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Ruthenia

Ruthenia Rulebook

Table of Contents

Table of Contents

  • 1. Game Overview
    • 1.1. Short Description of the Game
    • 1.2. Goal of the Game
    • 1.3. Game End Conditions
    • 1.4. Victory Conditions
    • 1.5. Victory Points
  • 2. Game Set-Up
    • 2.1. Choose your Faction
    • 2.2. Non-Player Factions
    • 2.3. Take your Faction Components
    • 2.4. Set of Cards
    • 2.5. Prepare your Position
    • 2.6. Prepare Two Armies
    • 2.7. Select the Starting Player
    • 2.8. Prepare Rich Provinces
    • 2.9. Prepare Market
    • 2.10. Prepare Nomads and other Factions
    • 2.11. Other Counters
  • 3. Course of the Game
    • 3.1. Game Round
    • 3.2. Round Phases
    • 3.3. Playing Order
  • 4. Action Cards
    • 4.4. Political Action Cards
    • 4.5. Playing Political Action Cards
  • 5. Planning Phase
    • Course of the Phase
    • 5.1. Playing Blue Action Cards
    • 5.2. Investments
      • 5.2.1. Giving Construction Orders
    • 5.2.2. Giving Trade Order to your Fleet
    • 5.2.3. Charity
  • 6. Movement and Combat Phase
    • Course of the Phase
    • 6.1. Give Movement Orders
      • 6.1.1. Regroup Troops
      • 6.1.2. Move an Army among Your Provinces
      • 6.1.3. Moving Fleets
      • 6.1.4. Give Orders to Fleets
      • 6.1.5. Give Orders to an Army
    • 6.2. Reveal Conquest and Raid Orders
    • 6.3. Confirm and Cancel Orders
    • 6.4. Resolve Orders and Battles
      • 6.4.1. Resolve Battles
  • 7. Bureaucracy Phase
    • Course of the Phase
    • 7.1. Play Green Action Cards
    • 7.2. Complete Constructions
    • 7.3. Collect Income
    • 7.4. Receive Victory Points
    • 7.5. Pay the Upkeep of Mercenaries
    • 7.6. Hire New Commanders and Troops
      • 7.6.1. Hire a Commander
      • 7.6.2. Recruit Regular Troops
      • 7.6.3. Recruit Mercenary Troops
      • 7.6.4. Train Your Troops
  • 8. Non-Player Factions Phase
    • 8.1. Revolts and Reinforcements
    • 8.2. Reinforcements in Home and Rich Provinces
    • 8.3. Remove Exhaustion Counters
    • 8.4. Movement of Non-Player Factions' Armies
      • 8.4.1. Moving with a Faction Event Card
      • 8.4.2. Moving by Dice Roll
      • 8.4.3. Movement
  • 9. Battles
    • 9.1. Naval Battle
    • 9.2. Battles between Two Players
      • 9.2.1. Attacking another Player's Province
      • 9.2.2. Battle in a Neutral Province
      • 9.2.3. Battle on the Border of a Province
    • 9.3. Player Attacks a Non-Player Faction
    • 9.4. A Non-Player Faction Attacks a Player
    • 9.5. Battle between Two Non-Player Factions
    • 9.6. Battles with Three Sides or More
    • 9.7. Casualties
  • Tables
    • Table 1. Constructions
    • Table 2. Army Movement Orders
    • Table 3. Commander Cards and Characteristics
  • Battle Book
    • 1. Battle Overview
      • 1.1. Short Description of Battle
      • 1.2. Goal of the Battle
      • 1.3. Types of Battles
      • 1.4. Battle End Conditions
      • 1.5. Determining the Winner
      • 1.6. Combat Points
    • 2. Troops
    • 3. Tactics Cards
    • 4. Combat Action Cards
    • 5. Preparing the Battle
      • 5.1. Determine Initiative

1. Game Overview

1.1. Short Description of the Game

"Ruthenia" is a classic two-level strategy game.

On the political level, you are the leader of a state. You play the game on the political map, building up and conquering new territories, directing your armies, giving orders, conducting politics and using the special abilities of your commanders and political action cards.

On the military level, you are the commander of your armies in battle. Each player's army on the political map is also represented by a stack of cards depicting the soldiers who will line up in medieval combat. Battles involve different military units, tactics cards and combat action cards.

1.2. Goal of the Game

Your aim is to create the strongest state by gaining the most victory points (VPs). VPs are marked on the victory points track. You gain victory points for possessing territories, donating money to charity in the temples, winning battles and playing political action cards. You lose victory points if you order your army to retreat before or during a battle or if certain political action cards are played against you.

1.3. Game End Conditions

The game finishes at the end of the round in which one of the following conditions is met:

1.3.1. One of the players controls eight provinces.

1.3.2. One of the players has conquered the home province of another player (See 1.5.1.6.) and holds it at the end of the round.

1.3.3. One of the players has gained 25 or more victory points.

1.4. Victory Conditions

1.4.1. The winner is:

1.4.1.1. The player with the most VPs at the end of the game.

1.4.1.2. If there is a tie for VPs, the player controlling the most provinces wins.

1.4.1.3. If there is a tie for VPs and provinces, the player with the most money wins.

1.4.2. You cannot win the game if your home province is held by another faction at the end of the game, even if you are the leader by victory conditions. In this case, the player with the second highest number of VPs wins. If there is a tie, compare the number of provinces and then money.

1.5. Victory Points

1.5.1. Players gain victory points in the following ways:

1.5.1.1. 1 VP for each province controlled in the Bureaucracy Phase (7.3.2.).

1.5.1.2. 1 VP for each donation to a temple (7.3.2.).

1.5.1.3. 1 VP for winning a battle against another player (Table 3.11., Battle Book => Victory Points (9.3.)).

1.5.1.4. 1 VP for every two enemy player units destroyed (Battle Book => Victory Points (9.2.)).

1.5.1.5. VPs for played green action cards (7.1.).

1.5.1.6. 5 VP for conquering the home province of another player (1.3.2).

1.5.2. You can lose victory points in the game as follows:

1.5.2.1. 1 VP each time you retreat before the end of a battle (6.4.1.6.).

1.5.2.2. VPs for political action cards played against you (5.1.).

1.5.2.3. 1 VP for each mercenary card whose upkeep you cannot pay (7.5.)

2. Game Set-Up

2.1. Choose your Faction

You command one of four game factions.

Eastern Roman EmpireKhazar KhaganateBulgarian KhanatePrincipality of Kievan Rus
ByzantiumKhazarsBulgarsRus

Each player receives the components in the color of their faction at the beginning of the game. Player faction counters represent control of a province by a player and should be placed in each province belonging to the player.

2.2. Non-Player Factions

There are two independent non-player factions in addition to the four playable factions: the Nomads and the Slavs (shown as icons on the printed page).

2.2.1. Non-player faction counters represent the non-player faction's troops in a province. A non-player faction can have several troops in the province, limited only by the number of counters in the game.

2.2.2. A playable faction (Byzantium, Khazars, Bulgars or Rus) participates as a non-player faction if there are less than 4 players in the game.

2.2.3. Non-player factions follow the special rules in the Non-Player Factions Phase (8.). You can also influence non-player factions using political action cards (4.4.).

2.3. Take your Faction Components

Take the game components in the color of your faction. Each player receives:

  • 1 summary sheet;
  • 13 faction counters;
  • 4 movement order counters;
  • 12 construction counters;
  • 5 army counters;
  • Cards for your faction;
  • 2 silver coins.

2.4. Set of Cards

Each faction has a set of 4 groups of cards. Split them into stacks:

  • 5 commander cards;
  • 10 cancel order cards;
  • 6 main troop cards;
  • 2 support troop cards (1 garrison card and 1 sailors card).

Place each commander card near the game board face up and put the corresponding army counter on it. Keep your army counters on the cards before a commander enters the game. Place his army counter onto the game board when he comes into play.

2.5. Prepare your Position

2.5.1. Place one faction counter in your home province. This counter shows your control over the province.

2.5.2. Place one faction counter on the 0 value of the victory points track.

2.6. Prepare Two Armies

2.6.1. Take the two commander cards with the written name of your home province and their associated army counters. See the summary sheet for help.

2.6.1.1. An army counter refers to an army led by its commander on the game board.

2.6.1.2. An army stack (a stack with troop cards and a single commander card) is the structure of your army. This is important during battles against the armies of other players.

2.6.1.3. Your army stack must always contain one commander card and at least one main troop card (Battle Book => Troops (2.1.1.)).

2.6.1.4. Your army must be disbanded (Battle Book => Casualties (10.)) and its army counter removed from the game board as soon as it doesn't meet condition 2.6.1.3. You can recruit your commander again in the Bureaucracy Phase (7.6.1.).

2.6.2. Place the selected army counters in your home province on the game board.

2.6.3. Form two army stacks. Place one commander card and one main troop card in each of them. Choose the main troop card from your supply and place it under the commander card. A commander card should always lie on the top of the army stack, hiding the individual troop types in your army, but showing the number of cards.

2.7. Select the Starting Player

2.7.1. Each player throws a die. The player with the highest result is the starting player for the first turn (3.3.3).

2.7.2. Place the turn order counter on the symbol of starting player's faction at the bottom of the game board.

2.7.3. At the end of each game round, move the turn order counter to the faction symbol of the player to the left of the starting player. That player becomes the starting player for the next round (3.3.3.)

2.8. Prepare Rich Provinces

2.8.1. The first player (2.7.) throws one die. The die result identifies 3 rich provinces where the non-player factions begin the game. See the dice value in the provinces on the game board.

2.8.2. Place 1 rich province counter and 2 Slav or Nomad counters as indicated by the symbol on the board in each of the 3 provinces.

2.9. Prepare Market

There are three card piles available to purchase:

  • Mercenary troop cards (7.5., 7.6.3.);
  • Tactics cards (7.6.4.);
  • Action cards (4., 7.7.).

Shuffle each pile and place them face down near the game board.

2.10. Prepare Nomads and other Factions

2.10.1. Put 2 Nomad counters in the province with the Nomads sign. It is the home province of the Nomads. Shuffle the Nomads' event cards deck and place it at the bottom of the game board.

2.10.2. Each playable faction not taken by a player follows the rules of the non-player factions. Prepare each of these factions as for the Nomads. Put 2 faction counters in the faction's home province, shuffle its event cards deck and place the event cards on the game board.

2.11. Other Counters

2.11.1. Place near the game board the silver and gold coins, exhaustion counters, the rest of the Slav and Nomad counters, and faction counters of non-player factions.

2.11.2. Slav and Nomad counters, and the faction counters of the other non-player factions will be used as reinforcements for the armies of these factions.

2.11.3. Exhaustion counters are used to mark exhausted provinces on the map or troop cards lost during the battle.

2.11.4. Silver and gold coins can be changed at the bank at any time. 5 silver coins are equivalent to 1 gold coin.

3. Course of the Game

3.1. Game Round

3.1.1. The game lasts several rounds before one of the game-end conditions is met (1.3.). When this happens, the game continues until the completion of the Receive Victory Points (7.4.) step of the Bureaucracy Phase (7.) which will identify the winner (1.4.).

3.1.2. A new round begins after completing the last phase of a round. The player to the left of the preceding round's starting player will move first in the next round. Move the turn order counter to the faction symbol of that player (2.7.3.).

3.2. Round Phases

Each round has 4 phases:

  • Planning Phase (5.);
  • Movement and Combat Phase (6.);
  • Bureaucracy Phase (7.);
  • Non-Player Factions Phase (8.).

3.3. Playing Order

3.3.1. Each phase has several steps. Each step can be resolved by players simultaneously (3.3.2.) or in turns (3.3.3.) depending on the particular step itself.

3.3.2. Playing simultaneously

Execute your actions without any special order until each player passes or runs out of actions.

3.3.3. Playing in turns

Execute your actions in turns. The starting player (2.7., 3.1.2.) resolves his or her action first. The players resolve their actions in clockwise order, one action at a time. Several cycles of turns can continue until all players pass or run out of actions. If you pass, you cannot perform an action in the current cycle or until the end of phase step, depending on the step conditions.

4. Action Cards

4.1. Political and combat action cards are kept in the action cards deck. They are not available for play at the beginning of the game. Players draw action cards to increase their hand to 6 cards at the end of the Bureaucracy Phase (7.7).

4.2. Political action cards allow players to influence a game through special actions. These actions can affect the board position of your faction, other players' factions and non-player factions.

4.3. Combat action cards are played during a battle. You can read more about them in the Battle Book => Combat Action Cards (4.).

4.4. Political Action Cards

Political action cards are divided into two colors.

4.4.1. Blue action cards are played at the beginning of the Planning Phase (5.1.), i.e. at the beginning of the round. They generally interact with other players and non-player factions.

4.4.2. Green action cards are played at the beginning of the Bureaucracy Phase (7.1.). They generally increase your income and additional victory points.

4.5. Playing Political Action Cards

To play a political action card you need to meet all conditions marked on the card. These conditions can be:

4.5.1. To pay the number of silver coins as indicated on the card to the bank.

4.5.2. To own some constructions (Table 1.) in the province where the action should have an effect.

4.5.3. That no exhaustion counter should be in the province where the action should have its effect.

4.5.4. To throw two dice to initiate an event in your provinces (and only your provinces). Two rules govern this:

4.5.4.1. The event occurs in each of your provinces with a number corresponding to that on the dice (4.5.4.), and which doesn't have an exhaustion counter (4.5.3.).

4.5.4.2. An event also occurs in your home province if you roll a double (4.5.4.) and your home province doesn't have an exhaustion counter (4.5.3.).

4.5.6. Discard the action card as soon as you have played it unless the card indicates otherwise. Some cards remain in play over several phases.

5. Planning Phase

Course of the Phase

The Planning Phase has two steps. You can influence other factions using blue action cards and make investments in the development of your state.

  1. Play blue action cards (5.1.);
  2. Give investment orders (5.2.).

5.1. Playing Blue Action Cards

Play blue action cards in turns (3.3.3.) until all players have passed. On your turn, you can play one card (4.5.) or pass.

5.2. Investments

Give investment orders simultaneously (3.3.2.). You can give construction orders (5.2.1.), trade orders to your fleets (5.2.2.) and spend money on charity in your temples (5.2.3.).

All investments will be resolved in the Bureaucracy Phase (7.). All invested money can be lost during a round if your province is successfully conquered (6.4.2.) or raided (6.4.3.) by another player.

5.2.1. Giving Construction Orders

5.2.1.1. Each player has 12 construction counters, i.e. 3 counters for each sort of construction: fleet, fortress, market, temple.

5.2.1.2. A counter lying trowel up denotes a construction is being built in the province. It is a construction order.

5.2.1.3. A counter lying with the construction symbol upwards denotes a completed construction in the province, whose functions the player can use (Table 1.).

5.2.1.4. Each construction order can be completed in two ways: by hired workers (5.2.1.6.) for silver coins or by troops of your army for free (5.2.1.7.) if the army commander has a builder special characteristic (Table 3.).

5.2.1.5. To give a construction order put a construction counter face down in the province. Place silver coins (5.2.1.6.) or an army counter (5.2.1.7.) on the construction counter depending on the chosen method of construction (5.2.1.8. – 5.2.1.11.).

Methods of Construction

5.2.1.6. Constructions can be built by hired workers for money:

  • Place 1 silver coin on the construction order if there aren't any completed constructions in the province (Fleets don't count here).
  • Place 2 silver coins on the construction order if there is at least one completed construction in the province (Fleets don't count).

5.2.1.7. Constructions can be built by the troops of your army for free if there is an army in the province whose commander has one of the following special characteristics (Table 3.): Architect, Fleet Builder or Fortress Builder. Place your army counter on the construction order. This army will not be able to carry out a movement order (6.1.), but it will defend its province in the current game round if attacked.

5.2.1.8. Each province can only contain one fortress, market and temple (i.e. one of each). However, you can build all three fleets in one province.

5.2.1.9. You can only conduct one construction using hired workers per province in each game round.

5.2.1.10. In a single province, you can build several constructions using an army. However, each construction order needs one army counter with a commander possessing the necessary special characteristic.

5.2.1.11. You can construct fleets only:

  • using hired workers in a province with the fleet symbol;
  • using the army of a commander with a feature Fleet Builder if your army is in a province adjacent to the river or sea.

Loss and capture of construction

5.2.1.12. You lose your construction order in a province that is successfully conquered (6.4.2.) or raided (6.4.3.) by an enemy faction in the Movement and Combat Phase (6.). Remove the construction counter from the province and return the invested coins to the bank.

5.2.1.13. You can use fortresses and markets built by an opponent in provinces you conquer. Temples in a conquered province remain there, but they can only be used by the faction that built them.

Completion of construction

5.2.1.14. Your construction orders will be completed in the Bureaucracy Phase (7.2.)

5.2.2. Giving Trade Order to your Fleet

Invest your money in commerce to receive additional income.

5.2.2.1. Choose one or more of your fleets on the game board. Move the fleet(s) to any accessible province (6.1.3.) you control or leave it in its current province. Place 1 silver coin on the fleet counter. This represents a trade order.

5.2.2.2. If a province in which your trade fleet is based is conquered (6.4.2.) or raided (6.4.3.), move your trade fleet to any other accessible province (6.1.3) you own. If there is nowhere for your fleet to move, remove your fleet counter from the game board and return the invested coins to the bank.

5.2.2.3. For each surviving trade fleet, you will get back the 1 silver coin invested and earn a further 1 silver coin in the Bureaucracy Phase (7.3.2.).

5.2.3. Charity

Donate money to charity, and the holy fathers will bless you and strengthen loyalty in your state.

5.2.3.1. Place 1 silver coin on the temple counter in your province.

5.2.3.2. If the province where you have donated in the temple is conquered (6.4.2.) or raided (6.4.3.), you don't get victory points. Return the invested coin from the temple to the bank.

5.2.3.3. You will gain 1 VP for each temple where you have donated money to charity in the Bureaucracy Phase (7.3.2.).

6. Movement and Combat Phase

Course of the Phase

The Movement and Combat Phase has six steps. You will move your armies, conquer and raid neighboring provinces and command your troops in the battle. Each player plays each step simultaneously or in turn, depending on the step. The next step is only started once all players have completed the previous step.

  1. Give movement orders (6.1.).
  2. Reveal conquest and raid orders (6.2.).
  3. Confirm and cancelling orders (6.3.).
  4. Resolve orders and battles (6.4.).
  5. Return armies (6.5.).
  6. Retreat armies (6.6.).

When you give a movement order, place your movement order counter with the arrow up (6.1.). This indicates only the intention to move your army. Disclose counters of conquest and raid orders in the following step (6.2.). All orders given are then confirmed or cancelled (6.3.). Battles can occur during the resolution of confirmed orders (6.4.). Play the two last steps if at least one army carries out a raid or support order (6.5.) or at least one army retreats after losing a battle (6.6.).

6.1. Give Movement Orders

Each player gives orders in turns, one order by one (3.3.3.), until all player pass. Before a player gives his or her first movement order, he or she can regroup their troops among their armies (6.1.1.) and move their armies (6.1.2.) and fleets (6.1.3.) between the provinces they control without giving an order. Each army can be regrouped once and moved once in this way, in either order. Conduct all these regroups and moves in one go on your turn. At this time, fleets can also be moved between provinces you control, regardless of distance. However, they must be connected by sea or river and cannot cross through provinces that contain enemy armies or unengaged fleets (transit provinces can be neutral if they have no enemy armies or fleets in them).

After that the player gives the first movement order to his or her army (6.1.5.) or fleet (6.1.4.) or passes. The next player can then regroup armies/move them between controlled provinces and then give an order. After the first order has been given, no more regroups or moves without orders are possible. Play continues, with each player giving an order, until all players pass because they don't want to give any more orders.

You are not allowed to give movement orders after you have passed once.

6.1.1. Regroup Troops

6.1.1.1. Your troop cards can be regrouped between armies in the same province.

6.1.1.2. If two armies are in adjacent provinces both containing fortresses, troops can be regrouped between these armies.

6.1.1.3. To regroup your troops, select at least one unit card from the army stack and add it to another army stack. Each army stack should still have at least one main troop card (2.6.1.3).

6.1.2. Move an Army among Your Provinces

6.1.2.1. An army can move to any adjacent province of its faction without placing an order counter if there is a fortress in the destination province.

6.1.2.2. An army can move through several adjacent provinces of its faction without placing an order counter if there is a fortress in each of them.

6.1.3. Moving Fleets

6.1.3.1. All fleets except byzantine fleets can sail on seas and rivers. Byzantine fleets can only sail on seas.

6.1.3.2. Fleets can sail if they aren't engaged (6.1.4.1.).

6.1.3.3. Fleets can sail along rivers running continuously through or along the borders of provinces if there is no enemy army (6.3.4.) or unengaged fleet (6.1.4.4., 6.1.4.5.) in the province.

6.1.3.4. Fleets can sail through sea spaces regardless of whether there is an enemy army or fleet in the province adjacent to the sea. Your fleet does not provoke a battle unless you choose to attack the enemy fleet with an attack order.

6.1.3.5. A fleet can sail any number of provinces connected by sea or river until it enters one with an enemy army or unengaged fleet.

6.1.3.6. If a fleet is being moved without an order, it must end movement in the last province of its own faction. It can only enter the province of another faction if it receives an order (6.1.4.2., 6.1.4.3., 6.1.5.3).

6.1.3.7. Fleets must leave a province that is conquered or raided (6.4.) and go to any accessible province of its faction (6.1.3.1 – 6.1.3.6). Fleets are destroyed if there is no other province to move to. Remove the fleet counter from the game board.

6.1.4. Give Orders to Fleets

You can give your fleet one of two orders: attack or support.

6.1.4.1. Only unengaged fleets can receive an order (6.1.4.5.).

6.1.4.2. To give an attack order, take your fleet counter from the province and place it on an enemy fleet counter. An attacking fleet can enter an accessible enemy province (according to the rules in 6.1.3.) to attack an enemy fleet even if an enemy army is in the province. You are not allowed to attack an enemy fleet which is loading troops (6.1.5.3.). The attacking and attacked fleets become engaged (6.1.4.5.).

6.1.4.3. To give a support order, move your fleet counter to your first attacking or attacked fleet counter. A fleet can support another fleet which does not have an order (6.1.4.4.), is a trade fleet (5.2.2.) or is an attacking or an attacked fleet (6.1.4.2.). The province must be accessible (6.1.3). A supporting fleet becomes engaged (6.1.4.5.).

6.1.4.4. You can leave your fleet unengaged in the province to block an enemy landing (6.1.5.3.) or stop the movement of an enemy fleet through the province (6.1.3.).

6.1.4.5. Engaged fleets include trade fleets (5.2.2.), attacking or attacked fleets (6.1.4.2.) and supporting fleets (6.1.4.3.). An engaged fleet can't take any orders (6.1.4.1.), can't prevent an enemy landing (6.1.5.3.) or stop the movement of an enemy fleet through the province (6.1.3.).

6.1.5. Give Orders to an Army

You can give your army one of four orders: conquest (6.4.2.), raid (6.4.3.), support (6.4.4.) or relocation (6.4.5.). Use the double sided movement order counters with a conquest or raid sign on the face side and the arrow on the rear.

6.1.5.1. An army isn't allowed to conquer or raid its own provinces, but it can move to its own provinces executing Support and Relocation orders.

6.1.5.2. An Army can receive an order to march overland into an adjacent province. Put a movement order counter arrow side up in the border of the adjacent province your army wishes to move to. Place your army counter on the order counter.

6.1.5.3. An army can receive an order to board the ships of your fleet. Your fleet can move to an accessible enemy province (6.1.3.) to board the troops. The boarded army will move to a destination province in the Resolving Orders and Battles Step. An enemy army can be in the destination province, but an enemy unengaged fleet (6.1.4.4.) prevents an amphibious attack. If necessary, move your fleet counter to the province where your army will board (6.1.3). Place a movement order counter arrow up on the fleet counter. Place your army counter on the order counter.

6.1.5.4. If more than one of your armies enters the same province with a mix of conquest and raid orders, the conquest order has the highest priority. You are not allowed to conquer and raid the same province, so your raid order becomes a support order.

6.2. Reveal Conquest and Raid Orders

Reveal conquest and raid orders simultaneously (3.3.2.).

6.2.1. Turn each movement order counter with conquest and raid orders face up.

6.2.2. Don't turn over movement order counters that are intended as support and relocation orders. Leave them face down.

6.3. Confirm and Cancel Orders

You can cancel army orders, playing cancel order cards in turns (3.3.3.), continuing until all players pass. You might cancel an army's order to defend its starting province or if you just don't want to move out.

6.3.1. Place one cancel order card on the board face down on your turn or pass. Use the card with the name of the specific commander to cancel its order. You can bluff to confuse your enemy by putting fake cards without commander names.

6.3.2. Turn all the cancel order cards face up after all players have passed. For each commander whose card is played, remove the movement order counter and return the army counter to the initial province. A fleet which is boarding troops (6.1.5.3.) stays in the province (6.1.4.4.) if the army's order to board is cancelled.

6.3.3. Gather all your played cancel order cards and put them back in your supply.

6.3.4. All orders not cancelled are now confirmed orders. Your armies marching overland leave their starting provinces at this moment and move to their destinations. However, armies which boarded fleets only move to their destination provinces in the resolving orders and battles phase. The army's starting province can be conquered or raided by an enemy army if none of your armies are now in it or there is no Battle On The Border (9.2.3.).

6.4. Resolve Orders and Battles

Resolve orders in turns (3.3.3.). On your turn you have to resolve all the orders given to your armies (6.4.2.-6.4.5.) and fleets (6.1.4.2.-6.1.4.3.) at the same time and also resolve battles (9.1., 9.2., 9.3. and 9.6.) if they occur. At this point, you also move your armies on fleets to their destination province, which must be accessible to the fleet (6.1.3.). Your battles may have an impact on the resolution of other players' orders. Pass to the next player as soon as you have resolved all your orders.

6.4.1. Resolve Battles

6.4.1.1. Check if there is a battle (6.4.1.2., 6.4.1.3.) when your army enters a province. Resolve the battle before completing another conquest or raid order.

6.4.1.2. A battle always occurs if two players' armies try to cross the same border, if your army enters a province where at least one of your opponents' armies marches overland (6.1.5.2.) into or is already located there.

6.4.1.3. If your opponent has an army boarded on a fleet with a conquest or raid order, and the province you are moving to is accessible for this fleet, then the opponent can move his fleet and army to that province to start a battle.

6.4.1.4. Place all the army counters of the friendly and enemy armies engaged in the battle, including supporting armies (6.4.4.), in the province. Move the fleet counters with the transported troops.

6.4.1.5. Resolve the battle (9.) with the engaged armies.

6.4.1.6. Your army can always retreat before or during a battle. You lose the battle and subtract 1 VP.

6.4.1.7. If you lose the battle in your province, remove all construction orders from the province and return the coins invested in the construction (5.2.1.12) or donated to charity (5.2.3.2) to the bank. Trade fleets must leave the province or be removed if they have nowhere to go (5.2.2.2.).

6.4.1.8. Your army must retreat if it loses the battle. Turn your army counter on its side until the completion of the Retreat Step (6.6.).

6.4.1.9. Complete the conquest or raid order if you win or enter the province without a battle (6.4.2.-6.4.5.).

6.4.2. Conquest

Ownership of the province is marked with a faction counter of the owner. Ownership of the province gives income and VPs in the Bureaucracy Phase (7.).

6.4.2.1. Move your army counter to the province (6.4.1.4.).

6.4.2.2. Remove the faction enemy counter and construction counters (6.4.1.7.) from the province.

6.4.2.3. Put your faction counter in the conquered province.

6.4.3. Raid

A raided province becomes exhausted and is marked with an exhaustion counter. An exhausted province doesn't generate income or VPs in the Bureaucracy phase (7.) and stays exhausted until the end of the game round (8.3.).

6.4.3.1. Move your Army counter to the province (6.4.1.4.).

6.4.3.2. Remove counters as per 6.4.1.7. from the province.

6.4.3.3. Place one exhaustion counter in the robbed province.

6.4.3.4. Take 1 silver coin from the bank.

6.4.3.5. Take 1 additional silver coin from the bank if there is a temple and no fortress in the province.

6.4.3.6. Take 1 additional silver coin from the bank if there is a market and no fortress in the province.

6.4.3.7. Return your army to your province in the next step (6.5.).

6.4.4. Support

Your army supports another of your armies that is stationary or which moved with a conquest, raid or relocation order.

6.4.4.1. Move your army counter to the province (6.4.1.4.).

6.4.4.2. Support another army during a battle (6.4.1.5.).

6.4.4.3. After the battle, you can choose to leave the army in the destination province if you control it or it can return in the next step (6.5.).

6.4.4.4. Return your army to your province in the next step if you do not control the destination (6.5.).

6.4.5. Relocation

An army can be relocated to an empty province of your faction.

6.4.5.1. Move your Army counter to a destination province (6.4.1.4.) you control.

6.5. Return Armies

Play the return step in turns (3.3.3.) until each returning army has moved back. You have to move each of your returning armies back to the province of your faction on your turn.

6.5.1. An army must return after it has accomplished a raid order (6.4.3.) or a support order (6.4.4.) in a province you don't control.

6.5.2. Your army can stay in the destination province or return at your choice after a support order in a province you control.

6.5.3. Move the army counter of the returning army to its starting province (i.e. where it received the movement order) if it marched overland (6.1.5.2.).

6.5.4. Move the army counter of the returning army transported by your fleet (6.1.5.3.) to any province you control that the fleet can reach (6.1.3.).

6.5.5. If the starting province has been conquered (6.4.2.) by the enemy, your returning army can attack it (6.4.1.5.) during the return step to reconquer the province (6.4.2.) without placing an order counter. Your army can retreat before or during battle without losing VPs (6.4.1.6.) during the return step.

6.6. Retreat Armies

Play the retreat step in turns (3.3.3.) until each retreating army has moved back. You have to move each of your retreating armies back to the province of your faction on your turn.

6.6.1. Your army must retreat if it loses a battle (6.4.1.8.) in an earlier step.

6.6.2. Return your army counter to a vertical position and move the retreating army back to its starting province (6.5.3.) if it marched to the battle overland (6.1.5.2.).

6.6.3. Move your retreating army to any adjacent province you control if the starting province (6.6.2.) has been conquered by another faction.

6.6.4. Move your retreating army to the nearest province you control if there is no adjacent province (6.6.3.).

6.6.5. Move a retreating army that was transported by your fleet (6.1.5.3.) to any accessible province of your faction (6.1.3.). Remove the fleet counter from the game board if there is nowhere to move the fleet. You have lost your fleet and your army must retreat overland (according to 6.6.2.)

6.7. Commanders' Characteristics

6.7.1. Guide

6.7.1.1. An army can move through two adjacent provinces if it does not start a battle (6.4.1.) when it enters the first province.

6.7.1.2. If the commander also has Slav Allies (Table 3.9.) or Nomad Allies (Table 3.10.) and your army has more troops (9.3.2.) than the Slavs or Nomads in the province (9.3.1.), it can move through a first province containing Slavs or Nomads without causing a battle (6.7.1.1.). Your army can't stay in the province of Slavs or Nomads without causing a battle.

6.7.2. Slave Trader

Take one additional silver coin from the bank and put one additional exhaustion counter in a raided province (6.4.3., 6.7.3., 6.7.4.).

6.7.3. Light Cavalry Raider

6.7.3.1. You can conduct a light cavalry raid in an additional province adjacent to the province being raided by your army if:

  • Your army stack has at least one light cavalry unit.
  • Your army executes the raid order.
  • Your army doesn't cause a battle in the second raiding province (6.4.1.2., 6.4.1.3.).
  • Your light cavalry raid can't take place in the same province as another light cavalry or naval raid (6.7.4.).

6.7.3.2. Show your light cavalry troop card in your Army stack and raid the additional province (6.4.3.) if you meet these conditions (6.7.3.1.).

6.7.4. Naval Raider

6.7.4.1. You can play a naval raid in one additional province adjacent to the province being raided by your army, if:

  • Your army is being transported by a fleet (6.1.5.3.).
  • Your army executes a raid order.
  • The chosen province is accessible by your fleet (6.1.3).
  • Your army doesn't cause a battle in the second raiding province (6.4.1.2., 6.4.1.3.).
  • Your naval raid can't take place in the same province as another naval raid. If players try to perform a naval raid and a light cavalry raid in the same province, the former takes place and the latter is cancelled.

6.7.4.2. Raid the additional province (6.4.3.) if you meet the conditions (6.7.4.1.).

6.8. Short Summary of Army Orders

An army can receive a construction order (5.2.1.) before the Movement and combat phase (6.). This army can't move this round (6.1.2., 6.1.5.), except during the Retreat Step (6.6.).

There are four movement orders in the game: Conquest, Raid, Support and Relocation. Each player has four movement order counters. Only two counters can be played as a conquest order and only two as a raid order by turning the counters face up during the Confirmation of Orders Step (6.3.). All four counters can be played as support or relocation orders.

An army can regroup troops (6.1.1.) and move within its own provinces containing fortresses (6.1.2) before the first movement order is given. For any further movement you need to place a movement order counter.

An army can move to an adjacent province overland (6.1.5.2.).

An army can move longer distances if it is transported by a fleet (6.1.5.3) or can move through an extra province if its commander is a guide (6.7.1).

A conquest order (6.4.1.) has a higher priority than a raid order (6.4.2.). Certain commander characteristics allow an army to raid an additional province (6.7.2, 6.7.3) and can also get additional income from slave trade (6.7.4)

A support order (6.4.3.) allows you to reinforce another of your armies remaining in its province or executing a conquest, raid or relocation order in a battle.

A relocation order (6.4.4.) allows you to move your army from one province to another province you control.

6.9. Short Review of Fleet Orders

Each player can own no more than three fleets. There are two types of fleet in the game: regular fleets (for Rus, the Khazars and Bulgars) and byzantine fleets (Byzantium). Regular fleets can sail on seas and rivers. The byzantine fleet can only sail on seas (6.1.3.).

You can give one of the following orders to your fleet: a trade order (5.2.2), an army transport order (6.1.5.3.), an order to attack an enemy fleet (6.1.4.2.) or an order to support your own fleet (6.1.4.3.)

Your fleet can stay in your province in order to block an enemy amphibious landing (6.1.5.3.) or the movement of an enemy fleet through the province (6.1.3.).

All fleets can be attacked and supported except a fleet transporting troops.

7. Bureaucracy Phase

Course of the Phase

The Bureaucracy Phase has seven short steps. You can increase your income or VPs by playing green action cards. Then complete constructions, collect income and receive victory points. Pay the upkeep of your mercenaries, hire new commanders, form new armies and reinforce existing armies with recruited troops. Renew your hand of action cards at the end of the phase.

  1. Play green action cards (7.1.);
  2. Complete constructions (7.2.).
  3. Collect income (7.3.).
  4. Receive victory points (7.4.).
  5. Pay the upkeep of mercenaries (7.5.).
  6. Hire new commanders and troops (7.6.).
  7. Renew your hand of action cards (7.7.).

7.1. Play Green Action Cards

Play green action cards in turns (3.3.3.) until each player passes. You can play one card (4.5.) or pass during your turn.

7.2. Complete Constructions

Complete construction simultaneously (3.3.2.).

7.2.1. Return the silver coins from construction orders to the bank if construction is conducted by hired workers (5.2.1.6.).

7.2.2. Move the army counter from the construction order back to the province if the construction was conducted by the troops of your army (5.2.1.7.)

7.2.3. Turn the construction counter face up and leave the counter to represent the accomplished construction in the province.

7.3. Collect Income

Calculate your income in turns (3.3.3.).

7.3.1. An exhausted province doesn't give any income (2.11.2., 6.4.3, 6.7.).

7.3.2. Each trade fleet (5.2.2) yields 1 silver coin profit. You receive the silver coin you invested on the fleet counter and take 1 silver coin from the bank.

7.3.3. Gather taxes from the provinces:

  • Each home province (Moesia, Taurica, Gazaria, Kiovia) earns 2 silver coins.
  • Each rich province (2.8.) earns 2 silver coins.
  • Each regular province earns 1 silver coin.

7.3.4. Receive your income from trade:

  • Each market earns 1 silver coin.
  • Each pair of markets in adjacent provinces earns 1 additional silver coin.

Dependent on the number of adjacent provinces, a market in a province can be paired up with more than one adjacent market.

7.3.5. Take the sum in golden and silver coins from the bank. 1 golden coin is equal to 5 silver coins. You can change coins at the bank at any time.

7.4. Receive Victory Points

Calculate your victory points in turns (3.3.3.).

7.4.1. An exhausted province doesn't give any victory points (2.11.2., 6.4.3, 6.7.).

7.4.2. Receive victory points:

  • 1 VP for each province you control;
  • Receive 1 VP for each charity action (5.2.3.). Return the silver coin from the temple to the bank.

7.4.3. Add the victory points to the current value on the victory points track.

7.5. Pay the Upkeep of Mercenaries

Pay upkeep of mercenaries simultaneously (3.3.2.).

7.5.1. Regular troops (Battle book => Troops (2.2.1.)) with a faction sign on the card don't require payment every round.

7.5.2. Mercenary troops (Battle book => Troops (2.2.2.)) must be paid every round. The price of upkeep is indicated on the card: 1 or 2 silver coins. Calculate the costs for the upkeep of your mercenary troops and pay the coins to the bank.

7.5.3. If you can't pay for your mercenary troops, you have to discard the cards you can't afford. You choose which cards to discard. You lose 1 VP for each discarded mercenary troop card.

7.5.4. You also can dismiss a mercenary by paying its upkeep and then discarding it. You don't lose VP in this case.

7.6. Hire New Commanders and Troops

Hire in turns (3.3.3.) until all players pass. On your turn, you can hire a commander, recruit mercenary and regular troops, train troops or pass. In this stage, you are allowed to do all four in any order as many times as you like. However, you can only do one action on your turn, and have to wait until the other players have had the chance to take an action or pass before you do the next one.

7.6.1. Hire a Commander

7.6.1.1. To hire a commander you must:

  • Control the province associated with the commander as indicated on his card.
  • Control one Byzantine (Roman) province (Palus Maeotis, Pontus Euxinus or Sindica) to hire a Roman Mercenary commander.

7.6.1.2. Hiring a commander allows you to form a new army. Choose one main troop card from your supply. If you don't have any main troop cards in your supply, take one main troop card (Battle Book => Troops (2.1.1.)) from the army stack of an army (2.6.1.3.) in the province where you hire the commander. If you have no main troop cards in the supply and no army in the province, you can't hire a new commander. Form a new army stack with the commander card and the main troop card.

7.6.1.3. Pay 2 silver coins to the bank. Put the army counter in the province where you hired the new commander.

7.6.2. Recruit Regular Troops

Pay 2 silver coins to the bank and choose 1 main troop card from your supply. Add the card to any Army stack.

7.6.3. Recruit Mercenary Troops

7.6.3.1. Take 4 mercenary troop cards from the mercenaries pile in the market place. Choose as many cards as you wish and can afford. Pay the price of the cards. A price is marked on the card: 1 or 2 silver coins. Discard the unpaid cards. Add the hired cards to any army stack.

7.6.3.2. If you don't want to buy any cards, pass and discard all 4 taken cards. You are not allowed to hire more mercenary troops this round.

7.6.3.3. When the mercenary troop deck is empty, shuffle the discard pile and place it in the market place.

7.6.4. Train Your Troops

Train your troops by buying tactics cards. Each tactics card represents experience gained during training.

7.6.4.1. Take 4 tactics cards from the tactics cards pile in the market place. Choose as many cards as you wish and can afford. Pay 1 silver coin for each card chosen. Discard the other cards. Add the tactics cards you bought to your tactic cards stack. Keep your tactics cards in a separate deck. You can use them with any of your armies during a battle.

7.6.4.2. If you can't or don't want to buy any cards, pass and discard all 4 taken cards. You are not allowed to train any more troops this round.

7.6.4.3. When the tactics cards deck is empty, shuffle the discard pile and place it in the market place.

7.7. Renew Action Cards Hand

Renew your hand of action cards in turns (3.3.3.).

7.7.1. You can discard as many action cards from your hand as you wish. After that, you draw action cards from the action cards deck until you have 6 cards in your hand.

7.7.2. When the action cards deck is empty, shuffle discard pile and put in the market place.

8. Non-Player Factions Phase

Factions not controlled by the players move in this turn. Check for revolts and add reinforcements to the armies of non-player factions. After that, the armies of the non-player factions move.

  1. Revolts and reinforcements (8.1.).
  2. Reinforcements in home and rich provinces (8.2.).
  3. Remove exhaustion counters (8.3.).
  4. Movement of non-player factions' armies (8.4.).

8.1. Revolts and Reinforcements

Revolts can start in your provinces and reinforcements be added to neutral provinces.

8.1.1. The starting player throws two dice.

Revolts

8.1.2. Check provinces at risk for each player. A province is only at risk of revolt if there is no army counter or no fortress in it.

8.1.2.1. A revolt occurs in a province with no army or fortress if one of the values on one of the dice meets the value marked in the province on the game board.

8.1.2.2. A revolt occurs in a home province if it is at risk and you throw a double with the dice. This means all players who don't have an army or fortress in their home province will experience a revolt.

8.1.3. If there is a revolt, remove the faction counter from the province. Put two Slav or Nomad counters (depending on the symbol on the board) and one exhaustion counter in the rebelling province.

Reinforcements

8.1.4. Each player adds one non-player faction counter to the map in turn (3.3.3.). This province should:

  • not belong to another player;
  • not have an exhaustion counter;
  • have one of the thrown dice value (8.1.1.) printed in the province.

8.2. Reinforcements in Home and Rich Provinces

8.2.1. Add one faction counter to each home and rich province controlled by a non-player faction if there is no exhaustion counter in it.

8.3. Remove Exhaustion Counters

Remove one exhaustion counter from each province. If there is more than one exhaustion counter in the province due to Slave Traders (6.7.2.) that province will still contain one exhaustion counter at the end of the round.

8.4. Movement of Non-Player Factions' Armies

The most experienced player should resolve the movement of the non-player factions' armies.

A non-player faction's army only tries to move out of a province when there are 4 or more faction counters in it. The army of a non-player faction either moves according to the event cards or according to a dice roll depending on where it starts.

8.4.1. Moving with a Faction Event Card

A non-player faction's army starting in its own home province moves in accordance with an event card of its faction. Resolve events in the home provinces clockwise according to the board position, beginning in the Nomads home province.

8.4.1.1. Take two cards from the event cards deck of the faction and turn them face up.

8.4.1.2. Players negotiate with the non-player faction regarding the movement route in turns (3.3.3.) as follows. On your turn, place 1 silver coin on one of the event cards or pass. If at least one silver coin was placed on a card, play one more cycle until all players pass. The army begins movement once all players have passed during the negotiation cycle.

8.4.1.3. Each event card has a value which also indicates the number of reinforcements. Play the event card which has more silver coins on it. If there is a tie, or there are no silver coins on the cards, play the card with the highest value.

8.4.1.4. Return all the coins from the event cards to the bank and discard the event card not used.

8.4.1.5. Add the number of faction counters to the army as marked on the card and move the army (8.4.3) according to the route marked on the card.

8.4.1.6. Discard the event card after movement.

8.4.2. Moving by Dice Roll

Armies in other provinces move according to a dice roll.

8.4.2.1. Throw two dice for each army with four or more counters.

8.4.2.2. The army can move (8.4.3) if it borders a province whose number comes up on the dice. It moves to that province.

  • If the army is adjacent to a player's home province and a double is thrown, the non-player faction army moves to that province.

If an army could move to several provinces, check the provinces counterclockwise starting in the north, and move it to the first matching province. However, if it can move to a player's home province, this has the highest priority.

8.4.2.3. If after movement by event card or dice roll (8.4.1, 8.4.2) an army has still 4 or more counters, roll two more dice for the army until you can't move any more.

8.4.3. Movement

8.4.3.1. 1 or 2 counters are left to control the province (8.4.3.2) and the rest of the army moves according to the route set out by the dice or card (8.4.1, 8.4.2).

8.4.3.2. 2 faction counters are left in each home or rich province, and 1 faction counter remains in each regular province.

8.4.3.3. If an army enters a province where its faction already has troops, the two armies combine. Count the number of counters. If there are now more than 4 counters in the province (8.4.2.3), the army may move again (again leaving behind 1 or 2 counters).

8.4.3.4. If the army enters a province containing an army of another faction, resolve battle (9.4., 9.5.) immediately.

8.4.3.5. Movement ends when the dice roll does not allow for further movement (8.4.2.2.) or the non-player faction loses a battle (8.4.3.4.). Leave all the faction counters remaining in the last conquered province.

9. Battles

Battles can occur between armies on the land and fleets on the sea or river. Battles on the land can take place between player and non-player armies. Battles are resolved differently as described here.

9.1. Naval Battle

A naval battle occurs if one fleet attacks another. These battles are resolved in one round of naval battle.

9.1.1. Each player throws a number of dice equal to the number of fleets it has in the battle.

9.1.1.1. Casualties are caused as follows:

  • An enemy regular fleet is destroyed on each die roll of 4, 5 or 6.
  • An enemy byzantine fleet is destroyed on each die roll of 5 or 6.

9.1.1.2. You receive a plus 1 modifier to your dice rolls if your fleets outnumber those of your enemy.

9.1.2. Remove destroyed fleets from the game board. Fleets with support orders should always be destroyed first. A fleet conducting another order should be destroyed last.

9.1.3. If at least one defending fleet survives, it still conducts its order.

9.1.4. Surviving attacking fleets return to any accessible province of its faction (6.1.3.) after battle.

9.2. Battles between Two Players

Battles between players can occur in a number of situations each of these Battles should be resolved according to Battle book => Types of Battles (1.3.).

9.2.1. Attacking another Player's Province

You are the attacker if your army enters an enemy province containing an army of the owner of the province. You are the defender if you control the province, regardless of whether your army was already in the province or you moved it there this round. If as attacker or defender you move several armies into the province, they combine before the battle.

9.2.2. Battle in a Neutral Province

These battles occur when two opposing armies enter an uncontrolled province or one controlled by a third player. If you move several armies into the province, combine them before battle.

9.2.3. Battle on the Border of a Province

A Battle occurs on a province border if two armies try to cross the same border. Combine the armies before the battle, if:

  • several of your armies try to cross the border of the province and are engaged in the battle against the same player;
  • you are involved in a battle on the border of a province due to the movement of one of your armies and you have another army not moving in the province on whose border the battle is taking place.

An army can't join the battle if it moves out of the province and isn't engaged in the battle against the same player.

9.3. Player Attacks a Non-Player Faction

Procedure for attacking a province containing the army of a non-player faction.

9.3.1. Count the number of faction counters of the non-player army in the province. Add one to this sum if there is a fortress in the province. The result is the military force of the non-player faction.

9.3.2. Count the number of troop cards in your armies which entered the province.

9.3.2.1. Add one point to the sum for each commander participating in the conflict if:

  • you attack the Slavs and your commander has the Slav Allies characteristic.
  • you attack the Nomads and your commander has the Nomad Allies characteristic.

9.3.2.2. Add one for each army transported by a fleet (6.1.5.3.).

The result is the military force of your armies.

9.3.3. You win if your military force is higher than the military force of the non-player faction.

9.3.4. You lose if your military force is lower or equal to the military force of non-player faction.

9.3.5. Check the casualties of the non-player's army (9.7.1.).

9.3.6. Check the casualties of the player's army (9.7.2.).

9.3.7. The defeated side retreats (6.6. for a player army, 9.3.8. for a non-player army).

9.3.8. If the non-player army can't retreat using the rules in 8.4.2, remove all its counters from the province from which the player's attacking armies came. Defeated non-player armies can't retreat to the province from which the player's attacking armies came.

9.4. A Non-Player Faction Attacks a Player

A battle begins if the army of a non-player faction attacks a province containing at least one player army counter.

9.4.1. Count the number of faction counters in the non-player army entering the province.

9.4.2. Count the military force of your armies (9.3.2) in the province. Add one point to the total if there is a fortress in the province.

9.4.3. You win if your military force is higher or equal to the military force of the non-player faction.

9.4.4. You lose if your military force is lower than the military force of the non-player faction.

9.4.5. Check the casualties of the non-player's army (9.7.1.).

9.3.6. Check the casualties of the player's army (9.7.2.).

9.4.6. The defeated side should retreat (6.6. for player's army, 8.4.3.5. for non-player's army).

9.5. Battle between Two Non-Player Factions

If the army of a non-player faction attacks the province containing the army of another non-player faction:

9.5.1. Count the number of faction counters in the army entering the province.

9.5.2. Count the number of faction counters in the army already in the province. Add one point to the total if there is a fortress in the province.

9.5.3. The attacking army wins if its military force is higher than the military force of the defending faction.

9.5.4. The defending army wins if its military force is higher or equal to the military force of the attacking faction.

9.5.5. Check the casualties of both non-players armies (9.7.1.).

9.5.6. The defeated army should retreat (8.4.3.5. for an attacking army, 9.3.8. for a defending army).

9.6. Battles with Three Sides or More

Resolve battles in pairs in the following order if there are more than two sides participating in the battle. Each battle can be resolved according to the rule 9.2. or the rule 9.3.

9.6.1. If you are the defender in a province, you choose which opponent to fight first. For a battle in a neutral province or on a border (9.2.2., 9.2.3.), you choose who to fight first if you moved earlier than your opponent this round.

9.6.2. The winner of the first battle decides who to fight in the second battle.

9.7. Casualties

9.7.1. Check the casualties of the non-player's army.

9.7.1.1. Throw one die.

9.7.1.2. Remove that number of non-player faction counters. The number cannot exceed:

  • the number of troop cards in the player army if the non-player faction was fighting a player.
  • the number of faction counters in the non-player army if the non-player faction was fighting another non-player faction.

9.7.2. Check the casualties of the player's army.

9.7.2.1. Throw one die if the non-player army has six or fewer counters.

9.7.2.2. Throw two dice if the non-player army has more than six counters.

9.7.2.3. Before you roll the dice, place your troop cards in a row. For each die rolled count from the left most card and remove that card (i.e., if a 5 is rolled, the fifth card in the row is destroyed). If the roll exceeds the number of cards you had in the stack or the number of non-player faction counters, you do not take a casualty.

Tables

Table 1. Constructions

CounterDescription
FleetA trade order (5.2.2.) brings 1 silver coin profit.
FleetAn army boarded on ships (6.1.5.3.) can be transported to any province accessible to the fleet (6.1.3.).
FleetAn attack order (6.1.4.2.) allows the fleet to engage (6.1.4.1.) an enemy fleet so that an army on another fleet can land in the province (6.1.5.3.), hinder trade (5.2.2.) or destroy an enemy fleet.
FleetA support order (6.1.4.3.) allows the fleet to support another fleet in attack or defense.
FleetSailors support your army in a battle if your unengaged fleet is positioned in a province being attacked by the enemy or transporting your army (6.1.5.3.)
FleetAn unengaged fleet (6.1.5.1.) prevents enemy troops landing in its province (6.1.5.3.).
FortificationThe garrison of a fortress supports your army in battle if an enemy attacks your province containing a fortress (9.2.2., 9.4.4.).
FortificationYour army can move to provinces with a fortress without an order (6.1.2.).
Fortification

Counters in Table 1 are shown as pictures in the printed table: Fleet (a ship), Fortification (a fortress tower), Market (jars), Temple (praying hands).

Table 2. Army Movement Orders

OrderMovement rulesAction
Conquest (6.4.2.)Your army moves to the conquered province and stays there until the next round (6.4.).Conquer the empty or enemy province (6.4.2.). Place your faction counter in the province. The conquered province will bring you income and victory points.
Raid (6.4.3.)Your army moves to the raided province (6.4.). It has to return to the initial province after completing the raid (6.5.).Attack an empty or enemy province to raid it (6.4.3.). Get income from the robbed province and place an exhaustion counter in it. An exhausted province doesn't bring any income or victory points while it has at least one exhaustion counter.
Support (6.4.4.)Your army moves to support another army of your faction (6.4.) in a battle. It has to return to the initial province after giving support if the destination province doesn't belong you. You can choose to stay in the destination province if the destination province is yours (6.5.) (i.e. you controlled it at the beginning of the turn or you successfully conquered it this turn).Support a stationary or moving army in the province. Add the troops of the supporting army to the supported army if a battle takes place.
Relocation (6.4.5.)Your army moves to another province of your faction where there is no army. It stays in the destination province till the next round.Move your army to the destination province.

Table 3. Commander Cards and Characteristics

Each commander card shows its characteristic icons along the bottom edge and the province where the commander is hired (labelled on the printed example). The printed example cards are a Byzantine Mercenary (hired in a Byzantine Province) and a Bulgarian Khan (hired in Moesia).

CharacteristicDescriptionCharacteristicDescription
Fortress Builder icon1. Fortress Builder. Your army can build a fortress (5.2.1.3.).Fleet Builder icon2. Fleet Builder. Your army can build a fleet (5.2.1.3.).
Architect icon3. Architect. Your army can build any type of construction (5.2.1.3.).Guide icon (+1)4. Guide. Your army can move an extra province if moving to the first province doesn't start a battle (6.7.1.)
Tactics icon5. Tactics. You can use your commander card to improve your troops in a battle against other player (Battle Book (7.3.4.)).Light Cavalry Raider icon6. Light Cavalry Raider. Your army can pillage an additional province when raiding if it has a light cavalry unit (6.7.3.).
Slave Trader icon7. Slave Trader. Earn 1 extra silver coin for each province raided by the commander (6.7.2.).Naval Raider icon8. Naval Raider. Your army can pillage an additional province when raiding if it uses a fleet (6.7.4.).
Slav Allies icon9. Slav Allies. Add one military force point to the commander's total in any battle against Slavs (9.3., 9.4.).

Battle Book

The Battle Book is the companion rulebook to the Strategy Book (RC3 pre-release). It covers the battle rules that the Strategy Book refers to as "Battle Book =>". Its section numbers are cited as printed.

1. Battle Overview

1.1. Short Description of Battle

During battles, you command your armies against another player. Each army represented by a counter on the game board has its own stack of cards depicting the make up of that army. An army stack consists of a single commander card and one or more troop cards.

A battle lasts several rounds called clashes. Each main troop card represents a specific unit. In each clash, two units participate from each side.

At the beginning of the battle, you and your opponent choose two units to create a front line. Each player places troop cards face down to do this. One unit must be placed in reserve behind your front line. All other cards should be kept in your hand.

After the formation is complete, players reveal their frontline units by turning the troop cards face up.

At the beginning of each clash, the player with combat initiative moves one frontline unit forward to attack the enemy frontline. The other player then moves one own frontline unit towards to defend against it.

You can enhance the military force of your unit during a clash with support troop cards, combat action cards, tactics cards and a commander card (if it has the tactics characteristic). You will gain victory points for every two enemy units destroyed.

At the end of the clash, put the cards played (i.e. the main troop cards and the enhancement cards) to one side, move the reserve troop card to the frontline and place another main troop card from your hand into reserve. Begin the next round of the battle. The player who won the previous clash now has the initiative.

At the end of the battle, the winner is the player who did not retreat, who won three clashes in a row or who acquired more combat points during the battle.

1.2. Goal of the Battle

The aim is to defeat the enemy army. If you are attacking, victory in battle allows your army to complete an order; if you are defending, it enables you to hold onto a province.

1.3. Types of Battles

In a battle, players will be attackers or defenders, depending on the situation (Strategy Book => Battles between Two Players (9.2.)).

1.3.1. You are the attacker if your army enters an enemy province containing an army of the owner of the province. (Strategy Book => Attacking another Player's Province (9.2.1.)). You begin combat with the initiative.

1.3.2. You are the defender if you control the province, regardless of whether your army was already in the province or you moved it there this round. (Strategy Book => Attacking another Player's Province (9.2.1.)). If, at the end of the battle, the number of combat points is tied, you win (1.5.1.4).

1.3.3. If the battle is in a neutral province (Strategy Book => Battle in a Neutral Province (9.2.2.)) or on the border (Strategy Book => Battle on the Border of a Province (9.2.3.)), the player who moved earlier in the round has the initiative in the first clash. If combat points are tied at the end of the battle, neither player wins (1.5.2)

1.4. Battle End Conditions

The battle finishes if:

1.4.1. One of the players decides to retreat.

Each player is allowed to retreat before the start of a clash (7.1.) or after the resolution of a clash (7.5., 7.6. and 7.7.). The player with the initiative decides first whether to retreat, then the non-initiative player, if the both players want leave a battle. The retreating player loses 1 VP if he or she does so (Strategy Book => Resolving Battles (6.4.1.6.)).

1.4.2. One of the players wins three clashes in a row.

1.4.3. One of the players is out of main troop cards (2.1.1) and can't conduct combat any more.

1.5. Determining the Winner

1.5.1. You win, if:

1.5.1.1. Your opponent retreats (1.4.1.).

1.5.1.2. Your army wins three clashes in a row (1.4.2.).

1.5.1.3. The battle ends because one player is out of main troop cards (1.4.3) and you have more combat points at the end of the battle (1.6.).

1.5.1.4. You are the defending player (1.3.2.) and there is a tie in combat points at the end of the battle (1.4.3.).

1.5.2. If the battle was in a neutral province or on the border of a province (1.3.3.) and, at the end of the battle, combat points are tied, no one wins the battle. Both players must retreat (1.4.3.).

1.6. Combat Points

Winning a clash against an enemy unit gives you combat points. You receive one combat point for each defeated unit (i.e. main troop card (2.1.1.)). Defeated units are marked with exhaustion tokens. If a battle ends because a player has run out of cards (1.4.3.) add together the number of enemy units you defeated with the number of main troop cards left in your hand and in your reserve and frontline. These are your combat points.

2. Troops

2.1. Military units in the game are represented by main troop cards and support troop cards.

2.1.1. Main troops are divided into four types: heavy infantry, line infantry, heavy cavalry and light cavalry. Main troops are always attached to a specific army stack.

2.1.2. Support troops are archers (mercenary troops), garrisons (available in provinces with a fortress), sailors (available in provinces with a fleet) and fanatics (a blue political action card that can be played in a province with a temple). Archers are attached to a specific army stack like the main troops (2.2.2.). You receive sailors and garrison cards if you own a corresponding construction in the province.

2.1.3. Each main troop can participate in the combat as an attacking or defending unit. If you have initiative in the clash, you use the attacking (sword) strength of the unit. If you are the non-initiative player, you use the defense (shield) strength. Each main troop has advantages and weaknesses against other types of main troops.

2.1.4. Each main troop card unused at the end of the battle counts as a combat point (1.6.).

2.1.5. Support troops can't participate in the clash as independent units. Instead, they enhance the main troops in a clash (7.3.2.1.).

2.2. The military units are also divide into regular and mercenary.

2.2.1. The number of regular troops is limited. They are unique to each faction. You only pay for them once at the point of recruitment (Strategy Book => Bureaucracy Phase (7.6.1., 7.6.2.)).

2.2.2. Mercenary troops are available for recruitment to all players. In addition to the initial payment, you must pay their upkeep payment each round (Strategy Book => Bureaucracy Phase (7.5., 7.6.3.)).

The printed card diagram shows the anatomy of a main troop card (sample cards: Bulgarian cavalry and Varangian infantry): an attack strength (sword) value, a defense strength (shield) value, the troop type, the advantages against other types of main troops, and the upkeep cost for mercenary troops. A regular troop card carries the note that regular troops don't require upkeep. The printed troop type silhouettes are: heavy infantry, light cavalry, line infantry, heavy cavalry and support troops.

3. Tactics Cards

3.1. Tactics cards represent the tactical experience of your troops. Tactics cards have two uses. The number of tactics cards you have in your hand determines whether you can play particular combat action cards. You can also play tactics cards themselves to increase a unit's strength by 1.

3.2. To play a combat action card, a player must have the number of tactics cards in his or her hand as specified on the combat action card. You don't have to discard any tactics cards to play a combat action card.

3.3. To enhance your unit in a clash, you can play one tactics card (7.3.2.3.). If you want to enhance your units with tactics cards a second time, you have to play two cards. However, you only gain the enhancement benefit as if you had played one card (7.3.2.4.). Every tactics card has two different dice values. To activate a tactics card in this way, the player must throw two dice. If at least one die matches one of the values on the card, you can play it. After the battle, discard all the tactics cards successfully played thus.

By collecting tactics cards with different values, you increase your change of enhancing your unit.

The printed diagram "Dice values used in the Enhancement Step" shows a tactics card with a sword symbol, marked with two dice values, and a tactics card with a shield symbol, marked with two dice values.

4. Combat Action Cards

4.1. Combat action cards allow a player to influence the battle through special actions. These actions can affect the entire battle or enhance individual units, depending on the card. You do not start with any action cards at the beginning of the game. Players draw combat action cards together with political action cards (Strategy Book => Action Cards (4.)) to increase their hand to 6 cards in the Bureaucracy Phase (Strategy Book (7.7.)).

4.2. Combat action cards are divided into two colors.

4.2.1. Each player can play one yellow action card at the beginning of the battle (5.4.).

4.2.2. Each player can play one red action card in each clash (7.3.2.2.).

4.3. To play a combat action card, a player must have a number of tactics cards and complete the condition specified on the combat action card.

5. Preparing the Battle

5.1. Determine Initiative

Determine who has initiative in the first clash (1.3.).

5.2. Gather your Armies in your Hand

Combine the army stacks participating in the battle into one hand. You can split the cards back into stacks after the battle (11.). You receive a garrison card if the battle takes place in a province where you have a fortress. You receive a sailors card for each unengaged fleet in the province and for the fleet that transported your army to the province.

5.3. Place Tactics Cards Face Up

Place all your tactics cards face up in front of you so that the other players can see them.

5.4. Play Yellow Action Cards

Both players involved in the battle can play one yellow action card before the battle. The player who does NOT have initiative chooses whether to play a yellow action card first. You must have enough tactics cards to do so (5.3.) and meet the condition on the card. Place the card chosen face up in front of you. It will be active during the first clash, for the entire battle or until you discard it, depending on the card text.

6. Before the First Clash

Both players perform the same actions of placing their units (main troop cards) in the frontline and reserve.

6.1. Form the Frontline

Choose two main troop cards (2.1.1.) from your hand and place them face down opposite the enemy. These are your frontline units. One of these units will participate in the first round of the battle.

6.2. Form the Reserve

Choose one main troop card (2.1.1.) from your hand and place it face down behind your frontline units. This is your reserve. It will move to the frontline to replace an acting unit at the end of the clash.

If you only have two cards, complete the frontline without creating a reserve; if you only have one card, your frontline will consist of only one card.

6.3. Reveal the Frontline

Reveal your frontline troop cards face up.

7. Course of the Battle

The battle lasts several clashes before a battle-end condition is met (1.4). In each clash, one player has initiative and chooses a unit to attack; the non-initiative player must defend against this attack.

Each round has seven phases:

  1. The player with initiative chooses a frontline unit and moves it forward to attack (7.1.).
  2. The non-initiative player chooses one of the frontline units and moves it forward to defend (7.2.).
  3. Both players can enhance their units in the clash (7.3.).
  4. Count the strength of the units to determine who wins the clash. Mark casualties with an exhaustion counter (7.4.).
  5. Place the cards that participated in the battle to one side (7.5.).
  6. Determine which player has initiative in the next round.
  7. Move reserve units to the front and add a new unit from your hand to the reserve.

7.1. Attack

The player with initiative moves one of the frontline units forward towards the enemy line to attack.

7.2. Defense

The other player moves one of the frontline units forward towards the enemy attacking unit to defend.

7.3. Enhancement

7.3.1. Enhance your unit by taking different enhancement actions in turns.

7.3.1.1. On your turn, you can enhance the unit using one of four methods (7.3.2.) or pass. You can enhance the unit several times, but each method can only be used once.

7.3.2.2. If at least one player enhances a unit on his or her turn, both players receive another opportunity to enhance their units. Keep playing until both pass.

7.3.3.3. The enhancement phase ends when both players pass.

7.3.2. You can use each of the enhancement methods once per clash:

  • play one support troop card (7.3.2.1.);
  • play one red combat action card (7.3.2.2.);
  • play one tactics card (7.3.2.3.);
  • play one card with a tactics characteristic (a commander card or a yellow combat action card) or two tactics cards (7.3.2.4.). You cannot do both.

7.3.2.1. To enhance your unit with a support troop (2.1.2.), choose one support troop card from your hand and add it to your unit in the clash. The support troop will be lost if you lose the clash.

7.3.2.2. To enhance your unit with a red action card (4.2.2.), choose one red action card from your hand and play if you meet the conditions on the card (4.3.). Add the action card to your unit in the clash and carry out the action described on the card (if there is one). The regrouping card should be played before the Attack (7.1.) or Defense (7.2.) Phases.

7.3.2.3. To enhance your unit with a tactics card (3.3.), throw two dice and check if at least one matches one of the values on one of your tactics cards. Add this card to your unit in the clash. This card will be removed after the end of the battle. If you have no tactics cards whose die value meets the rolled dice, you can't try to play another tactics card in this clash (exception: you still try to play 2 tactics cards as if they were one; see 7.3.2.4.).

7.3.2.4. To enhance your unit with a card with the tactics characteristic, choose a commander card or yellow action card from your hand or lying before you (5.4.). A yellow action card must meet condition 4.3. to be used.

Add the chosen card to your unit in the clash. You will get your commander card back even if your unit is lost. A yellow action card played in this way ceases to have an impact on the full battle.

Alternatively, if you don't have any cards with a tactics characteristic or don't want to use them, you can play two tactics cards as if they were one card. Throw two dice. To be able to use tactics cards in this way, you must have two cards that match both dice rolls: one die must match one value on one card, and the other die must match a value on a second card. Add both cards to your unit in the clash. Together, they increase the combat strength of the unit by 1, not 2 (therefore, players will normally only use this method of enhancement if they have already used or tried 7.3.2.3.). These cards will be removed after the end of the battle. If your dice roll does not meet the values on the cards, you can't try again in this clash.

7.4. Results of the Clash

Check the combat totals of the units involved in the clash:

7.4.1. The player with the initiative uses the unit's attack strength as a basis and then adds points for troop types and enhancements to give his or her combat total (7.4.3).

7.4.2. The non-initiative player counts the unit's defense strength as a basis and then adds points for troop types and enhancement to give his or her combat total (7.4.3).

7.4.3. You receive additional points as follows:

  • 2 points if a unit is fighting a troop type against which it has an advantage;
  • 1 point for a support troop;
  • 1 point for a tactics card;
  • 1 point for a card with a tactics characteristic or two tactics card used as a replacement for this;
  • variable points gained for combat action cards played;

7.4.4. You win the clash and gain one combat point (1.6.) if your unit's combat total is higher than that of your enemy. Mark the unit which lost the clash with an exhaustion counter.

7.4.5. If there is a tie, neither unit wins.

7.5. End of the Clash

7.5.1. Gather the cards (i.e. the main troop cards and cards played for enhancement) used in the clash and place them to one side.

7.5.2. Keep the exhaustion tokens received for losing clashes on the top of the cards which acquire them so it is clear which cards lost a clash. Make sure it is possible to see how many rounds each player has won, how many have been played and in what order.

7.5.3. Proceed to 8. if a battle-end condition (1.4.) is met. Otherwise proceed to 7.6. However, you can retreat (1.4.1.) also in the phases 7.6. and 7.7.

7.6. Determine Who Has Initiative in the Next Clash

7.6.1. A player has initiative in the next round of the battle if he or she wins the clash (7.4.4.).

7.6.2. If the clash was tied, the player who had initiative keeps it for the next clash (7.4.5.).

7.7. Reinforcements

7.7.1. Reveal the reserve troop card (6.2.) and move it to the frontline (6.1.).

7.7.2. Choose one main troop card (2.1.1.) from your hand and place it face down behind your frontline units in the reserve.

If you don't have enough cards to create a reserve, you can fight on with only the units in the frontline. If you don't have enough units to bring the frontline up to two, you can fight on with only one unit in the frontline.

8. End of the Battle

If a battle-end condition (1.4.) is met, check who wins the battle (1.5.). Count victory points gained or lost as a result of the battle (9.) and casualties (10.).

9. Victory Points

9.1. A player loses 1 VP if he or she chooses to retreat before the end of a battle (1.4.1.).

9.2. The victor gains 1 VP per each 2 enemy units destroyed (i.e. for every 2 exhaustion counters on the opponent's stacks (1.6.)).

9.3. The victor gains 1 VP per each commander with the characteristic Fame (Strategy Book => Table 3.) who participated in the battle.

10. Casualties

10.1. Remove all mercenary troops (2.2.2.) marked with an exhaustion counter to the mercenary discard pile.

10.2. Return all regular troops (2.2.1.) marked with an exhaustion counter to your supply. You will be able to recruit them again later (Strategy Book => Bureaucracy Phase (7.6.2.)).

10.3. Remove all played action cards and tactics cards to their respective discard piles.

11. After Battle

11.1. Gather all your troop cards which weren't lost and form army stacks. Each army stack must contain one commander and one main troop card. Any commanders that can't create an army stack (Strategy Book (2.6.1.3.-2.6.1.4.)) are lost. Return their commander cards to your supply and remove their army counters from the political map, placing it on the card.

You will be able to hire a commander again later (Strategy Book => Bureaucracy Phase (7.6.1.)).

11.2. A victorious army must complete it's conquer or raid order (Strategy Book => Resolving Battles (6.4.1.9.)) if it has one.

11.3. A defeated combat army must be marked as retreating (Strategy Book => Resolving Battles (6.4.1.8.)).

  • 6.4.2. Conquest
  • 6.4.3. Raid
  • 6.4.4. Support
  • 6.4.5. Relocation
  • 6.5. Return Armies
  • 6.6. Retreat Armies
  • 6.7. Commanders' Characteristics
    • 6.7.1. Guide
    • 6.7.2. Slave Trader
    • 6.7.3. Light Cavalry Raider
    • 6.7.4. Naval Raider
  • 6.8. Short Summary of Army Orders
  • 6.9. Short Review of Fleet Orders
  • 7.7. Renew Action Cards Hand
  • 5.2. Gather your Armies in your Hand
  • 5.3. Place Tactics Cards Face Up
  • 5.4. Play Yellow Action Cards
  • 6. Before the First Clash
    • 6.1. Form the Frontline
    • 6.2. Form the Reserve
    • 6.3. Reveal the Frontline
  • 7. Course of the Battle
    • 7.1. Attack
    • 7.2. Defense
    • 7.3. Enhancement
    • 7.4. Results of the Clash
    • 7.5. End of the Clash
    • 7.6. Determine Who Has Initiative in the Next Clash
    • 7.7. Reinforcements
  • 8. End of the Battle
  • 9. Victory Points
  • 10. Casualties
  • 11. After Battle
  • Your troops can be regrouped among armies in adjacent provinces which have fortresses (6.1.1.).
    FortificationThe garrison of the fortress prevents revolts in the province (8.1.).
    MarketEach market brings additional 1 silver coin trade income (7.3.4.) in the province.
    MarketEach pair of markets in adjacent provinces brings additional 1 silver coin trade income (7.3.4.).
    TempleEach temple brings you 1 victory point if you spent 1 silver coin for charity that turn (5.2.3, 7.3.2.).
    Nomad Allies icon
    10. Allies Nomads. Add one military force point to the commander's total in any battle against Nomads (9.3., 9.4.).
    Fame icon11. Fame. Earn 1 victory point each time this commander defeats another player in battle (Battle Book (9.3.)).