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Empires of History Game

TM

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$6.95

Europe 1483

Created by Ryan S. Johnson

Ivan the Great, first Tsar of the Muscovite Pricipality led Moscow to greatness by Annexing Novgorod in 1478, making the foundation for the Russian Empire. In 1480 he defeated the Golden Horde after refusing the Mongols their customary tribute.

The Balance of Power


The later half of the fifteenth century was a period of great transition for the nations of Europe. The great powers that had threatened Europe over the pervious couple centuries had largely faded into secondary concerns. Such was the case of the Golden Horde, the last Mongol influence in Europe, as well as the Muslim state of Granada, which had been reduced to a small portion of south eastern Spain. Britain's dominance over France had ended and Sweden had withdrawn from the powerful Union of Kalmar. Emerging on the scene as empires on the rise were The Principality of Moscow, which was the foundations for the later Russian Empire, The Ottoman Empire, as the Osman Turks expanded their control over Asia Minor and the Balkans, and the Union of Castile and Aragon bringing about Spain. The union between Poland and Lithuania had proved very useful, allowing the kingdom of Poland-Lithuania to become a first class power. While all of these interesting changes were under way, no one nation had yet to emerge as the dominant power in the region, as the Hapsburg and Ottoman Empires would eventually do. Ten empires and kingdoms of near equal power began a century of political and physical conflict to see who would become the dominant nation in Europe and the Middle East. In addition to the ten primary empires, a handful of smaller powers such as Portugal, Venice, Hungary, and others remained as sovereign states, quite capable of waging vicious wars in their own defense. 1483, perhaps more than any other time in European history, was a time of nationalistic equality where there were no set alliances and power blocks and a kingdoms survival as a world power very much depended on military capacity, diplomacy, and trade. No other time in European history presents us with the opportunity to have a game with so many equally rated military powers, and the final outcome so uncertain. If you like empire building styled games, then you'll love Europe 1483. In addition to building and maintaining a strong military for defense or expansion, you'll need to balance having a good agriculture base, off map/overseas trading and colonies, and political influence. Outright military conquest of an empire of equal size and power either requires great tactical and strategic skill from the attacker, or a multiple nation alliance. You can even arrange for the marriage of important nobles to the ruling families of other empires for potential political gain. It takes a great military mind or extremely shrewd diplomat to gain the upper hand in the struggle for dominance in Europe. Are you capable of either?

The Guild of Blades Publishing Group Presents:

Europe 1483
Created and written by: Ryan S. Johnson Editing by: Bruce P. Dowrie and Kim Dowrie Maps by: Ryan S. Johnson

TM

An Empires of History Game

Play Testing by: Ryan S. Johnson, Bruce P. Dowrie, Ilan Woll, Ed Arwine, and Eric Campion

C 2006, Guild of Blades Publishing Group This book is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the material or maps contained within is prohibited without the express written permission of the Guild of Blades Publishing Group. Maps may be reproduced for purposes of product reviews and summaries.

1483 On-line
If you like this game try the 1483online.com free game. Turn based, we dont charge for you to play, we make our money through advertising so keep your money.

Guild of Blades Publishing Group 409 Amesbury Davison, MI 48423, USA


www.guildofblades.com

In 1440 the Duke of Burgundy changed sides in the French/English struggle, leading to the eventual demise of England as a power on the continental mainland.

Sea Zone Boundary: Dotted Thin Line This marks the boundary between two sea zones.

Table of Contents
Introduction............................. 1 Credits..................................... 1 Table of Contents..................... 2 About the Maps....................... 2 The Units................................. 3 Infantry....................... 3 Cavalry....................... 3 Artillery...................... 3 Generals..................... 4 Ship of the Line.......... 5 Frigates...................... 5 Merchantman............. 5 Cities......................... 5 Ports........................... 5 The Basic Strategy................... 6 Surrender.................... 6 Conquest.................... 7 Allies......................... 7 Initial Game Set Up................. 7 11 Order of Play........................... Sequence of Play................ 11 Phase 1: 11 Diplomatic Influence......... Phase 2: Build Colonies/ 13 Capture trade.................... Phase 3: 13 Build New Units............... Phase 4: 13 Naval Movement............... Phase 5: 14 Naval Combat.................... Phase 6: 14 Land Movement................ 14 Naval Invasions.......... Phase 7: 15 Land Combat..................... Phase 8: 15 Place New Units................ Phase 9: Peace Treaties.............. 15 Phase 10: Collect Resources........ 15 Unit Ratings & Costs......... 15 Optional Rules................... 15 Pull Out Nation Chart....... *

Land Territory: All non sea zone territories are land territories. All land territories will have a name marked in normal lettering within a white box. Each land territory will also have an assigned Resource Value represented by a black circle with a white number in it. Land Territory Name: Resource Value: Sicily

Sea Zone Name: These are marked with the name listed in bold Italic lettering. Cities: Cities are Black dots within certain land territories.

Capital Cities: Black dots with a larger circle around them, present in a select few land territories. One capital per nation or empire. Fortification Factor: 4 In times before gun powder had become common place on the battlefield, large cities were walled fortresses designed to hold out against sieging armies. The fortification of a city provided extra defense to the defenders. Factor marked with a white box with a number inside. (See Cities). Straits: < > Two arrows with joinning line Straits are an area where two land territories are very near each other, but seperated by a very narrow water area. Land units may move across a straits as if the water zone was not there. However, Infantry attacking across a straits recieve a -1 to attack, and Cavlary recieve a -2 to attack. Artillery may not attack across a straits, though it may move with an attacking army. Straits in no way hinder ship movement from one sea zone to another through a straits unless otherwise noted.

About The Maps


Due to the large number of different kingdoms and empires represented in Europe 1483, it is important that players know several key mapping elements and symbols in order to effectively read the maps. These map features are detailed below. Land / Water Boundary: Double Lines Double lines indicate the boundary between a land territory and a sea zone. Land units may not corss into a sea zone (unless on a merchant ship or Ship of the Line), and ships may never cross onto a land territory. Land Territorial Boundary: Thin Lines

Constantinople: Any nation in control of the Constantinople land territory may allow or disallow naval movement between the Agean Sea and Western Black Sea. The Persian Gulf: The Persian Gulf sea Zone in unconnected to any other sea zones on the map. This simply means the Red Sea and Indian Oceans are not represented on the maps. Ships may move from the Persian Gulf sea zone to the Eastern Mediterranean sea zone and vice versa, but at the cost of three movement points. Well note, that while the Suez Canal had not yet been build, naval trade was possible for most ships via connecting rivers through Egypt. Ships of the Line (Battleships) may not go between these two sea zones unless the owner of those ships controls both Cairo and Alexrandria land territories or has the permission from the player that does. Barents Sea: It requires two movement to enter or exist this sea zone due to ice flow. Also roll 1D10 any time a ship enters (or Built in) this zone. On 10, the ship is destroyed.

National Boundaries:

Double thick Lines

These represent thepolitical boundary between two land territories initially controlled by two different nations or empires.

In 1382 the Teutonic Order had reached the hieght of its power, crushing Lithuanian armies in the north and gaining control of all the Baltic. Thier power would not last, suffering defeat to Lithuania and Poland in 1411.

The Units
Additional items needed for game play: At least 1 ten sided dice. Having multiple is suggested. Counting chips: Preferably in multiple colors to represent ones, threes, fives, and tens. Small poker chips work well for this purpose. Playing Units: This game does not include, but requires playing units (see below) in a variety of types in order to play. Axis & Allies* playing pieces can suffice, though they will not be physically accurate in visual appeal with regards to the units they would be representing. At least two full sets of units are required (ten colors), though we would recommend three sets (15 colors). 15mm miniatures will also work well given the size of the territories on the map. Using assorted minaitures: If using assorted 15mm or 25mm minatures to represent the land units, we recommend that you have at least 15-20 infantry, 10-15 cavalry, and 4-10 artillery for each Major nation (10 of them). Additional colors for minor empires (6 of them) and neutrals require about half as many land units. If outfitting the navies with historically accurate miniatures, each major nation should have between 2-4 Ships of the Line (Galleons), 4-8 Frigates, and 4-8 Merchantmen. Using Axis & Allies Playing Pieces: If using the Axis & Allies playing pieces, use infantry as infantry, tanks as cavalry, either anti air guns or fighters as artillery, battleships as ships of the line, submarines as frigates, and transports as merchantment. You will not need the aircraft carriers, or bombers. You may use the A&A factories as ports, or use the Port markers provided with the game.

near equal or greater quantities than infantry. Infantry defend well (Def 6), but attack poorly (att 3). Infantry are also extremely important to the defense of cities as only they recieve the defensive bonus awarded from city fortifications. Additionally, one infantry unit is needed to transport each artillery unit. Infantry have a movement of 1.

Cavalry:
Mounted soldiers were often the elite of an army. They included scouts and heavily mounted knights. Cavalry were used in mass cavalry charges in attempts to break the enemy formations, as well as to try outflanking the opposing force. The Mongols (Khante of the Golden Horde as the extention of the Mongol Empire represented in Europe at this time) used mounted archers to deadly effect. Cavalry attack well (att 6) but defend poorly (def 3). They have 2 movement, though once engaged in combat, are done moving for the turn.

Artillery:
In 1483 Artillery had become a useful weapon in laying siege to fortified cities. A few useful displays of the power of gun powder had been used in the previous few decades, though guns were far from dominating on the field of battle. Where guns had made a large impact was siege warfare. When an army sieged a city, it was found much easier to breach the fortified walls of a city by using large and medium cannons to weaken or destroy them. Artillery are heavy cannons that must be carried by infantry units. It requires one infantry to move one artillery unit. Transport of an artillery unit does not in any way hinder the infantry in combat. Artillery all have a combat factor of 5. They may only attack city walls in conjunction with an attack on the city. Artillery roll first in each combat round. Each successful hit (rolling equal to or under 5 on a D10) reduces the city Fortification value by one point before the rest of combat is figured for that round. (see Cities).

Infantry:
Infantry comprise the bulk of most European armies of the time. A few used some bowmen (such as the famous English longbowmen) and heavy cavalry (knights), but the vast majority of soldiers were infantry. Only a few of the nomadic Khanates used cavalry in

The Golden Horde, one of four branches of the great Mongol Empire of the thirteenth century, and terror of eastern Europe for several centuries had finally broke up in 1441, 1445, and 1466 with the fomation of new Khanates.

Generals Special abillities (1-10) Generals:


They held different titles in different lands, but all served the same purpose; to lead their nations armies in battle. In a time where armies were much smaller than they are today, a brilliant general could have a much broader effect on the outcome of a battle or campaign. As such a great general was the stuff an empire could be founded on. These were the men that allowed otherwise equal powered kingdom to actually conclude a war through victory for one side or another. The game represents generals by way of Marker. A general is useless by themselves and must have a force of at least two units accompanying it to have any effect. Also, because each great general had their own style, only one General can function in a territory or a battle at one time. If more than one General is present the controlling player must decide which to use. When buying a General, players have two options. They can buy a standard general for 8 production. When Purchased, these generals get 1D10 skill level (roll once when purchased), and may use that skill to assist units in battle. The player may add the generals skill points, divided any way they chose, to a number of units in that battle. For instance, a general with a skill level of 4 could chose to add 1 point to each of two different infantry and two points to a cavarly unit. If those units were on the attack, the infantry would have an attack level of 4 and the cavalry an attack level of 8 for that battle. A general may only add as many points to a single unit as to bring that units combat factor up to a 9 for that battle. A general is not a complete unit in itself and can not be taken as a casualty. They are destroyed when the units they are with are destroyed. Any general that rolls a natural skill rating of 10 has the potential to be a legendary general and will recieve, at random, one of the following ten special abilities (see below). A player may pay an extra four resources when buying a general to let that general get a special ability on a skill level roll of an 8, 9, or 10. This is because the general has recieved special training in their upbringing, so they have an increased chance of having a special ability. General Special Abilities: Whenever a general recieves a special ability, roll 1D10 to see which ability they will recieve. In combat the general will have the option of using their normal skill rating points in the normal fashion, or using their special ability.

1) Master of Terrain: This is the ability to determine the best land area within a territory for which to make a defensive stance. This allows the general to give defending troops a major advantage in combat. In any land territory without a city, infantry with a general with this skill may recieve +2 to their defense. 2) Master Tactician: Such skill was possessed by generals like Napolean, Alexander The Great, and Hannibal. These generals are masters of the battlefield and are best when attacking. Such a general will give +1 att to infantry and +1 att to cavalry under their emmediate command.

3) The Cautious: These generals always secure their path of retreat before any battle. They think the best defense against an advancing army is to tire them out, and continually harry them as they advance. After the first round of combat has been resolved, this general and any remaining troops with him may retreat to any territory under his nations control (or allied territory) adjacent to the territory the battle was being fought in. 4) Master Engineer: This general is expert in how to weaken and destroy enemy fortification and gain access to a city quickly. All city Fortitication ratings automatically recieve a -2 when this general is among the attacking army. 5) Master of the Steepe: This is a natural borne cavalry leader. They are experts on how to utilize cavarly. Any time such a general is in command of an all cavalry force (no infantry, and no artillery) all cavalry recieve +2 to their combat factor. 6) Quartermasters: These men know how to make limited resources last much longer and accomplish much more. They are excellent organizers and therefore the best commanders of an army within a city under siege. All defending infantry within a city under attack recieve a +1 to their defense (still a maximum rating of 9).

The War of the Roses waged in England. It was feud between the two most influential Noble families within England. During this time England lost nearly all overseas territories. The last battle of the war would not come until 1495.

7) The Statesman: This person is fluent with the workings of the nations governing systems. When this general conquers a new territory it only costs half as much to fully bring the territory into the kingdom if that money is spent while the general is still in that territory. 8) Man of the People: This general is loved by the people and knows how to use that to excellent advantage. When a territory that has been officialy incorporated into the kingdom is attacked and this general is leading the defense, he is able to summon forth the peasants to form a militia capable of assisting the army. The general may call forth one militia unit per 4 resource value of the territory (i.e. 1-4 gives 1 militia, 5-8 gives 2, etc). These militia ony defend at a 2, but may be taken as casualties. If the territory is successfully defended, any surviving militia simply disband. 9) The Brigand: If this general is in a territory adjacent to an enemy territory and is accompanied by more total units than are in the enemy territory, he can cause the opposing player to lose the resources from that territory that turn. He accomplishes this by taking his troops on unofficial raiding parties across the country side, but always withdraws before confronting actual troops. 10) The Admiral: This general is an expert naval tactician and strategist. If this admiral is on board a Ship of the Line, then all Ships of the Line and Frigates in that sea zone owned by that nation recieve a +1 in naval combat.

Merchantmen:
These were freight vessels designed to carry a lot of various supplies. They were the trade vessels used by royal navies and private merchants. Merchantment are not fast and have very little combat ability, so typically need protection from Ships of the Line and Frigates. A Merchantmen has a two Unit Point carrying capacity, as opposed to the one Unit Point held by Ships of the Line. Infantry and Artillery use one Unit Point each while Cavalry use two Units Points each. Generals do not have any Unit Points. Merchantmen may pick up infantry from two different territories from the same sea zone, then move and drop off troops. They may not, however, pick up one unit, move, pick up another, and then drop off troops. They can pick up a unit, move and pick up another unit, but the two units must stay on board the ship until the next turn. Also, merchantmen may not drop off units into two different territories.

Cities:
Cities are centers of commerce and regional headquarters for a kingdom. Cities are where all land unit must come into play. So long as a nation still controls one city, they remain unconquered (see Conquest). Cities were typically fortresses, with fortified walls surrounding the interior of the city. This made assaulting a city very diificult. In times before the use of cannons and gun powder, the best way to capture a city was to starve it into submission. This, however, did not work against cities that had harbors and access to naval trade, such as Constantinople. Cannons made laying siege to even the mightiest of fortified cities a practical endevour, though it remained costly. Each city has a fortification factor ranging from 1-9. These factors add either +1 (1-3), +2 (4-6) or +3 (7-9) to the defense rating of infantry defending the cities. Artillery can be used to reduce the fortification factor of a city and the defensive bonuses they provide.

Ships of the Line: (Galleons)


A Ship of the line was the largest of combat vessels in older navies. These ships had over 60+ cannons for firing at enemy vessels. ships of the line werent very manueverable, but held a lot of fire power. Ships of the Line could also carry some fighting men. One infantry unit can be carried by a Ship of the Line. These ships require 2 hits (see combat) in order to sink.

Frigates:
Frigates are the middle sized vessels meant to protect the flanks of Ships of the Line in major naval confrontations. The average Frigate supported 32 cannons, though some had more. Frigates are also faster than the other ships. In addition, these ships were used as convoy protectors and pirate hunters.

Ports:
Ports are naval yards where ships may be built. In order to place a new naval unit, it must be placed in a sea zone adjacent to a land territory containing a Port controlled by the player building the naval unit. Ports are destroyed when the territory they are in is captured.

In 1453 the Ottoman Empire finally lay the last Siege of Constantinople, using the largest assembly of siege cannons to breach the mighty walls and end nearly a thousand years of Byzantine Empire

The Basic Strategy


In Europe 1483 there were ten nations of near equal power and another six smaller kingdoms that were fully capable of maintaining their independence and expanding their realms. The goal is not an easy one; to gain dominance over everyone else. In order to achieve this, you will have to decide the best method for the kingdom or empire you are playing. In the end, production capability dictates how powerful a nation is and how capable they are of waging an extended war against multiple nations.. Other elements that players will need to pay attention to is their trade resources, both via land and sea, their political standing with other nations, and their agricultural base. The mightiest of militant states can still only generate and support a certain sized army based upon its agricultural output. In order to support a larger population and keep a larger active army, youll need to build up your nations agriculture rating. Politics play an extremely important part in your quest for world dominion. With so many independant, militantly capable nations out there, you are going to need allies, both great and small, in order to survive, much less manage a campaign of aggression. More importantly, if you let yourself become alienated from the many neutral nations out there, your enemies will recruit them in order to wage war against you. Your empire wont last long if you are engaged in a prolonged war against two or more major nations. There are two basic ways to play Europe 1483; those being single session games and campaigns. Trying to attain world domination is typically not a quick endevour. Europe 1483 easily lends itself to prolonged play that can practically last for an indefinate amount of time, depending on the players involved and if a balance of power arises. If gamers want to continue playing the game in an ongoing manner, theyll find its campaign nature does not diminish as the game progresses. However, for those players looking to play just as single session, an alternative measure of victory had to be developed. For this, progress is based upon total number of resources collected. Since all nations do not start equal, each nation has different requirements to achieve victory in a shorter game. Victory by Resources: If you cant play out a prolonged campaign where one player eventually emerges as the clearly dominant empire, then vic tory must be based on resources. Each player must attempt to increase their nations resource income by as much as possible. Progress is measured in benchmarks. Each nation needs to increase their production a certain amount to qualify for another benchmark. The number required to attain each benchmark varies deing on how many resources a nation starts

with and how hard, given their starting geographical position, it is for them to attain new resources. The winner is the player who gained the most benchmarks in increased resources. If two players attained the same benchmark, the winner is the player who began with less total resource income. There are 10 major nations and 6 minor nations. We recommend that players only play the minor nations if you have more than ten players or if you have a person who really enjoys a challenge. Benchmark increases are based accordingly.

Nation

Benchmark in Resources 1 2 3 4 5 6
5 5 4 3 4 3 3 3 4 3 2 2 2 1 2 1 9 8 8 6 7 5 6 5 7 5 4 4 4 3 4 3 13 12 12 9 10 8 9 8 10 9 6 7 6 5 6 5 18 17 16 12 14 11 12 11 14 13 8 9 8 7 9 7 23 22 20 15 18 14 15 14 18 17 10 12 10 9 12 9 29 28 25 19 23 18 19 18 22 22 13 16 13 12 15 11

7
35 35 31 24 28 22 23 22

8
41 43 36 29 34 26 28 26

9
48 52 42 34 41 31 33 30 36 41 23 29 22 21 26 20

Ottoman Empire Russia German Empire Poland-Lithuania Spain France Sweden Egypt Empire of the White Sheep Turks England Denmark Venice Golden Horde Hungary Portugal Teutonic Order

26 31 27 33 16 20 16 15 18 14 19 24 19 18 22 17

If playing a victory by benchmark method, but playing long enough that its possible for a conquering nation to reach the ninth benchmark of beyond, it becomes very important to take up policies of containment towards smaller nations that also have the potential to reach the ninth benchmark. Of course, any minor nation near the ninth benchmark will be nearly equal to the other major nations that havent managed to drastically increase their resource count. This will make for an interesting political inviornment because most other major nations will want to spend their resources trying to weaken other major nations with the highest benchmark, while those nations will be worrying about any minor nation sneaking up to the same benchmark, since in case of a tie, the smaller nation wins. Surrender: When two nations go to war, very often one or both of them may end up with other matters along a different border of greater importance than the war they are currently in. This means theyll need to settle a peace treaty so they can then transfer thier armies to deal with the problem. Between player nations this is not a problem since any type of agreement can be reached; from the

In late 1998 we type this. If you put more than 50 infantry in Sicily, you automatically win the game, but only if you have ageneral in London. Just kidding. Just checking to see if you are actually reading these tid bits of history.

surrender of territory, ships, or units, the payment of tribute, or perhaps simply an armistice where no one is the victor in the war. Players may make any arrangment they want between themselves, except the trading of a general. With regards to non player nation states, things get a little more complicated. If the non player nation has captured territories from the player, then they will not want to settle for peace, but will if another players threatens to declare war on it, or does declare war on it. In this event it will offer the player an end of the war where each keeps the territory currently under their control. The determination of non player nations surrender or armistice terms is always concluded at the end of each game round. If the player has captured territories from the non player nation, then the player may offer surrender terms to that nation. Its likelihood of accepting is based on how much of its nation has been captured. Add 2 chances in 10 for each territory it has lost. Add another 4 in 10 chance if the non player nation has lost 50% or more of its total resources. The maximum chance of acceptence is 9 out of 10. If it accepts the offered surrender, each nation (player and non player) keep the territory they still control, but the non player nation will pay tribute of 2 resources per territory that had been lost during the war, up to 1/2 of its remaining resources, per turn for 5 turns to the player nation. These resources do NOT count towards resources gained for purposes of determining a victor. If no territory has changed hands, there is a 3 in 10 chance the non player kingdom will accept an offer to end the war, though it will not pay tribute in this case. A non player nation that declared war on a player nation due to an alliance with another player nation, will only settle peace when its allied player nation settles for peace, one way or another. The player that was attacked always has the option of accepting such a peace with the non player nation or continuing the war. If a non player nation declares war on a player nation due to an alliance, it will offer peace immediately if another player nation has declared war on it.

Alliances: As the game progresses players will be able to try to gain allies amongst both player and non player nations. Alliances gained with player nations have no set guidelines, as those are gained through private negotiations with the other player. Those, are also somewhat risky as the player does not have to honor its promised obligations. Alliances with non player nations are guaranteed, but are narrow in focus. An alliance is gained, but only to be against one predetermined enemy. If you declare war on the predetermined enemy or it declares war on you, your ally will declare war on it and help you in the war until such a time that a peace agreement is made or your mutual enemy is conquered. The non player nation, once the war is over, will retain any territories it conquered. If a peace treaty is struck before the enemy is conquered, your ally will remain allied to you unless your allys diplomatic stance is altered by another player or aggression against it on your part (see Phase 1, Diplomatic Influence). In all cases the non player allied nation will act independantly of its allies and will still not allow its allies troops to enter its territory.

Initial Game Set Up


The following unit placements for each nation are only the starting set up locations before game play starts. Any non player nation will accumulate and save money each turn that it remains neutral. They will save 1/2 of their total resources each turn. In the event that a player nation declares war on them, that money can be instantly spent on additional units and those units get placed on the game board before Phase 2: of the players turn can begin. If a neutral nation ends up being able to buy more units than its agriculture base will allow and it is unable to buy naval vessels, then all remaining money will be spent on raising its agriculture.

10 Major Nations
Empire of the White Sheep Turks:
Resources owned: 30 Resources Traded by Land: 4 Total Resources: 34 Agriculture: 1 Starting Generals: 1

Conquest:
A nation is considered conquered once it has lost all of its cities. A nation must have at least one city under its control in order to collect resources, and to build and place new units. A nation which has lost all of its cities may still move its remaining units in play in order to try and regain one of its cities or capture another one. However, if it captures a city other than a native city (one it starts with) they must still pay to incorporate the new city. If a nation has no cities and captures a city that was original its own, it does not have to pay to incorporate the city. This is the only case where a territory does not need to be paid for to incorporate in into the players empire.

The Empire of Timur had been one of the great nomad empires of the Middle East, defeating Bayezit, the conquering Sultan of the Ottoman Empire, and even threatening China. His son, Shah Rukh managed to keep the empire together after Timurs death, but the

Sultan Mehmet II The Conqueror conquered Constantinople, Serbia, most of Bosnia, southern Greece, the Crimea, Jandar,Karaman, and the Empire of Trebizond. He also brought the Crimean Tartars under his suzerainty in 1478.

empire split into two principalities after Shah Rukhs death. Taking advantage of that weakness, the White Sheep Turks expanding their domains into Persia and solidified their holding over the Middle East. The White Sheep Turks expansion was only checked by Sultan Mehmet II, the second great conquering leader of the Otto-man Empire. In a series of boarder conflicts with the Ottoman em-pire between 1461 and 1473, The White Sheep Turks lost nearly all of their holdings in eastern Asia Minor. The Empire of the White Sheep Turks was a nomadic empire that relied heavily on cavalry. With the lands within their empire mostly barren and unpopulated, the White Sheep Turks will have to build up their agriculture or conquer new lands if they are to support a larger army. Baku: Tabriz: Mardin: Nineveh: Baghdad: Basra: Shiraz: Lar: Sari: Persion Gulf: 1 Cavalry 2 Infantry, 1 Cavalry 1 Cavalry 1 Cavalry 2 Infantry, 2 Cavalry 1 Infantry, 1 Cavalry 1 Infantry 1 Infantry 1 Infantry 1 Frigate, 1 Merchantmen

London: Wales: Birmingham: Northumbria: Irish Sea: English Channel: North Sea:

3 Infantry, 1 Cavalry, 1 Port, 1 Artillery 1 Infantry, 1 Cavalry 1 Infantry, 1 Cavalry 2 Infantry, 1 Cavalry 1 Frigate, 1 Merchantmen 1 Ship of the Line, 1 Frigate, 1 Merchantmen 1 Ship of the Line, 1 Merchantmen

German Empire:
Resources owned: 43 Resources Traded by Sea: 2 Total Resources: 45 Agriculture: 2 Starting Generals: 2

The German Empire was a long standing poitical body that traced its origins back to one of the successor states of Charlemagne. In 843 when the Frankish Empire broke up, divided among three grandsons of Charlemagne, the Kingdom of Germany became one of the two strongest nation states in western Europe, with the Kingdom of France being its primary rival. In time the German kingdom managed to add the Kingdom of Italy, Burgundy, Dutchy of Bohemia, and the Papal State. Some of these aquasitions would continually fall in and out of the German orbit over the following centuries. The German Empire is situated between the powers of France, Poland-Lithuania, Hungary, Denmark, and Venice. Just on the far side of Hungary is the rising power of the Ottoman Turks. No matter which way the German player tires to expand, theyll face some tough opposition. However, with a strong resource base and a naval presence in the North Sea and Mediterranean, the German Empire is perfectly situated to influence politics and events over much of the map. A shrewd player can take advantage of this fact. Northern Italy: Switzerland: Munich: Holland: Cologne: Bremen: Rostok: Nuremberge: Magdeburg: Vienna: Skagerrak: Tyrrhenian Sea: 2 Infantry, 1 Port 1 Infantry, 1 Cavalry 1 Cavalry, 1 Infantry 1 Infantry, 1 Port 1 Infantry, 1 Cavalry, 1 Artillery 1 Infantry 1 Infantry 2 Infantry 2 Infantry 2 Infantry, 2 Cavalry, 1 Artillery 1 Ship of the Line, 1 Frigate 1 Ship of the Line, 1 Frigate, 1 Merchantmen

England:
Resources owned: 31 Resources Traded by Sea: 2 Total Resources: 33 Agriculture: 2 Starting Generals: 1

By 1483 England had lost nearly all of its territory on the mainland, having been slowly driven out of France during the first half of the century. With Englands attempts to dominate France come to an end, the nobility of England saw it fitting to war amongst itself. Englands two most influential noble houses waged war against each other in The War of the Roses. However, by the start of this game the war was winding down and would come to an end by 1485, so the civil war will have no effect on game play. England has a strong agricultural base and can easily defend its four territories against naval invasions. The challenge for the English will be to maintain a dominating fleet to protect the home isles and to effectively support venture abroad, increase trade, and find a means to gain a foothold on the continental mainland. England begins with perhaps the best defensive position in the game, but must work hard to expand its resources and support its fleet. The challenge will be to maintain naval supremecy, for without that, the English quickly become bottled up on the isles or are dependant on other naval powers to allow them transit to the mainland.

Kingdom of France:
Resources owned: 36 Resources Traded by Sea: 2 Total Resources: 38 Agriculture: 2 Starting Generals: 1

The Kingdom of France draws its long history back to the fifth century AD when the Franks estbalished a strong kingdom in the ashes of Roman Gual. From that time the Frankish people have played an

The Polish-Lithuanian union became complete effectively under the reign of Casimir IV, who used his superior resources to force the Teutonic Knights to surrender much of Prussia and do homage for the rest.

important part in the developement of western European society and were the central militant power for generations. Under the reign of the Emperor Charlemagne, the French Empire spanned much of western and central Europe and was likely to be superior to Byzantium in militant strength. Charlemagnes empire ended up being divided amongst his grandsons, opening way for the creation of the Kingdom of Germany, Kingdom of Italy, Kingdom of Provence, and Kingdom of Burgundy. France would go on to have conflicts with the Holy Roman Empire, England, the Norse and Burgundy. The Kingdom of France is sandwhiched between Spain, Germany and England. Any attempt at expansion near its homeland will put France at war with one of the other major nation states. For this reason, Frances survival and growth very much depends on making political and military alliances, plus maintaining a strong military. Brittany: Aquitaine: Bordeaux: Toulouse: Savoy: Troyes: Paris: Rouen: Brussels: Bay of Biscay: 1 Infantry 1 Cavalry 1 Infantry 2 Infantry 2 Infantry 1 Infantry 1 Infantry, 1 Cavalry 1 Infantry, 1 Cavalry 2 Infantry, 1 Port 1 Ship of the Line, 1 Frigate, 1 Merchantmen

Macedonia: Wallachia: Greece: Constantinople: Kramatorsk: Tana: Caffa: Smyrna: Bursa: Germiyan: Konya: Kayseri: Trebizond: W. Black Sea: Aegean Sea:

1 Infantry 1 Infantry, 1 Cavalry 1 Infantry 2 Infantry, 2 Artillery, 1 Port 1 Cavalry 1 Cavalry 1 Infantry, 2 Cavalry 1 Infantry 1 infantry 1 Infantry 1 Infantry, 1 Cavalry 1 Infantry 1 Infantry, 1 Cavalry 1 Frigate, 1 Merchantmen 1 Ship of the Line, 1 Frigate, 1 Merchantmen Middle Med. Sea: 1 Frigate

Poland-Lithuania:
Resources owned: 40 Resources Traded by Land: 2 Total Resources: 42 Agriculture: 2 Starting Generals: 2

Ottoman Empire:
Resources owned: 49 Resources Traded by Sea: 2 Resources Traded by Land: 2 Total Resources: 53 Agriculture: 2 Starting Generals: 2

The union between Poland and Lithuania came about through the marriage of nobility. Though the two kingdoms had traditionally always been seperate and even held different languages and cultures, the union proved to be highly successful. The combined Polish-Lithuanian armed forces were able to halt and reduce the power of the Teutonic Order, capture more of the Russian Steppe from the Khanate of the Golden Horde, and otherwise keep the German and Ottoman Empires in check. Two centuries later, it would be a Polish army that halted the last Ottoman Army to lay siege to Vienna. Despite its size, Poland-Luthuania are in a rather poor position, having land boarders with the Ottoman Empire, Russia, and the German Empire, the three strongest nation states of the time. Additionally it has to defend itself from invasion by Sweden, Hungary, the Teutonic Order, and the Golden Horde. If the Polish player can successfully keep these forces at bay through diplomacy, then its military can hope to utilize its resources for further expansion. Szczecin: Poznan: Wroclaw: Kaunas: Warsaw: Smolensk: Minsk: Kiev: 2 Infantry 1 Infantry 1 Infantry 2 infantry, 1 Cavalry 2 infantry 2 Infantry 1 Infantry 1 Infantry

The Ottoman Empire was the surprise event of the later fourteenth century. In a short span of only 40 years the little Ottoman Emirate, originally created by Osman the Great and his small clan of 400 Turkic horsemen, expanded to include most of the Byzintine Empire, Bulgaria, Serbia, Bosnia, Wallachia, and a fair number of other small Turkic states that had taken root in western Asia Minor. The Ottoman advance into the Balkans shocked most of Europe. The Turks expansion came to an abrupt halt in 1402 when its armies had to turn east to confront Timur the Conquerer. The defeat Timur gave the Ottomans would set it back for decades. By 1483 the Ottoman Empire had emerged as the dominant force in the east, with holdings in the Crimea, Asia Minor and the Balkans. Its army is strong and it has a good economic base to draw upon, though expansion will still not be easy. Boardered on three sides by the powers of Egypt, the White Sheep Turks, and Poland-Lithuania, any war risks leaving two flanks open to attack. Additionally, the Ottoman Empire is situated near the minor powers of Venice, The Golden Horde and Hungary. Looming as potential threats are both the German empire and Russia. The Ottomans begin play with the largest army and greatest amount of resources, but it will still take a skilled player and diplomat to lead them to dominance. Bosnia: Serbia: 2 Infantry, 1 Artillery 3 Infantry, 1 Cavalry, 1 Artillery

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Unable to gain funding from Portugal, the leading seafaring exploration force in Europe at the time, Christopher Columbus gained the support of the Spanish Crown. Setting sail in 1492 for the Far East, he found the americas instead.

Moldavia: Tula: Orel: KharKov:

1 Infantry, 1 Cavalry 1 Infantry 1 Infantry, 1 Cavalry 1 Infantry, 1 Cavalry

Regency of Sweden:
Resources owned: 33 Resources Trade by Land: 2 Total Resources: 35 Agriculture: 1 Starting Generals: 1

Principality of Muscovy:
Resources owned: 44 Resources Traded by Land: 2 Total Resources: 46 Agriculture: 2 Starting Generals: 1 Starting as early as the 5th century AD raiding parties and colonists began leaving Scandinavia in search of wealth and a better life within the rest of Europe. Initially these were the Angles and the Saxons moving into England, later to be followed by the Danes and the Norse. Tales of Viking expeditions are wide spread through the west. A simular movement happened in the east beginning in the middle of the ninth century. Large numbers of peoples left Sweden to establish settlements along the major rivers of Russia. These bacame trading centers and raiding posts influencing much of eastern Europe. These settlements eventually came to rule over the Slavs of the Russian Steppe and the many principalties of early Russia were formed. While nominally independant, those principalities still relied heavily on trade with Sweden and officially recognized the King of Sweden as their lord. For a time a rise in Danish power and civil war in Russia left the Swedes too occupied to expand their domains further. Russia had been lost to them completely. Eventually the Swedes faced off against the Principality of Novgorod for control of Finland, which finally mostly fell to Sweden while it had participated in the Union of Kalmar, a power Scandinavian alliance. By 1483 the Regency of Sweden had withdrawn from the Union of Kalmar and its cheif opposition is now the Kingdoms of Denmark and the newly unified Russia. Additionally, Swedish naval power can allow the Swedish player to influence events in Poland-Lithuania, Germany, France, and perhaps even England. Kotka: Helsinki: Lappi: Vasterbotten: Vasternorrland: Kopparberg: Stockholm: Alwsborg: Norrkoping: Gulf of Bothnia: Baltic Sea: 1 Infantry 2 Infantry 1 Infantry 1 Infantry 1 Infantry 1 Infantry 2 Infantry, 1 Artillery, 1 Port 1 Infantry, 1 Cavalry 2 Infantry 1 Ship of the Line, 1 Frigate, 1 Merchantmen 1 Frigate, 1 Merchantmen

In Russias early history, much of central Russia had been ruled by independant principalities, many of which warred with each other more than contend with any outsiders. During the time of the great Mongol invasion two centuries earlier, all of Russia, short the northern principality of Novorod had been conquered, and it only spared due to mudy terrain. With the breakup of the Mongol Empire, the Khanate of the Golden Horde ended up with control over much of the Russian steppe with the Russian principalities paying tribute for the areas they had been allowed. During the first half of the fifteenth century the Russian Principalities continued to pay tribute while the larger state of PolandLithuania continued to occupy more lands previously held by the Golden Horde. Only after Ivan the Great, the first Tsar of Russia, annexed Novorod and fought back an attempt by the Golden Horde to gain its annual tribute by force did Russia emerge as a power of any significant note. Even in 1483, while controlling a large populace and sizable territory, most of Europe had not recognized Russia as a potential world power. Russia is in a pretty good position, primarily needing to worry about Sweden and Poland-Lithuania. The Poles are often occupied elsewhere, meaning that Russia has to content with sweden for dominance in the north. Expansion into the eastern Russian steppe is a four way race between Poland-Lithuania, Russia, the Ottoman Empire, and the Empire of the White Sheep Turks. That is, assuming the Khanate of the Golden Horde is not able to reassert itself as the regional power. Keret: 1 Infantry Serdobol: 1 Infantry Novgorod: 2 Infantry Pskov: 1 Infantry Tver: 1 Infantry Rybinsk: 1 Infantry Yaroslavi:1 Infantry Moscow: 2 Infantry, 1 Cavalry, 1 Artillery Podolsk: 1 Infantry Maturovo: 1 Infantry Vladimir: 2 Infantry, 1 Cavalry Kolomna: 1 Infantry, 1 Cavalry

Kingdom of Spain:
Resources owned: 32 Resources Traded by Sea: 6 Total Resources: 38 Agriculture: 1 Starting Generals: 1

For centuries Spain had been the battleground between Christian and Islamic armies for dominance in the west. The slow tide had begun to turn as early as the ninth century AD, but the Islamic Emirate of Granada stll held on to the southeastern portion of pennisula by 1483. In 1469 Ferdinand of Aragon married Isabella of Castile,

Sigismund, emperor of Germany aquired the crown of both Bohemia and Hungary in the early fifteenth century, though dispitehis vast domains, the effective power of the German Empire was more illusion than substance.

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effectively creating the modern state of Spain. Twelve years later they jointly began the final assualt on Granada, which brought about the end of an Islamic presence is Spain. The two unified kingdoms together represented a very strong military presence in the west, which a mere century later would be recognized as the worlds greatest power. Spain has only to defend against land attacks by France and Portugal, both of whom only have a limited amount of space to launch those attacks. So long as Spain maintains a strong navy to prevent naval invasions and loss of trade, it should have a good chance of becoming one of Europes premier powers. Galicia: Leon: Zaragoza: Barcelona: Toledo: Seville: Cordoba Palma: Sardinia: Sicily: Costa Del Sol: Costa Brava: 1 Infantry 1 Infantry, 1 Cavalry 1 Infantry 2 Infantry, 1 Port 1 Infantry 1 Infantry 1 Infantry, 2 Cavalry 1 Infantry 1 Infantry 1 Infantry 1 Frigate, 1 Merchantmen 1 Ship of the Line, 1 Frigate, 1 Merchantmen

Jerusalem: Alexandria: El Alamein: Cairo: East Med. Sea:

1 Infantry, 1 Cavalry 1 Infantry, 1 Cavalry, 1 Port 1 Infantry 1 Infantry, 1 Cavalry 1 Frigate, 1 Merchantmen

Order of Play
In each full game round, every participating player nation and every minor nation currently at war gets to take actions and buy units. Each nations game turn is done independantly of each other, in the order detailed below. All non player major and minor powers take their actions after all players have taken their turn within the game round. Each nations game turn is broken down into a number of phases, which are detailed under Sequence of Play. The six minor nation states that are suitable for play listed emmediately below are detailed along with all other smaller nations on the Pull Out Nation Reference Sheet. Order of Play by Nation 1) Kingdom of Portugal 3) Teutonic Order 5) The Golden Horde 2) Republic of Venice 4) Kingdom of Denmark 6) Kingdom of Hungary

Mamluk, Sultanate of Egypt:


Resources owned: 28 Resources Traded by Land: 2 Resources Traded by Sea: 4 Total Resources: 34 Agriculture: 1 Starting Generals: 1

7) Ottoman Empire 8) Sultanate of Egypt 9) Empire of the White Sheep Turks 10) Regency of Sweden 11) Principality of Muscovy 12) Poland-Lithuania 13) German Empire 14) Kingdom of England 15) Kingdom of France 16) Kingdom of Spain If there are two minor nations involved in a conflict with major nations and those two minor nations are at war with each other, then the minor nation with the least amount of resources gets to take first action. Otherwise, it is unimportant what order the minor nations take their turn in, just so long as it is after every player nation has acted.

The history of Egypt as an independant nation state can be traced back to 969 AD when the Fatimids conquered it and made it the base of their empire. Egypt would later fall under the rule of the Zangid Empire, Ayyubid Sultanate, and finally the Mamluks. The one common thread between these empires was that Egypt proper was the base of their power, so in essence, the nation of Egypt remained the same; only switched rulers from time to time. The Mamluks proved to be the most effective of the bunch, defeating a Mongol force in battle (one of the few to do so before the break up of the Mongol Empire) and eliminating the crusader states. The domains held by the Mamluks were, however, not the greatest to base an empire on. The land itself was not rich with food or other resources. Sitting on the junction between the Red Sea and the Mediterranean sea, the Mamluks profited heavily on sea trade from India and the Far East as well and land trade routes between Asia and Africa. To insure their survival the Egyptian player will need to concentrate on maintaining its trade and chosing the right allies in order to help it expand its territory. A strong navy will help keep the Ottomans and kingdoms of western Europe from trying to invade Egypts long stretch of coastline. Sis: Aleppo: Damascus: 1 Infantry 2 Infantry, 1 Cavalry 2 Infantry, 1 Cavalry

Sequence of Play
The sequence of each nations actions within a game turn is broken down into ten different phases. Each of these phases is detailed below

Phase 1: Diplomatic Influence:


All non player nations, both major and minor, begin the game with no set alliances or bias. This is not strictly 100% historically accurate, but it certainly will simplify game play. Additionally, minor nations changed alliances and polit-

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In 1413 King Henry V of England attempted to end the ongoing conflict between England and France by becoming king of both. An opposition government in South France maintained a quasi French independance and continued the conflict.

ical views practically once every few seasons, so any political tendencies we listed for 1483 would most likely be worthless just a few turns into the game. As such, well leave it up to the players to forge more stable political alliances with player and non player states. During this phase the player may opt to spend resources to court the favor of other kingdom. To do this the player must spend 5 resources for each nation they are trying to influence. 1D10 is rolled and on a result of 9 or 10, the nation moves one step closer to being allied to the player nation. If the minor nation is in the disfavorable column of the Neutral Nation Chart, then only a result of 10 will advance it towards being an ally.
Example of Neutral Nation Chart

tinues for a while with France and Poland-Lithuania effectively capturing the northen half of Germany and gainning a boarder with each other. Germany settles peace with France and Venice. Venice, who is still in the Polish-Lithuanian Allied box is asked to redeclare war on Germany by Poland-Lithuania. Now Venice is at war with Germany again, but because Hungary is Germanys ally against Poland-Lithuania and Venice is Polands ally this time (as opposed to Frances), Venice is also at war with Hungary. Poland-Lithuania eventually settles peace with Germany, which also ends Hungarys war against Poland. Germany, however, declines a peace settlement with Venice and attacks. With Hungary still an ally, Germany asked Hungary to join in the war against Venice, which it does. Hungary, at this point, is in the Polish-Lithuanian Disfavorable box. The Ottoman player decides he doesnt want to see Venice get crushed by a German/Hungarian alliance, so he threatens to declare war on Hungary if it doesnt settle peace with Venice. With Venice and Hungary both being non player nations, that peace settlment automatically happens, with each nation holding on to the territory is had at the time of the settlement. Lastly, Germany, without Hungarys support, finally offers a peace settlement to Venice. Venice had lost no territory as of yet, so there is only a 3 in 10 chance of Venice actually accepting. The roll in made, resulting in a 2, so Venice accepts. Venice is now only Disfavorable to Germany. In the above example, the Ottoman player used the threat of war to force Hungary to withdraw from its alliance with Germany against Venice. The Ottoman Empire has a land boarder with Hungary, so that threat was very real. A player nation may threaten to declare war on a minor nation to force it to end some other conflict, but the minor nation may not always act upon the threat. Upon recieving such a threat, if the major nation has a land boarder with the minor nation, then there is a 7 in 10 chance the minor will end its conflict so as not to end up at war with the major power making that threat. Only player nations that are also one of the games major 10 powers may invoke such a threat. If they do so, they are obligated to declare war on the minor they threatened if that minor does not listen to the threat. If the major nation making the threat has no land boundry with the minor, then the chance of it acting upon the threat is only 2 in 10. The player has the option of not following through with the declaration of war, but if they do so, they lose all ability to ever invoke such a threat again. If the major nation actually does declare war on the minor, weather a threat was issued prior to doing so or not, then the minor will automatically attempt to settle peace with all other nations it is at war with so it may focus on fighting its new enemy. All surrenders and peace settlements officially take place officially take place at the end of Phase 9 of the active players turn.

At War Against

Disfavarable

Neutral

Favarable

Allied

Each player nation needs to keep track of how the non player nations view their nation. Each player uses their own Neutral Nation Chart to track non player nation relations. Each non play nation begins in each player nations Neutral box on the chart. A successful influence attempt, as described above, will move the non player nation one box to the right. So yes, diplomacy alone can end a war between a player and non player nation, moving the non player nation from a state of war to the Disfavarable box. If a non player nation is allied to a player nation, then upon decalring war on another nation, the player nation can ask its allied non player nation to join in on the war effort. The non player nation will automatically do this unless the nation that it would be declaring war on was also an ally. If the later case happens, then the non player nation will simply stay neutral in the conflict. If a non player nation declares war on another player nation due to an alliance or if a player nation simply declares war on it, then the non player nation will automatically drop to the At War Against box of the nation it is at war with. Example: France, Germany and Poland-Lithuania are all being played by players. Venice and Hungary have no players controlling them this game, so they are non player neutrals. France spends resources to eventually get Venice in its allied box. Poland-Lithuania does as well. Germany has managed to make an ally out of Hungary. France declares war on Germany and has its ally Venice join in the war. Venice, which was neutral to Germany just fell to Germanys At War Against box and is at war with Germany. Poland-Lithuania joins in the fun and also declares war on Germany. Since France has already managed to get Venice to declare war on Germany, Poland-Lithuanias alliance with Venice is al ready at work. To help defend itself, Germany asks its ally, Hungary, to declare war on Poland-Lithuania, which it promptly does, placing Hungary in Poland-Lithuanias At War Against box. The war con-

The Republic of Venice, the last representation of the old classical order, broke from byzantium in the late ninth century.Thriving on sea trade, Venices powerful navy allowed to to maintain control of much of the Aegean for centuries.

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Player nations also have the option of trying to influence a non player nation into becoming less friendly with another player nation. This is usually accomplished by trickery or by showing off elements of the other nation state that would disturb the neutral. In game turns, it allows players to try and break up an alliance between a player and a non player nation. To do this cost 8 resources. 1D10 is rolled and on a 9 or a 10, the non player nation will move one box to the left on the other players Neutral Nation Chart. A non player nation, can not, however, be prompted to declare war on another player nation by this method, so movement into the At War Against box is not permitted.

Resources Traded by Land: In order to capture land trade from another nation 5 resources must be spent, giving the nation making the attempt a 1-5 chance on the D10 of success. In order to capture trade, the nation making the attempt must have a land boarder with the target nation. Stealing trade from a non player nation has a 4 in 10 (1-4) chance of making the non player nation shift one box to the left on the player nations Neutral Nation Chart. And yes, a non player nation will declare war if a shift to the left will place it in the At War Against box.

Phase 2: Building Colonies/Capturing Trade:


At this stage the player may attempt to take trade resources away from another player or to establish an off map colony. Most colonies would, by default, technically be overseas colonies, with the exception of the Golden Horde, Russia, The Empire of the White Sheep Turks, and Egypt who could in theory, simply dedicate resources into expanding their domains into lands just beyond the bounds of the game maps. Colonies:

Phase 3: Build New Units:


Using resources saved from the previous turn, the player now choses which units they will buy. Any resources not spent are saved for future use. After paying for the new units, place them in the nations awaiting placement box on its tracking sheet (or place them anywhere out of the way for the moment). Agriculture and Unit Maximums:

There is a limited amount of resources from off map trade which can find its way into the areas presented on the game maps. These represent the profit from trading with China, India, the Far East, and African tribes. This number can not increase unless one of the players spends resources to establish a colony. It costs 15 resources to establish a colony and each colony provides 1 resource, considered to be sea trade, per turn. Keep track of colony points seperately. A colony is much harder to steal (see below) than a regular Sea Trade resource. Additionally, since gaining a resource in this manner does not take away a resource from another player, it may make less enemies. Resources Traded by Sea: There are a total of 30 resources from off map areas that go to various nations in the game. This number can only increase with the establishment of colonies. Otherwise, ownership of these 30 resources is a contest of economics. In order to gain one, you must take it away from another player. It costs 5 resources to try this. The base chance of success is 1-5 on a D10. If the nation making the attempt has more total naval vessels that the target nation, then add 1 to the chance of success for the total number of ships greater than the target nation. Example: If Venice has 9 ships and is trying to capture a resource traded by sea from Portugal, who only has 6 ships, then Venice would succeed on a 1-8. The maximum chance for success is a 9, a 10 is always failure. If the nation attempting to capture the resource has less total ships than the target nation, then subtract 1 from the chance of success for each ship less the nation has. The minimum chance of success is a 1. In order to try to capture a colony, 8 resources must be spent and the nation owning the colony is automatically assumed to have +3 to their total number of ships for purposes of comparing navy sizes.

There is a limit to the number of army units any nation has in play at any given time. This limit is based upon the nations agriculture rating and total resources owned (not counting resources gained by trade or treaty). A nation may only have 1 army unit in play for each resource they own. This number is multiplied by the following factors for having a higher agriculture rating. Agriculture Rating 1: Agriculture Rating 2: Agriculture Rating 3: Agriculture Rating 4: Agriculture Rating 5: x1 x 1.5 x2 x 2.5 x3

An Army Unit for purposes of tracking this minimum is an Infantry, Cavalry, or Artillery unit. During the Build New Unit phase, players may also invest resources to increase their agriculture ratings. It costs 5 resources to raise the rating .1 (1/10). So, it would take a total of 50 resources to raise an agriculture rating from 1 to 2.

Phase 4: Naval Movement:


The player now moves any to all of his naval units. Before moving a Merchantmen, the player has the option of picking up army units that are in a land area adjacent to the sea zone the ships are in. Each Merchantment has a load capacity of 2. Each infantry and Artillery uses1 load point. Cavalryand use 2 load points each. A General uses no load points.

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The Union of Kalmar was an alliance between the kingdoms of Denmark (who also controlled Norway) and Sweden. It was the only time in history where all of Scandinavia was united. Sweden left the union in 1448.

Phase 6: Land Movement:


Every time a naval unit enters a sea zone containing ships belonging to another player there is a chance combat might break out. Upon entering a sea zone with other nations ships in it, each nation is given the choice of fighting or ignoring the ships entering the sea zone. If one of the nations decides to fight, then a naval combat will occur. If this happens, if more than one other nation had ships in that zone, than any naval vessels in the sea zone that are, as of yet uncommitted to the battle, have the option of joinning the side of their choice. Example: Germany, France, and England all have ships in the English Channel. Ships belonging to Sweden enter the sea zone. Each of France, Germany, and England may decide to intercept and engage in in naval combat. Lets say only England decides to attack. Germany and France may now decide to either remain uninvolved, or join either the English or Swedes. If combat occurs, the naval units may to continue to move on to another sea zone IF they had been victorious in the combat. This process is repeated for each sea zone that has one or more navies in it. The active player now decides to move any to all of his land units. All Infantry and Artillery may move one space into any adjacent land territory. Cavalry may move two spaces, but only if both spaces are owned by the active player at the time of the Land Movement Phase. In order for Cavalry to participate in combat, they like the others, may only move one space. If the movement of the land units has moved them into a territory owned by another nation, then one of several things will happen. If the active player has declared the movement to be an attack, land combat accurs. If no such declaration has happened, then the owner of the territory may decide to either allow the units to enter or try and prevent them from entering. If they chose the second, then land combat occurs. Non player nations will never allow player nation troops to enter their territory. This is also when troops stationed on Merchentmen in an adjacent sea zone may offload into a friendly territory or attempt a naval invasion (see below). Aquiring Territory: Once land units have entered a vacant enemy territory, or destroyed all the defending units (see Land Combat) in a territory, that nation becomes the new owner of the territory. However, before the player is able to collect any resources from their newly aquired territory, they must spend resources to effectively extend their nations government into it in order to control the populace. This can be paid for immediately with any saved money, or paid for at any later time. Any non city territory costs two times (x 2) its listed resource value in order to incorporate it into the kingdom. A territory with a city in it cost 4 times (x 4) its listed resource value. If the territory is not paid for right away, the player should place a Vassal marker on it. This indicates that the territory is under their control, but is being administered by a local lord, so the empire is not drawing resources from it yet. Naval Invasions: A naval invasion occurs whenever units ettempt to disembark from a Merchantmen into a territory that is enemy controlled. The beaches of these territories are naturally fortified. Coastal defense forces in small numbers use these natural defenses to form a suitable defense. The coastal defense force forms an imaginary unit with a defense rating of 1. This unit gets to defend the territory along with any real units. The coastal defense unit is always assigned the first hit scored by the attackers. There will always be 1 coastal defense unit defending against a naval invasion no matter what has previously transpired in that territory or how many other coastal defense units have been destroyed. Beachlanding troops are at a severe disadvantage in combat. Invading infantry recieve a -1 to their attack rating, and invading Cavalry recieve a -3. Artillery may accompany the invaders, but not participate in battle. Beachlanding troops may retreat back to their Merchantmen at the end of a combat round, but if done the defenders get one free round of fire against them.

Phase 5: Naval Combat:

There are several steps involved in naval conflicts. These steps are
detailed below. Step 1) As mentioned above, the ships from various nations must decide which side, if any, they will be fighting with. The naval units that were moving into the sea zone are always considered to be the attackers, as are any ships that end up joinning their side. Ships that had already been in the sea zone, are considered the defenders. All attacking ships now roll to see if they can roll equal to or under their attack ratings. For each one that does they score one hit against the defenders. The defenders also roll one dice for each unit trying to roll equal to or under their defense value. Each that does so scores a hit against the attacker. Both attacker and defender must select a number of their own units equal to the number of hits the opposing player scored, then remove those units from play (excepting Ships of The Line, which can take two hits). The attacking player may now opt to retreat. Any players with ships in the attacking force may chose to have their ships retreat, while other players may continue the attack. If any attacking players decide to continue fighting, repeat steps 2-4 until all attackers retreat or one side is victorious. Re treating ships must move 1 sea zone away.

Step 2)

Step 3)

Step 4)

1453 marked the coming of gun powder as an effective military force. Though it had been in use for well over a century, two incedents; the defeat of an English army in Aquitaine, and the siege of Constantinople showed the ture power of guns in battle.

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Phase 7: Land Combat

Land combat occurs whenever the active player moves land units into
an enemy controlled territory containing land units. Land combat, like naval combat, is resolved in several easy steps. Step 1: Generals: If either side has a General present with a special ability, they must decide if the General will use its special ability or merely add its factor to the accompanying units. Step 2: Artillery and Fortifications: Attacking Artillery now roll to see if they can lower the Fortification factor of a city, if the territory under attack has a city in it. 1D10 is rolled for each Artillery unit. For each Artillery that rolls equal to or under its attack value, the Fortification value of the city is lowered by 1 point for the duration of the battle. The remaining Fortification points adds its defense bonus to defending Infantry (1-3 = +1, 4-6 = +2, 7-9 = +3). Step 3: Combat: Both sides roll 1D10 for each of their units, trying to roll equal to or under their combat values (attack value for the attackers, defense value for the defenders) to score a hit against the opponent. Each player assigns one hit to their own units for each hit scored by the enemy. Since all land units only require one hit to destroy, any units assigned a hit are removed from play. The attacking player then has the option to retreat the rest of his units and end the combat. Any retreating land units must retreat to an adjacent land territory that was friendly prior to phase 6. If the attacker choses to stay, then repeat steps 2 & 3.

Phase 10: Collect Resources:


The player now counts up the resource values of all the territories currently under their nations control that have also been incoporated into the nation. Added to this, they add the total number of resources from Sea and Land Trade as well as from Colonies. Lastly, the player adds any resources gained that turn from Tribute (if any). The total of these figures is the amount of resources (money) saved that turn. These resources, combined with any resources not spent that turn, are all available for use during the nations next game turn.

Unit Ratings & Costs


Unit Infantry Cavalry Artillery Generals Ship of the Line Frigate Merchantmen Port Repair Ship Of The Line Att LV 3 6 5 Special 6 4 1 N/A N/A Def LV 6 3 N/A Special 7 3 1 N/A N/A Move 1 2 1 2 3 4 3 N/A N/A Cost 5 8 10 8/12 45 20 10 10 20

Optional Rules
Union by Marriage: A common practice in medieval Europe was
for estates to be left as inheritances. When the highest ranking nobles from two kingdoms married, there was a chance that the two lands would stay united in the following generations. Conquest by marriage is a viable strategy. Players may try to marry off important nobles on the hopes of getting a non player nation to merge with them. This may not be attempted in back to back turns. Cost of the dowrie is 15 resources and this can only be offered to nations which are already in the Allied to diplomatic box. Roll 1D10, and on a 10, the two lands are merged. On a 1, they go to war with each other (miserable marriage), and on a 2-3, the non player nation moves one box to the left. Knightly Orders: Knights were often in charge of bodies of troops. Some nations had elite units comprising of only knights. This option lets player pay 11 resources for a Cavalry Unit and the unit has an Attack of 7 and Defense of 6. ----------------------------------------------

Phase 8: Place New Units:


All units built during Phase 2: Build New Units, are now placed on the map. The player must place all land units within a city or cities under that players control at the start of the their nations turn. Newly captured cities may not be used to place new troops. Additionally, no troops may be placed in any city that belongs to a territory that has not been incorporated (paid 4 X its resource value) into the players nation. All newly built ships must be placed into a sea zone that is adjacent to a land territory containing a port belonging to the players nation. Any newly built Ports may ony be placed in a territory that was under the nations control prior to its active turn. A territory does NOT need to be incoporated in order to have a Port placed on it. In the event that newly placed ships end up in a sea zone containing ships belonging to another player, then repeat Phases 4, and 5 (if neccessary) for those ships. The ships may NOT, however, move beyond the sea zone they are placed in until the players next turn.

Phase 9: Peace Treaties:


At this point any peace treaties agreed upon during the course of the players turn now officially take effect. The player may also offer surrender options or other peace treaties at this time. Any that are agreed to, also take effect during this phase. Any treaty including the trading of units between player nations take effect now, and any units traded in this manner are automatically moved to their destined nations closest territory from the units originating location. If a surrender calls for the payment of Tribute, the victorious nation does not collect said tribute until Phase 10 of its next turn. Note: Be sure to check the back of the individual national chart insert for minor player nation and non player nation information. These and the chart may be photo copied for game use.

Minor and Non Player Nation Information


Minor Player Nations
Kingdom of Portugal:
Resources Owned: 9 Agriculture: 1 Resources Trade by Sea: 4 Starting Generals: 1 Total Resources: 13 Set Up: Portugal: 3 Infantry, 2 Cavalry, 1 Port Morocco: 1 Infantry. Straits of Gibralter: 1 Ship of the Line, 2 Frigate, 2 Merchantmen.

Emirate of Granada: Resources: 4. Agriculture: 1. Granada:


2 Infantry, 2 Cavalry.

Sultanate of Morocco: Resources: 8. Agriculture: 1. RabatSale: 1 Infantry, 1 Cavalry. Marrakesh: 2 Infantry, 1 Port. Melilla: 1 Infantry. Ziyanid Emirate: Resources: 4. Agriculture: 1. Mostaganem: 1 Infantry. El Asnam: 1 Infantry. Hafsid Caliphate: Resources: 10. Agriculture: 1. Tunis: 2 Infantry, 1 Cavalry. Kabylia: 1 Infantry. Kairuuan: 1 Infantry. Zwara: 1 Infantry. The Papal State: Resources: 5. Agriculture: 2. 2 Infantry, 2 Cavalry. Kingdom of Naples: Resources: 4. Agriculture: 1. Naples: 1 Port, 2 Infantry. Tyrrhenian Sea: 1 Frigate, 1 Merchantmen. Kingdom of Cyprus: Resources: 3. Agriculture: 1. 2 Infantry Emirate of Dulgadir: Resources: 2. Agriculture: 1. 2 Cavalry. Kingdom of Georgia: Resources: 2. Agriculture: 1. Tblilisi: 2 Infantry. Principality of Raizan: Resources: 3. Agriculture: 2. Raizan: 2 Infantry, 2 Cavalry. Khanate of Astrakhan: Resources: 3. Agriculture: 1. Itil: 1 Cavalry. Astrakhan: 1 Infantry, 2 Cavalry. Khanate of Kazan: Resources: 7. Agriculture: 1. Kirov: 1 Cavalry. Nizhniy: 1 Cavalry. Alatyr: 1 Cavalry. Igra: 1 Cavalry. Kazan: 1 Infantry, 2 Cavalry. **The following areas are not nations, but rather just groups of a particular ethnic type. Invading a territory in these areas only puts you at war with that specific territory, not any of the other territories within each grouping. These do NOT have Generals leading them.**

Kingdom of Denmark:
Resources Owned: 20 Agriculture: 1 Resources Traded by Sea: 4 Starting Generals: 2 Total Resources: 24 Set Up: Denmark: 1 Port, 2 Infantry, 1 Cavalry. Nordland: 1 Infantry. Trondelag: 1 Infantry. Gotland: 1 Infantry. Oslo: 2 Infantry. Halland: 1 Infantry, 1 Cavalry. Skagerrak: 1 Ship of the Line, 2 Frigates, 1 Merchantmen.

Teutonic order:
Resources Owned: 13 Agriculture: 2 Total Resources: 13 Starting Generals: 2 Set Up: Estonia: 3 Infantry, 3 Cavalry. Saaremaa: 1 Infantry. Prussia: 2 Cavalry.

Kingdom of Hungary:
Resources Owned: 17 Agriculture: 2 Total Resources: 17 Starting Generals: 1 Set Up: Silesia: 1 Infantry. Lusatia: 1 Infantry. Bekescsaba: 1 Infantry. Bansk: 2 Infantry. Buda: 3 Infantry, 1 Cavalry. Zagreb: 1 Infantry, 1 Cavalry, 1 Port.

Republic of Venice:
Resources Owned: 12 Agriculture: 2 Resources Traded by Sea: 6 Starting Generals: 1 Total Resources: 18 Set Up: Venice: 4 Infantry, 1 Cavalry, 1 Artillery, 1 Port. Crete: 1 Infantry. Adriatic Sea: 2 Ships of the Line, 2 Frigates, 2 Merchantmen. Ionian Sea: 1 Frigate, 1 Merchantmen.

Arabia: Each territory has 1 Cavalry. Lapp: This is the two territories between Denmark (northen
Norway area) and Sweden, near the very top of Scandinavia. Each of these two territories only has 1 Infantry.

The Golden Horde:


Resources Owned: 14 Agriculture: 1 Resources Traded by Land: 4 Starting Generals: 2 Total Resources: 18 Set Up: Tambov: 2 Cavalry. Gryazi: 2 Cavalry. Penza: 1 Cavalry. Yelan: 1 Cavalry. Samara: 2 Cavalry. Sarai: 2 Cavalry, 2 Infantry.

Circassians: These people dwelled within the Caucasus Mts.


Each of these territories will have 1 Infantry in them. a total of three territories located between the Caspian and Black Seas, north of the Empire of the White Sheep Turks, South of the Golden Horde, and east of the Ottoman Turks Crimean Tartars.

Non Player Neutral Nations


all non player nations are assumed to have 1 General unless otherwise stated. They have no Trade resources.

Libya: These are three territories west of Egypt and east of


the Hafsid Emirate, along the coats of North Africa. Each of these will have 1 Cavalry in it.

Ireland: Resources: 3. Agriculture: 2. Belfast: 1 Infantry. Dublin: 1 Infantry, 1 Cavalry.

Scottland: Resources: 8. Agriculture: 1. Edinburgh: 4 Infantry,


2 Cavalry. The Highlands: 2 Infantry.

Milan: Resources: 1. Agriculture: 1. Corsica: 1 Infantry. Tyrrhenian Sea: 1 Frigate, 1 Merchantmen.


2006 C Guild of Blades Publishing Group

Counter Summary Notes Port Current Saved Resources Resources

$
Vassal Colony Marker Land Trade

V
Sea Trade

C
Agriculture Marker

L
General

S
Game Turn

S S S L L L C C C C C C C C C C C C C C C

S S S S S S

S S S S S S

A A S A A A

A A A A A A

L A A A A A

L L L L L L

L L L L L L

England England England England England England England England England England England Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany Germany France France

Ottomans Ottomans Spain Spain Spain Spain Spain Spain Spain Spain Spain Spain Spain Spain Spain Spain Spain France France France France France France France France France France France

Ottomans Ottomans Ottomans Ottomans Ottomans Ottomans Ottomans Ottomans Ottomans Ottomans Ottomans Ottomans Ottomans Venice Venice Venice Venice Venice Venice Venice Venice Venice Venice Venice Venice Venice Venice Venice

G. Horde G. Horde G. Horde G. Horde G. Horde G. Horde G. Horde G. Horde G. Horde G. Horde G. Horde G. Horde G. Horde G. Horde G. Horde Hungary Hungary Hungary Hungary Hungary Hungary Hungary Hungary Hungary Hungary Hungary Hungary Hungary

Denmark Denmark Denmark

Ireland Ireland Ireland Ireland

Ireland Ireland Ireland Ireland

Ireland Ireland Ireland Ireland

Ireland Ireland Ireland Ireland

Morocco Morocco Morocco Morocco Morocco Ziyanid Ziyanid Ziyanid Ziyanid Ziyanid Ziyanid Hafsid Hafsid Hafsid Hafsid Hafsid

Morocco Morocco Morocco Morocco Morocco Hafsid Ziyanid Ziyanid Ziyanid Ziyanid Ziyanid Hafsid Hafsid Hafsid Hafsid Hafsid Naples Naples Naples Naples Naples Georgia

Morocco Morocco Morocco Morocco Morocco Morocco Ziyanid Ziyanid Ziyanid Ziyanid Ziyanid Hafsid Hafsid Hafsid Hafsid Hafsid Naples Naples Naples Naples Naples Raizan Dulgadir Dulgadir Dulgadir Dulgadir Dulgadir Raizan Raizan Raizan Raizan Raizan Kazan Kazan Kazan Kazan

Denmark Denmark Denmark Denmark Denmark

Scottland Scottland Scottland Scottland Scottland Scottland Scottland Scottland Scottland Scottland Scottland Scottland Scottland Scottland Scottland Scottland Milan Milan Milan Milan Milan Milan Granada Granada Granada Granada Papal Papal Milan Milan Milan Milan Granada Granada Granada Granada Papal Papal Papal Papal Papal Naples Cyprus Cyprus Cyprus Cyprus Cyprus Georgia Georgia Georgia Georgia Georgia Milan Milan Milan Milan Granada Granada Granada Granada Papal Papal Papal Papal Papal

Denmark
Milan

Denmark Denmark Denmark Denmark

Milan Granada Granada Granada Granada

Denmark Teutonic Denmark Teutonic Portugal Portugal Portugal Portugal Portugal Portugal Portugal Portugal Portugal Portugal Portugal Portugal Portugal Teutonic Teutonic Teutonic
Cyprus Cyprus Cyprus Cyprus Cyprus Cyprus Georgia Georgia Georgia Georgia Georgia AstrakhaAstrakhaAstrakhaAstrakhaDulgadir Dulgadir Dulgadir Dulgadir Dulgadir Raizan Raizan Raizan Raizan Raizan AstrakhaAstrakhaAstrakhaAstrakhaDulgadir Dulgadir Dulgadir Dulgadir Dulgadir Raizan Raizan Raizan Raizan Raizan Kazan Kazan Kazan Kazan Papal Papal Papal Papal Naples Naples Naples Dulgadir Naples Naples

Cyprus

Teutonic Teutonic Teutonic Teutonic Teutonic

Cyprus Cyprus Cyprus Cyprus Georgia Georgia

Teutonic Teutonic Teutonic Teutonic Teutonic

Georgia Georgia Georgia

V V V V V V
France France Hungary Hungary Portugal
Kazan Kazan Kazan Kazan Kazan Kazan

Astrakha- AstrakhaAstrakha- AstrakhaAstrakha- AstrakhaAstrakha- Astrakha-

Portugal

Neutral Nation Chart At War Against Disfavorable

Neutral
Agriculture Rating

Favorable

Allied

1
.1 .2 .3

2
.4

3
.5

4
.6 .7

5
.8 .9

Saved Resources, Current Resources, Colonies, & Trade (Sea & Land)

1 10 19 28 37 46 55 64 73

2 11 20 29 38 47 56 65 74

3 12 21 30 39 48 57 66 75

4 13 22 31 40 49 58 67 76

5 14 23 32 41 50 59 68 77

6 15 24 33 42 51 60 69 78

7 16 25 34 43 52 61 70 79

8 17 26 35 44 53 62 71 80

9 18 27 36 45 54 63 72 81

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