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Clash of Legends Epic Battles Rules For Scenario Game of Thrones

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Clash of Legends epic battles

Rules for scenario Game of Thrones.


Please, also check the general rules found at http://sites.google.com/site/clashlegends/scenarios/general-rules
File generated at 12:14:39 20/02/2015.
The game in a nutshell...
The game mechanics are easy to learn, but hard to master.
You will receive you turn results as a file. You use the Counselor program to open the file and review your results. Then, after
consulting with potential allies, you use the Counselor to define your nations next set of actions. Basically, you give orders to
your nations through your PCs, cities and armies (depending on the scenarios features). When you are ready, just send your
orders to the Judge program. The Judge will process all actions from all nations and distribute the new turn results. Turn can be
weekly, daily, even hourly as long as all players are in agreement.
Please, be warned, the Judge has no tolerance for delays and will not wait for a player the actions will be processed and sent as
scheduled.
You hone your Player Characters (PC) skills, administer your nation, perform spy missions, raise and command armies and
navies to battle. Sometimes you remove an opponent character by duel or assassination, even magic. Improve your cities and win
through economic strength or just destroy your opponents.

Full list of available actions and milestones.


Common actions include moving, attacking, casting spells recruiting troops etc, It is through actions that you play the
game.
All actions are listed on the sequence they will be executed.
Actions preceeded by '--' are actually milestones. Not actions that you can command, but rather certain points where the
Judge will rule over particular events.
-- Sort actions, healing, NPCs -Parameters:
Skill required: Milestone
Type: Milestone - Not an action commanded by the player, but executed by the Judge. Displayed on this list to help the players to
understand the behind the scenes mechanics
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
The Judge will sort all actions sent by all players according to their sequence order, not the order the player saved them. When
there are multiple actions on the same sequence step, then it is randomized expect for a few special cases.
All characters automatically recover 14 life points if injured.
Some NPCs encounters take place, according to their behavior.
=== The game in a nutshell, not really this milestone from now on ===
The game mechanics are easy to learn, but hard to master.
You will receive you turn results as a file. You use the Counselor program to open the file and review your results. Then, after
consulting with potential allies, you use the Counselor to define your nations next set of actions. Basically, you give orders to
your nations through your PCs, cities and armies (depending on the scenarios features). When you are ready, just send your
orders to the Judge program. The Judge will process all actions from all nations and distribute the new turn results. Turn can be
weekly, daily, even hourly as long as all players are in agreement.
Please, be warned, the Judge has no tolerance for delays and will not wait for a player the actions will be processed and sent as

scheduled.
You hone your PCs skills, administer your nation, perform spy missions, raise and command armies and navies to battle.
Sometimes you remove an opponent PC by duel or assassination, even magic. Improve your cities and win through economic
strength or just destroy your opponents.
-- Market Adjustments and NPC Encounters -Parameters:
Skill required: Milestone
Type: Milestone - Not an action commanded by the player, but executed by the Judge. Displayed on this list to help the players to
understand the behind the scenes mechanics
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
All market prices are adjusted according to the amount of traded resources and nations treasuries. A new gold limit for sales is
determined. Some resources may deprecate and spoil.
Some NPCs encounters take place. When a PC is on the same hex as some NPC, an encounter can be triggered by a PCs action
targeting the NPC to a result that can be either beneficial or negative depending on many factors.
Army relative sizes are re-estimated. All armies in the game are listen in a rank form the largest to the smallest. Then lists top 3%
will receive the denomination of vast army, the other categories are applied in sequence up to the bottom 25% that will be
defined as small army. The categories are: vast, huge, great, army and small army. Same apply to navies.
-- Pay Tributes to your Lord -Parameters:
Skill required: Milestone
Type: Milestone - Not an action commanded by the player, but executed by the Judge. Displayed on this list to help the players to
understand the behind the scenes mechanics
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
At this point, the Judge will collect from the vassal 10% of all stored resources, including gold from the treasury, and transfer
them to the suzerains capital.
No resources will be transferred if you are not a vassal. No resources will be received if you are not a vassals lord.
A rebellion against your lord will stop any tributes from being paid.
Cast Healing Spell
Parameters: Character ID;
Skill required: Wizard
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Easy
Improve skill rank: Yes
Special feature: None
Requirement: None
Help:
The wizard can cast a healing spell on anyone in the same hex, including himself. The amount of healing will be equivalent to the
wizards skill rank.
Example: A wizard with a skill rank of 50 will heal the target by 50 life points.

If multiple spells are cast, their effects will be added together.


All spells cast on others will drain life points from the caster according to the spell's difficulty and how many spells were cast in
the same turn. Unfortunately, is not unusual to hear that some apprentice died while trying to cast too many difficult spells.
Hide Other Character
Parameters: Character ID;
Skill required: Diplomat
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Hard
Improve skill rank: Yes
Cost: 2000
Special feature: None
Requirement:
-On land
Help:
The diplomat will try to hide the target from everyones sight. The action does not work on himself. If successful, no one will be
able to interact with the target. In other words, any action that has the hidden character as an explicit target will fail IF the
diplomat was successful in hiding it (.i.e. any actions that use the targets name as a parameter in the Counselor will fail). Even
friendly actions!
Note that some actions such as stealing magic items dont use the targets name therefore they will still work as normal.
The attempt will be paid with gold from nation's treasury even if not successful.
Use Summoning Magic Item
Parameters: Magic Item ID;
Skill required: Any
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement:
-Carried summoning magic item
Help:
This action allows someone to use a summoning magic item.
Issue Personal Challenge
Parameters: Character ID;
Skill required: Any
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Varies
Improve skill rank: Yes
Special feature: None
Requirement: None
Help:
A challenge is declared to another character from a different nation. Of course, they both must be at the same hex.
An armys commander can only be challenged by someone traveling with an army.
The challenge rank is based on all skills and magic items affecting the PC.
All initiated duels are to the death. The winner will get a 1-15 increase in one of his skills as a reward.
There is no limit on how many challenges a single duelist can take part in a single turn.
Refuse all Personal Challenges

Parameters:
Skill required: Any
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
All personal challenges will be refused during the current turn. The assumption is that all characters will accept all challenges
every time, unless this command is issued.
Challenges are resolved in order from the highest challenger rank to the lowest.
If you are challenged and refuse to engage while commanding an army, the armys morale will drop by 1-15 points.
This action will be ignored if the PC also challenges someone else to a duel.
-- Personal Duel -Parameters:
Skill required: Milestone
Type: Milestone - Not an action commanded by the player, but executed by the Judge. Displayed on this list to help the players to
understand the behind the scenes mechanics
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
All challenges are executed. All duels are fought to death. A duelist may take part on more than one challenge in the same turn.
The odds debated by the population are not a direct comparison of the challenge ranks, but a more subjective analysis on the
winning chances of each duelist.
Cast Army Attack Spell
Parameters:
Skill required: Wizard
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: Yes
Special feature: None
Requirement:
-Traveling with an army
Help:
The wizard casts a combat spell that will affect the upcoming armies battles. The spell will increase the armys attack force by 20
per each wizards skill point. The caster must be traveling with the army for the spell to affect the combat.
Example: A wizard with a skill rank of 50 will have 1000 attack points added to the army.
If multiple spells are cast, their effects will be added together.
All spells cast will drain life points from the caster according to the spells difficulty and how many spells were cast in the same
turn. Unfortunately, is not unusual to hear that some apprentice died while trying to cast too many hard spells.
Cast Army Defense Spell
Parameters:
Skill required: Wizard
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: Yes

Special feature: None


Requirement:
-Traveling with an army
Help:
The wizard conjures powerful protection aura to defend troops during battle. The damage taken by the army is reduced by 20
points per each wizards skill. The caster must be traveling with the army for the spell to affect the combat.
Example: A wizard with a skill rank of 50 will have 1000 defense points added to the army.
If multiple spells are cast, their effects will be added together.
All spells cast will drain life points from the caster according to the spells difficulty and how many spells were cast in the same
turn. Unfortunately, is not unusual to hear that some apprentice died while trying to cast too many hard spells.
Attack Enemy
Parameters: Combat Tactic;
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Automatic
Improve skill rank: Yes
Special feature: None
Requirement:
-Commanding an army
Help:
The army is commanded to attack all enemies at the same hex, including any garrison present. Non enemies will be ignored unless
they initiate combat. Any city will be ignored as well.
Combats end only when there are no enemies left to battle to both sides.
Victory will improve the skills of any chars traveling with the army. Also, it will improve the armys morale and training.
On the other hand, traveling with an army is risk business. All chars can be harmed or killed during combat, even if the combat is
won.
An army cannot initiate the attack on a navy. The navy can initiate the attack on an army only if it can land its troops.
Navy combat happens before army combat.
Food will be captured by the winning side, everything else will be destroyed.
Defend
Parameters: Combat Tactic;
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Automatic
Improve skill rank: Yes
Special feature: None
Requirement:
-Commanding an army
Help:
The army is commanded to hold its position in case of attack. It does not initiate combat, but allows the army to choose a tactic
other than standard in case someone else initiates the combat.
All other behavior remains the same as in a regular combat.
Raze City
Parameters: Combat Tactic;
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Varies
Improve skill rank: Yes

Special feature: None


Requirement:
-Commanding an army
-Enemy city
Help:
The army is commanded to attack the enemy city at the same hex. The attack is mean to raze and pillage the city if the attacking
armies are strong enough.
If there are any defending armies or navies from the name nation as the city, a battle between the armies will take place and be
resolved right before the attack on the city begins.
Any defending allies (different nation than the city) must initiate the attack in order to be part of the city defenses. Or they will
just stand and watch.
Attacking catapults will have a free strike against the citys fortification before the citys attack, but after any armies battles. If
catapults are in enough numbers it is possible for them to reduce, or even completely remove a citys fortification before the main
army's regular attack.
If the defending armies are defeated and the attack on the city is initiated, the city will be considered under siege for the remaining
of the turn even if not destroyed. Some actions fail when a city is under siege, such as sells and recruit.
If the attacking armies win the battle against the city, the city will be razed to ruins. The surviving armies will pillage the food and
metals for armors and weapons. Other resources and gold will be sent to the nearest city of the surviving razing armys nation as
result of the pillages. Not even the fortifications will remain.
The amount of gold pillaged will be proportional to the size of the city and fortifications, plus a percentage of the nations overall
treasury. Razing a capital would generate twice the gold.
A nation that has a city razed by an enemy will experience an overall drop in loyalty. As you can imagine, the impact of having
the capital razed is much worse and often leading to a nations economic elimination.
Victory will improve the skills of any chars traveling with the army. Also, it will improve the armys morale and training.
On the other hand, be traveling with an army is risk business. All chars can be harmed or killed during combat, even if the combat
is won.
Of course, the city cannot be hidden for an enemy army to be able to attack it. Note that there must be a surviving army with land
troops to carry out any raze's spoils as ships don't participate against a city's attack.
Capture City
Parameters: Combat Tactic;
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Varies
Improve skill rank: Yes
Special feature: None
Requirement:
-Commanding an army
-Enemy city
Help:
The army is commanded to attack the enemy city at the same hex. The attack is mean to capture the city if the attacking armies are
strong enough.
If there are any defending armies or navies from the name nation as the city, a battle between the armies will take place and be
resolved right before the attack on the city begins.
Any defending allies must initiate the attack in order to be part of the city defenses.
Archers will have double strength while defending their nations city. Food will be captured by the winning side. All other troops
will be destroyed.
If the defending armies are defeated and the attack on the city is initiated, the city will be considered under siege for the remaining
of the turn even if not captured.
If the attacking armies win the battle against the city, the city will be under the ownership of the strongest army attacking it. All
stores and improvements will remain, as well as the fortifications if they were not damaged by catapults. The city will be reduced

by one size. If the city if at the minimum size before the attack, it will be destroyed.
Attacking catapults will have a free strike against the citys fortification before the citys attack, but after any armies battles. If
catapults are in enough numbers it is possible for them to reduce, or even remove a citys fortification.
Victory will improve the skills of any chars traveling with the army. Also, it will improve the armys morale and training.
On the other hand, traveling with an army is risk business. All chars can be harmed or killed during combat, even if the combat is
won.
Of course, the city cannot be hidden for an enemy army to be able to attack it.
Npc Attack
Parameters: Combat Tactic;
Skill required: NPC
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
The NPC army is commanded to attack all enemies at the same hex, including any garrison present. Non enemies will be ignored
unless they initiate combat.
If there is a city, then the army attack will focus on the citys nation. Others will be ignored unless they start combat.
In most cases, the army will only initiate combat if there is a chance of winning, but some overly aggressive types will initiate
combat even if suicidal.
Combats end only when there are no enemies left to battle to both sides.
An army cannot initiate the attack on a navy. The navy can initiate the attack on an army only if it can land its troops.
Navy combat happens before army combat.
NPCs can move and attack with garrisons, they are fully functional only for NPCs.
-- Army Combat -Parameters:
Skill required: Milestone
Type: Milestone - Not an action commanded by the player, but executed by the Judge. Displayed on this list to help the players to
understand the behind the scenes mechanics
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
When the Judge reaches this milestone, it will resolve all army battles following this sequence:
- First: water phase, navy against navy battles takes place. The navy definition is any army with enough ships for all its troops.
- Second: land phase, army against army battles takes place. Depending on the situation, a navy will drop anchor and disembark
troops to battle as an army.
- Third: city phase, surviving armies against city battles takes place.
The combat goes in rounds. Each round, the attack force is used to calculate the damage dealt to the opposing side, reducing its
defense force (killing soldiers). Both sides attacks are considered to be simultaneous. It is possible that both sides eliminated
themselves in a given round.
Some units have the first strike ability, like archers, allowing then one extra attack before the battle begins. They are the only
troops that will cause damage on the respective phases round 0.
If the navy battle takes place over water as opposed to river bank or any land, all PCs in the losing side will drown (be killed) after
the combat unless they have ways to prevent it. Some magic items or spells may grant this capability in specific scenarios.
Otherwise, the army will land, but a percentage of the troops will still drown.

If a navy engage in land combat for any reason, then the navy will drop anchor. This means that all ships will be removed from
the army and left in the same hex as a garrison. This is important to understand as the ships cannot be transferred or somehow
manipulated until they are attached back to the army, which can happen by an action to pick up the troops from the garrison or if
an army without enough ships from the same nation receives the command to sail away. The Sail action will attach all ships back
to the army, if the army does not have enough ships to sail, but a garrison in the same hex does.
Note that a land army will fail to initiate combat against a navy.
City phase: After defeating all defending armies and if the armys current attack force is greater than the citys defense, and then
the city is captured or destroyed, according to the command given. Meaning that the city phase is resolved in a single round of
combat Therefore the sum of the attacking armies strength must beat the citys defense in one single round. Spells and magic
items might help.
Siege weapons can fight on city phases round 0 and they might reduce the citys fortifications before the main army begins,
therefore reducing the citys defense.
The armys attack and defense forces are calculated by adding up all platoons attack and defense, respectively and they can be
affected by spells, magic items, tactics, diplomatic relations, commanders skill, morale and terrain.
The formula to calculate a platoon attack is: (Unit strength for the terrain) * ((weapons + training + 100)/3) * (# of troops)
On Combat Tactics:
Each army commander can give orders to the army regarding which tactic to use while engaging the enemy on the battle field. All
platoons will perform the same but casualties sequence will be assigned according to the tactics than another. If the commander
doesnt specify the tactics, the army will engage all enemies in a standard formation. Look for a tactics vs. tactics table in the
rulebook.
Change Tax Rate
Parameters: Percentage (1-100);
Skill required: Diplomat
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Easy
Improve skill rank: No
Special feature: None
Requirement:
-Own Capital
Help:
Inform to your tax collectors how much they would take away from the population. Higher the taxes, higher the stead income
from cities and faster the citys loyalty will drop each turn. Lower taxes will increase loyalty each turn. Moreover, when the
population first hears that the taxes are being raised, the loyalty immediately will drop in each city. If the taxes are being lowered,
the opposite effect will be noticed.
If a nation, at any time, doesnt have enough gold in its treasury to pay for its upkeep, the taxes will be raised automatically to find
the funds. Costs associated with actions will not force the taxes up, but the action will fail for lack of funds. In this case, the
loyalty drop on all cities is even bigger due the acknowledgement of poor administration by the regent.
ATTENTION: if at any given moment the taxes are raised above 100%, the nation is considered eliminated from the game.
The attempt will be paid with gold from nation's treasury even if not successful.
-- Resource Gathering -Parameters:
Skill required: Milestone
Type: Milestone - Not an action commanded by the player, but executed by the Judge. Displayed on this list to help the players to
understand the behind the scenes mechanics
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:

Cities gather resources then they are added to city's stores. Resources gathering can be influenced by the size of the city (larger the
city, smaller the production) and climate. A city under siege does not gather any resources, including gold and taxes.
Also, at this point the loyalty is adjusted for all cities, based on current taxes. City decay/flip is checked.
Collect Extra Taxes
Parameters:
Skill required: Diplomat
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Easy
Improve skill rank: Yes
Special feature: None
Requirement:
-Any non-sieged owned city
Help:
Extra gold will be collected from city's population. It only works in a city that is providing taxes which excludes camps and cities
under siege. Of course they will not be happy and the loyalty will drop.
Purchase from Caravans
Parameters: Resource; Qty;
Skill required: Any
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement:
-Any non-sieged owned city
Help:
Allows a character to buy resources from the market and add then to the citys stores, assuming the city belongs to the same
nation as the character. If the character is buying food and traveling with an army, the food will be added to the army as opposed
to the city.
The amount of resources available to all nations is limited by the available amount in the market.
The nations treasury will pay in gold for the resources being bought.
A city under siege cannot trade with the market.
Sell Resources from This City
Parameters: Resource; Qty;
Skill required: Any
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement:
-Any non-sieged owned city
Help:
Allows a character to sell resources to the market and deduce then from the citys stores, assuming the city belongs to the same
nation as the character.
There is a limit on how many resources the market can absorb from all players.
The nations treasury will receive gold for the resources being sold.
A city under siege cannot trade with the market.

Sell Resources from All Cities


Parameters: Resource; Percentage (1-100);
Skill required: Any
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement:
-Own Capital
Help:
A character at the capital can command all nations cities to sell the same percentage of a given resource from their stores.
If the city doesnt have the resource in its stores, then it will not be part of the sells. If the city in under siege, then it cannot trade
with the market. If the capital is under siege, it can command other cities to sell, but it cannot sell its own resources.
Summon Dark Assassin
Parameters: Character ID;
Skill required: Wizard
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Hard
Improve skill rank: Yes
Special feature: Aggressive action, guards will try to protect the target
Requirement: None
Help:
A shadow assassin will be summoned to eliminate one of the casters enemies at the same location.
Mission failure can result in harm or death of the caster. If the assassin's skill level is 85 or more, death is not likely to occur
unless the assassin is previously injured. Also, be aware of body guards protecting the target as they can easily track the helpless
caster in the vicinity. A wizard guarding the target would have higher chances than a rogue or commander to protect the target
against this assassin.
All spells cast will drain life points from the caster according to the spells difficulty and how many spells were cast in the same
turn. Unfortunately, is not unusual to hear that some apprentice died while trying to cast too many hard spells.
Conjure Mounts
Parameters:
Skill required: Wizard
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Easy
Improve skill rank: Yes
Special feature: None
Requirement:
-Any non-sieged owned city
Help:
The wizard conjures 10 mounts per wizards skill rank that will be added to the stores of the city in which the caster is. The spell
will fail is the caster is not in a city.
Example: A wizard with a skill rank of 50 will have 500 mounts added to citys stores.
If multiple spells are cast, their effects will be added together.
All spells cast will drain life points from the caster according to the spells difficulty and how many spells were cast in the same
turn. Unfortunately, is not unusual to hear that some apprentice died while trying to cast too many hard spells.
Conjure Food
Parameters:
Skill required: Wizard

Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: Yes
Special feature: None
Requirement: None
Help:
The wizard conjures 25 units of food per wizards skill rank. The food will be added to the army luggage, if the caster is traveling
with one, or citys stores that the caster is currently at. Else, the the spell will fail as the food will be lost.
Example: A wizard with a skill rank of 50 will have 1250 units of food added to armys or citys stores.
If multiple spells are cast, their effects will be added together.
All spells cast will drain life points from the caster according to the spells difficulty and how many spells were cast in the same
turn. Unfortunately, is not unusual to hear that some apprentice died while trying to cast too many hard spells.
Conjure Slaves
Parameters:
Skill required: Wizard
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Average
Improve skill rank: Yes
Special feature: None
Requirement:
-Traveling with an army
Help:
The wizard conjures 5 slaves per wizards skill rank that will be added to the army the caster is traveling with.
Example: A wizard with a skill rank of 50 will have 250 slaves added to the army.
If multiple spells are cast, their effects will be added together.
All spells cast will drain life points from the caster according to the spells difficulty and how many spells were cast in the same
turn. Unfortunately, is not unusual to hear that some apprentice died while trying to cast too many hard spells.

Invoke Plague
Parameters:
Skill required: Wizard
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Easy
Improve skill rank: Yes
Special feature: None
Requirement: None
Help:
A wild plague spread through the land, stopping all resource production on the current and surrounding hexes for this turn.
If multiple spells are cast, their effects will not be added together.
All spells cast will drain life points from the caster according to the spells difficulty and how many spells were cast in the same
turn. Unfortunately, is not unusual to hear that some apprentice died while trying to cast too many hard spells.
Summon Resources Boom
Parameters:
Skill required: Wizard
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Average
Improve skill rank: Yes

Special feature: None


Requirement:
-Any city
Help:
The wizard conjures a production boom in a city. Extra resources (except gold)will be added to the city's stores in which the caster
is. The wizard will boost the production by 100+1%% per wizards skill.
Example: A wizard with a skill rank of 50 will increase all resources produced in the city by 150%.
If multiple spells are cast, their effects will be added together.
All spells cast will drain life points from the caster according to the spells difficulty and how many spells were cast in the same
turn. Unfortunately, is not unusual to hear that some apprentice died while trying to cast too many hard spells.
Bestow Good Omen
Parameters: Character ID;
Skill required: Wizard
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Average
Improve skill rank: Yes
Special feature: None
Requirement: None
Help:
Target character on the same location will be blessed by the gods and will receive an extra boost on all random events (dice rolls)
for the rest of the turn.
If multiple spells are cast, their effects will be added together.
For example, it does affect the chances of being successful in executing actions, but it does not change how successful a guard is.
All spells cast will drain life points from the caster according to the spells difficulty and how many spells were cast in the same
turn. Unfortunately, is not unusual to hear that some apprentice died while trying to cast too many hard spells.
Bestow Bad Omen
Parameters: Character ID;
Skill required: Wizard
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Hard
Improve skill rank: Yes
Special feature: None
Requirement: None
Help:
Target character on the same location will be cursed by the gods and will receive an extra penalty on all random events (dice rolls)
for the remaining of the turn.
For example, it does affect the chances of being successful in executing actions, but it does not change how successful a guard is.
If multiple spells are cast, their effects will be added together.
All spells cast will drain life points from the caster according to the spells difficulty and how many spells were cast in the same
turn. Unfortunately, is not unusual to hear that some apprentice died while trying to cast too many hard spells.
Transfer: Magic Items to Character
Parameters: Character ID; Magic Item ID; Magic Item ID; Magic Item ID; Magic Item ID; Magic Item ID; Magic Item ID;
Skill required: Any
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement:

-Carried magic item


Help:
Allows one character to transfer up to six (06) magic items to another character at the same hex.
-- Upkeep Phase -Parameters:
Skill required: Milestone
Type: Milestone - Not an action commanded by the player, but executed by the Judge. Displayed on this list to help the players to
understand the behind the scenes mechanics
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
Armies upkeep is paid in gold and food.
Each character receives salary (20 gold per skill point). Citys taxes are collected. Citys improvements like fortification and
docks are paid for. Taxes will be raised automatically to cover costs if there is not enough gold in the treasury.
Troops will leave (attrition) armies and garrisons depending on commander skill, being in a city, being fed and morale.
Important: Armies need to be fed during this milestone so they can move fed. Armies that dont consume enough food at this
milestone will pay extra movement points during the movement milestone.
Muster Armies
Parameters: None;
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Hard
Improve skill rank: No
Cost: 5000
Special feature: None
Requirement:
-Own Capital
Help:
A commander at the capital can call to arms all supporters. The troops will be gathered in every Burgh and Metropolis and will
join the garrison there, and always the garrison even if there is an army present.
5,000 gold pieces will be deducted from the nation treasury to cover all army creation costs. i.e. not per army, but once for all
armies.
The amount of troops that can be recruited in a given city at the same turn is limited to the militia size and available resources.
The troops recruited at this command will be deducted from the total that a city can provide. Meaning that a following recruitment
could fail due lack of available troops or muster can fail due a previous recruitment. The muster will not recruit any troops it
cannot recruit in a normal action; in this case the city will not recruit any soldier into its garrison.
Also, the garrison will try to load up to 4 units of food for each recruited unit, consuming the food from the citys stores.
A city under siege will not provide any troops to armies.
Be careful as the new armies can force your finances into bankruptcy as the number of troops that will be recruited can be quite
large, so their upkeep costs.
Recruit Troops
Parameters: Qty; Troop Type; Weapons; Armor type; Food;
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Automatic
Improve skill rank: No

Special feature: None


Requirement:
-Any non-sieged owned city (or vassal's city)
Help:
Troops can be recruited from the city militia into the nations army. If the PC is not traveling with an army, one army will be
created under his/her command. If other PCs are traveling with him/her, they will automatically be traveling with the army.
The cost of creating a new army (check the game features, usually 2k or 5k) will be deducted from the nation treasury to cover the
army creation costs. Some nations may have the ability to create new armies for free. You can avoid this cost by splitting your
current armies.
The amount of troops that can be recruited in a given city at the same turn is limited to the militia size and available resources. A
city under siege will not provide any troops to armies. A city is able to provide troops to armies as bellow:
Camp: 100 troops.
Village: 200 troops.
Town: 300 troops.
Burgh: 400 troops.
Metropolis: 500 troops.
Multiple recruit actions are possible at the same city, but they all count against the same limit. Remember that the order that the
recruit action is executed is random.
Yes, ships and catapults are also considered units and count against this limit.
When recruiting troops with better armor or weapons, they are becoming more powerful and efficient with a higher attack or
defense force. Of course, you need to have enough available resources in the citys stores: One unit of the resource for each troop
recruited.
Here are some examples of generic troops and a few characteristics. For a full list of units and specific characteristics for this
scenario, check the Counselor Units Tab.
Heavy Cavalry is the ultimate striking force on open field. Not as much on mountains, forests and swamps.
For each cavalry unit to be recruited, the city needs to have in its stores 2 units of leather and one unit of mounts.
The upkeep for these troops is 2 food units and 6 gold pieces per unit every turn.
Scouts are the eyes of the army, increasing the armys visibility by one hex in each direction. Most effective in deserts and hills,
lose some of its power on mountains and forests.
For each scout unit to be recruited, the city needs to have in its stores one unit of leather and one unit of mounts.
The upkeep for these troops is 2 food units and 3 gold pieces per unit every turn.
Heavy infantry is the backbone of any regular army. They perform quite well in almost any terrain. The disadvantage becomes
more evident in rough terrains, like mountains, swamps and forests.
The upkeep for these troops is 1 food unit and 4 gold pieces per unit every turn.
Regular Infantry shines in rough terrains like mountains, forests and swamps. Actually they can beat any other troops of similar
size in these terrains.
The upkeep for these troops is 1 food unit and 2 gold pieces per unit every turn.
Archers are great for defending cities. They receive an extra bonus when defending a city from their nation, or an allied city.
Moreover, they receive one extra free attack at the beginning of any combat. Yes, if you have enough archers you can destroy an
enemy army without suffering a single hit.
The upkeep for these troops is 1 food unit and 2 gold pieces per unit every turn.
Slaves are very lousy and poorly trained troops. But hey, they dont ask for salaries!
The upkeep for these troops is 1 food per unit every turn and they dont demand gold.

Catapults are not the most effective troops against other troops, but they are the ultimate weapon against fortifications. Before any
city attack, the catapults receive an extra free attack against the citys fortification. If you have enough catapults, the fortifications
would be reduced, or even removed, before the other troops charge through the citys gates.
For each catapult to be built, the city needs to have in its stores 500 units of wood, but they are upkeep free as they dont demand
either food or gold.
If the quantity of troops is not informed or zero, the Judge will assume that the intention is to recruit the maximum amount. If
your intention is to load food but not recruit troops, make sure you chose a troop type that cannot be recruited at the moment, such
as ships and catapults when no wood is present, or cavalry when mounts are not available.

Transfer Troops/Split army


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

Transfer Troops to Another Nation


Parameters: Character ID; Troop Type;
Skill required: Commander
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement:
-Traveling with an army
-Able to land
Help:
Any commander traveling with the army can transfer some (or all) troops to an army from another allied nation in the same hex.
Not all troops can be transferred between nations. Check the troops abilities.
If the troops are being transferred to a navy, the navy must be able to anchor to load the troops.
Any existing food will be split and transferred according to the relative amount of troops being transferred.
If no target PC is defined or if the target cannot be found (i.e. died), the troops will stay in the original army.
Any other PCs traveling with the original army will remain traveling with the original leader.
Put Army on Maneuvers
Parameters:
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Automatic
Improve skill rank: Yes
Special feature: None
Requirement:
-Traveling with an army
Help:
The army will be put to training by executing training maneuvers and morale will increase. If the army is issue by the armys
commander, all troops and other commanders traveling with the army will benefit from the training.
The troops training stat can be raised (1-10) by executing training maneuvers.
The commander commanding the training will always benefit from the training (1-5), but all other commanders (1-5) traveling
with the army will benefit as well if the army leader is commanding the maneuvers. If a commander traveling with the army, but
not the leader, is commanding the maneuvers, then only his/her skill will improve (1-7) and only the strongest troops will be
trained.
Note that it is possible for different commanders at the same army to use this action multiple times each turn. The effects will
stack.
-- NPC recruit -Parameters:
Skill required: Milestone
Type: Milestone - Not an action commanded by the player, but executed by the Judge. Displayed on this list to help the players to
understand the behind the scenes mechanics
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
At this point, the NPC nations will recruit. Note that NPC follow special rules. They can recruit without an army commander and
always find the resources they need for troops.

Fortify City
Parameters:
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Average
Improve skill rank: Yes
Special feature: None
Requirement:
-Any owned city
Help:
The city is commanded to improve its fortification by one level.
Here are the values for each fortification level. (Gold, Wood, Defense)
Tower: 1000, 1000, 2000
Fort: 3000, 3000, 6000
Castle: 5000, 5000, 10000
Keep: 8000, 8000, 16000
Fortress: 12000, 12000, 24000
The gold will be deduced from the nations treasury if the upgrade is successful. The wood will be deduced from the citys stores.
The defense value is the bonus the fortification will add to the city. Any attackers will have to beat this number with their armies
attack strength.
If successful, the character will receive a skill bonus.
Ultimatum to the City
Parameters:
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Hard
Improve skill rank: Yes
Special feature: None
Requirement:
-Commanding an army
-Enemy city
Help:
The army is commander to lay siege to the enemy non-hidden city and give the city an ultimatum demanding the citys immediate
surrender.
If the population believes in the ultimatum and that resisting is futile, then they will drop their current flag and join the armys
nation. Even if the city doesnt surrender, there is a chance that the siege will be successful. In this case, no resources will be
received or sent from or to the city and most construction work and creation of new armies will fail as well.
If the army has enough catapults, the fortifications can be reduced as part of the siege.
By the way, a massive amount of catapults seems to be quite effective to convince the population to surrender. On the other hand,
a capital is less likely to surrender without a fight.
The mere presence of any army of the same nation as the city (or from a nation that considers the army as an enemy) at the point
that the ultimatum takes place is enough to convince the population not to surrender.
Success depends on the army strength, armys leader commander skill, citys loyalty, citys size and fortifications.
This command does not initiate combat between armies and city.
-- Custom starting packages -Parameters:
Skill required: Milestone
Type: Milestone - Not an action commanded by the player, but executed by the Judge. Displayed on this list to help the players to

understand the behind the scenes mechanics


Difficulty: Automatic
Improve skill rank: No
Special feature: Custom startup packages (90 points)
Requirement: None
Help:
This milestone is only applicable on games with custom startup packages.
On turn 0, the Counselor will offer a chance to select the packages. Look for the startup tab.
On turn 1, BEFORE any other milestone or action is executed, the Judge will apply the effects of each package, and then process
all other actions for turn 1.
=== Custom startup package selection on turn 0, for turn 1 ===
There are many options to customize your nation. All packages are listed on the startup tab, which is only available on turn 0.
The packages can be a combination of special powers, extra troops, extra resources, characters or anything else. The packages cost
30, 60 or 90 points each. A player can select any combination of packages up to a total of 90 points. Meaning: 3x30, 30+60 or 1x
90.
Some packages are listed as NATIONNAME special, meaning that only that nation can select this package. i.e. Tyrell special
can only be applied to House Tyrell.
IMPORTANT: Please, mind that the Counselor is still evolving to better support the players. If an invalid selection is made (too
many packages, invalid special, etc.) then the Judge will simply ignore the selection and the nation will have partial or no
packages. The GM will not add them later to fix a players mistake. Make sure you double check all your choices.
Each package is self-explanatory; if you have questions, please ask your teammates or the GM team.
=== Package execution on turn 1 ===
On turn 1, the Judge will apply all startup packages to each nation in no particular sequence. This will be the very first to happen
on turn 1 before anything else.
Meaning that troops will show up, gold will be added to treasure, cities will appear, nation powers will be added, etc.
Troops will be added to the capitals army unless otherwise stated. And they will move or act as part of the army. I.e. if the army
moves, they will not be left behind as they are part of the army. If there is no army present, then they will form a garrison.
If the troops require a dock or port, then the Judge will try to find the best place to deploy them by looking for the largest city with
port/dock, then highest loyalty. If no other suitable place is found, then they will be added to the capital (probably land locked).
New characters will not be able to receive actions on the first turn, but they will be available in the Counselor for the future turns.
When the package offers a city upgrade, double agent or somehow selecting targets, these targets (for now) will be selected at
random by the Judge. In the future, rules for selection and/or an offer of choice in the Counselor may be implemented.
For packages activates in future turns, usually they will activated during the "Market Adjustments and NPC Encounters"
milestone.
Recruit Double Agent
Parameters: Character ID;
Skill required: Diplomat
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Hard
Improve skill rank: Yes
Cost: 1000
Special feature: None
Requirement: None
Help:
The character will try to convince the target to become a double agent.
A double agent will share its results and information with both nations.
Moreover, the double agent will not be as effective as usual against the hirer's nation in most aggressive actions as these will carry
extra penalties. The double agent status would never affect spells or army actions, with the exception of the Dark Assassin spell.
Being a double also doesn't affect the targets guard capabilities, except that it is very unlikely that a successful guarding action

would end up in death of the aggressor from the hirer nation.


A double agent will serve only one hiring nation at a time. If hired by someone else, no more information will be received by the
former.
It is possible that someone from an inactive nation (or NPC) will join the diplomats nation for good. Even beyond the hirers
character limit.
The attempt will be paid with gold from nation's treasury even if not successful.
Influence Own City Loyalty
Parameters:
Skill required: Commander
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement:
-Any non-sieged owned city
Help:
Increases the citys loyalty by 1-10 points. Higher the loyalty, higher the defense of the city. If the loyalty is high enough, the
visibility range of the city will be increased. There is a chance that the city will be reduced in size if the loyalty is too low.
Reduce Enemy City's Loyalty
Parameters:
Skill required: Rogue
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Hard
Improve skill rank: Yes
Special feature: None
Requirement:
-Any city owned by others
Help:
This action can reduce the populations loyalty by a dozen points or so in a city when there are no enemy armies at the hex. There
is a chance that the population will abandon the city when the loyalty drops to a low level or they can even join your nation.
Fortifications and the presence of characters may influence the chance of the city being abandoned by the population but have no
effect on the chances of the city flipping to your side. If the population does abandon the city, the city will be reduced by one size
each time. It is much easier to influence cities with your own culture. If the action is successful executed, it will improve the
characters skill.
Build Docks or Improve Dock to Port
Parameters:
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Easy
Improve skill rank: Yes
Cost: 2500
Special feature: None
Requirement:
-Any owned city
Help:
The citys population is commanded to build a dock or to improve existing dock to a port.
The builders will consume 2,500 gold pieces from nations treasury and 5,000 units of wood from citys stores if building a dock.
A dock cannot be built on camps or villages.

If the city already has a dock, a port will be built and it would consume 4,000 gold pieces from nations treasury and 7.500 units
of wood from citys stores. Only a burgh or metropolis can build a port.
The city must not be under siege. It is possible to issue this command twice and get the port done in one single turn as long as all
resources are available.
Improve City Size
Parameters:
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Average
Improve skill rank: Yes
Special feature: None
Requirement:
-Any owned city
Help:
The population is encouraged to move into the city, thus raising its size by one level. A city cannot change its size more than once
per turn (up or down).
Success depends on the character skill, citys loyalty and current city size, as its harder to improve as cities get bigger.
Population will never be convinced to move into a city if there are any enemy armies present.
Here the cost to upgrade a city to the next level:
Camp, 4,000.
Village, 6,000.
Town, 8,000.
Burgh, 10,000.
The upgrade will be paid with gold from nation's treasury only if successful.
Create Camp
Parameters: Name (5-20 letters);
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Easy
Improve skill rank: Yes
Cost: 2000
Special feature: None
Requirement:
-On land
-Not in a city
Help:
The population is invited to found a new city in a hex that does not have a city.
Population will never be convinced to found a new city if there is an enemy army present.
Success depends on skill, but there is a limit on how many cities can exist at the same time. As the game gets closer to the total
city's limit, this action gets harder to achieve.
2,000 gold pieces will be deducted from the nations treasury to cover for the start-up costs.
Counter Espionage
Parameters:
Skill required: Diplomat
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Average
Improve skill rank: Yes

Cost: 1000
Special feature: None
Requirement: None
Help:
The character tries to identify all double agents from the same nation in the same hex, if identified then the agent will be loyal
again thus removing the double agent status. The success is based in the relative skills of the diplomat and the targets.
The attempt will be paid with gold from nation's treasury even if not successful.
Guard City
Parameters:
Skill required: Rogue
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Automatic
Improve skill rank: Yes
Special feature: None
Requirement:
-Any city
Help:
The character will try to protect the city from enemys aggressive actions like stealing, sabotage, etc.
As a rule of thumb, a non-rogue guard would protect the target from an action of a non-rogue up to 2 times his main skill rank.
The same applies with rogue vs. rogue. A rogue would be able to protect the target vs. almost any non-rogue skill rank action.
Yes, death is a possible result to the guard or the aggressor. If the aggressors skill is 85+, then the bodyguard will not be able to
inflict enough damage to kill an aggressor with full health. Please, note that the aggressor will always receive at least 1 point of
damage, on top of damage from other sources such as spell being cast that may lead to the aggressors death.
Overall, a rogue is more efficient as a guard. The guard will train on the same skill as the aggressive actions skill, even if the
guard does not have the skill before. Therefore it is possible for the guard to acquire a new skill.
Guard Character
Parameters: Character ID;
Skill required: Any
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
The character will act as a bodyguard and will try to protect another character from enemys aggressive actions like assassination,
stealing magic items, etc.
As a rule of thumb, a non-rogue guard would protect the target from an action of a non-rogue up to 2 times his main skill rank.
The same applies with rogue vs. rogue. A rogue would be able to protect the target vs. almost any non-rogue skill rank action.
Yes, death is a possible result to the guard or the aggressor. If the aggressors skill is 85+, then the bodyguard will not be able to
inflict enough damage to kill an aggressor with full health. Please, note that the aggressor will always receive at least 1 point of
damage, on top of damage from other sources such as spell being cast that may lead to the aggressors death.
Overall, a rogue is more efficient as a guard. The guard will train on the same skill as the aggressive actions skill, even if the
guard does not have the skill before. Therefore it is possible for the guard to acquire a new skill.
Assassinate Character
Parameters: Character ID;
Skill required: Rogue
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Hard

Improve skill rank: Yes


Special feature: Aggressive action, guards will try to protect the target
Requirement: None
Help:
The character will try to kill a character from another nation at the same hex. Mission failure can result in harm or death. Also, be
aware of body guards protecting the target. If the assassin's skill level is 85 or more, death is not likely to occur unless the assassin
is previously injured.
If the target is armys only commander, then the army will be disbanded and all troops and luggage will be lost.
Hire Assassins
Parameters: Character ID;
Skill required: Diplomat
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Average
Improve skill rank: Yes
Cost: 5000
Special feature: Aggressive action, guards will try to protect the target
Requirement: None
Help:
The character will try to poison (or cause an accident to) a character from another nation at the same hex. Mission failure can
result in harm or death. If the assassin's skill level is 85 or more, death is not likely to occur unless the assassin is previously
injured. Also, be aware of body guards protecting the target.
The attempt will be paid with gold from nation's treasury even if not successful.
Sabotage Fortifications
Parameters:
Skill required: Diplomat
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Hard
Improve skill rank: Yes
Cost: 5000
Special feature: Aggressive action, guards will try to protect the target
Requirement:
-Any city owned by others
Help:
Bribes will be given to some special workers to make allow some accidents happen to the fortification someone may forget to
lock the gates There is a thing with bribed people they tend to snitch on other people for their lives and the guards
protecting the area know how to extract this information and pay a surprise visit to the briber
The attempt will be paid with gold from nation's treasury only if successful.
Steal Magic Item
Parameters: Magic Item ID;
Skill required: Rogue
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Hard
Improve skill rank: Yes
Special feature: Aggressive action, guards will try to protect the target
Requirement: None
Help:
Steal a magic item from another nation at the same hex.
Mission failure can result in harm or death. Also, be aware of body guards protecting the target.

Steal Gold
Parameters:
Skill required: Rogue
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Hard
Improve skill rank: Yes
Special feature: Aggressive action, guards will try to protect the target
Requirement:
-Any city owned by others
Help:
Steal gold from another nations city.
Mission failure can result in harm or death. Also, be aware of body guards protecting the citys treasury.
Steal Gold and items
Parameters:
Skill required: NPC
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Hard
Improve skill rank: Yes
Special feature: None
Requirement:
-Any city owned by others
Help:
Steal gold or magical items.
Note that this happens before guards are assigned to protect something.
Name New Character
Parameters: Name (5-17 letters); Gender (M/F); Comm; Rogue; Diplomat; Wizard;
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Automatic
Improve skill rank: No
Cost: 10000
Special feature: None
Requirement:
-Own Capital
Help:
A new PC can be recruited with up to the skill points total as defined by the game/scenario. With this action, it is possible to
recruit a new PC with multiple skills (i.e. wizard/commander) or a different skill from the PC issuing the command.
Of course, the sum of all skills cannot exceed the overall limit of skill points. Class bonus (i.e commander +10) are not applied for
new PCs named using this order.
The minimum skill for a single class is 10. Values smaller than 10 will be ignored.
Stealth is not a skill, therefore cannot be chosen.
The new PC will cost 10,000 unit of gold from the nation treasury.
In this scenario, one single nation can have up to 30 PCs.
As epic heroes cannot be replaced, the new PC will have two action slots.
Name New Commander
Parameters: Name (5-17 letters); Gender (M/F);
Skill required: Commander

Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Automatic
Improve skill rank: No
Cost: 5000
Special feature: None
Requirement:
-Own Capital
Help:
A new commander can be recruited with the base skill rank for the scenario, but no greater than the PCs commander natural skill
rank (without being modified by magic items) issuing the recruiting action. Some nations can have the ability to name better
commanders.
The new PC will cost 5,000 unit of gold from the nation treasury.
In this scenario, one single nation can have up to 30 PCs.
As the heroes cannot be replaced, the new commander will have two action slots.
Name New Rogue
Parameters: Name (5-17 letters); Gender (M/F);
Skill required: Rogue
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Automatic
Improve skill rank: No
Cost: 5000
Special feature: None
Requirement:
-Own Capital
Help:
A new rogue can be recruited with the base skill rank for the scenario, but no greater than the PCs rogue natural skill rank
(without being modified by magic items) issuing the recruiting action. Some nations can have the ability to name better rogues or
rogues with higher chance of having stealth. The stealth is based on the nation ability and the stealth rank of the PC issuing the
action.
The new PC will cost 5,000 unit of gold from the nation treasury.
In this scenario, one single nation can have up to 30 PCs.
As the heroes cannot be replaced, the new rogue will have two action slots.
Name New Diplomat
Parameters: Name (5-17 letters); Gender (M/F);
Skill required: Diplomat
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Automatic
Improve skill rank: No
Cost: 5000
Special feature: None
Requirement:
-Own Capital
Help:
A new diplomat can be recruited with the base skill rank for the scenario, but no greater than the PCs diplomat natural skill rank
(without being modified by magic items) issuing the recruiting action.
The new PC will cost 5,000 unit of gold from the nation's treasury.
In this scenario, one single nation can have up to 30 PCs.
As the heroes (PCs with the extra action) cannot be replaced, the new diplomat will have two action slots.

Name New Wizard


Parameters: Name (5-17 letters); Gender (M/F);
Skill required: Wizard
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Automatic
Improve skill rank: No
Cost: 5000
Special feature: None
Requirement:
-Own Capital
Help:
A new wizard can be recruited with the base skill rank for the scenario, but no greater than the PCs wizard natural skill rank
(without being modified by magic items) issuing the recruiting action. Some nations can have the ability to name better wizards.
The new wizard will cost 5,000 unit of gold from the nation treasury.
In this scenario, one single nation can have up to 30 PCs.
As the heroes cannot be replaced, the new wizard will have two action slots.
Disband group
Parameters:
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
The leader commands all other PCs traveling with him to stop. The groups are disbanded.
Join Leader
Parameters: Character ID;
Skill required: Any
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
The character starts traveling with another character in a group or army. All characters traveling together will move with the
leader to new locations without the need of issuing movement actions.
There is no need for the leader to spend an action to create the group.
Characters from allied nations can travel with a leader as long as that leader isn't leading an army.
NPCs can follow a leader even if the leader is an army commander.
If the leader tries to use movement spells or movement items, the order will fail and no one will move because the group cannot
benefit from these.
If the character joining is leading a group, then the groups will be merged under the target leader. If the target is traveling with a
group or an army, then both groups will merge under the target's leader as opposed to the target itself.

If the joining character is army commander, then the action will fail. Armies cannot be merged with this army nor can command
be transferred.
Transfer Command
Parameters: Character ID; Join new leader (y/n);
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
A group or army leader can transfer his command to another commander from the same nation at the same hex. All other people
and troops traveling with the previous leader will be traveling with the new leader. The former leader has the option to keep
traveling with the new commander or not.
Take Command of Garrison
Parameters:
Skill required: Commander
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
A commander can take over the command of a garrison of the same nation at the same hex, converting it back to an army. Other
characters traveling with the new commander automatically will join the army. The commander will not longer be traveling with
someone if thats the case. If the character is currently commanding another army, the garrison will merge into the army.
Drop Magic Item
Parameters: Magic Item ID; Magic Item ID; Magic Item ID; Magic Item ID; Magic Item ID; Magic Item ID;
Skill required: Any
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement:
-Carried magic item
Help:
The listed magic items are dropped and hidden at the scene. It will be easier for the PC who hid them to pick them up. Harder for
PCs from other nations.
Pickup Troops
Parameters: Troop Type;
Skill required: Commander
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:

A PC traveling with an army can pick up troops from the local garrison and add them back to the army, as long as they are from
the same nation. If the PC is not traveling with an army, then a new army will be created under the command of the PC.
If the garrison is a navy on a hex that it cannot cast anchor, then only PC in a navy can pick up troops from the garrison as the
troops will not be able to land to join a land army.
If the goal is to convert the PCs land army into a navy using the ships from the garrison, then the commander has to use the
action Take Command of Garrison instead as land troops cannot be left behind by the garrison.
-- Check Groups -Parameters:
Skill required: Milestone
Type: Milestone - Not an action commanded by the player, but executed by the Judge. Displayed on this list to help the players to
understand the behind the scenes mechanics
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
Check if the group is disbanded. A group is disbanded if the leader is traveling alone. The Judge will dismiss automatically any
groups with 1 single person in it.
Move Character
Parameters: Destination Hex (within 12 hexes);
Skill required: Any
Type: Movement - Usually, only one movement action can be issued to one actor per turn.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
The character will move to another hex up to 12 hexes away from the starting position. Any other people traveling with the
character will move with the leader to the new hex.
If the character is commanding an army, then the movement action will fail.
Destiny cannot be on water, but the path doesnt matter as they will find ways to move around obstacles, including water and
mountains.
Cast Movement Spell
Parameters: Hex;
Skill required: Wizard
Type: Movement - Usually, only one movement action can be issued to one actor per turn.
Difficulty: Easy
Improve skill rank: Yes
Special feature: None
Requirement: None
Help:
A movement spell will be used by the wizard to increase the movement range by 1 hex for each 4 wizards skill rank. If the
wizards skill rank is 100 or higher, the wizards can teleport to any valid destination.
Example: A wizard with a skill rank of 50 will have a total range of 24 (12+12) for this movement, assuming a base move of 12
for the scenario.
If multiple spells are cast, they will fail.
Destiny cannot be on water, but the path doesnt matter as they will find ways to move around obstacles, including water and
mountains.

If there are any one else (characters, NPCs or army) traveling with him/her, the spell will fail.(i.e. Army or group leader)
The travel distance is calculated between the starting hex and the target hex.
All spells cast will drain life points from the caster according to the spells difficulty and how many spells were cast in the same
turn. Unfortunately it is not unusual to hear that some apprentice died while trying to cast too many hard spells.
Sail (Move Navy)
Parameters: Directions; NO/EV;
Skill required: Commander
Type: Movement - Usually, only one movement action can be issued to one actor per turn.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement:
-Commanding an army
Help:
The army will board troops into available ships then move following the directions, hex by hex. Its possible to halt in a hex
before continuing the movement by using the Halt direction.
If two navies are on the same hex at the same time and the diplomacy is not friendly (Peace/neutral still blocks movement), all
movement will stop. The check is made at each completed step of every navy in the hex; therefore a Halt will force the check very
early. i.e. if two enemies want to leave the hex, dont Halt, just leave. Then the first check will take place only after the fastest one
left
For this scenario, a navy has 14 movement points to spend each turn in a single movement. The terrain, movement type and if
there is enough food will affect the movement costs.
Stealthy movement means that the troops will make sure they left no trail behind the army and will be harder to be found by spies,
but it slows down the troops' overall speed by doubling all costs.
Stealthy movement has no effect on armies blocking each other.
An army without food will pay an extra 33% in movement points for each movement, round up.
Just try to move the army and the Counselor will help you to figure out the movement points for each step. Just make sure you
choose the right options!
You can use the options to help the Counselor to figure out if the army will have food and the slowest ships you plan to have in
your navy.
An army has to be fed during the upkeep phase to be able to move fed, unless all troops in the army dont require food. There is
no need to have at least 1 (one) food as long as the army was able to find enough food (city, foraging, etc.) during the upkeep
phase. It is not enough to load the food into the army during the recruit action as it happens after the upkeep.
When combining armies, the final army will move fed as long as the base army receiving troops was fed during the upkeep phase,
even if the others were not fed at the upkeep phase.
If a navy engage in land combat for any reason, then the navy will drop anchor. This means that all ships will be removed from
the army and left in the same hex as a garrison. This is important to understand as the ships cannot be transferred or somehow
manipulated until they are attached back to the army, which can happen by an action to pick up the troops from the garrison or if
an army without enough ships from the same nation receives the command to sail away. The Sail action will attach all ships back
to the army, if the army does not have enough ships to sail, but a garrison in the same hex does.
Stand and Defend
Parameters: Direction hexside;
Skill required: Commander
Type: Movement - Usually, only one movement action can be issued to one actor per turn.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement:
-On land

-Commanding an army
Help:
The army is commanded to block some exits from the hex. Any armies from other nations trying to leave the hex by the blocked
paths will be forced to stop, unless they overrun the blocking army.
The blocked path will be the given direction plus the two adjacent ones. i.e.: If the army is blocking West, then SW and NW will
be blocked as well.
Move Khalasar
Parameters: Directions;
Skill required: Commander
Type: Movement - Usually, only one movement action can be issued to one actor per turn.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement:
-Commanding an army
-Any non-sieged owned city
-Any owned city (+special)
Help:
The army commanders can order the Khalasar to move to an adjacent hex. The army will move with the Khalasar and the
Khalasar can only move where the army could move. i.e. cannot cross big rivers or move from mountain to mountain when
forbidden. Khalasar is always considered fed, so they can climb move on mountains even if without food.
The Khalasar cannot move into another city, but it can if there are only ruins. A Khalasar is a nomad unfortified city with no
constructions of any type, thus they will always leave the fortifications behind and any docks will be destroyed. Even conquered
cities will adopt the Khalasar style and will be able to move.
Note that the Khalasar moves before the army movement phase, so it is impossible to intercept them with moving armies.
March (Move Army)
Parameters: Directions; NO/EV;
Skill required: Commander
Type: Movement - Usually, only one movement action can be issued to one actor per turn.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement:
-On land
-Commanding an army
Help:
The army will move following the directions, hex by hex. Its possible to halt in a hex before continuing the movement.
For this scenario, an army has 12 movement points to spend each turn. The terrain, movement type, presence of infantry/cavalry
and there is enough food will affect the movement costs.
If two armies are on the same hex at the same time and the diplomacy is not friendly (Peace/neutral still blocks movement), all
movement will stop. The check is made at each completed step of every army in the hex; therefore a Halt will force the check very
early. i.e. if two enemies want to leave the hex, dont Halt, just leave. Then the first check will take place only after the fastest one
left
Stealthy movement means that the troops will make sure they left no trail behind the army and will be harder to be found by spies,
but it slows down the troops' overall speed by doubling all costs.
Stealthy movement has no effect on armies blocking each other.
An army without food will pay an extra 33% in movement points for each movement, round up. Both effects are cumulative.
Just try to move the army and the Counselor will help you to figure out the movement points for each movement. Just make sure
you choose the right options such as food/stealthy Also mind that different troops may have different movement costs.

You can use the options to help the Counselor to figure out if the army will have food and the slowest troops you plan to have in
your army.
An army has to be fed during the upkeep phase to be able to move fed. There is no need to have at least 1 (one) food as long as the
army was able to find enough food (city, foraging, etc.) during the upkeep phase. It is not enough to load the food into the army
during the recruit action as it happens after the upkeep.
When combining armies, the final army will move fed as long as the base army receiving troops was fed during the upkeep phase,
even if the others were not fed at the upkeep phase.
Npc March
Parameters: Directions; NO/EV;
Skill required: NPC
Type: Movement - Usually, only one movement action can be issued to one actor per turn.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement:
-Commanding an army
Help:
The NPC army will move following the directions, hex by hex. Its possible to halt in a hex before continuing the movement.
Regular rules for troops movement apply.
A NPC army will look for a target they can beat.
NPCs can move and attack with garrisons, they are fully functional only for NPCs.
Force March (move army farther)
Parameters: Directions; NO/EV;
Skill required: Commander
Type: Movement - Usually, only one movement action can be issued to one actor per turn.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement:
-On land
-Commanding an army
Help:
The army will move following the directions, hex by hex. Its possible to halt in a hex before continuing the movement.
For this scenario, an army has 14 movement points to spend each turn when forcing march, but morale will drop every time the
army forces the march.
If two armies are on the same hex at the same time and the diplomacy is not friendly (Peace/neutral still blocks movement), all
movement will stop. The check is made at each completed step of every army in the hex; therefore a Halt will force the check very
early. i.e. if two enemies want to leave the hex, dont Halt, just leave. Then the first check will take place only after the fastest one
left
The terrain, movement type, presence of infantry/cavalry and there is enough food will affect the movement costs.
Stealthy movement means that the troops will make sure they left no trail behind the army and will be harder to be found by spies,
but it slows down the troops' overall speed by doubling all costs.
Stealthy movement has no effect on armies blocking each other.
An army without food will pay an extra 33% in movement points for each movement, round up.
Just try to move the army and the Counselor will help you to figure out the movement points for each movement. Just make sure
you choose the right options such as food/stealthy. Also mind that different troops may have different movement costs.
You can use the options to help the Counselor to figure out if the army will have food and the slowest troops you plan to have in
your army.
An army has to be fed during the upkeep phase to be able to move fed. There is no need to have at least 1 (one) food as long as the

army was able to find enough food (city, foraging, etc.) during the upkeep phase. It is not enough to load the food into the army
during the recruit action as it happens after the upkeep.
When combining armies, the final army will move fed as long as the base army receiving troops was fed during the upkeep phase,
even if the others were not fed at the upkeep phase.

-- Movements -Parameters:
Skill required: Milestone
Type: Milestone - Not an action commanded by the player, but executed by the Judge. Displayed on this list to help the players to
understand the behind the scenes mechanics
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
All movements take place according to the action sequence. Armies usually have 12 movement points, but they can force
movement to move 14 points at loss of morale. The movement costs are higher if the army doesnt have food in its baggage. A
navy can move up to 14 points, but its movement ends if they land.
Army and navy movement are processed one step (1 to 14) at the time, and then each army will sequentially move within a given
step in a random order.
If at any time an army is moving (consider that "Hold" is a move) into a hex, it triggers the collision check. The collision check
checks ALL armies (moving or not) in the hex, and if and it finds a non-friendly army or fortification on the same hex, movement
for all armies will be interrupted.
The army will move on the final step for the terrain. I.e. if it costs 5 points for an army to move to a new hex, then the army will
wait for 4 steps, and then move into the new hex during the processing of step 5.
Overrun:
In certain situations an army can be overrun by another army.
This happens when the ratio of army troops is more than 3 to 1. And the smaller army is 1000 troops or less.
An army of 2000 troops will over run an army of 500 troops. It doesn't matter what type of troops is in either army.
To get an overrun the larger army must move into the same hex as the smaller army and then move out of that hex. This means
that the larger army must have the movement points and orders to do so.
Certain units - for instance Wights and Mountain Giants can never be overrun no matter how outnumbered they are. But if they
are 20% or less than the bigger army, then they will not block the enemy army as well.
Results:
The larger army is unaffected. It does not spend any extra movement points and takes no casualties at all. It will get informed that
it over ran an army in the results.
The smaller army is destroyed. All troops destroyed. Any and all characters traveling with the army could be killed. The stronger
the character the less likely it will be killed.
When the smaller army is trying a Stand and Defend action, then the risks is higher (4:1 ratio) and the blocking army can be
overrun if they have less than 1200 troops. Also, the odds of a character being killed are much higher.
Move Character & Join Leader
Parameters: Destination Hex (within 12 hexes); Character ID;
Skill required: Any

Type: Movement - Usually, only one movement action can be issued to one actor per turn.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
The character will move to another hex up to 12 hexes away and then join the named character.
If the named character isn't available at the destination the movement still works.
The character can join a character who already commands an army or group.
A character cannot move if it is currently commanding an army. Neither the move nor the join part of the action will happen with
an army commander.
The destination hex cannot be on water, but the path doesnt matter as they will find ways to move around obstacles, including
water and mountains.
Offer Auction Bid
Parameters: Amount bid;
Skill required: Diplomat
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement:
-Own Capital
Help:
If the librarian offers something at an auction, then someone from your capital can submit a bid for it. The bid will be listed as part
of the nations messages.
It is a closed auction, meaning that the higher bid wins. If there is a draw, the winner will be determined by the flip of a coin.
The gold will be collected only if you win. If your treasury dont have enough gold, then your bid is disqualified from the auction.
The target of the auction will join your nation if you won.
-- Librarian Auction -Parameters:
Skill required: Milestone
Type: Milestone - Not an action commanded by the player, but executed by the Judge. Displayed on this list to help the players to
understand the behind the scenes mechanics
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
Resolve the bids from an Auction listed on nations message at the previous turn.
It is a closed auction, meaning that the higher bid wins. If there is a draw, the winner will be determined by the flip of a coin.
The gold will be collected only if you win. If your treasury dont have enough gold, then your bid is disqualified from the auction.
The target of the auction will join your nation if you won.
-- Check Groups -Parameters:
Skill required: Milestone
Type: Milestone - Not an action commanded by the player, but executed by the Judge. Displayed on this list to help the players to
understand the behind the scenes mechanics
Difficulty: Automatic

Improve skill rank: No


Special feature: None
Requirement: None
Help:
Check if the group is disbanded. A group is disbanded if the leader is traveling alone. The Judge will dismiss automatically any
groups with 1 single person in it.
Pickup Magic Item
Parameters:
Skill required: Any
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Hard
Improve skill rank: No
Special feature: None
Requirement: None
Help:
Pick it up one random magic item lost or hidden at the hex.
If the magic item is still lost, a wizard has greater chances of finding it.
If the magic item is hidden, the character that hid it has greater chances. If the action is commanded by a character from a
different nation, the chances are small.
Hatch Dragon Egg
Parameters: Magic Item ID; Character ID;
Skill required: Any
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement:
-Any non-sieged owned city
-Carried Dragon Egg
Help:
This action allows someone to try to hatch a dragon egg. To create life, one must sacrifice a life from someone of the same nation.
Scout Army
Parameters: Character ID; Follow army? (y/n);
Skill required: Rogue
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Average
Improve skill rank: No
Special feature: None
Requirement:
-On land
Help:
Look for information about an army at the same hex. The commanders name, troops and other information can be discovered.
The scout can be moved up to two hexes to end at the same spot as the army, if requested and the character is not leading and
army or group (except for a group of NPCs).
Scout Area
Parameters:
Skill required: Rogue

Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Easy
Improve skill rank: No
Special feature: None
Requirement:
-On land
Help:
Explore the area, removing the fog of war of the surrounding hexes. There is a chance of identifying armies, commanders and
how many troops. Chances are higher at the same hex and smaller at the surrounding hexes.
Scout Hex
Parameters:
Skill required: Rogue
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Easy
Improve skill rank: No
Special feature: None
Requirement:
-On land
Help:
Look for information about a hex. Resources production, citys stores, climate and other information can be discovered.
Recon Area
Parameters:
Skill required: Commander
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Easy
Improve skill rank: No
Special feature: None
Requirement: None
Help:
Explore the area, removing the fog of war of the surrounding hexes. There is a chance of identifying armies, commanders and
how many troops. Chances are higher at the same hex and smaller at the surrounding hexes.
Scout for Characters
Parameters:
Skill required: Diplomat
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Average
Improve skill rank: No
Cost: 500
Special feature: None
Requirement:
-On land
Help:
Discover who else is at the same location. False reports are possible. Success is based on each target and their skills.
Use Scrying Magic Item
Parameters: Magic Item ID; Hex;
Skill required: Any
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.

Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement:
-Carried scry magic item
Help:
This action allows someone to use a scrying magic item.
Nation Resources Transport
Parameters: Destination Hex; Resource; Percentage (1-100);
Skill required: Any
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement:
-Own Capital
-Any non-sieged owned city
Help:
From the capital, a character can command the resource transfer from all cities from the same nation to a single city.
10% of the resources will be deduced before the transfer to pay for the transportation.
Gold cannot be transferred by this action.
Transport by Caravan
Parameters: Origin Hex; Destination Hex; Resource; Qty;
Skill required: Any
Type: Free - An actor (PC, city, army, nation, etc) can execute as many free actions as the available slots.
Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement:
-Any non-sieged owned city
Help:
A character can order the transference of resources from the current city to any other known city. From the capital, its possible to
order the transport from any city to any city.
Destination city can belong to other nation. If the destination belongs to a different nation, it cannot be hidden.
Gold cannot be transported between cities from the same nation as the treasury is considered to be at the capital only.
The caravans is charge 10% of the resources as a payment for their services, before the transport is done.
Cities under siege cannot send or receive resources.
Transfer Ownership of City
Parameters: Character ID;
Skill required: Diplomat
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Easy
Improve skill rank: No
Special feature: None
Requirement:
-Any non-sieged owned city
Help:
With this action, it is possible to transfer the citys ownership to an allied nation. Someone from the receiving nation must be

present at the location to receive the keys to the city.


The city cannot the capital, also cannot be hidden or under siege. The target nation cannot be enemy. The city cannot be occupied
by enemy armies.
The chances of success are higher depending on city's loyalty, target and character's requested skill. Anyone can receive the city,
but chances are calculated based on the required skill for the action.
The resulting loyalty will be impacted according to citys culture. If the city is being transferred back to a nation of the same
culture, then loyalty will raise. Otherwise, loyalty will drop.
Locate Army
Parameters: Character ID;
Skill required: Diplomat
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Average
Improve skill rank: Yes
Cost: 1000
Special feature: None
Requirement:
-On land
Help:
The diplomat will try to find out the exact location of the army commanded by the target.
Information will be paid with gold from nation's treasury even if not successful.
Locate Character
Parameters: Character ID;
Skill required: Diplomat
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Hard
Improve skill rank: Yes
Cost: 2000
Special feature: None
Requirement:
-On land
Help:
The diplomat will try to find out the exact location of the target character.
Information will be paid with gold from nation's treasury even if not successful.
Reveal Nations Characters
Parameters: Target Nation;
Skill required: Diplomat
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Average
Improve skill rank: Yes
Cost: 1000
Special feature: None
Requirement:
-On land
Help:
The diplomat will try to find out the name of some characters from the target nation within a range of 6 hexes. Exact location will
not be given. The amount of names received will depend on the diplomats and targets skill ranks.
Information will be paid with gold from nation's treasury even if not successful.

Locate Magic Item


Parameters: Magic Item ID;
Skill required: Diplomat
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Hard
Improve skill rank: Yes
Cost: 2000
Special feature: None
Requirement:
-On land
Help:
The diplomat will try to find out the location of the target magic item and its owner, if any. Its possible to locate items that are
still lost, but they are more difficult to find. Lost magic items can picked up at the discovered location using the proper action.
Success is based on a combination of skill level, magic item power level and the magic items owner skill levels.
Information will be paid with gold from nation's treasury even if not successful.
Map Area
Parameters: Destination Hex (within 8 hexes);
Skill required: Diplomat
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Automatic
Improve skill rank: Yes
Cost: 200
Special feature: None
Requirement: None
Help:
Reveals the map around the target hex and all adjacent hexes, removing the fog of war. The diplomat must be within 8 hexes from
target location. Additionally, it is possible to obtain some extra information, like armies commander name and nation and the
rough number of troops in the army.
Information will be paid with gold from nation's treasury.
Locate Nations Armies
Parameters: Target Nation;
Skill required: Diplomat
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Average
Improve skill rank: Yes
Cost: 1000
Special feature: None
Requirement:
-On land
Help:
The diplomat will try to find out the commander's name and location of all armies from the target nation within a range of 6
hexes.
Information will be paid with gold from nation's treasury even if not successful.
Learn Character
Parameters: Character ID;
Skill required: Diplomat
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.

Difficulty: Average
Improve skill rank: Yes
Cost: 1000
Special feature: None
Requirement:
-On land
Help:
The diplomat will try to find out some information regarding the target character, like skills, magic items and know spells.
Location is not revealed but must be within a 12 hex range.
Information will be paid with gold from nation's treasury even if not successful.
Reveal Armys Characters
Parameters: Character ID;
Skill required: Diplomat
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Easy
Improve skill rank: Yes
Cost: 500
Special feature: None
Requirement:
-On land
Help:
The diplomat will try to find out the name of everybody traveling with the target group leader. The target must be within a range
of 12 hexes. Their exact location is not revealed.
Information will be paid with gold from nation's treasury even if not successful.
Learn City
Parameters: Target Hex;
Skill required: Diplomat
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Easy
Improve skill rank: Yes
Cost: 500
Special feature: None
Requirement:
-On land
Help:
The diplomat will try to find out some information regarding a target city within a range of 8 hexes. It is possible to receive
information like name, nation, loyalty, size, fortifications, docks, resources and army presence.
Information will be paid with gold from nation's treasury even if not successful.
Learn All Major Cities
Parameters:
Skill required: Diplomat
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Hard
Improve skill rank: Yes
Cost: 5000
Special feature: None
Requirement:
-Any city owned by others

Help:
The diplomat will try to find out a summary of citys nations major cities. It is possible to receive information like name, size,
fortifications, docks, hex and where the capital is.
Information will be paid with gold from nation's treasury even if not successful.
Learn Mission
Parameters: Character ID;
Skill required: Diplomat
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Hard
Improve skill rank: Yes
Cost: 2000
Special feature: None
Requirement:
-On land
Help:
The diplomat will try to find out the commands received by the target character and their respective results.
Information will be paid with gold from nation's treasury even if not successful.
Identify Nation's Treasury
Parameters:
Skill required: Diplomat
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Easy
Improve skill rank: Yes
Cost: 200
Special feature: None
Requirement:
-Any city owned by others
Help:
The diplomat will try to find out the approximated amount of gold the citys nation has in its reserves.
Information will be paid with gold from nation's treasury even if not successful.
Identify Nation's Finances
Parameters:
Skill required: Diplomat
Type: Main - Usually, only one main action can be issued to each skill the actor possesses.
Difficulty: Hard
Improve skill rank: Yes
Cost: 1000
Special feature: None
Requirement:
-Any city owned by others
Help:
The diplomat will try to find out a summary of citys nations finances.
Information will be paid with gold from nation's treasury even if not successful.
-- Check if the Game is Over -Parameters:
Skill required: Milestone
Type: Milestone - Not an action commanded by the player, but executed by the Judge. Displayed on this list to help the players to

understand the behind the scenes mechanics


Difficulty: Automatic
Improve skill rank: No
Special feature: None
Requirement: None
Help:
The Judge checks if any nation has the vassalage of all other active nations. Points are calculated.
Victory Conditions: The nation with the allegiance of all other nations is declared the winner. Otherwise, the active nation (noneliminated) with the highest score is declared the winner at the end of the timed game.
The game is over when one of the following conditions is met:
- When all active nations are vassals to one single nation. (Only one Lord in the game)
- After the limit of turns is reached.
- When none of the nations received orders for the turn.
- Special victory condition, as defined by the scenario, is met.
A nation is eliminated at any time that one of the following conditions is met:
- When all PCs are dead or hold as hostages or unable to receive orders in any way.
- When taxes are raised above 100% to pay the nation upkeep costs.
- When the capital is lost and there is no other city that meets the minimum criteria to become a new capital. In most scenarios,
this means burgh or metropolis size.
- When the player fails to send orders for three turns in a row.

Full list of available skills.

0
1-9
10-19
20-29
30-39
40-49
50-59
60-69
70-79
80-89
90-99
100+

Commander
Unknown or none
Apprentice
Veteran
Sergeant
Commander
Captain
Lord
Regent
Warlord
General
Marshal
Lord Marshal

Rogue
Unknown or none
Apprentice
Journeyman
Footpad
Rogue
Cutpurse
Burglar
Agent
Thief
Spy
Assassin
Guild Master

Diplomat
Unknown or none
Apprentice
Envoy
Kingsman
Diplomat
Ambassador
Emissary
Banneret
Curate
Proclamator
Legate
Herald

Tactics vs. tactics in combat.


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

Wizard
Unknown or none
Apprentice
Novice
Acolyte
Wizard
Mystic
Enchanter
Warlock
Conjurer
Sorcerer
Mage
Arch Mage

%
Charge
Flank
Standard
Surround
Guerrilla
Ambush

Charge
100
100
80
100
90
120

Flank
100
100
120
120
80
80

Standard
110
90
100
100
100
100

Surround
100
80
100
100
120
100

Guerrilla
120
110
100
80
100
100

Ambush
80
120
100
100
100
100

Tactics and casualties.


Land combat
The sequence that casualties are applied to your troops is determined by the chosen tactics.
Here's a few tables regarding on land and water troops to guide your combat's decision.
Damage and casualties will spread equally among all troops when using standard tactics.
Charge on Coast
1: Archers
2: Scouts
3: Knights of the Vale
4: Heavy Cavalry
5: Bloodriders
6: Mounted Knights
7: Sand Cavalry
8: Chevalier
9: Freedmen
10: Mountain Giants
11: Gold Cloaks
12: Infantry
13: Gladiator Slaves
14: Heavy Infantry
15: Seasoned Veterans
16: Hired Mercenaries
17: Northmen
18: Elite Footmen
19: Reavers
20: Slaves
21: Peasants
22: Raiders
23: Rangers
24: Unsullied
25: Villager Conscripts
26: Wight
27: Catapults

Flank on Coast
1: Slaves
2: Villager Conscripts
3: Wight
4: Gladiator Slaves
5: Peasants
6: Archers
7: Knights of the Vale
8: Sand Cavalry
9: Freedmen
10: Infantry
11: Seasoned Veterans
12: Raiders
13: Unsullied
14: Catapults
15: Scouts
16: Bloodriders
17: Gold Cloaks
18: Hired Mercenaries
19: Northmen
20: Elite Footmen
21: Reavers
22: Rangers
23: Chevalier
24: Heavy Infantry
25: Mountain Giants
26: Heavy Cavalry
27: Mounted Knights

Surround on Coast
1: Archers
2: Scouts
3: Knights of the Vale
4: Heavy Cavalry
5: Bloodriders
6: Mounted Knights
7: Sand Cavalry
8: Chevalier
9: Freedmen
10: Mountain Giants
11: Gold Cloaks
12: Infantry
13: Gladiator Slaves
14: Heavy Infantry
15: Seasoned Veterans
16: Hired Mercenaries
17: Northmen
18: Elite Footmen
19: Reavers
20: Slaves
21: Peasants
22: Raiders
23: Rangers
24: Unsullied
25: Villager Conscripts
26: Wight
27: Catapults

Guerrilla on Coast
1: Archers
2: Scouts
3: Knights of the Vale
4: Heavy Cavalry
5: Bloodriders
6: Mounted Knights
7: Sand Cavalry
8: Chevalier
9: Freedmen
10: Mountain Giants
11: Gold Cloaks
12: Infantry
13: Gladiator Slaves
14: Heavy Infantry
15: Seasoned Veterans
16: Hired Mercenaries
17: Northmen
18: Elite Footmen
19: Reavers
20: Slaves
21: Peasants
22: Raiders
23: Rangers
24: Unsullied
25: Villager Conscripts
26: Wight
27: Catapults

Ambush on Coast
1: Slaves
2: Villager Conscripts
3: Wight
4: Gladiator Slaves
5: Peasants
6: Archers
7: Knights of the Vale
8: Sand Cavalry
9: Freedmen
10: Infantry
11: Seasoned Veterans
12: Raiders
13: Unsullied
14: Catapults
15: Scouts
16: Bloodriders
17: Gold Cloaks
18: Hired Mercenaries
19: Northmen
20: Elite Footmen
21: Reavers
22: Rangers
23: Chevalier
24: Heavy Infantry
25: Mountain Giants
26: Heavy Cavalry
27: Mounted Knights

Charge on Desert
1: Catapults
2: Sand Cavalry
3: Scouts
4: Bloodriders
5: Chevalier
6: Heavy Cavalry
7: Wight
8: Gladiator Slaves
9: Infantry
10: Archers
11: Seasoned Veterans
12: Unsullied
13: Freedmen
14: Raiders
15: Hired Mercenaries
16: Knights of the Vale
17: Rangers
18: Mounted Knights
19: Elite Footmen
20: Northmen
21: Gold Cloaks
22: Reavers
23: Heavy Infantry
24: Mountain Giants
25: Slaves
26: Villager Conscripts
27: Peasants

Flank on Desert
1: Catapults
2: Sand Cavalry
3: Scouts
4: Bloodriders
5: Chevalier
6: Heavy Cavalry
7: Wight
8: Gladiator Slaves
9: Infantry
10: Archers
11: Seasoned Veterans
12: Unsullied
13: Freedmen
14: Raiders
15: Knights of the Vale
16: Hired Mercenaries
17: Rangers
18: Mounted Knights
19: Elite Footmen
20: Northmen
21: Gold Cloaks
22: Reavers
23: Heavy Infantry
24: Mountain Giants
25: Slaves
26: Villager Conscripts
27: Peasants

Surround on Desert
1: Wight
2: Slaves
3: Villager Conscripts
4: Gladiator Slaves
5: Peasants
6: Catapults
7: Infantry
8: Archers
9: Seasoned Veterans
10: Unsullied
11: Freedmen
12: Raiders
13: Hired Mercenaries
14: Elite Footmen
15: Northmen
16: Gold Cloaks
17: Reavers
18: Heavy Infantry
19: Mountain Giants
20: Knights of the Vale
21: Scouts
22: Bloodriders
23: Rangers
24: Chevalier
25: Heavy Cavalry
26: Mounted Knights
27: Sand Cavalry

Guerrilla on Desert
1: Sand Cavalry
2: Scouts
3: Bloodriders
4: Chevalier
5: Heavy Cavalry
6: Knights of the Vale
7: Rangers
8: Mounted Knights
9: Catapults
10: Wight
11: Gladiator Slaves
12: Infantry
13: Archers
14: Seasoned Veterans
15: Unsullied
16: Freedmen
17: Raiders
18: Hired Mercenaries
19: Elite Footmen
20: Northmen
21: Gold Cloaks
22: Reavers
23: Heavy Infantry
24: Mountain Giants
25: Slaves
26: Villager Conscripts
27: Peasants

Ambush on Desert
1: Wight
2: Slaves
3: Villager Conscripts
4: Gladiator Slaves
5: Peasants
6: Catapults
7: Sand Cavalry
8: Infantry
9: Archers
10: Seasoned Veterans
11: Unsullied
12: Freedmen
13: Raiders
14: Knights of the Vale
15: Scouts
16: Bloodriders
17: Hired Mercenaries
18: Rangers
19: Elite Footmen
20: Northmen
21: Gold Cloaks
22: Reavers
23: Chevalier
24: Heavy Infantry
25: Mountain Giants
26: Heavy Cavalry
27: Mounted Knights

Charge on High Seas


1: Archers
2: Scouts
3: Knights of the Vale
4: Heavy Cavalry
5: Bloodriders
6: Mounted Knights
7: Sand Cavalry
8: Chevalier
9: Freedmen
10: Mountain Giants
11: Gold Cloaks
12: Infantry
13: Gladiator Slaves
14: Heavy Infantry
15: Seasoned Veterans
16: Hired Mercenaries
17: Northmen
18: Elite Footmen
19: Reavers
20: Slaves
21: Peasants
22: Raiders
23: Rangers
24: Unsullied
25: Villager Conscripts
26: Wight
27: Catapults

Flank on High Seas


1: Slaves
2: Villager Conscripts
3: Wight
4: Gladiator Slaves
5: Peasants
6: Archers
7: Knights of the Vale
8: Sand Cavalry
9: Freedmen
10: Infantry
11: Seasoned Veterans
12: Raiders
13: Unsullied
14: Catapults
15: Scouts
16: Bloodriders
17: Gold Cloaks
18: Hired Mercenaries
19: Northmen
20: Elite Footmen
21: Reavers
22: Rangers
23: Chevalier
24: Heavy Infantry
25: Mountain Giants
26: Heavy Cavalry
27: Mounted Knights

Surround on High Seas


1: Archers
2: Scouts
3: Knights of the Vale
4: Heavy Cavalry
5: Bloodriders
6: Mounted Knights
7: Sand Cavalry
8: Chevalier
9: Freedmen
10: Mountain Giants
11: Gold Cloaks
12: Infantry
13: Gladiator Slaves
14: Heavy Infantry
15: Seasoned Veterans
16: Hired Mercenaries
17: Northmen
18: Elite Footmen
19: Reavers
20: Slaves
21: Peasants
22: Raiders
23: Rangers
24: Unsullied
25: Villager Conscripts
26: Wight
27: Catapults

Guerrilla on High Seas


1: Archers
2: Scouts
3: Knights of the Vale
4: Heavy Cavalry
5: Bloodriders
6: Mounted Knights
7: Sand Cavalry
8: Chevalier
9: Freedmen
10: Mountain Giants
11: Gold Cloaks
12: Infantry
13: Gladiator Slaves
14: Heavy Infantry
15: Seasoned Veterans
16: Hired Mercenaries
17: Northmen
18: Elite Footmen
19: Reavers
20: Slaves
21: Peasants
22: Raiders
23: Rangers
24: Unsullied
25: Villager Conscripts
26: Wight
27: Catapults

Ambush on High Seas


1: Slaves
2: Villager Conscripts
3: Wight
4: Gladiator Slaves
5: Peasants
6: Archers
7: Knights of the Vale
8: Sand Cavalry
9: Freedmen
10: Infantry
11: Seasoned Veterans
12: Raiders
13: Unsullied
14: Catapults
15: Scouts
16: Bloodriders
17: Gold Cloaks
18: Hired Mercenaries
19: Northmen
20: Elite Footmen
21: Reavers
22: Rangers
23: Chevalier
24: Heavy Infantry
25: Mountain Giants
26: Heavy Cavalry
27: Mounted Knights

Charge on Woods
1: Catapults
2: Rangers
3: Mountain Giants
4: Wight
5: Gladiator Slaves
6: Infantry
7: Unsullied
8: Freedmen
9: Raiders
10: Seasoned Veterans
11: Hired Mercenaries
12: Sand Cavalry
13: Knights of the Vale
14: Scouts
15: Elite Footmen
16: Northmen
17: Gold Cloaks
18: Reavers
19: Heavy Infantry
20: Bloodriders
21: Chevalier
22: Heavy Cavalry
23: Mounted Knights
24: Archers
25: Slaves
26: Villager Conscripts
27: Peasants

Flank on Woods
1: Catapults
2: Rangers
3: Mountain Giants
4: Wight
5: Gladiator Slaves
6: Infantry
7: Unsullied
8: Freedmen
9: Raiders
10: Seasoned Veterans
11: Hired Mercenaries
12: Sand Cavalry
13: Knights of the Vale
14: Scouts
15: Elite Footmen
16: Northmen
17: Gold Cloaks
18: Reavers
19: Heavy Infantry
20: Bloodriders
21: Chevalier
22: Heavy Cavalry
23: Mounted Knights
24: Archers
25: Slaves
26: Villager Conscripts
27: Peasants

Surround on Woods
1: Wight
2: Slaves
3: Villager Conscripts
4: Gladiator Slaves
5: Peasants
6: Catapults
7: Infantry
8: Unsullied
9: Freedmen
10: Raiders
11: Seasoned Veterans
12: Sand Cavalry
13: Knights of the Vale
14: Archers
15: Hired Mercenaries
16: Scouts
17: Elite Footmen
18: Northmen
19: Gold Cloaks
20: Reavers
21: Bloodriders
22: Heavy Infantry
23: Chevalier
24: Mountain Giants
25: Heavy Cavalry
26: Mounted Knights
27: Rangers

Guerrilla on Woods
1: Rangers
2: Catapults
3: Mountain Giants
4: Wight
5: Gladiator Slaves
6: Infantry
7: Unsullied
8: Freedmen
9: Raiders
10: Seasoned Veterans
11: Hired Mercenaries
12: Sand Cavalry
13: Knights of the Vale
14: Scouts
15: Elite Footmen
16: Northmen
17: Gold Cloaks
18: Reavers
19: Heavy Infantry
20: Bloodriders
21: Chevalier
22: Heavy Cavalry
23: Mounted Knights
24: Archers
25: Slaves
26: Villager Conscripts
27: Peasants

Ambush on Woods
1: Wight
2: Slaves
3: Villager Conscripts
4: Gladiator Slaves
5: Peasants
6: Catapults
7: Infantry
8: Unsullied
9: Freedmen
10: Raiders
11: Seasoned Veterans
12: Sand Cavalry
13: Knights of the Vale
14: Archers
15: Rangers
16: Hired Mercenaries
17: Scouts
18: Elite Footmen
19: Northmen
20: Gold Cloaks
21: Reavers
22: Bloodriders
23: Heavy Infantry
24: Chevalier
25: Mountain Giants
26: Heavy Cavalry
27: Mounted Knights

Charge on Hills
1: Catapults
2: Mountain Giants
3: Seasoned Veterans
4: Hired Mercenaries
5: Northmen
6: Unsullied
7: Elite Footmen
8: Gold Cloaks
9: Reavers
10: Heavy Infantry
11: Freedmen
12: Bloodriders
13: Heavy Cavalry
14: Sand Cavalry
15: Knights of the Vale
16: Scouts
17: Mounted Knights
18: Rangers
19: Chevalier
20: Wight
21: Gladiator Slaves
22: Infantry
23: Archers
24: Raiders
25: Slaves
26: Villager Conscripts
27: Peasants

Flank on Hills
1: Catapults
2: Mountain Giants
3: Seasoned Veterans
4: Hired Mercenaries
5: Northmen
6: Unsullied
7: Elite Footmen
8: Gold Cloaks
9: Reavers
10: Heavy Infantry
11: Freedmen
12: Bloodriders
13: Heavy Cavalry
14: Sand Cavalry
15: Knights of the Vale
16: Scouts
17: Mounted Knights
18: Rangers
19: Chevalier
20: Wight
21: Gladiator Slaves
22: Infantry
23: Archers
24: Raiders
25: Slaves
26: Villager Conscripts
27: Peasants

Surround on Hills
1: Wight
2: Slaves
3: Villager Conscripts
4: Gladiator Slaves
5: Peasants
6: Catapults
7: Seasoned Veterans
8: Unsullied
9: Freedmen
10: Infantry
11: Archers
12: Raiders
13: Hired Mercenaries
14: Elite Footmen
15: Gold Cloaks
16: Reavers
17: Heavy Infantry
18: Mountain Giants
19: Northmen
20: Sand Cavalry
21: Knights of the Vale
22: Bloodriders
23: Scouts
24: Rangers
25: Chevalier
26: Heavy Cavalry
27: Mounted Knights

Guerrilla on Hills
1: Bloodriders
2: Heavy Cavalry
3: Sand Cavalry
4: Knights of the Vale
5: Scouts
6: Mounted Knights
7: Rangers
8: Chevalier
9: Northmen
10: Catapults
11: Mountain Giants
12: Seasoned Veterans
13: Hired Mercenaries
14: Unsullied
15: Elite Footmen
16: Gold Cloaks
17: Reavers
18: Heavy Infantry
19: Freedmen
20: Wight
21: Gladiator Slaves
22: Infantry
23: Archers
24: Raiders
25: Slaves
26: Villager Conscripts
27: Peasants

Ambush on Hills
1: Wight
2: Slaves
3: Villager Conscripts
4: Gladiator Slaves
5: Peasants
6: Catapults
7: Seasoned Veterans
8: Unsullied
9: Freedmen
10: Sand Cavalry
11: Knights of the Vale
12: Infantry
13: Archers
14: Raiders
15: Hired Mercenaries
16: Northmen
17: Elite Footmen
18: Gold Cloaks
19: Reavers
20: Bloodriders
21: Scouts
22: Rangers
23: Heavy Infantry
24: Chevalier
25: Mountain Giants
26: Heavy Cavalry
27: Mounted Knights

Charge on Shore
1: Catapults
2: Chevalier
3: Mounted Knights
4: Sand Cavalry
5: Knights of the Vale
6: Bloodriders
7: Heavy Cavalry
8: Mountain Giants
9: Seasoned Veterans
10: Hired Mercenaries
11: Rangers
12: Archers
13: Unsullied
14: Elite Footmen
15: Northmen
16: Gold Cloaks
17: Heavy Infantry
18: Scouts
19: Reavers
20: Wight
21: Gladiator Slaves
22: Infantry
23: Freedmen
24: Raiders
25: Slaves
26: Villager Conscripts
27: Peasants

Flank on Shore
1: Catapults
2: Chevalier
3: Mounted Knights
4: Sand Cavalry
5: Knights of the Vale
6: Bloodriders
7: Heavy Cavalry
8: Mountain Giants
9: Seasoned Veterans
10: Hired Mercenaries
11: Rangers
12: Archers
13: Unsullied
14: Elite Footmen
15: Northmen
16: Gold Cloaks
17: Scouts
18: Reavers
19: Heavy Infantry
20: Wight
21: Gladiator Slaves
22: Infantry
23: Freedmen
24: Raiders
25: Slaves
26: Villager Conscripts
27: Peasants

Surround on Shore
1: Wight
2: Slaves
3: Villager Conscripts
4: Gladiator Slaves
5: Peasants
6: Catapults
7: Seasoned Veterans
8: Archers
9: Unsullied
10: Infantry
11: Freedmen
12: Raiders
13: Hired Mercenaries
14: Elite Footmen
15: Northmen
16: Gold Cloaks
17: Heavy Infantry
18: Mountain Giants
19: Sand Cavalry
20: Knights of the Vale
21: Bloodriders
22: Rangers
23: Scouts
24: Reavers
25: Chevalier
26: Mounted Knights
27: Heavy Cavalry

Guerrilla on Shore
1: Chevalier
2: Mounted Knights
3: Sand Cavalry
4: Knights of the Vale
5: Bloodriders
6: Heavy Cavalry
7: Rangers
8: Scouts
9: Reavers
10: Catapults
11: Mountain Giants
12: Seasoned Veterans
13: Hired Mercenaries
14: Archers
15: Unsullied
16: Elite Footmen
17: Northmen
18: Gold Cloaks
19: Heavy Infantry
20: Wight
21: Gladiator Slaves
22: Infantry
23: Freedmen
24: Raiders
25: Slaves
26: Villager Conscripts
27: Peasants

Ambush on Shore
1: Wight
2: Slaves
3: Villager Conscripts
4: Gladiator Slaves
5: Peasants
6: Catapults
7: Sand Cavalry
8: Knights of the Vale
9: Seasoned Veterans
10: Archers
11: Unsullied
12: Infantry
13: Freedmen
14: Raiders
15: Bloodriders
16: Hired Mercenaries
17: Rangers
18: Elite Footmen
19: Northmen
20: Gold Cloaks
21: Scouts
22: Reavers
23: Chevalier
24: Heavy Infantry
25: Mountain Giants
26: Mounted Knights
27: Heavy Cavalry

Charge on Mountains

Flank on Mountains
1: Catapults
2: Wight
3: Gladiator Slaves
4: Infantry
5: Unsullied
6: Freedmen
7: Knights of the Vale
8: Raiders
9: Rangers
10: Mountain Giants
11: Seasoned Veterans
12: Hired Mercenaries
13: Elite Footmen
14: Northmen
15: Gold Cloaks
16: Reavers
17: Heavy Infantry
18: Archers
19: Sand Cavalry
20: Scouts
21: Bloodriders
22: Chevalier
23: Heavy Cavalry
24: Mounted Knights
25: Slaves
26: Villager Conscripts
27: Peasants

Guerrilla on
Mountains
1: Raiders
2: Knights of the Vale
3: Catapults
4: Wight
5: Gladiator Slaves
6: Infantry
7: Unsullied
8: Freedmen
9: Rangers
10: Mountain Giants
11: Seasoned Veterans
12: Hired Mercenaries
13: Elite Footmen
14: Northmen
15: Gold Cloaks
16: Reavers
17: Heavy Infantry
18: Archers
19: Sand Cavalry
20: Scouts
21: Bloodriders
22: Chevalier
23: Heavy Cavalry
24: Mounted Knights
25: Slaves
26: Villager Conscripts
27: Peasants

Ambush on Mountains

1: Catapults
2: Wight
3: Gladiator Slaves
4: Infantry
5: Unsullied
6: Freedmen
7: Rangers
8: Mountain Giants
9: Knights of the Vale
10: Raiders
11: Seasoned Veterans
12: Hired Mercenaries
13: Elite Footmen
14: Northmen
15: Gold Cloaks
16: Reavers
17: Heavy Infantry
18: Archers
19: Sand Cavalry
20: Scouts
21: Bloodriders
22: Chevalier
23: Heavy Cavalry
24: Mounted Knights
25: Slaves
26: Villager Conscripts
27: Peasants

Surround on
Mountains
1: Wight
2: Slaves
3: Villager Conscripts
4: Gladiator Slaves
5: Peasants
6: Catapults
7: Infantry
8: Unsullied
9: Freedmen
10: Seasoned Veterans
11: Archers
12: Sand Cavalry
13: Rangers
14: Hired Mercenaries
15: Elite Footmen
16: Northmen
17: Gold Cloaks
18: Reavers
19: Scouts
20: Bloodriders
21: Heavy Infantry
22: Chevalier
23: Mountain Giants
24: Heavy Cavalry
25: Mounted Knights
26: Knights of the Vale
27: Raiders

1: Wight
2: Slaves
3: Villager Conscripts
4: Gladiator Slaves
5: Peasants
6: Catapults
7: Infantry
8: Unsullied
9: Freedmen
10: Knights of the Vale
11: Raiders
12: Seasoned Veterans
13: Archers
14: Sand Cavalry
15: Rangers
16: Hired Mercenaries
17: Elite Footmen
18: Northmen
19: Gold Cloaks
20: Reavers
21: Scouts
22: Bloodriders
23: Heavy Infantry
24: Chevalier
25: Mountain Giants
26: Heavy Cavalry
27: Mounted Knights

Charge on Plains
1: Catapults
2: Chevalier
3: Mountain Giants
4: Mounted Knights
5: Sand Cavalry
6: Knights of the Vale
7: Bloodriders
8: Heavy Cavalry
9: Elite Footmen
10: Seasoned Veterans
11: Northmen
12: Hired Mercenaries
13: Rangers
14: Archers
15: Unsullied
16: Gold Cloaks
17: Reavers
18: Heavy Infantry
19: Scouts
20: Wight
21: Gladiator Slaves
22: Infantry
23: Freedmen
24: Raiders
25: Slaves
26: Villager Conscripts
27: Peasants

Flank on Plains
1: Catapults
2: Chevalier
3: Mountain Giants
4: Mounted Knights
5: Sand Cavalry
6: Knights of the Vale
7: Bloodriders
8: Heavy Cavalry
9: Elite Footmen
10: Seasoned Veterans
11: Northmen
12: Hired Mercenaries
13: Rangers
14: Archers
15: Unsullied
16: Gold Cloaks
17: Reavers
18: Scouts
19: Heavy Infantry
20: Wight
21: Gladiator Slaves
22: Infantry
23: Freedmen
24: Raiders
25: Slaves
26: Villager Conscripts
27: Peasants

Surround on Plains
1: Wight
2: Slaves
3: Villager Conscripts
4: Gladiator Slaves
5: Peasants
6: Catapults
7: Seasoned Veterans
8: Archers
9: Unsullied
10: Infantry
11: Freedmen
12: Raiders
13: Elite Footmen
14: Northmen
15: Hired Mercenaries
16: Gold Cloaks
17: Reavers
18: Heavy Infantry
19: Mountain Giants
20: Sand Cavalry
21: Knights of the Vale
22: Bloodriders
23: Rangers
24: Scouts
25: Chevalier
26: Mounted Knights
27: Heavy Cavalry

Guerrilla on Plains
1: Chevalier
2: Mounted Knights
3: Sand Cavalry
4: Knights of the Vale
5: Bloodriders
6: Heavy Cavalry
7: Rangers
8: Scouts
9: Catapults
10: Mountain Giants
11: Elite Footmen
12: Seasoned Veterans
13: Northmen
14: Hired Mercenaries
15: Archers
16: Unsullied
17: Gold Cloaks
18: Reavers
19: Heavy Infantry
20: Wight
21: Gladiator Slaves
22: Infantry
23: Freedmen
24: Raiders
25: Slaves
26: Villager Conscripts
27: Peasants

Ambush on Plains
1: Wight
2: Slaves
3: Villager Conscripts
4: Gladiator Slaves
5: Peasants
6: Catapults
7: Sand Cavalry
8: Knights of the Vale
9: Seasoned Veterans
10: Archers
11: Unsullied
12: Infantry
13: Freedmen
14: Raiders
15: Bloodriders
16: Elite Footmen
17: Northmen
18: Hired Mercenaries
19: Rangers
20: Gold Cloaks
21: Reavers
22: Scouts
23: Chevalier
24: Heavy Infantry
25: Mountain Giants
26: Mounted Knights
27: Heavy Cavalry

Charge on Swamp
1: Catapults
2: Wight
3: Gladiator Slaves
4: Infantry
5: Unsullied
6: Freedmen
7: Raiders
8: Rangers
9: Seasoned Veterans
10: Hired Mercenaries
11: Sand Cavalry
12: Scouts
13: Elite Footmen
14: Northmen
15: Gold Cloaks
16: Reavers
17: Heavy Infantry
18: Bloodriders
19: Heavy Cavalry
20: Archers
21: Knights of the Vale
22: Chevalier
23: Mounted Knights
24: Slaves
25: Villager Conscripts
26: Peasants
27: Mountain Giants

Flank on Swamp
1: Catapults
2: Wight
3: Gladiator Slaves
4: Infantry
5: Unsullied
6: Freedmen
7: Raiders
8: Rangers
9: Seasoned Veterans
10: Sand Cavalry
11: Hired Mercenaries
12: Scouts
13: Elite Footmen
14: Northmen
15: Gold Cloaks
16: Reavers
17: Bloodriders
18: Heavy Infantry
19: Heavy Cavalry
20: Archers
21: Knights of the Vale
22: Chevalier
23: Mounted Knights
24: Slaves
25: Villager Conscripts
26: Peasants
27: Mountain Giants

Surround on Swamp
1: Wight
2: Slaves
3: Villager Conscripts
4: Gladiator Slaves
5: Peasants
6: Catapults
7: Infantry
8: Unsullied
9: Freedmen
10: Raiders
11: Seasoned Veterans
12: Archers
13: Hired Mercenaries
14: Elite Footmen
15: Northmen
16: Gold Cloaks
17: Reavers
18: Heavy Infantry
19: Mountain Giants
20: Sand Cavalry
21: Knights of the Vale
22: Rangers
23: Scouts
24: Bloodriders
25: Chevalier
26: Heavy Cavalry
27: Mounted Knights

Guerrilla on Swamp
1: Rangers
2: Sand Cavalry
3: Scouts
4: Bloodriders
5: Heavy Cavalry
6: Knights of the Vale
7: Chevalier
8: Mounted Knights
9: Catapults
10: Wight
11: Gladiator Slaves
12: Infantry
13: Unsullied
14: Freedmen
15: Raiders
16: Seasoned Veterans
17: Hired Mercenaries
18: Elite Footmen
19: Northmen
20: Gold Cloaks
21: Reavers
22: Heavy Infantry
23: Archers
24: Slaves
25: Villager Conscripts
26: Peasants
27: Mountain Giants

Ambush on Swamp
1: Wight
2: Slaves
3: Villager Conscripts
4: Gladiator Slaves
5: Peasants
6: Catapults
7: Infantry
8: Unsullied
9: Freedmen
10: Raiders
11: Seasoned Veterans
12: Sand Cavalry
13: Archers
14: Knights of the Vale
15: Rangers
16: Hired Mercenaries
17: Scouts
18: Elite Footmen
19: Northmen
20: Gold Cloaks
21: Reavers
22: Bloodriders
23: Heavy Infantry
24: Chevalier
25: Mountain Giants
26: Heavy Cavalry
27: Mounted Knights

Naval combat
The sequence that casualties are applied to your troops is determined by the chosen tactics.
Here's a few tables regarding on land and water troops to guide your combat's decision.
Damage and casualties will spread equally among all troops when using standard tactics.
Charge on Coast
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship

Flank on Coast
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship

Surround on Coast
1: Smugglers Vessel
2: Kraken
3: Trireme
4: Cargo Ship

Guerrilla on Coast
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship

Ambush on Coast
1: Smugglers Vessel
2: Kraken
3: Trireme
4: Cargo Ship

Charge on Desert
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship

Flank on Desert
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship

Surround on Desert
1: Smugglers Vessel
2: Kraken
3: Trireme
4: Cargo Ship

Guerrilla on Desert
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship

Ambush on Desert
1: Smugglers Vessel
2: Kraken
3: Trireme
4: Cargo Ship

Charge on High Seas


1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship

Flank on High Seas


1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship

Surround on High Seas


1: Smugglers Vessel
2: Trireme
3: Cargo Ship
4: Kraken

Guerrilla on High Seas


1: Kraken
2: Trireme
3: Cargo Ship
4: Smugglers Vessel

Ambush on High Seas


1: Smugglers Vessel
2: Kraken
3: Trireme
4: Cargo Ship

Charge on Woods
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship

Flank on Woods
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship

Surround on Woods
1: Smugglers Vessel
2: Kraken
3: Trireme
4: Cargo Ship

Guerrilla on Woods
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship

Ambush on Woods
1: Smugglers Vessel
2: Kraken
3: Trireme
4: Cargo Ship

Charge on Hills
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship

Flank on Hills
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship

Surround on Hills
1: Smugglers Vessel
2: Kraken
3: Trireme
4: Cargo Ship

Guerrilla on Hills
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship

Ambush on Hills
1: Smugglers Vessel
2: Kraken
3: Trireme
4: Cargo Ship

Charge on Shore
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship

Flank on Shore
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship

Surround on Shore
1: Smugglers Vessel
2: Kraken
3: Trireme
4: Cargo Ship

Guerrilla on Shore
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship

Ambush on Shore
1: Smugglers Vessel
2: Kraken
3: Trireme
4: Cargo Ship

Charge on Mountains

Flank on Mountains
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship

Guerrilla on
Mountains
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship

Ambush on Mountains

1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship

Surround on
Mountains
1: Smugglers Vessel
2: Kraken
3: Trireme
4: Cargo Ship

Charge on Plains
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship

Flank on Plains
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship

Surround on Plains
1: Smugglers Vessel
2: Kraken
3: Trireme
4: Cargo Ship

Guerrilla on Plains
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship

Ambush on Plains
1: Smugglers Vessel
2: Kraken
3: Trireme
4: Cargo Ship

Charge on Swamp
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship

Flank on Swamp
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship

Surround on Swamp
1: Smugglers Vessel
2: Kraken
3: Trireme
4: Cargo Ship

Guerrilla on Swamp
1: Kraken
2: Trireme
3: Smugglers Vessel
4: Cargo Ship

Ambush on Swamp
1: Smugglers Vessel
2: Kraken
3: Trireme
4: Cargo Ship

1: Smugglers Vessel
2: Kraken
3: Trireme
4: Cargo Ship

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