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Medieval Warfare

The Situation:
England is becoming over populous and needs resources and land. King Henry IV has
decided to wage war. His main target is France, but after the successful attacks on Northern
France, he sets his sights further. France is totally unprepared for this unprovoked attack
and may take some time to be prepared to retaliate. Germany and Italy join the war effort
against Britain, for fear of Britain coming after them once France is finished. Farther east,
Poland and Hungary are neutral and have made a mutual defense treaty with one another
stating that if one or the other gets attacked the other will help defend them. Russia is
interested in expanding their empire and is willing to take Poland. Spain at the moment is
neutral but may want to take advantage of this great opportunity to obtain more land from
their rivals-France.
Object of the Game:
For you and your allies to take ___all_____ major cities including the castles in them from
your opponents and hold them until all of their units are destroyed. You do this by building,
deploying, maneuvering, and commanding your armed forces to take your opponents lands.
On your opponents turn they will do the same to you. Now get out there and win.
The Combatants:
There are eight countries that are playable in this game. England, France, Spain, Germany,
Italy, Russia, Hungary, and Poland. England and France are at war at the beginning of the
game. After one turn Germany and Italy side with France. After two turns, Russia must
declare war on Poland and and therefore on Hungary. Spain, a neutral country can declare
war on both sides but is given considerable bonuses when they side with Britain. Because of
the relationship between Poland and Hungary one player controls them both.
Territories:
The entire map consists of territories. They are yours to defend or conquer. If a neutral
countys units are moved into another county it is considered an act of war against that
country and its allies.
Gold:
Gold is the currency of the game. Each territory produces a certain amount of gold.This is
marked from the number in the middle of the territories. At the end of each players turn you
must collect the amount of gold you are making from each of your territories.
Also, there are several shipping routes located in the oceans. They can be captured just like
territories. Entering another countries shipping route is an act of war unless you are allies,
just like entering a territory is an act of war.
Order of Play:
Medieval Warfare is played in rounds. A round consists of each country taking a turn and
then checking to see if a side won.

Order of Play:
1. England
2. France
3. Spain
4. Germany
5. Italy
6. Russia
7. Poland
8. Hungary
There are seven phases which make up a turn. They are executed in an exact sequence.
Once a country plays all of these phases, the play goes to the next power. When every
power has had a turn, begin another round.
Turn Sequence:
1. Collect Income
2. Buy and Repair Units
3. Combat Move
4. Conduct Combat
5. Non-Combat Move
6. Mobilize Units
7. Roll for Technology
Phase 1: Collect Income
At the beginning of each players turn he must collect income. On each space on the board
there is a number that indicates how much gold each space produces. A player must add up
all the numbers on the spaces that he controls. This is the amount of gold that he receives
on this turn.
Phase 2: Buy and Repair Units
After you concluded Phase 1 you now have the option of buying or repairing units. In order
to repair a unit, it must be in a space next to a castle. You must pay half the price of the
unit in order to repair it. When repairing a city you must pay 2 gold per damage point.
After repairing any of your units you may now buy any extra units. Using the gold you have
you may purchase any unit you like and then place the purchased units in the training area.

Unit Stats:
Units
Cost(Gold)Attack Defense Movement Abilities
Militia
0
0
1
0
Militia: Defends spaces that have no units
in them.
Swordsmen 3
1
2
1
+1 attack when paired with archers
Archers
4
2
2
1
Supports Swordsmen
Horseman
6
3
2
2
Charge
Knights
8
3
4
2
Charge and Sacrifice
Mounted
9
3
3
2
Charge and long range attack. (They get
ArchersThis
a free attack) (Like subs)
will come in

later in the
game
Catapults
10
Trebuchet
14
this will too.

1
2

1
1

1
1

Galleon

Man-o-War
Galley
Siege Tower
Castle

20
15
8
40

4
3
1
0

4
3
1
5

2
2
1
0

+3 attack against castles


+3 attack against castles Fire: Trebuchets
can now throw fire at enemies, killing
them instantly.
+1 defense if archers on board. can carry
3 units
2 hit kill, can carry 1 unit
Can carry one unit
+2 attack against castles
Takes 3 hits to kill .

Phase 7: Technology Roll


At the end of each players turn he may choose to roll for technology. This researches more
advanced units and structures and therefore gives the owner and advantage over his
adversaries. If you choose to roll for technology you must decide what category to roll for
and how many dice you want to roll. For every dice you roll you must pay 5 gold. Once you
have payed for your roll you may roll the dice. If any of your dice roll a 6 then you have
successfully researched a technology. Now you must roll one die to see what you have
researched in your chosen category. For example, if you have chosen to research in the
naval category then you roll one die and roll a 5. You would then get the number 5
technology upgrade in the naval category. Also, if you roll a number you have already rolled
for on a previous turn, just roll again. The upgrades come into effect on your next turn.

Research
Category
Land Units

Die Roll 1

Navy Units

Square
Sails: All
ships get +1
movement

Die Roll 2

Technology
Die Roll 3
Die Roll 4

Javelin:
Leather Boots: Booby
Horseman
Land Units + 1Trapping:
Archers get get +1
Move

Production/ Ballistas:
Defense
Castles can
attack units
in nearby
spaces with
2 attack

Composition
Bow: Achers
get +1
attack

Die Roll 5

Steel
Weapons:
Horsemen
+ 1 Defense Attack
and Knights
get +1
attack
Smokeless Oak hulls:
Bilge Pump: Ramming
Powder:
Naval Units Galleys are Rod: Galleys
Naval units get + 1
2-hit.
get + 1
get +1
Defend
Attack
Attack
Training
Hardened
Sentry
Techniques: walls:
Towers:
Knights now Castles are Upon Attack,
cost 6 gold. now 4-hit.
one unit is
instantly
destroyed.

Die Roll 6
Chain Mail:
Swordsman
get +1
defense

Hammocks:
Galleons can
now carry 5
Units.
Building
Techniques:
Castles are
10 gold
cheaper.

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