General Rules

Here are the rules applicable to all scenarios. The specific rules to a scenario will be found in the Counselor's turn files.

Your characters take actions. Common actions include moving, attacking, casting spells recruiting troops etc, It is through character actions that you play the game. A full list of available actions is available in the Counselor help and as a PDF file that can be downloaded. 

Turn 0 shows all the positions of other players but subsequent turns won't.

It essentially means its every player for him or her self. In this type of game you are free to do pretty much whatever you want and the diplomacy is always locked into sworn enemies for everyone.

Communication between players is not forbidden and it's possible for nations to collaborate towards short term goals against a common foe. Armies from different nations always engage in combat even if they had no orders to do so. But don't be fooled, in the end, there can be only one. Players cannot play with two nations in this variant. Nations cannot be transferred to other players.

It essentially means its every player for him or her self. In this type of game you are free to do pretty much whatever you want as there are no locked team alliances. Some variants may have a alliances that can be broken, some games start with no alliances at all. In all cases, a nation can break former alliances and create new ones. Nations cannot be transferred to other players.

Usually a specialization of the FFA or DM types where the players have no information on the other players, even who they are. It is impossible for the system to enforce the no-communication, no-information rules but we count on players to respect and enforce this rule. Players that are denounced of breaching the no-communication rule may be put on timeout until the GM team hears an explanation. Players in this timeout will only be allowed to sign up for team or private games. Players cannot play with two nations in this variant. Nations cannot be transferred to other players. 

Most common type where the nations are locked into pre-determined teams at the beginning of the game. It's not possible to change alliances/teams. In some cases, diplomatic orders may be available to fine tune relationships. Nations can be transferred to other players.

No information on which player is active or owning which nations will be given. Can be combined with any of the above. Obviously, mandatory for GB games.

A player can play as many games as desired, even play with more than one nation in team games. So there's no need to create fake accounts. The rule is one player (real person) = one account. Players cannot control more than one nation in FFA, GB or DM games. Exceptions can be made for private games. If our systems flag a player having two accounts, both will be suspended until the GM Team receives some good explanation. All account must belong to a real person, no fake accounts or aliases, use your real name. Use your real name.

There are no limits on how many spells a wizard can cast in a given turn other than the number of orders he/she has available. Please, don't forget that all magic is paid in blood. Meaning that the PC casting the spell will suffer some damage, based on how many spells and how powerful they are (Spell's difficult level). Casting damage also depends on how many spells cast. That is the second spell cast costs twice the normal amount of health and a third cast still more. The wizard can die casting too many difficult spells in a single turn, in particular if he/she suffers any other damage from a different source.

A character with wizard skill can learn a new spell if he/she has the proper skills, or depending on certain magical items or NSP. Also, it's possible that a NPC will teach a spell to a PC.

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, he/she 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 NSP 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.

The market buy and sells products from all nations. It has a limited amount of gold to buy and products to sell. Every turn, these limits are recalculated based on too many factors to list, including the amount of buys/sells, total available gold for nations, current turn, is winter in effect, etc.

The market available gold to buy products is split according to 4 tiers, each tier will define the min/max values for each action.

All sells actions are queued by sorting by order type, then random. (yes, local sells enter before nation sells)

Then the marker proceeds buying from the queue The maximum value paid in a single transaction is adjusted according to the current tier. When the gold available for one tier is exhausted, then the market moves to the next tier which is about 50% of the previous maximum value. This is applicable for the first 3 tiers. When market reaches tier 4, then there is no gold left, no products will be bought.

The market has limits on how much gold it can buy globally, from a given nation, of a given resource. When any of these limits is reached, the sell order will result in zero gold, regardless of tier. I.e. If too much food is being sold, then after a point, all food sales will return no profit even if on tier 1.

To find out an army’s attack and defense strengths, you must add all platoons' attack and defense. The attack strength is modified by:

- Army’s moral

- Commander’s rank

- Chosen tactics on both sides (as they compare to each other and to the platton’s troop type)

- Diplomacy between nations. Please, note that in most scenarios, you cannot initiate an attack with a nation that you consider an ally, friend or neutral.

 The formula to calculate a platoon attack is:

(Unit strength for the terrain) * ((weapons + training + 100)/3) * (# of troops) 

A full table with the specific attack and defense base values can be found in the Counselor.

When the Judge reaches the combat milestone, it follows this sequence: 

- First, all navy against navy battles takes place. A navy will keep fighting until there are no navies left to engage.

- Second, all army against army battles takes place. An army will keep fighting until there are no armies left to engage. Depending on the situation, a navy will drop anchor and disembark troops to battle as an army.

- Third, all army against city battles takes place. Army vs. city combat is defined in one single round of combat. At this point, the army must have an attacking strength greater than the city’s defense to be able to capture or destroy it. 

The combat goes in rounds. Each round, the attack force is used to calculate the damage dealt to the opposing side, killing soldiers (reducing its defense force). Both sides’ attacks are considered to be simultaneous. It is possible that both sides eliminate themselves in a given round.

Some units have the first strike ability, like archers, allowing then one extra attack before the battle begins (Round 0). 

The army’s attack and defense force is calculated by adding up all platoons’ attack and defense, respectively. The army’s strength can be affected by choosen tactics, by spells and by combat magic items in use by every character traveling with the army.

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.

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 doesn't specify the tactics, the army will engage all enemies in a standard formation.

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.

There are two types of victory conditions. General victory conditions (GVC) are valid for any game. Specific (or scenario) victory conditions (SVC) are valid only in some scenarios or games. Check the game tab in the Counselor to see which ones apply for each game.

There are 2 basic game types: teams and individual games. FFA and DM are individual games. Locked teams is a team game, such as Greek scenarios and GoT08.

When a team game ends due a GVC, then the team with more victory points wins the game. Only points from active nations are counted.

When an individual game ends due a GVC, then the active nation with more victory points wins the game.

SVC usually define the conditions of victory for a team or nation, in that case the first one to meet the SVC conditions is declared the winner (team or nation, depending on the type of game). If the SVC does not define a specific winner, then it’s treated as GVC.

Generic victory conditions:

Scenario specific victory conditions

In a team game, the team achieves a score victory when it owns 75% or more of all victory points from its active nations. 

In a free for all game, a nation achieves a score victory when it owns 50% or more of victory points owned by all active nations. 

In a team game, the team achieves a conquest victory when it owns 75% or more of all burgh and metropolis still owned by active nations. 

In a free for all game, a nation achieves a conquest victory when it owns 50% or more of all burgh and metropolis still owned by active nations. 

In a team game, the team achieves a domination victory when it owns 75% or more of the starting capitals*. 

In a free for all game, a nation achieves a domination victory when it owns 50% or more of the starting capitals*. 

* Recamped cities on a capital hex count. Empty and razed hexes don't count.

A nation is eliminated at any time that one of the following conditions is met:

There are five categories that one can collect points as listed below. Each category has a total of 1000 points to be distributed among all nations, active or otherwise. The points would be distributed following the same proportion as they have scored. i.e.: If a nation has twice as much cities than the other, then the nation will collect twice as many points.

Another example: In a game with four nations, one has no armies; the second has 15% of the armies, the third has 51% of the armies and the last will have the remaining. Then the respective points are: 0, 150, 510 and 340

.

The categories are structured as follows, with the key factors to weight:

So a nation that has it all can score a maximum of 5000 points if it had it all.

Magic Items’ dormant powers usually activate at “Market Adjustments and NPC Encounters” milestone. Exceptions when the power affects combats, or effects such as good luck, where it makes no sense to have them at the end of the turn. All others will take effect on the “Sort actions, healing, NPCs” milestone.

The dormant powers don’t require any orders to activate. As long as the owner and item meets the conditions, there is a chance that the power will be activated. These condition include, but are not limited to, being in an army, in a friendly city, having a certain skill, in an enemy city, etc.

The exact effect varies from item to item. Only experience will tell the precise results of each latent power.

A nation is the game basic faction. Usually, it’s owned by a single player. Buy a player can own more than one nation, depending on the scenario. A nation could have allies and definitely will have enemies.

Nations may have a list of Nation Special Powers (NSP) that will provide the particular nation with special bonus like getting higher skill ranks or not having to pay to build armies or learn a secret spell.

Armies and navies move from hex to adjacent hex. You plot their movement one hex at a time ne, nw, w .... Specifying the exact path the army will take. Armies and navies can usually move 14 points in most scenarios. Each unit type will have a movement cost per terrain. When the army is moving, the slowest unit will dictate the cost for each terrain.

For Fast and regular movement abilities, please refer to roads.

Mainly, it is used to define how to calculate movement points on roads.

Roads reduce the terrain's cost to half. Fast troops rounds it down. Regular troops rounds it up.

So, for a 4 point terrain, they both would pay the same cost.

But for a 3 point, fast would cost 1 and regular would cost 2.

And in general, fast troops have a better movement cost table...

There is the risk of overrun when armies are on the move.  A too small army can be trampled by a larger one as part of the movement. But a big army will not be overrun by a much bigger army. i.e.: an army with 4000 troops will not be trampled by an army 100000 big. An army that's small enough to be overrun cannot overrun other even smaller armies. A 100 troops army can be trampled by a 1500.... But a 100 can't overrun another with 20 troops. For all purposes, the combined allied troops on each side are considered, when multiple armies are involved.

Where the exact numbers are is to be discovered in the course of the game... check the FAQ for a few more data points.

Using a stand and defend order increases the chances of an overrun if the army trying to block is not big enough.

Characters move from where they are now to the destination. The path that they take to get from one hex to another is not specified. They can move to any land hex in range (8 or 12 hexes) without regard to the intervening terrain. 

Wizards can move by casting movement spells. This gives them a greater range of movement. In general, the higher the wizard rank the greater chance of a successful long range move. 



It is also important to point that the game is all about fun. 

Failing to submit your turn spoils the fun for other players. Therefore, not sending the first turn or failing to submit more than one turn in a week without an explanation to the GMs will put the player in a timeout status. This also can be motive for transferring the nations to other players or AI, depending on GMs judgment.