.
Any defending allies must initiate the attack in order to be part of the city defenses.
Archers will have double strength while defending their nations city. Food will be captured by the winning side. All other troops
will be destroyed.
If the defending armies are defeated and the attack on the city is initiated, the city will be considered under siege for the remaining
of the turn even if not destroyed.
If the attacking armies win the battle against the city, the city will be razed to ruins with any improvements and stores. Only the
the army and left in the same hex as a garrison. This is important to understand as the ships cannot be transferred or somehow
manipulated until they are attached back to the army, which can happen by an action to pick up the troops from the garrison or if
an army without enough ships from the same nation receives the command to sail away. The Sail action will attach all ships back
to the army, if the army does not have enough ships to sail, but a garrison in the same hex does.
Note that a land army will fail to initiate combat against a navy. Also, that an army from a different nation has to issue the attack
order to participate on city defense.
City phase: After defeating all defending armies and if the armys current attack force is greater than the citys defense, and then
the city is captured or destroyed, according to the command given. Meaning that the city phase is resolved in a single round of
combat Therefore the sum of the attacking armies strength must beat the citys defense in one single round. Spells and magic
items might help.
Siege weapons can fight on city phases round 0 and they might reduce the citys fortifications before the main army begins,
therefore reducing the citys defense.
The armys attack and defense forces are calculated by adding up all platoons attack and defense, respectively and they can be
affected by spells, magic items, tactics, diplomatic relations, commanders skill, morale and terrain.
The formula to calculate a platoon attack is: (Unit strength for the terrain) * ((weapons + training + 100)/3) * (# of troops)
On Combat Tactics:
Each army commander can give orders to the army regarding which tactic to use while engaging the enemy on the battle field. All
platoons will perform the same but casualties sequence will be assigned according to the tactics than another. If the commander
doesnt specify the tactics, the army will engage all enemies in a standard formation. Look for a tactics vs. tactics table in the
rulebook.
Change Tax Rate
Parameters: Percentage (1-100);
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Easy
Improve skill rank: No
Special feature: None.
Requirement:
-Own Capital
Help:
Inform to your tax collectors how much they would take away from the population. Higher the taxes, higher the stead income
from cities and faster the citys loyalty will drop each turn. Lower taxes will increase loyalty each turn. Moreover, when the
population first hears that the taxes are being raised, the loyalty immediately will drop in each city. If the taxes are being lowered,
the opposite effect will be noticed.
If a nation, at any time, doesnt have enough gold in its treasury to pay for its upkeep, the taxes will be raised automatically to find
the funds. Costs associated with actions will not force the taxes up, but the action will fail for lack of funds. In this case, the
loyalty drop on all cities is even bigger due the acknowledgement of poor administration by the regent.
ATTENTION: if at any given moment the taxes are raised above 100%, the nation is considered eliminated from the game.
-- Resource Gathering -Parameters:
Skill required: Milestone
Type: Milestone - Not an action commanded by the player, but executed by the Judge. Displayed on this list to help the players to
understand the behind the scenes mechanics
Difficulty: Automatic
Improve skill rank: No
Special feature: None.
Requirement: None
Help:
Cities gather resources then they are added to city's stores. Resources gathering can be influenced by the size of the city (larger the
city, smaller the production) and climate. A city under siege does not gather any resources, including gold and taxes.
Also, at this point the loyalty is adjusted for all cities, based on current taxes. City decay/flip is checked.
Purchase from Caravans
Parameters: Resource; Qty;
Skill required: Any
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
Special feature: None.
Requirement:
-Any non-sieged owned city
Help:
Allows a character to buy resources from the market and add then to the citys stores, assuming the city belongs to the same
nation as the character. If the character is buying food and traveling with an army, the food will be added to the army as opposed
to the city.
The amount of resources available to all nations is limited by the available amount in the market.
The nations treasury will pay in gold for the resources being bought.
A city under siege cannot trade with the market.
Sell Resources from This City
Parameters: Resource; Qty;
Skill required: Any
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
Special feature: None.
Requirement:
-Any non-sieged owned city
Help:
Allows a character to sell resources to the market and deduce then from the citys stores, assuming the city belongs to the same
nation as the character.
There is a limit on how many resources the market can absorb from all players.
The nations treasury will receive gold for the resources being sold.
A city under siege cannot trade with the market.
Sell Resources from All Cities
Parameters: Resource; Percentage (1-100);
Skill required: Any
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
Special feature: None.
Requirement:
-Own Capital
Help:
A character at the capital can command all nations cities to sell the same percentage of a given resource from their stores.
If the city doesnt have the resource in its stores, then it will not be part of the sells. If the city in under siege, then it cannot trade
with the market. If the capital is under siege, it can command other cities to sell, but it cannot sell its own resources.
Help:
Troops can be recruited from the city militia into the nations army. If the PC is not traveling with an army, one army will be
created under his/her command. If other PCs are traveling with him/her, they will automatically be traveling with the army.
The cost of creating a new army (check the game features, usually 2k or 5k) will be deducted from the nation treasury to cover the
army creation costs. Some nations may have the ability to create new armies for free. You can avoid this cost by splitting your
current armies.
The amount of troops that can be recruited in a given city at the same turn is limited to the militia size and available resources. A
city under siege will not provide any troops to armies. A city is able to provide troops to armies as bellow:
Camp: 100 troops.
Village: 200 troops.
Town: 300 troops.
Burgh: 400 troops.
Metropolis: 500 troops.
Multiple recruit actions are possible at the same city, but they all count against the same limit. Remember that the order that the
recruit action is executed is random.
Yes, ships and catapults are also considered units and count against this limit.
When recruiting troops with better armor or weapons, they are becoming more powerful and efficient with a higher attack or
defense force. Of course, you need to have enough available resources in the citys stores: One unit of the resource for each troop
recruited.
Here are some examples of generic troops and a few characteristics. For a full list of units and specific characteristics for this
scenario, check the Counselor Units Tab.
Heavy Cavalry is the ultimate striking force on open field. Not as much on mountains, forests and swamps.
For each cavalry unit to be recruited, the city needs to have in its stores 2 units of leather and one unit of mounts.
The upkeep for these troops is 2 food units and 6 gold pieces per unit every turn.
Scouts are the eyes of the army, increasing the armys visibility by one hex in each direction. Most effective in deserts and hills,
lose some of its power on mountains and forests.
For each scout unit to be recruited, the city needs to have in its stores one unit of leather and one unit of mounts.
The upkeep for these troops is 2 food units and 3 gold pieces per unit every turn.
Heavy infantry is the backbone of any regular army. They perform quite well in almost any terrain. The disadvantage becomes
more evident in rough terrains, like mountains, swamps and forests.
The upkeep for these troops is 1 food unit and 4 gold pieces per unit every turn.
Regular Infantry shines in rough terrains like mountains, forests and swamps. Actually they can beat any other troops of similar
size in these terrains.
The upkeep for these troops is 1 food unit and 2 gold pieces per unit every turn.
Archers are great for defending cities. They receive an extra bonus when defending a city from their nation, or an allied city.
Moreover, they receive one extra free attack at the beginning of any combat. Yes, if you have enough archers you can destroy an
enemy army without suffering a single hit.
The upkeep for these troops is 1 food unit and 2 gold pieces per unit every turn.
Slaves are very lousy and poorly trained troops. But hey, they dont ask for salaries!
The upkeep for these troops is 1 food per unit every turn and they dont demand gold.
Catapults are not the most effective troops against other troops, but they are the ultimate weapon against fortifications. Before any
city attack, the catapults receive an extra free attack against the citys fortification. If you have enough catapults, the fortifications
would be reduced, or even removed, before the other troops charge through the citys gates.
For each catapult to be built, the city needs to have in its stores 500 units of wood, but they are upkeep free as they dont demand
either food or gold.
If the quantity of troops is not informed or zero, the Judge will assume that the intention is to recruit the maximum amount. If
your intention is to load food but not recruit troops, make sure you chose a troop type that cannot be recruited at the moment, such
as ships and catapults when no wood is present, or cavalry when mounts are not available.
Difficulty: Automatic
Improve skill rank: Yes
Special feature: None.
Requirement:
-On land
-Traveling with an army
Help:
The army training stats can be raised (1-10) by executing training maneuvers with the army. Not only will the army train, but all
commanders (1-5) traveling with the army as well if the army leader is commanding the maneuvers. If a commander traveling
with the army is commanding the maneuvers, then only his/her skill will improve (1-7). Note that it is possible for different
commanders at the same army to use this action multiple times each turn. The effects will stack.
Navy cannot train if they cannot anchor.
Fortify City
Parameters:
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Average
Improve skill rank: Yes
Special feature: None.
Requirement:
-Any owned city
Help:
The city is commanded to improve its fortification by one level.
Here are the values for each fortification level. (Gold, Wood, Defense)
Tower: 1000, 1000, 2000
Fort: 3000, 3000, 6000
Castle: 5000, 5000, 10000
Keep: 8000, 8000, 16000
Fortress: 12000, 12000, 24000
The gold will be deduced from the nations treasury if the upgrade is successful. The wood will be deduced from the citys stores.
The defense value is the bonus the fortification will add to the city. Any attackers will have to beat this number with their armies
attack strength.
If successful, the character will receive a skill bonus.
Ultimatum to the City
Parameters:
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Hard
Improve skill rank: Yes
Special feature: None.
Requirement:
-Commanding an army
-Enemy city
Help:
The army leader will give the city an ultimatum demanding the citys surrender.
If the population believes in the imminent threat, then they will drop their current flag and join the armys nation.
Success depends on the army's attack strength, the number of troops in other armies of the same nation as the character issuing the
ultimatum (although these armies contribute at much lower rate), armys leader commander skill, citys loyalty and fortifications.
A massive amount of catapults seems to be quite effective to convince the population.
The mere presence of any army of the same nation as the city (or from a nation that considers the army as an enemy) at the point
that the ultimatum takes place is enough to convince the population not to surrender.
If the army is strong enough to take the city by assault or if the army has siege weapons, then the city will go under siege and have
a bigger loyalty drop even in an unsuccessful attempt.
In any case, the citys loyalty will drop as the population will not be happy to feel abandoned by their rulers to the whims of the
enemies.
Recruit Double Agent
Parameters: Character ID;
Skill required: Rogue
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Hard
Improve skill rank: Yes
Special feature: None.
Requirement: None
Help:
A rogue will try to convince a rogue from a different nation to become a double agent. The target must have rogue skills.
A rogue that has become a double agent will share its results information with both nations. Moreover, the double agent will not
be as effective as usual against the nation that doubled him/her. Only one can have a given rogue as its double agent at the same
time.
Influence Own City Loyalty
Parameters:
Skill required: Commander
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
Special feature: None.
Requirement:
-Any non-sieged owned city
Help:
Increases the citys loyalty by 1-10 points. Higher the loyalty, higher the defense of the city. If the loyalty is high enough, the
visibility range of the city will be increased. There is a chance that the city will be reduced in size if the loyalty is too low.
Reduce Enemy City's Loyalty
Parameters:
Skill required: Rogue
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Hard
Improve skill rank: Yes
Special feature: None.
Requirement:
-Any city owned by others
Help:
This action can reduce the populations loyalty by a dozen points or so in a city when there are no enemy armies at the hex. There
is a chance that the population will abandon the city when the loyalty drops to a low level. Fortifications and the presence of
characters may influence the chance of the city being abandoned by the population. If the population does abandon the city, the
city will be reduced by one size each time. If the action is successful executed, it will improve the characters skill.
Build Docks or Improve Dock to Port
Parameters:
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Easy
Improve skill rank: No
Cost: 2500
Special feature: None.
Requirement:
-Any owned city
Help:
The citys population is commanded to build a dock or to improve existing dock to a port.
The builders will consume 2,500 gold pieces from nations treasury and 5,000 units of wood from citys stores if building a dock.
A dock cannot be built on camps or villages.
If the city already has a dock, a port will be built and it would consume 4,000 gold pieces from nations treasury and 7.500 units
of wood from citys stores. Only a burgh or metropolis can build a port.
The city must not be under siege. It is possible to issue this command twice and get the port done in one single turn as long as all
resources are available.
Improve City Size
Parameters:
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Average
Improve skill rank: Yes
Special feature: None.
Requirement:
-Any owned city
Help:
The population is encouraged to move into the city, thus raising its size by one level. A city cannot change its size more than once
per turn (up or down).
Success depends on the character skill, citys loyalty and current city size, as its harder to improve as cities get bigger.
Population will never be convinced to move into a city if there are any enemy armies present.
Here the cost to upgrade a city to the next level:
Camp, 4,000.
Village, 6,000.
Town, 8,000.
Burgh, 10,000.
The upgrade will be paid with gold from nation's treasury only if successful.
Create Camp
Parameters: Name (5-20 letters);
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Easy
Improve skill rank: Yes
Cost: 2000
Special feature: None.
Requirement:
-On land
-Not in a city
Help:
The population is invited to found a new city in a hex that does not have a city.
Population will never be convinced to found a new city if there is an enemy army present.
Success depends on skill, but there is a limit on how many cities can exist at the same time. As the game gets closer to the total
city's limit, this action gets harder to achieve.
2,000 gold pieces will be deducted from the nations treasury to cover for the start-up costs.
Counter Espionage
Parameters:
Skill required: Rogue
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Average
Improve skill rank: Yes
Special feature: None.
Requirement: None
Help:
The character tries to identify all double agents in the hex and convince them to be loyal again. The success is based in the relative
skills of both rogues.
Guard City
Parameters:
Skill required: Rogue
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Automatic
Improve skill rank: Yes
Special feature: None.
Requirement:
-Any city
Help:
The character will try to protect the city from enemys aggressive actions like stealing, sabotage, etc.
As a rule of thumb, a non-rogue guard would protect the target from an action of a non-rogue up to 2 times his main skill rank but
there's luck involved. The same applies with rogue vs. rogue. A rogue would be able to protect the target vs. almost any non-rogue
skill rank action.
Yes, death is a possible result to the guard or the aggressor. If the aggressors skill is 85+, then the bodyguard will not be able to
inflict enough damage to kill an aggressor with full health. Please, note that the aggressor will always receive at least 1 point of
damage, on top of damage from other sources such as spell being cast that may lead to the aggressors death.
Overall, a rogue is more efficient as a guard. The guard will train on the same skill as the aggressive actions skill, even if the
guard does not have the skill before. Therefore it is possible for the guard to acquire a new skill.
Guard Character
Parameters: Character ID;
Skill required: Rogue
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Automatic
Improve skill rank: Yes
Special feature: None.
Requirement: None
Help:
The character will act as a bodyguard and will try to protect another character from enemys aggressive actions like assassination,
stealing magic items, etc.
As a rule of thumb, a non-rogue guard would protect the target from an action of a non-rogue up to 2 times his main skill rank but
there's luck involved. The same applies with rogue vs. rogue. A rogue would be able to protect the target vs. almost any non-rogue
skill rank action.
Yes, death is a possible result to the guard or the aggressor. If the aggressors skill is 85+, then the bodyguard will not be able to
inflict enough damage to kill an aggressor with full health. Please, note that the aggressor will always receive at least 1 point of
damage, on top of damage from other sources such as spell being cast that may lead to the aggressors death.
Overall, a rogue is more efficient as a guard. The guard will train on the same skill as the aggressive actions skill, even if the
guard does not have the skill before. Therefore it is possible for the guard to acquire a new skill.
Assassinate Character
Parameters: Character ID;
Skill required: Rogue
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Hard
Improve skill rank: Yes
Special feature: Aggressive action, guards will try to protect the target.
Requirement: None
Help:
The character will try to kill a character from another nation at the same hex. Mission failure can result in harm or death. Also, be
aware of body guards protecting the target. If the assassin's skill level is 85 or more, death is not likely to occur unless the assassin
is previously injured.
If the target is armys only commander, then the army will be disbanded and all troops and luggage will be lost.
Steal Magic Item
Parameters: Magic Item ID;
Skill required: Rogue
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Hard
Improve skill rank: Yes
Special feature: Aggressive action, guards will try to protect the target.
Requirement: None
Help:
Steal a magic item from another nation at the same hex.
Mission failure can result in harm or death. Also, be aware of body guards protecting the target.
Steal Gold
Parameters:
Skill required: Rogue
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Hard
Improve skill rank: Yes
Special feature: Aggressive action, guards will try to protect the target.
Requirement:
-Any city owned by others
Help:
Steal gold from another nations city.
Mission failure can result in harm or death. Also, be aware of body guards protecting the citys treasury.
Learn Spell
Parameters: Spell;
Skill required: Wizard
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Varies
Improve skill rank: No
Cost: 1000
Special feature: None.
Requirement:
-Any owned city
Help:
To be able to learn new spells, the character must know a pre-requirement spell from the same tome as follows:
If the spells difficult is easy, there are no pre-requirements. All can be learned.
If the difficulty is average, then the character must know an easy spell from the same tome.
If the difficulty is hard, then the character must know an average spell from the same tome.
In other words: To learn a new spell list, the PC must always start with an easy spell. If the PC knows any easy spell from a given
list, the PC can learn a spell from the same list. Knowing an average spell enables the PC to learn a hard one from the same list...
Some tomes are forbidden; the character must have access to it by a nations ability, magic item or any other means to learn even
the easiest spell.
A PC can learn a new spell with the proper skills, or depending on certain magical items or Faction Special Powers (FSP). Also,
it's possible that a NPC will teach a spell to a PC.
Some NSPs or magical items may grant the PC the ability to learn a particular spell regardless of the list pre-requirements.
Sometimes, they may grant the ability to cast a particular spell even without the proper class or skills.
A new spell can only be learned at one of the nations city and it will cost 1,000 gold pieces from the nations treasury.
Prentice Wizardry
Parameters:
Skill required: Wizard
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Automatic
Improve skill rank: Yes
Special feature: None.
Requirement:
-Any owned city
Help:
The wizard improves its skill (1-5) by training in a nations city.
Name New Character
Parameters: Name (5-17 letters); Gender (M/F); Comm; Rogue; Wizard;
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Automatic
Improve skill rank: No
Cost: 10000
Special feature: None.
Requirement:
-Own Capital
Help:
A new PC can be recruited with up to the skill points total as defined by the game/scenario. With this action, it is possible to
recruit a new PC with multiple skills (i.e. wizard/commander) or a different skill from the PC issuing the command.
Of course, the sum of all skills cannot exceed the overall limit of skill points. Class bonus (i.e commander +10) are not applied for
Cost: 5000
Special feature: None.
Requirement:
-Own Capital
Help:
A new wizard can be recruited with the base skill rank for the scenario, but no greater than the PCs wizard natural skill rank
(without being modified by magic items) issuing the recruiting action. Some nations can have the ability to name better wizards.
Initial spells will be defined by the Judge, based on the skill rank of the new PC.
The new PC will cost 5,000 unit of gold from the nation treasury.
In this scenario, one single nation can have up to 20 PCs.
As the heroes cannot be replaced, the new wizard will have two action slots.
Create Group (Deprecated. Don't use)
Parameters:
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Automatic
Improve skill rank: No
Special feature: None.
Requirement:
-On land
Help:
Deprecated action. Do not use.
Disband group
Parameters:
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Automatic
Improve skill rank: No
Special feature: None.
Requirement: None
Help:
The leader commands all other PCs traveling with him to stop. The groups are disbanded.
Join Leader
Parameters: Character ID;
Skill required: Any
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
Special feature: None.
Requirement: None
Help:
The character starts traveling with another character in a group or army. All characters traveling together will move with the
leader to new locations without the need of issuing movement actions.
There is no need for the leader to spend an action to create the group.
Characters from allied nations can travel with a leader as long as that leader isn't leading an army.
NPCs can follow a leader even if the leader is an army commander.
If the leader tries to use movement spells or movement items, the order will fail and no one will move because the group cannot
benefit from these.
If the character joining is leading a group, then the groups will be merged under the target leader. If the target is traveling with a
group or an army, then both groups will merge under the target's leader as opposed to the target itself.
If the joining character is army commander, then the action will fail. Armies cannot be merged with this army nor can command
be transferred.
Transfer Command
Parameters: Character ID; Join new leader (y/n);
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Automatic
Improve skill rank: No
Special feature: None.
Requirement: None
Help:
A group or army leader can transfer his command to another commander from the same nation at the same hex. All other people
and troops traveling with the previous leader will be traveling with the new leader. The former leader has the option to keep
traveling with the new commander or not.
Join Army (Deprecated. Don't use)
Parameters: Character ID;
Skill required: Any
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
Special feature: None.
Requirement: None
Help:
Deprecated action. Do not use.
Drop Magic Item
Parameters: Magic Item ID; Magic Item ID; Magic Item ID; Magic Item ID; Magic Item ID; Magic Item ID;
Skill required: Any
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
Special feature: None.
Requirement: None
Help:
The listed magic items are dropped and hidden at the scene. It will be easier for the PC who hid them to pick them up. Harder for
PCs from other nations.
Pickup Troops
Parameters: Troop Type;
Skill required: Commander
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
When combining armies, the final army will move fed as long as the base army receiving troops was fed during the upkeep phase,
even if the others were not fed at the upkeep phase.
If a navy engage in land combat for any reason, then the navy will drop anchor. This means that all ships will be removed from
the army and left in the same hex as a garrison. This is important to understand as the ships cannot be transferred or somehow
manipulated until they are attached back to the army, which can happen by an action to pick up the troops from the garrison or if
an army without enough ships from the same nation receives the command to sail away. The Sail action will attach all ships back
to the army, if the army does not have enough ships to sail, but a garrison in the same hex does.
Stand and Defend
Parameters: Direction hexside;
Skill required: Commander
Type: Movement - Usually, only one movement action can be issued to one actor per turn.
Difficulty: Automatic
Improve skill rank: No
Special feature: None.
Requirement:
-On land
-Commanding an army
Help:
The army is commanded to block some exits from the hex. Any armies from other nations trying to leave the hex by the blocked
paths will be forced to stop, unless they overrun the blocking army.
The blocked path will be the given direction plus the two adjacent ones. i.e.: If the army is blocking West, then SW and NW will
be blocked as well.
March (Move Army)
Parameters: Directions; NO/EV;
Skill required: Commander
Type: Movement - Usually, only one movement action can be issued to one actor per turn.
Difficulty: Automatic
Improve skill rank: No
Special feature: None.
Requirement:
-On land
-Commanding an army
Help:
The army will move following the directions, hex by hex. Its possible to halt in a hex before continuing the movement.
For this scenario, an army has 12 movement points to spend each turn. The terrain, movement type, presence of infantry/cavalry
and there is enough food will affect the movement costs.
If two armies are on the same hex at the same time and the diplomacy is not friendly (Peace/neutral still blocks movement), all
movement will stop. The check is made at each completed step of every army in the hex; therefore a Halt will force the check very
early. i.e. if two enemies want to leave the hex, dont Halt, just leave. Then the first check will take place only after the fastest one
left
Stealthy movement means that the troops will make sure they left no trail behind the army and will be harder to be found by spies,
but it slows down the troops' overall speed by doubling all costs.
Stealthy movement has no effect on armies blocking each other.
An army without food will pay an extra 33% in movement points for each movement, round up. Both effects are cumulative.
Just try to move the army and the Counselor will help you to figure out the movement points for each movement. Just make sure
you choose the right options such as food/stealthy Also mind that different troops may have different movement costs.
You can use the options to help the Counselor to figure out if the army will have food and the slowest troops you plan to have in
your army.
An army has to be fed during the upkeep phase to be able to move fed. There is no need to have at least 1 (one) food as long as the
army was able to find enough food (city, foraging, etc.) during the upkeep phase. It is not enough to load the food into the army
during the recruit action as it happens after the upkeep.
When combining armies, the final army will move fed as long as the base army receiving troops was fed during the upkeep phase,
even if the others were not fed at the upkeep phase.
Npc March
Parameters: Directions; NO/EV;
Skill required: NPC
Type: Movement - Usually, only one movement action can be issued to one actor per turn.
Difficulty: Automatic
Improve skill rank: No
Special feature: None.
Requirement:
-Commanding an army
Help:
The NPC army will move following the directions, hex by hex. Its possible to halt in a hex before continuing the movement.
Regular rules for troops movement apply.
A NPC army will look for a target they can beat.
NPCs can move and attack with garrisons, they are fully functional only for NPCs.
Force March (move army farther)
Parameters: Directions; NO/EV;
Skill required: Commander
Type: Movement - Usually, only one movement action can be issued to one actor per turn.
Difficulty: Automatic
Improve skill rank: No
Special feature: None.
Requirement:
-On land
-Commanding an army
Help:
The army will move following the directions, hex by hex. Its possible to halt in a hex before continuing the movement.
For this scenario, an army has 14 movement points to spend each turn when forcing march, but morale will drop every time the
army forces the march.
If two armies are on the same hex at the same time and the diplomacy is not friendly (Peace/neutral still blocks movement), all
movement will stop. The check is made at each completed step of every army in the hex; therefore a Halt will force the check very
early. i.e. if two enemies want to leave the hex, dont Halt, just leave. Then the first check will take place only after the fastest one
left
The terrain, movement type, presence of infantry/cavalry and there is enough food will affect the movement costs.
Stealthy movement means that the troops will make sure they left no trail behind the army and will be harder to be found by spies,
but it slows down the troops' overall speed by doubling all costs.
Stealthy movement has no effect on armies blocking each other.
An army without food will pay an extra 33% in movement points for each movement, round up.
Just try to move the army and the Counselor will help you to figure out the movement points for each movement. Just make sure
you choose the right options such as food/stealthy. Also mind that different troops may have different movement costs.
You can use the options to help the Counselor to figure out if the army will have food and the slowest troops you plan to have in
your army.
An army has to be fed during the upkeep phase to be able to move fed. There is no need to have at least 1 (one) food as long as the
army was able to find enough food (city, foraging, etc.) during the upkeep phase. It is not enough to load the food into the army
during the recruit action as it happens after the upkeep.
When combining armies, the final army will move fed as long as the base army receiving troops was fed during the upkeep phase,
-- Movements -Parameters:
Skill required: Milestone
Type: Milestone - Not an action commanded by the player, but executed by the Judge. Displayed on this list to help the players to
understand the behind the scenes mechanics
Difficulty: Automatic
Improve skill rank: No
Special feature: None.
Requirement: None
Help:
All movements take place according to the action sequence. Armies usually have 12 movement points, but they can force
movement to move 14 points at loss of morale. The movement costs are higher if the army doesnt have food in its baggage. A
navy can move up to 14 points, but its movement ends if they land.
Army and navy movement are processed one step (1 to 14) at the time, and then each army will sequentially move within a given
step in a random order.
If at any time an army is moving (consider that "Hold" is a move) into a hex, it triggers the interception check. The interception
check checks ALL armies (moving or not) in the hex, and if and it finds a non-friendly army or fortification on the same hex,
movement for all armies will be interrupted.
The army will move on the final step for the terrain. I.e. if it costs 5 points for an army to move to a new hex, then the army will
wait for 4 steps, and then move into the new hex during the processing of step 5.
Overrun:
In certain situations an army can be overrun by another army.
This happens when the ratio of army troops is more than 3 to 1. And the smaller army is 1000 troops or less.
An army of 2000 troops will over run an army of 500 troops. It doesn't matter what type of troops is in either army.
To get an overrun the larger army must move into the same hex as the smaller army and then move out of that hex. This means
that the larger army must have the movement points and orders to do so.
Certain units - for instance Wights and Mountain Giants can never be overrun no matter how outnumbered they are. But if they
are 20% or less than the bigger army, then they will not block the enemy army as well.
Results:
The larger army is unaffected. It does not spend any extra movement points and takes no casualties at all. It will get informed that
it over ran an army in the results.
The smaller army is destroyed. All troops destroyed. Any and all characters traveling with the army could be killed. The stronger
the character the less likely it will be killed.
When the smaller army is trying a Stand and Defend action, then the risks is higher (4:1 ratio) and the blocking army can be
overrun if they have less than 1200 troops. Also, the odds of a character being killed are much higher.
Move Character & Join Leader
Parameters: Hex; Character ID;
Skill required: Any
Type: Movement - Usually, only one movement action can be issued to one actor per turn.
Difficulty: Automatic
Improve skill rank: No
Scout Area
Parameters:
Skill required: Rogue
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Easy
Improve skill rank: No
Special feature: None.
Requirement:
-On land
Help:
Explore the area, removing the fog of war of the surrounding hexes. There is a chance of identifying armies, commanders and
how many troops. Chances are higher at the same hex and smaller at the surrounding hexes.
Scout Hex
Parameters:
Skill required: Rogue
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Easy
Improve skill rank: No
Special feature: None.
Requirement:
-On land
Help:
Look for information about a hex. Resources production, citys stores, climate and other information can be discovered.
Recon Area
Parameters:
Skill required: Commander
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Easy
Improve skill rank: No
Special feature: None.
Requirement: None
Help:
Explore the area, removing the fog of war of the surrounding hexes. There is a chance of identifying armies, commanders and
how many troops. Chances are higher at the same hex and smaller at the surrounding hexes.
Scout for Characters
Parameters:
Skill required: Rogue
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Average
Improve skill rank: No
Special feature: None.
Requirement:
-On land
Help:
Discover who else is at the same location. False reports are possible. Success is based on each target and their skills.
Name: Teleport
Book: Movement
Difficulty: Hard
Forbidden: Forbidden
Action: Cast Movement Spell
Help:
The character can move to a new local anywhere on the map, but the movement cannot end on water. If the character is an army
commander or is leading a group, then the spell will fail. This is a movement action.
Name: Scry City
Book: Knowledge
Difficulty: Easy
Forbidden: Free
Action: Cast Lore Spell
Help:
Find out some information regarding the target city, like name, nation, loyalty, size, fortifications, docks, resources and army
presence. This spell has a range of 12 hexes.
Name: Scry Local
Book: Revelations
Difficulty: Average
Forbidden: Free
Action: Cast Lore Spell
Help:
Reveals the map around the target hex and all adjacent hexes, removing the fog of war. Caster must be within 12 hexes from
target. Additionally, it is possible to obtain some extra information, like armies commander name and nation and the rough
number of troops in the army.
Name: Locate Production
Book: Revelations
Difficulty: Easy
Forbidden: Free
Action: Cast Lore Spell
Help:
Reveals up to five hexes that produces the target resources within 3 hexes of range.
Name: Scry Army
Book: Revelations
Difficulty: Average
Forbidden: Free
Action: Cast Lore Spell
Help:
Reveals the name of any characters traveling with the target group leader. The target must be within a range of 12 hexes. Their
exact location is not revealed.
Name: Reveal Mission
Book: Knowledge
Difficulty: Average
Forbidden: Free
Action: Cast Lore Spell
Help:
Reveals the commands received by the target character and their respective results.
Name: Locate Army
Book: Revelations
Difficulty: Hard
Forbidden: Free
Action: Cast Lore Spell
Help:
Reveals the exact location of the army commanded by the target character.
Name: Locate Magic Items
Book: Knowledge
Difficulty: Hard
Forbidden: Free
Action: Cast Lore Spell
Help:
This spell reveals the location of the target magic item and its owner. Its possible to locate items that are still lost. Lost magic
items can picked up at the discovered location using the proper action. Success is based on a combination of the wizard skill level,
magic item power level and the magic items owner skill levels.
Name: Locate Character
Book: Revelations
Difficulty: Hard
Forbidden: Free
Action: Cast Lore Spell
Help:
Reveals the exact location of the target character.
Name: Reveal Secrets
Book: Knowledge
Difficulty: Hard
Forbidden: Free
Action: Cast Lore Spell
Help:
Find out some information regarding the target nation, like capital location and if the nation is still active in the game.
Name: Scry Character
Book: Knowledge
Difficulty: Hard
Forbidden: Free
Action: Cast Lore Spell
Help:
Find out some information regarding the target character, like skills, magic items and know spells. Location is not revealed.
Name: Conjure Mounts
Book: Conjuring
Difficulty: Easy
Forbidden: Forbidden
Action: Cast Conjuring Spell
Help:
Conjures mounts that will be added to the stores of the city in which the caster is. The amount of mounts to be conjured is
determined by the Wizard skill, 5 units per unmodified points (disregard magic items and other boosts).
Name: Conjure Food
Book: Conjuring
Difficulty: Average
Forbidden: Forbidden
Action: Cast Conjuring Spell
Help:
Conjures food that will be added to the army luggage, if the caster is traveling with one, or citys stores that the caster is currently
at. The amount of food to be conjured is determined by the Wizard skill, 25 units per unmodified points (disregard magic items
and other boosts).
Name: Conjure Slaves
Book: Conjuring
Difficulty: Hard
Forbidden: Forbidden
Action: Cast Conjuring Spell
Help:
Conjures slaves that will be added to the army the caster is traveling with. The amount of slaves to be conjured is determined by
the Wizard skill, 5 units per unmodified points (disregard magic items and other boosts).
0
1-9
10-19
20-29
30-39
40-49
50-59
60-69
70-79
80-89
90-99
100+
Commander
Unknown or none
Apprentice
Veteran
Sergeant
Commander
Captain
Lord
Regent
Warlord
General
Marshal
Lord Marshal
Rogue
Unknown or none
Apprentice
Journeyman
Footpad
Rogue
Cutpurse
Burglar
Agent
Thief
Spy
Assassin
Guild Master
Wizard
Unknown or none
Apprentice
Novice
Acolyte
Wizard
Mystic
Enchanter
Warlock
Conjurer
Sorcerer
Mage
Arch Mage
%
Charge
Flank
Standard
Surround
Guerrilla
Ambush
Charge
100
100
80
100
90
120
Flank
100
100
120
120
80
80
Standard
110
90
100
100
100
100
Surround
100
80
100
100
120
100
Guerrilla
120
110
100
80
100
100
Ambush
80
120
100
100
100
100
Flank on Coast
1: Slaves
2: Infantry
3: Archers
4: Catapults
5: Scouts
6: Heavy Infantry
7: Heavy Cavalry
Surround on Coast
1: Slaves
2: Infantry
3: Archers
4: Catapults
5: Scouts
6: Heavy Infantry
7: Heavy Cavalry
Guerrilla on Coast
1: Heavy Cavalry
2: Heavy Infantry
3: Scouts
4: Infantry
5: Archers
6: Catapults
7: Slaves
Ambush on Coast
1: Slaves
2: Infantry
3: Archers
4: Catapults
5: Scouts
6: Heavy Infantry
7: Heavy Cavalry
Charge on Desert
1: Catapults
2: Scouts
3: Heavy Cavalry
4: Infantry
5: Archers
6: Heavy Infantry
7: Slaves
Flank on Desert
1: Catapults
2: Scouts
3: Heavy Cavalry
4: Infantry
5: Archers
6: Heavy Infantry
7: Slaves
Surround on Desert
1: Slaves
2: Catapults
3: Infantry
4: Archers
5: Heavy Infantry
6: Scouts
7: Heavy Cavalry
Guerrilla on Desert
1: Slaves
2: Heavy Infantry
3: Infantry
4: Archers
5: Heavy Cavalry
6: Scouts
7: Catapults
Ambush on Desert
1: Slaves
2: Catapults
3: Infantry
4: Archers
5: Scouts
6: Heavy Infantry
7: Heavy Cavalry
Charge on Woods
1: Catapults
2: Infantry
3: Scouts
4: Heavy Infantry
5: Heavy Cavalry
6: Archers
7: Slaves
Flank on Woods
1: Catapults
2: Infantry
3: Scouts
4: Heavy Infantry
5: Heavy Cavalry
6: Archers
7: Slaves
Surround on Woods
1: Slaves
2: Catapults
3: Infantry
4: Archers
5: Scouts
6: Heavy Infantry
7: Heavy Cavalry
Guerrilla on Woods
1: Slaves
2: Archers
3: Heavy Cavalry
4: Heavy Infantry
5: Scouts
6: Infantry
7: Catapults
Ambush on Woods
1: Slaves
2: Catapults
3: Infantry
4: Archers
5: Scouts
6: Heavy Infantry
7: Heavy Cavalry
Charge on Hills
1: Catapults
2: Heavy Infantry
3: Heavy Cavalry
4: Scouts
5: Infantry
6: Archers
7: Slaves
Flank on Hills
1: Catapults
2: Heavy Infantry
3: Heavy Cavalry
4: Scouts
5: Infantry
6: Archers
7: Slaves
Surround on Hills
1: Slaves
2: Catapults
3: Infantry
4: Archers
5: Heavy Infantry
6: Scouts
7: Heavy Cavalry
Guerrilla on Hills
1: Slaves
2: Infantry
3: Archers
4: Scouts
5: Heavy Cavalry
6: Heavy Infantry
7: Catapults
Ambush on Hills
1: Slaves
2: Catapults
3: Infantry
4: Archers
5: Scouts
6: Heavy Infantry
7: Heavy Cavalry
Charge on Shore
1: Catapults
2: Heavy Cavalry
3: Archers
4: Heavy Infantry
5: Scouts
6: Infantry
7: Slaves
Flank on Shore
1: Catapults
2: Heavy Cavalry
3: Archers
4: Scouts
5: Heavy Infantry
6: Infantry
7: Slaves
Surround on Shore
1: Slaves
2: Catapults
3: Archers
4: Infantry
5: Heavy Infantry
6: Scouts
7: Heavy Cavalry
Guerrilla on Shore
1: Slaves
2: Infantry
3: Scouts
4: Heavy Infantry
5: Archers
6: Heavy Cavalry
7: Catapults
Ambush on Shore
1: Slaves
2: Catapults
3: Archers
4: Infantry
5: Scouts
6: Heavy Infantry
7: Heavy Cavalry
Charge on Mountains
Flank on Mountains
1: Catapults
2: Infantry
3: Heavy Infantry
4: Archers
5: Scouts
6: Heavy Cavalry
7: Slaves
Guerrilla on
Mountains
1: Slaves
2: Heavy Cavalry
3: Scouts
4: Archers
5: Heavy Infantry
6: Infantry
7: Catapults
Ambush on Mountains
1: Catapults
2: Infantry
3: Heavy Infantry
4: Archers
5: Scouts
6: Heavy Cavalry
7: Slaves
Surround on
Mountains
1: Slaves
2: Catapults
3: Infantry
4: Archers
5: Scouts
6: Heavy Infantry
7: Heavy Cavalry
Charge on Plains
1: Catapults
2: Heavy Cavalry
3: Archers
4: Heavy Infantry
5: Scouts
6: Infantry
7: Slaves
Flank on Plains
1: Catapults
2: Heavy Cavalry
3: Archers
4: Scouts
5: Heavy Infantry
6: Infantry
7: Slaves
Surround on Plains
1: Slaves
2: Catapults
3: Archers
4: Infantry
5: Heavy Infantry
6: Scouts
7: Heavy Cavalry
Guerrilla on Plains
1: Slaves
2: Infantry
3: Scouts
4: Heavy Infantry
5: Archers
6: Heavy Cavalry
7: Catapults
Ambush on Plains
1: Slaves
2: Catapults
3: Archers
4: Infantry
5: Scouts
6: Heavy Infantry
7: Heavy Cavalry
Charge on Swamp
1: Catapults
2: Infantry
3: Scouts
4: Heavy Infantry
5: Heavy Cavalry
6: Archers
7: Slaves
Flank on Swamp
1: Catapults
2: Infantry
3: Scouts
4: Heavy Infantry
5: Heavy Cavalry
6: Archers
7: Slaves
Surround on Swamp
1: Slaves
2: Catapults
3: Infantry
4: Archers
5: Heavy Infantry
6: Scouts
7: Heavy Cavalry
Guerrilla on Swamp
1: Slaves
2: Archers
3: Heavy Cavalry
4: Heavy Infantry
5: Scouts
6: Infantry
7: Catapults
Ambush on Swamp
1: Slaves
2: Catapults
3: Infantry
4: Archers
5: Scouts
6: Heavy Infantry
7: Heavy Cavalry
1: Slaves
2: Catapults
3: Infantry
4: Archers
5: Scouts
6: Heavy Infantry
7: Heavy Cavalry
Naval combat
The sequence that casualties are applied to your troops is determined by the chosen tactics.
Here's a few tables regarding on land and water troops to guide your combat's decision.
Damage and casualties will spread equally among all troops when using standard tactics.
Charge on Coast
1: Trireme
2: Cargo Ship
Flank on Coast
1: Trireme
2: Cargo Ship
Surround on Coast
1: Trireme
2: Cargo Ship
Guerrilla on Coast
1: Cargo Ship
2: Trireme
Ambush on Coast
1: Trireme
2: Cargo Ship
Charge on Desert
1: Trireme
2: Cargo Ship
Flank on Desert
1: Trireme
2: Cargo Ship
Surround on Desert
1: Trireme
2: Cargo Ship
Guerrilla on Desert
1: Cargo Ship
2: Trireme
Ambush on Desert
1: Trireme
2: Cargo Ship
Charge on Woods
1: Trireme
2: Cargo Ship
Flank on Woods
1: Trireme
2: Cargo Ship
Surround on Woods
1: Trireme
2: Cargo Ship
Guerrilla on Woods
1: Cargo Ship
2: Trireme
Ambush on Woods
1: Trireme
2: Cargo Ship
Charge on Hills
1: Trireme
2: Cargo Ship
Flank on Hills
1: Trireme
2: Cargo Ship
Surround on Hills
1: Trireme
2: Cargo Ship
Guerrilla on Hills
1: Cargo Ship
2: Trireme
Ambush on Hills
1: Trireme
2: Cargo Ship
Charge on Shore
1: Trireme
2: Cargo Ship
Flank on Shore
1: Trireme
2: Cargo Ship
Surround on Shore
1: Trireme
2: Cargo Ship
Guerrilla on Shore
1: Cargo Ship
2: Trireme
Ambush on Shore
1: Trireme
2: Cargo Ship
Charge on Mountains
Flank on Mountains
1: Trireme
2: Cargo Ship
Guerrilla on
Mountains
1: Cargo Ship
2: Trireme
Ambush on Mountains
1: Trireme
2: Cargo Ship
Surround on
Mountains
1: Trireme
2: Cargo Ship
Charge on Plains
1: Trireme
2: Cargo Ship
Flank on Plains
1: Trireme
2: Cargo Ship
Surround on Plains
1: Trireme
2: Cargo Ship
Guerrilla on Plains
1: Cargo Ship
2: Trireme
Ambush on Plains
1: Trireme
2: Cargo Ship
Charge on Swamp
1: Trireme
2: Cargo Ship
Flank on Swamp
1: Trireme
2: Cargo Ship
Surround on Swamp
1: Trireme
2: Cargo Ship
Guerrilla on Swamp
1: Cargo Ship
2: Trireme
Ambush on Swamp
1: Trireme
2: Cargo Ship
1: Trireme
2: Cargo Ship