MEDIEVAL  WARS
RULES

INDEX
LEADERS -Charisma MOVEMENTS TURNS
TAXES RECRUITMENS -Value of the units 1-Phase of actions 2-Phase preparation of battles 3-Phase of battles 4-Phase declaration retreats 5-Resolution
LAYING SIEGE TO A CITIES ELEMENT LOSSES Transfers of troops   Classes of battles Transfer of cities for alliances  
END OF THE CAMPAING CITIES

-Garrison

Transfer of cities   Deploy    
        Assault to a city    
        Effects of the battles    
        Retreats    

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 as one player. But all e-mail messages to moderators about movement, recruitment etc. should write one of them.

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.

LEADERS 

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.

  MOVEMENTS 

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).  Entering and leaving city will not be taken into account as area. If a player wants to start siege of City, then he should write about it too.

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).

Each area can have any number of allied leaders.

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.

 

CITIES

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.  

 

TURNS 

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.  The players that command these Leaders send e-mails with their movement: The First Leader moves toward B, the Second Leader moves toward A. The e-mail with the movement of the First Leader it arrives to the moderator before. Then the First Leader attacks the Second Leader in B. The Second Leader doesn't carry out the movement, and he defends in 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).

 

Transfers of troops:

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)
It may be useful for
collection more taxes in next Round.

 

  2) Preparation of battles: 3 days. 

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


  3) Battles: 21 days. This turn is omitted if there are not battles.

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. City isn't controlled (no one player haven't taxes in next Round) and Garrison stays in this City (if they can't withdraw without Leader). If city is not attacked during next Round, then Garrison will control City again.

The defeat player losing the elements destroyed until that moment and 2 executed prisoner elements.

  There are three classes of battles: 

-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-).

-Deploy: The players defenders deploy in the first place. The players attackers deploy in second place. If both players are attackers there is blind setup.

- 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.

-Assault to a city:

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. This is not considered transfer of troops. The casualties of elements that there are doubts if they belong to the Leader or the Garrison, it will be determined by the moderator at random.

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. 

Effects of the battles: 

-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 

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.

 

RECRUITMENT 

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

Extra points will calculate as 1/10 Charisma of Leader.
These points would not accumulate neither could stay for other turns.
This is independent from the normal recruitments by using money, but player can add gold when he recruits units of original nation.

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:

Countries:

KN

CV LH BW BD SP PK WB AUX PS ART CM WWG

KINGDOM OF FRANCE

21 24 18 17 16 17 14 17 14 11 27 24 30

KINGDOM OF HUNGARY

21 24 11 18 25 16 20 17 18 8 40 24 22

RUSSIAN PRINCIPALITIES

32 14 11 17 25 16 20 17 18 10 40 24 30

GREAT BRITAIN

24 18 14 15 18 22 14 12 11 9 28 24 30

MIDDLE EAST

23 17 11 18 25 16 20 17 13 9 40 24 30

IBERIAN PENINSULA

21 24 12 17 19 17 20 17 12 9 40 24 30

ITALIA

18 19 14 15 25 18 16 17 14 9 40 24 30

MAMELUKE EMPIRE

32 12 11 24 25 22 20 17 14 10 40 24 30

NORTHERN GERMANY

22 24 14 17 17 16 15 17 18 10 29 24 30

SOUTHERN GERMANY

23 24 14 17 15 16 20 17 18 10 40 24 30

NORTH AFRICA

24 17 11 17 25 16 20 17 18 9 40 18 30

GOLDEN HORDE

32 16 10 16 25 15 20 17 18 10 28 24 30

BALKANS

21 18 11 18 25 17 20 17 14 9 40 24 30

POLAND & TEUTONIC ORDER

20 15 13 17 25 17 20 17 14 14 40 24 30

GREAT DUCHY OF LITHUANIA

32 15 9 24 25 22 20 17 13 9 40 24 30

SCANDINAVIA

23 15 18 16 17 16 13 17 18 10 28 24 30

LAYING SIEGE TO A CITY 

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.

ELEMENTS LOSSES OF AN ARMY

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 ).

   

END OR OBJECTIVE OF THE CAMPAIGN 

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.


MAP OF CAMPAIGN

MEDIEVAL WARS: CALCULATOR

MEDIEVAL WARS: MAPS OF COUNTRIES

LEADERS OF COUNTRIES

PHASE OF ACTIONS-TURN

CURRENT BATTLES

CURRENT ALLIANCES

Coordinator Campaign's E-mail 


Play the famous DBA ruleset with live opponents across the Globe

Rules were developed by Julio <Cayo Cesar> and Peter Bityukov <Tiger>

Thanks to Donald Hill <Mastadon>