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Clash of Legends epic battles

Rules for scenario Ancient Greek Battles.


Please, also check the general rules found at http://sites.google.com/site/clashlegends/scenarios/general-rules
File generated at 09:54:33 20/11/2015.
The game in a nutshell...
The game mechanics are easy to learn, but hard to master.
You will receive you turn results as a file. You use the Counselor program to open the file and review your results. Then, after
consulting with potential allies, you use the Counselor to define your nations next set of actions. Basically, you give orders to
your nations through your PCs, cities and armies (depending on the scenarios features). When you are ready, just send your
orders to the Judge program. The Judge will process all actions from all nations and distribute the new turn results. Turn can be
weekly, daily, even hourly as long as all players are in agreement.
Please, be warned, the Judge has no tolerance for delays and will not wait for a player the actions will be processed and sent as
scheduled.
You hone your Player Characters (PC) skills, administer your nation, perform spy missions, raise and command armies and
navies to battle. Sometimes you remove an opponent character by duel or assassination, even magic. Improve your cities and win
through economic strength or just destroy your opponents.

Full list of available actions and milestones.


Common actions include moving, attacking, casting spells recruiting troops etc, It is through actions that you play the
game.
All actions are listed on the sequence they will be executed.
Actions preceeded by '--' are actually milestones. Not actions that you can command, but rather certain points where the
Judge will rule over particular events.
-- Sort actions, healing, NPCs -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:
The Judge will sort all actions sent by all players according to their sequence order, not the order the player saved them. When
there are multiple actions on the same sequence step, then it is randomized expect for a few special cases.
All characters automatically recover 14 life points if injured.
Some NPCs encounters take place, according to their behavior.
=== The game in a nutshell, not really this milestone from now on ===
The game mechanics are easy to learn, but hard to master.
You will receive you turn results as a file. You use the Counselor program to open the file and review your results. Then, after
consulting with potential allies, you use the Counselor to define your nations next set of actions. Basically, you give orders to
your nations through your PCs, cities and armies (depending on the scenarios features). When you are ready, just send your
orders to the Judge program. The Judge will process all actions from all nations and distribute the new turn results. Turn can be
weekly, daily, even hourly as long as all players are in agreement.
Please, be warned, the Judge has no tolerance for delays and will not wait for a player the actions will be processed and sent as

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

can arise either as a starting character or from an SNA.


All initiated duels are to the death. The winner will get a 1-15 increase in one of his skills as a reward.
There is no limit on how many challenges a single duelist can take part in during a single turn.
Refuse all Personal Challenges
Parameters:
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:
All personal challenges will be refused during the current turn. The assumption is that all characters will accept all challenges
every time, unless this command is issued.
Challenges are resolved in order from the highest challenger rank to the lowest.
If you are challenged and refuse to engage while commanding an army, the armys morale will drop by 1-15 points.
This action will be ignored if the PC also challenges someone else to a duel.
-- Personal Duel -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 challenges are executed. All duels are fought to death. A duelist may take part on more than one challenge in the same turn.
The odds debated by the population are not a direct comparison of the challenge ranks, but a more subjective analysis on the
winning chances of each duelist.
Cast Combat 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
Special feature: None.
Requirement: None
Help:
The wizard casts a combat spell that will affect the upcoming armies battles.
All spells cast will drain life points from the caster according to the spells 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.
Attack Enemy
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 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

fortifications will remain.


Attacking catapults will have a free strike against the citys fortification before the citys attack, but after any armies battles. If
catapults are in enough numbers it is possible for them to reduce, or even remove a citys fortification.
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.
Of course, the city cannot be hidden for an enemy army to be able to attack it.
Capture 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 capture 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 captured.
If the attacking armies win the battle against the city, the city will be under the ownership of the strongest army attacking it. All
stores and improvements will remain, as well as the fortifications if they were not damaged by catapults. The city will be reduced
by one size. If the city if at the minimum size before the attack, it will be destroyed.
Attacking catapults will have a free strike against the citys fortification before the citys attack, but after any armies battles. If
catapults are in enough numbers it is possible for them to reduce, or even remove a citys fortification.
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.
Of course, the city cannot be hidden for an enemy army to be able to attack it.
Npc Attack
Parameters: Combat Tactic;
Skill required: NPC
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 NPC army is commanded to attack all enemies at the same hex, including any garrison present. Non enemies will be ignored
unless they initiate combat.
If there is a city, then the army attack will focus on the citys nation. Others will be ignored unless they start combat.
In most cases, the army will only initiate combat if there is a chance of winning, but some overly aggressive types will initiate

combat even if suicidal.


Combats end only when there are no enemies left to battle to both sides.
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.
NPCs can move and attack with garrisons, they are fully functional only for NPCs.
Siege City
Parameters:
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 lay siege to the enemy non-hidden city. If successful, no resources or taxes will be received or sent
from or to the city. Most construction work and creation of new armies will fail as well.
The city under siege will also suffer a reduction in loyalty and at very low levels there will be a chance that the city will surrender
and join the armys nation.
This command does not initiate combat between armies and city.
If the army has enough war machines, the fortifications can be reduced as part of the siege.
Success is based on the armys size, the size of other allied armies in the hex (although these armies contribute at a much lower
rate of the sieging army), commanders skill, citys loyalty, citys size and fortifications.
-- Army Combat -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:
When the Judge reaches this milestone, it will resolve all army battles following this sequence:
- First: water phase, navy against navy battles takes place. The navy definition is any army with enough ships for all its troops.
- Second: land phase, army against army battles takes place. Depending on the situation, a navy will drop anchor and disembark
troops to battle as an army.
- Third: city phase, surviving armies against city battles takes place.
The combat goes in rounds. Each round, the attack force is used to calculate the damage dealt to the opposing side, reducing its
defense force (killing soldiers). Both sides attacks are considered to be simultaneous. It is possible that both sides eliminated
themselves in a given round.
Some units have the first strike ability, like archers, allowing then one extra attack before the battle begins. They are the only
troops that will cause damage on the respective phases round 0.
If the navy battle takes place over water as opposed to river bank or any land, all PCs in the losing side will drown (be killed) after
the combat unless they have ways to prevent it. Some magic items or spells may grant this capability in specific scenarios.
Otherwise, the army will land, but a percentage of the troops will still drown.
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.
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.

Cast Conjuring Spell


Parameters: Spell; [See spell for requirements];
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:
Cast a conjuring spell.
All spells cast will drain life points from the caster according to the spells 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.
Transfer: Magic Items to Character
Parameters: Character ID; 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:
Allows one character to transfer up to six (06) magic items to another character at the same hex.
-- Upkeep Phase -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:
Armies upkeep is paid in gold and food.
Each character receives salary (20 gold per skill point). Citys taxes are collected. Citys improvements like fortification and
docks are paid for. Taxes will be raised automatically to cover costs if there is not enough gold in the treasury.
Troops will leave (attrition) armies and garrisons depending on commander skill, being in a city, being fed and morale.
Important: Armies need to be fed during this milestone so they can move fed. Armies that dont consume enough food at this
milestone will pay extra movement points during the movement milestone.
Recruit Troops
Parameters: Qty; Troop Type; Weapons; Armor type; Food;
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:
-Any non-sieged owned city

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.

Transfer Troops/Split army


Parameters: Character ID; 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
Special feature: None.
Requirement:
-Traveling with an army
-Able to land
Help:
Any commander traveling with the army can transfer some (or all) troops to another commander from the same nation in the same
hex.
If the target commands an army, the transferred troops will be added to the target's army and then armor and weapons will be
adjusted according. Otherwise, a new army will be created under the target's command. An army created this way has no cost
associated with it.
If the troops are being transferred to or from a navy, the navy must be able to anchor to load and unload the troops. I.e. Troops
cannot be transferred from a navy to an army in a hex where the navy can't land or attack.
Any existing food will be split and transferred according to the relative quantity of troops being transferred. The new army
resulting from the split will move as fed or not fed as the original army, unless the new army contains only troops that do not
consume food such as ships and catapults.
If the target cannot be found (i.e. died), the action will fail. Troops can also be transferred into a garrison, if requested. A garrison
will be created if necessary.
Any other PCs traveling with the original army will remain traveling with the original leader.
Retire 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
Special feature: None.
Requirement:
-On land
-Traveling with an army
Help:
Disbands the selected amount of troops from the army the PC is traveling with. Please, notice that the upkeep cost will still be
paid for as this action happens after the upkeep phase.
Put Army on Maneuvers
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: 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

new PCs named using this order.


The minimum skill for a single class is 10. Values smaller than 10 will be ignored, then added to the higher skill. Note that this
may result in a overly expensive single class PC.
Stealth is not a skill, therefore cannot be chosen.
The new PC will cost 10,000 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 PC will have two action slots.
Name New Commander
Parameters: Name (5-17 letters); Gender (M/F);
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: 5000
Special feature: None.
Requirement:
-Own Capital
Help:
A new commander can be recruited with the base skill rank for the scenario, but no greater than the PCs commander natural skill
rank (without being modified by magic items) issuing the recruiting action. Some nations can have the ability to name better
commanders.
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 commander will have two action slots.
Name New Rogue
Parameters: Name (5-17 letters); Gender (M/F);
Skill required: Rogue
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Automatic
Improve skill rank: No
Cost: 5000
Special feature: None.
Requirement:
-Own Capital
Help:
A new rogue can be recruited with the base skill rank for the scenario, but no greater than the PCs rogue natural skill rank
(without being modified by magic items) issuing the recruiting action. Some nations can have the ability to name better rogues or
rogues with higher chance of having stealth. The stealth is based on the nation ability and the stealth rank of the PC issuing the
action.
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 rogue will have two action slots.
Name New Wizard
Parameters: Name (5-17 letters); Gender (M/F);
Skill required: Wizard
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Automatic
Improve skill rank: No

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

Special feature: None.


Requirement: None
Help:
A PC traveling with an army can pick up troops from the local garrison and add them back to the army, as long as they are from
the same nation. If the PC is not traveling with an army, then a new army will be created under the command of the PC.
If the garrison is a navy on a hex that it cannot cast anchor, then only PC in a navy can pick up troops from the garrison as the
troops will not be able to land to join a land army.
Use the action Take Command of Garrison for all cases that the garrison is a navy in an hex that it cannot cast anchor to load or
unload troops. Including where the goal is to convert the PCs land army into a navy.
-- Check Groups -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:
Check if the group is disbanded. A group is disbanded if the leader is traveling alone. The Judge will dismiss automatically any
groups with 1 single person in it.
Move Character
Parameters: Destination Hex (within 8 hexes);
Skill required: Any
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: None
Help:
The character will move to another hex up to 8 hexes away. Any other people traveling with the character will move with him/her
to the new hex.
The character cannot move if commanding an army.
Destiny cannot be on water, but the path doesnt matter as they will find ways to move around obstacles, including water and
mountains.
Note that the distance is calculated from the hex before ANY movement occurs, so it's not possible to "launch" a PC by moving
an army then moving the PC on top of it. i.e. the total combined distance covered in one turn has to be 8 or less.
Cast Movement Spell
Parameters: Spell; Hex;
Skill required: Wizard
Type: Movement - Usually, only one movement action can be issued to one actor per turn.
Difficulty: Varies
Improve skill rank: No
Special feature: None.
Requirement:
-On land
Help:
A movement spell will be used to by the character. If there are any other characters traveling with him/her, the spell will fail. The

character cannot move if commanding an army.


Destiny cannot be on water, but the path doesnt matter as they will find ways to move around obstacles, including water and
mountains.
All spells cast will drain life points from the caster according to the spells difficulty and how many spells were cast in the same
turn. Unfortunately it 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.
Use Movement Magic Item
Parameters: Magic Item ID; Hex;
Skill required: Any
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
Help:
The PC will use a magic item powers to issue a movement command.
Sail (Move Navy)
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:
-Commanding an army
Help:
The army will board troops into available ships then move following the directions, hex by hex. Its possible to halt in a hex
before continuing the movement by using the Halt direction.
If two navies 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 navy 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
For this scenario, a navy has 14 movement points to spend each turn in a single movement. The terrain, movement type and if
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 step. Just make sure you
choose the right options!
You can use the options to help the Counselor to figure out if the army will have food and the slowest ships you plan to have in
your navy.
An army has to be fed during the upkeep phase to be able to move as fed, unless all troops in the army don't require food. 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 phase. While the
army will load food during the recruit phase, the army will not be fed when this is checked during the upkeep phase as this occurs
before the army recruits additional troops. This also applies when you have a fleet loaded/to be loaded onto an army. While the
ships don't require food, the army does. Therefore, if your army + fleet is unfed then the ships will move at the unfed rate.

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,

even if the others were not fed at 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

Special feature: None.


Requirement: None
Help:
The character will move to another hex up to 8 hexes away and then join the named character.
If the named character isn't available at the destination the movement still works.
The character can join a character who already commands an army or group.
A character cannot move if it is currently commanding an army. Neither the move nor the join part of the action will happen with
an army commander.
The destination hex cannot be on water, but the path doesnt matter as they will find ways to move around obstacles, including
water and mountains.
-- Check Groups -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:
Check if the group is disbanded. A group is disbanded if the leader is traveling alone. The Judge will dismiss automatically any
groups with 1 single person in it.
Pickup Magic Item
Parameters:
Skill required: Any
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Hard
Improve skill rank: No
Special feature: None.
Requirement: None
Help:
Pick it up one random magic item lost or hidden at the hex.
If the magic item is still lost, a wizard has greater chances of finding it.
If the magic item is hidden, the character that hid it has greater chances. If the action is commanded by a character from a
different nation, the chances are small.
Scout Army
Parameters: Character ID; Follow army? (y/n);
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:
Look for information about an army at the same hex. The commanders name, troops and other information can be discovered.
The scout can be moved up to two hexes to end at the same spot as the army, if requested and the character is not leading and
army or group (except for a group of NPCs).

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.

Cast Lore Spell


Parameters: Spell; [See spell for requirements];
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:
Cast a knowledge spell.
All spells cast will drain life points from the caster according to the spells 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.
Nation Resources Transport
Parameters: Destination Hex; 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
-Any non-sieged owned city
Help:
From the capital, a character can command the resource transfer from all cities from the same nation to a single city.
10% of the resources will be deduced before the transfer to pay for the transportation.
Gold cannot be transferred by this action.
Transport by Caravan
Parameters: Origin Hex; Destination Hex; 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:
A character can order the transference of resources from the current city to any other known city. From the capital, its possible to
order the transport from any city to any city.
Destination city can belong to other nation. If the destination belongs to a different nation, it cannot be hidden.
Gold cannot be transported between cities from the same nation as the treasury is considered to be at the capital only.
The caravans is charge 10% of the resources as a payment for their services, before the transport is done.
Cities under siege cannot send or receive resources.
Transfer Ownership of City
Parameters: Character ID;
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:
-Any non-sieged owned city
Help:
With this action, it is possible to transfer the citys ownership to an allied nation. Someone from the receiving nation must be
present at the location to receive the keys to the city.
The city cannot the capital, also cannot be hidden or under siege. The target nation cannot be enemy. The city cannot be occupied
by enemy armies.
The chances of success are higher depending on city's loyalty, target and character's requested skill. Anyone can receive the city,
but chances are calculated based on the required skill for the action.
The resulting loyalty will be impacted according to citys culture. If the city is being transferred back to a nation of the same
culture, then loyalty will raise. Otherwise, loyalty will drop.
-- Check if the Game is Over -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:
The Judge checks if any nation was eliminated. Points are calculated.
Victory Conditions: The active nation (non-eliminated) with the highest score is declared the winner at the end of the game in a
free for all game. In a team game, the nation with the highest score on the winning side is declared the winner. If your team mate
is eliminated, you lose, even if your nation has the highest score. Your team must win, if you want to win.
The game is over when one of the following conditions is met:
- When one nation is eliminated.
- After the limit of turns is reached.
- When none of the nations received orders for the turn.
- Special victory condition, as defined by the scenario, is met.
A nation is eliminated at any time that one of the following conditions is met:
- When all PCs are dead or hold as hostages or unable to receive orders in any way.
- When taxes are raised above 100% to pay the nation upkeep costs.
- When the capital is lost and there is no other city that meets the minimum criteria to become a new capital. In most scenarios,
this means burgh or metropolis size.
- When the player fails to send orders for three turns in a row.

Full list of available spells.


All available spells are listed. Before being able to cast any spell, the wizard must learn it. There is a price paid in blood to
cast any spells.
Name: Treatment
Book: Healing
Difficulty: Easy
Forbidden: Free

Action: Cast Heal Spell


Help:
Heals targets life up to 20 points. Target must be on the same location as the caster.
Name: Healing
Book: Healing
Difficulty: Average
Forbidden: Free
Action: Cast Heal Spell
Help:
Heals targets life up to 50 points. Target must be on the same location as the caster.
Name: Regeneration
Book: Healing
Difficulty: Hard
Forbidden: Free
Action: Cast Heal Spell
Help:
Heals targets life up to 100 points. Target must be on the same location as the caster.
Name: Barriers
Book: Defense
Difficulty: Easy
Forbidden: Free
Action: Cast Combat Spell
Help:
A shimmering barrier helps to defend the troops during battle. The damage taken by the army is reduced by 500. The caster must
be traveling with the army for the spell to affect the combat.
Name: Deflection
Book: Defense
Difficulty: Average
Forbidden: Free
Action: Cast Combat Spell
Help:
A force field helps to defend the troops during battle. The damage taken by the army is reduced by 1,000. The caster must be
traveling with the army for the spell to affect the combat.
Name: Protection
Book: Defense
Difficulty: Hard
Forbidden: Free
Action: Cast Combat Spell
Help:
Conjures a most powerful protection aura to defend your troops during battle. The damage taken by the army is reduced by 1,5002,000. The caster must be traveling with the army for the spell to affect the combat.
Name: Invoke Winds
Book: Attack
Difficulty: Easy
Forbidden: Free

Action: Cast Combat Spell


Help:
Conjures hurricane like winds against your enemies in a battlefield increasing the armys attack force by 400. The caster must be
traveling with the army for the spell to affect the combat.
Name: Ice rays
Book: Attack
Difficulty: Average
Forbidden: Free
Action: Cast Combat Spell
Help:
Conjures a blizzard to strike your enemies in a battlefield increasing the armys attack force by 800. The caster must be traveling
with the army for the spell to affect the combat.
Name: Fire Elemental
Book: Attack
Difficulty: Hard
Forbidden: Free
Action: Cast Combat Spell
Help:
Conjures a huge fire elemental to join your troops in battle increasing the armys attack force by 1,000-2,000. The caster must be
traveling with the army for the spell to affect the combat.
Name: Fast Run
Book: Movement
Difficulty: Easy
Forbidden: Free
Action: Cast Movement Spell
Help:
The character can move to a new local up to +2 extra hexes on top of regular movement. 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: Flying
Book: Movement
Difficulty: Average
Forbidden: Free
Action: Cast Movement Spell
Help:
The character can move to a new local up to +4 extra hexes on top of regular movement. 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: Marathon
Book: Movement
Difficulty: Hard
Forbidden: Free
Action: Cast Movement Spell
Help:
The character can move to a new local up to +7 extra hexes on top of regular movement. 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: 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).

Full list of available skills.

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

Tactics vs. tactics in combat.


Here's a quick view on how they compare to each other in combat.

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

Tactics and casualties.


Land 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: Slaves
2: Infantry
3: Archers
4: Catapults
5: Scouts
6: Heavy Infantry
7: Heavy Cavalry

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 High Seas


1: Slaves
2: Infantry
3: Archers
4: Catapults
5: Scouts
6: Heavy Infantry
7: Heavy Cavalry

Flank on High Seas


1: Slaves
2: Infantry
3: Archers
4: Catapults
5: Scouts
6: Heavy Infantry
7: Heavy Cavalry

Surround on High Seas


1: Slaves
2: Infantry
3: Archers
4: Catapults
5: Scouts
6: Heavy Infantry
7: Heavy Cavalry

Guerrilla on High Seas


1: Heavy Cavalry
2: Heavy Infantry
3: Scouts
4: Infantry
5: Archers
6: Catapults
7: Slaves

Ambush on High Seas


1: Slaves
2: Infantry
3: Archers
4: Catapults
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 High Seas


1: Trireme
2: Cargo Ship

Flank on High Seas


1: Trireme
2: Cargo Ship

Surround on High Seas Guerrilla on High Seas Ambush on High Seas


1: Trireme
1: Cargo Ship
1: Trireme
2: Cargo Ship
2: 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

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