MEDIEVAL WARS
16 players can take part in this Campaign. Each player controls 3 Leaders, each Leader with an army (200 pieces of gold for recruitments) and 4 Garrison (85 pieces of gold for recruitments).
If two players have agreement, then they could play
In the beginning, the all players have non-agressive pact. This situation can change if the players declare alliances or enemies during the campaign, according to their interests.
There is a map that is divided into 16 countries, country
with 4 districts, each district with 1 city. Each place has several its own terrains or
boards from DBAOL. At the beginning of the Campaign, the players control all cities in
their country.
Each Leader has a limitation (limited sum
of the costs of units). The sum of the costs of units that a Leader can control
is the Leader's C&C (Command and Control). At the beginning all
Leaders have C&C = 200 pieces of gold.
With each combat won by a leader, his C&C increases
by 15. This represents the experience won in battle by that leader and the won prestige.
If player lost battle, then his Leader's C&C decreases by 15 pieces of gold;
if player lost General, then his Leader's C&C decreases by 15 pieces of gold;
and on the contrary
if player won battle, then his Leader's C&C increases by 15 pieces of gold;
if player kill enemy's General, then his Leader's C&C increases by 15 pieces of gold.For example, player won battle, but lost General, so his Leader will have same C&C.
If player won battle and killed enemy General, so his Leader's C&C increases by 30 pieces of gold.
Historically the Generals and the Leaders could be different people, that is to say the leaders didn't participate directly in the battles but rather they directed from behind.
In a city, the Leaders can control to all the elements of
the Garrison without any cost.
The Leaders combatants also increase their charisma temporarily if they
are supported by Leaders allied non combatants (+50 for each one) -see complex multiple battles -
When in a battle an army has less than 6 elements (including the
calculation of prisoners and dispersed), the army is destroyed, and its elements are
eliminated. The Leader is made prisoner ( The player that controls him can recover it
paying a rescue ). The prisoner will be placed automatically in the winning Leader's Camp.
Then the leader could transfer to another Leader or City in a actions phase (like as any
element).
If player that controls prisoner lost this Camp or lost this Army or Garrison, then
prisoner will be taken by winner.
If the rescuer player was owner or that Leader or a owner’s ally,
then that Leader would be free and his owner player would take his control. If the rescuer
player was enemy of that Leader's owner, then the Leader would continue prisoner, but he
would have another jailer.
If both army will
have after a battle less than 6 elements (including the calculation of prisoners and
dispersed), the lost army is destroyed, and its elements are eliminated.
Each turn a leader can move across 0,1 2,or 3 areas if all movement on his
territory or territory of his ally (The retreat after battles - 1 more movement).
A player will have additional movement on own or ally's territory,
because he have conductors and maps.
If during his movement a leader meets an enemy army, the movement is interrupted
immediately. There will be a battle.
Province will count as area of player which one
control City for original nation and his allies.
Province will count as area of player which one control City and province for invader and
his allies.
If a player will move across enemy area or area of a neutral player, then he can move
across only two areas.
If all units in army are Lh, Cm or Cv, then army has one additional movement.
A player should write in e-mail about each area and
cities through which his army will move (all cities and districts around cities).
The player that controls prisoner can write about prisoner's location: in the Camp of Army or in the Camp of City (he write in what army or city).
The units cannot move if they are not directed by a
Leader.
A Leader can leave units, but only in a city ( Garrison )
or with another Leader.
If players have non-agressive pact or they are allies,
then they can move across areas in near the city without battle.
If players are allies, then they can move across cities
without battle.
Movements on the Sea:
Each time that a leader moves for the sea
his army can lose 1/10 of his elements (rounding). This represents the loses for storms,
diseases, etc.
Each round, a leader can make 1 or 2 movements on the sea (the sea is terrestrial neuter,
so 3 movements cannot be made). If he makes 1 movements then 1/10 of his army can die. If
he makes 2 movements on the sea 2/10 can die.
Unit can die or not die (50/50), number of units are connected with number of movements on the sea.
The garrison of a city always belongs to the player owner of that city.
In the cities
taxes are collected and new units are recruited.
The cities are
the only place where it can have units without leaders, called garrison.
There is not any
limit to the number of units in a garrison.
Each turn is
composed of 5 phases: actions, preparation battles,
battles, declaration retreats, resolution.
1) Phase of actions: 5 days.
The players can
move their leaders, recruit troops, to transfer soldiers or money among leaders or between
leaders and garrisons of cities, to transfer cities among players, to establish alliances
or to declare enmities. (The alliance, so
that it is effective, they should declare it the two players // The enmity is enough that one player declares it
so that it is effective 2 players also enter immediately in
war if one player attacks the other one, or if a player enters in a non-allied player's
city).
Communications
(secret or not), alliances, and combined strategies among players are entirely legal.
If during the
turn of actions there are enemy armies in the same location, there is a battle.
The players will send their actions to the moderator by e-mail (in the possible more schematic and simpler way, to avoid confusions). The moderator will process the data, and when all the players have sent their actions or have finished the term, he will make public the actions.
If the players don't want to make any action more in that turn, they will indicate it in their e-mail at the end of their actions. This way, if all the players have carried out their actions of the turn, the following phase can begin before.
When there are
incompatible movements to each other, will have priority the movement that there is been
received before by the moderator. The other one won't be carried out.
(Example: The
First Leader is into the location A, the Second Leader into the B.
If more than 2 players will meet in one area, then first two will fight and other players should write on Forum about their decisions (support one of sides and transfer their units or withdraw without battle and any lost units, so he could attack player, who will win this battle in next round).
They can be carried out among allied
leaders (or between leaders and garrison) that occupy the same area. They can be carried
out in the phase of actions or in the phase of preparation of battles (in complex multiple
battles). The temporary addition of a garrison during a defense of a city is not
considered transfer of troops.
From the moment that a Leader gives or he cede his troops, the troops belong to the leader
that receives them. He can return them or not, this is not the moderator's matter. There
is not any rule that forces it.
It is matter of the agreements among the players. If they have disagreements, they can
always be declared the war, like in the real life.
Also, it can be confused if some dead elements in a battle belonged to a player or
another. All the power of decision corresponds the player that controls those elements
during that battle. He can decide for some system what elements they are those given
during the deploy. He can decide what dead elements are his or not. This enters inside the
game of diplomacy among players, the moderator doesn't decide on it.
Transfer of
cities:
A player can give a city to another player during the phase of actions.
The only requirement is that the Garrison of
a city should always belong to the owner of that city. So if a player has a city with a Garrison he cannot transfer the city to
another player, unless he moves away that Garrison,
or he transfers that Garrison
to the other player.
A player can give a city to another player during the phase of declaration retreats
, but only if these players have alliance and this alliance was declared during previous Round (not Phase).
The players defenders can choose among 3 boards in each area. If the
2 players are attackers the board can be elected at random and Blind deployment will be
used.
If both armies have more than 18 units then the battle should be
played on large map, but if it's City, then map "Castle" is allowed. Otherwise
all maps of this area are allowed.
The players defenders will choose the side of the terrain in which they want to deploy. This is optional, so if the players don't choose edge, it will be aleatory.
The players
declare (for e-mail or via Forum) what leader or leaders will fight, and if they make him
transfers of troops from their leaders non combatants. (These troops are given, but to the
effects of the campaign, they belong starting from now to the leader that has received
them. He should return them, but his obligation is moral solely).
If there are not
declarations, or the players don't come to an agreement, the moderator will choose
following this order of election: 1st leader with more C&C; 2nd at random.
* Attackers and defenders:
-in cities: They are defenders the city owners, and their allies. They are attackers their
enemies.
-in open field (provinces in MW): They are defenders the leaders that occupied that place
or province to the end of the previous round, and their allies. They are attackers their
enemies.
If nobody occupied that place at the end of the previous round, then all are attackers.
* Emails: All the players make their actions at the same time. The order of arrival of the
emails in phase of actions is only good to know what player has preference in
incompatible actions, for nothing else.
*Multiple Battles:
These battles are not really different battles. It is only a great battle in which
several leaders participate with their armies. Due to the limitations of DBAol this great
battle is composed of several simple battles. And when a side has more leaders than the
other side, then the remainder leaders can support the leaders combatants (Complex
battles).
To simplify a great battle is represented by this way:
1) phase of actions: The leaders go arriving to a place. It doesn't care from what border
of the territory they have arrived, neither in what movement they are (1,2,3 or 4). The
leaders that sight an enemy stop their actions and plant the camp next to their allies,
waiting the hour of the battle.
2) phase of preparation of battles: The defenders (at least one of them was there when
beginning the round) have been able to choose the terrain on that they want to fight, so
they choose board and side in that they deploy.
In complex battles the side that has more leaders should decide what leaders cannot fight.
But these leaders can give support troops to the leaders combatants (In DBAol cannot play
a battle several players in each side)
3) phase of battles: The great battle begins. Each leader command a army section (a wing,
the center,...) that faces to a leader that also command a enemy army section. The
moderator determines the Leaders confrontations at random.
The Leaders attackers are low score, that is to say, they deploy knowing how the army
defender is placed.
If both are attackers there is blind deploys on board determined at random
If one player will delay his bound without objective reasons (it is not Fair Play), then other player should write on Forum about this delay and his opponent will have defeat in this battle.
If players did not finish their battle and did not write about delay
during 3 weeks, then the battle
finishes, counting both armies its elements destroyed until that moment, both
players lose 1 more unit and withdraw. The
players can continue the battle in a friendly way, without affecting to the campaign.
The defeat player losing the elements destroyed until that moment and 2 executed prisoner
elements.
-Normal battles: 1 Leader against 1 Leader or a Garrison of a city
-Simple
multiple battles: Several Leaders against the same number of Leaders.
There will be several separate confrontations. The moderator will determine at random what
armies they face among them.
-Complex
multiple battles: Several Leaders against different number of Leaders.
There are as many battles as Leaders number has the
faction with less Leaders. The faction with more leaders chooses its leaders
representatives in the battle. The leaders combatants increase their C&C: +50
for each Leader allied non combatant in same location. (This
increment of C&C is only
during that battle. In the following turn the leader has his previous charisma again. If
the leader possesses more elements than charisma, he should transfer them in the next phase of actions. If he doesn't make it those elements they are
eliminated - at random-).
- Mistake of moderator:
If there is any mistake of moderator in the army composition or map or side etc., than player should write about it on Forum immediately. No one message after battle will not be counted.
If there are not
Leaders in the city, the garrison behaves as a normal army.
If in the city
there are Leaders, the garrison is distributed among the leaders combatants.
If a Garrison is
forced to escape from a city, it unites to the Leaders that also escape. If there is not
any Leader or they don't have enough C&C to take to all the elements, the units of the
Garrison are made prisoners and sold as slaves.
Occupation of a
city for assault: The city is occupied by the player that controls the Leaders combatants.
If there are several players' Leaders they should decide who owner of the city is (by
agreements or by the weapons). Meanwhile, the occupation is suspended and there is not
collection of taxes in the city.
-Elements lost:
Each army loses these elements:
1.
Elements destroyed in the battle.
2. Defeated armies : 2 elements executed prisoners additionals
Elements will be eliminated at random.
(A player can declare his army retires
before it finishes a battle. In that case prisoner is made 1 element instead of 2.
The departure can continue friendly, without effects for the campaign, except for those
happened until that moment).
Retreat of
an army before concluding a battle:
When player A wants to retreat from a battle he makes his moves normally (either towards
or away from the enemy as he chooses) and informs his opponent, player B, that he wishes
to retreat. Player B then makes a final move, giving him one last shot at trying to kill
the retreating player A's units. The battle is over. The victorious player B then
announces the results in the forum.
3. If when going back, the army goes by a location occupied by an enemy army : 2 elements disperse and disappear (eliminated at random)
-Retreat: The losing armies go back one location (Exception:
When both armies lose the battle for not finish in term, the Garrison of defender doesn't go back).
*Retreat of an army defender
of city: Army should retreat to the province of City. If this place is occupied by an
enemy (enemy's army didn't take part in assault of City), the army that is going back
loses 2 elements disperses, and goes back to another localization of his election, but
this army can't entered in other City (phase 4).
*Retreat of an army defender of province: Army should retreat to the
city of this province or to the adjacent provinces (not City). If this place is occupied
by an enemy, the army that is going back loses 2 elements disperses, and goes back to
another localization of his election (phase 4).
*Retreat of an army attacker :
returns to the location of where he came. If that place is occupied by an enemy, the army
that is going back loses 2 elements disperses, and goes back to another localization of
his election. (phase 4).
*Leaders non combatants (In complex
multiple battles) : Should retreat when all
the combatant leaders of their localization have recoiled, -They also lose 2
elements if they go back for a place occupied by an enemy-
* The elements of a Garrison that
cannot retreat with a Leader (for not to have Leaders or not to have the Leaders enough
charisma) they are captured and sold as slaves. The attacker makes the money that worth
those units. The units disappear of the game.
Not
allowed movement (this rule was based on the rule written by Eric for his
tournament).
The Contr. Gr. button can't be use to make a "crab" movement. You can use this
button only to make a column or make a line from a column. If a player use the control
group button in a "cheesy" way (to move 12 units in a bound, or try to get a
deployment better...), then the battle will be count as lost for him on CURRENT score and
additionally he lost his General (unit and -15 C&C).
I hope in the nearest future this bug of program will be fixed, but now I'll ask players
don't use this bug and write me about using of this bug in Campaign's battles.
4) Declaration
Retreats: 1 day. This phase is omitted if there are not retreats.
The players that should choose their location of retrocession will declare it.
The support Leaders should retreat next to the Leaders combatants if all have been defeated. If some Leader combatant has won and stay in province, then the support Leaders non retreat.
Players can send message about it in previous phase.
If they don't make it in term, the moderator will decide for them.
Both sides of multiple battle can retreat at the end of Round (phase: Declaration Retreats), but there isn't any rule about the first movement at the beginning of new round. Players who have won the battle can return units to their allies before retreating, but can't transfer own units during this phase.
Transfer
of cities for alliances:
A player can give a city to another player during the phase of
declaration retreats, but only if these players have
alliance and this alliance was declared during previous Round (not Phase).
It may be useful for collection large taxes in next Round.
Players can send these messages in previous phase.
The only requirement is that the Garrison of a city should always belong to the owner of that city. So if a player has a city with a Garrison he cannot transfer the city to another player, unless he moves away that Garrison, or he transfers that Garrison to the other player.
5)
Resolution: The moderator makes public the changes there been after the battles
(Increment of charisma, lost elements, retreats, Leaders' captures, lootings and destruction of armies). He
will also make public the increment of the treasures for taxes.
Taxes are collected in the city. Each turn a city collects 30 pieces of
gold.
The pieces of
gold are used to recruit new soldiers (elements).
If a player
controls all 4 cities of a country the taxes they collect are 45 pieces of gold from each City.
The money remains
in the city in that has collected it, and can only be transferred out of the city by a
Leader.
An army snatches the money
that carry an army adversary if occupies the camp of his opponent in a battle.
A player takes
possession of the money kept in a city if he captures that city.
An army snatches the
money kept in a city if occupies the camp of a protected city only for a Garrison.
Each Leader can recruit any elements by using special prices of his nation.
Each city can recruit units limited by the money that is in that city.
A player can't upgrade his units and he can't sell of them. If units will be recruited by an ally (Player A) for transfer to other player (Player B) , then an ally (Player A) will have to pay by using his own national prices, but size of army of Player B will be accounted by using national prices of Player B.Additionally, in each round each Leader has extra points for recruiting,
but only in his home country.
Recruitment by C&C could be used only in 4 cities of the original nation and only for
units of the original nation.
Recruitment by C&C can’t be used if Leader retreated in the
City in previous Round
The player that controls Great Britain can recruit in any friend city elements of the English, Welsh, Scottish or Irish armies. These recruitments are paying money that he has obtained by means of taxes in his own cities.
He has 3 leaders, each one related with an army: Edward III King of England (England army), David II King of Scotland (Scottish army) and Edward the Black Prince (England army).
If Eduardo III (200 Charisma for example) is in a friend city, he can recruit troops for value of 20 points without cost of money, but only of his own army (English, not Welsh neither Scottish).
A player can
recruit a new leader, cost 120 pieces of gold.
A Leader made
prisoner can be recovered paying the rescue. This quantity is not fixed, and it depends on
the agreement of the two players.
The recruited or rescued Leaders appear in an own city elected for the player owner of that Leader. If the player doesn't have any city, the Leader appears accompanying an own Leader.
Value of the units:
|
If the attackers
don't want to attack to the city, but would rather starve it to death or force its
defenders to fight in open field, they can lay siege to the city.
To besiege a city you must occupy by 1 or more armies the province area, and declare that you is besieging the city. For start of siege your army should have 1 movement (siege will be conceded as 1 more area of movement).
If an attacker has already stayed in province by the beginning of the Round, then he can declare a Siege of the City. In this case, army from City can break the Siege, only if this army will successfully attack besieger’s army.Effects of the siege will be at the end of the same round when the siege begins, so a player should defend his province.
If invaders will be intercepted, then siege could be started only in next Round.
While under siege, a city cannot collect taxes, it cannot recruit units.
If a player,
which one control this city, controls all 3 other cities of a country the taxes in these
cities will be 45 pieces of
gold from each City (without this City).
Additionally each round at random the number of units will be lost of each side:
-effect for the besieged: Non taxes, non recruitment, 1/5 (rounding up) of the elements (cheap elements will die first) can die each round.
For example, if there are 12 elements, then 1, 2 or 3 can die.-effect for the besiegers: 1/12 (rounding up) of the elements (cheap elements will die first) can die each round.
For example, if there are 18 elements, 1 or 2 can die.
Moreover each Art unit an army has, will be accountable factor - one
more unit (at random) could be eliminated (50/50) from their opponent.
They can be:
If in a battle
an army has less than 6 elements
(including
the calculation of prisoners and dispersed), it is destroyed, and all their remaining elements are
eliminated, but if army which
one won the battle and have AFTER battle less than 6 units will not be eliminated this
round. This army could be eliminated without battle during next round if have less than 6
units and meets enemy.
Leaders prisoners
: When his army is destroyed ( that is to say, when an army is
fighting an engagement and he has less than 6 elements ).
The campaign could be finished if all players (who have armies) have
agreement and don't want to attack other players.
For example, it could be possible if any large alliance will controls all cities.
A city is controlled by a player if he
has a Garrison in that city, or if he has conquered that city to the enemy. If there are
no Garrison in the city then the last person to control the city retains ownership.
MEDIEVAL WARS: MAPS OF COUNTRIES
![]() |
Rules were developed by Julio <Cayo Cesar> and Peter Bityukov <Tiger> Thanks to Donald Hill <Mastadon> |