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Date: Sat, 9 Apr 1994 12:42:49 -0500 (CDT)
From: John Quarto-vonTivadar <tivadar%home.interaccess.com@mailhost.interaccess.com>
Subject: Re: here's de files (fwd)
To: Empires of the Middle Ages <a.poulter@lut.ac.uk>
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---------- Forwarded message ----------
Date: Thu, 7 Apr 1994 09:00:37 EST5EDT
From: Steve Nicewarner <STEVE@plume.ies.ncsu.edu>
To: John Quarto-vonTivadar <tivadar@home.interaccess.com>
Subject: Re: here's de files


The formatting is a little screwy, but here it is. I'm going to get the 
map scanned late this week or early next, and send it along to those 
who are interested. These rules have worked pretty well for us in 
postal play [although the game has been on hiatus for a couple of 
months]. --- Steve



Empires of the Middle Ages House Rules
Original Concept: Iain Bowen
Edited by Steve Nicewarner
Last Revised April 1994

[2.0] DEFINITION OF TERMS
CIVILIZED MUSLIMS: Defined as Abbasids, Ayubites, Fatimids, 
Seljuks after 1200 AD, and Iberian 
Muslims prior to 1200AD. Civilized Muslims may have ties and 
claims in the same manner as Christian 
empires.
COMMONLY USED ABBREVIATIONS


RC:	Roman Catholic
EO:	Eastern Orthodox

CHM:Christian Monophysite
CNS:	Christian Nestorian

CSJ:	Christian Syrian Jacobite
CEC:	Coptic Egyptian Christian

CSJ:	Christian Syrian Jacobite
JUD:	Judaism

MUS:	Sunni Muslims
MSS:	Shi'a Muslim

iMUS:	Iberian Muslim
MSW:	Wahibiabism




[6.0] SEQUENCE OF PLAY
	Within each year, all endeavors (including those by 
magnates & raiders) are simultaneous. 
Endeavors may be made conditional on (and only on) events of 
previous years, effects of taxiation, and to 
defend against enemy attack. Note that conditional orders may be 
used to play hold cards, call and/or vote 
in parleys, and all other non-endeavor activities.

	Parleys are, unless otherwise noted, assumed to take place 
immediately after the event which 
spawned them. If a special parley is called (to continue a Crusade, for 
example), it takes place prior to the 
first year's endeavors.

	In all cases, general order of precedence is;
	1.	Play of hold cards
	2.	Call Parleys
	3.	Taxiation
	4.	Year's Endeavors

[19.0] EVENT CARDS
	The Event Card deck contains 120 cards, divided as listed 
below. Cards which are not in the 
standard deck are detailed afterwards;
20
Year of Famine
17
Year of Plenty

3
Minor Heresy
2
Major Heresy

8
Enlargement of King's Personal; Demense
15
Diplomatic Coup

10
Influence in Religious Hierarchy
8
Recognition of Claim

5
Single Area Dynastic Influence
2
Multi-Area Dynastic Influence

2
Epidemic
2
Leader Dies Heirless

1
Revolution in the Marches
1
Civil War

4
Major Unrest
1
Uprising

3
Advisor (ability 1)
2
Missionary Fervour

2
Advisor (ability 2)
2
Weapons Advance

1
Advisor (ability 3)
2
Tactical Systems

1
Siege Advance
1
Fortifications Advance

1
Debased Coinage
2
WILDCARDS


Minor Hersey: A rebellion check is made in the province with the 
highest rebellion value (all are checked if 
tied). A "U" results in the placement of a strength 3 URG in the area 
and the area goes into unrest. An "R" 
results in the conversion of the area to the hersey, and the area 
rebels.

Major Hersey: A rebellion check is made in every area of the L/R 
group with the highest average rebellion 
value (the group must consist of more than one area, and it can be the 
L/R of the court). Results are the 
same as a mionr heresy.In the next two pentades, all adjacent areas 
must check for the spread of the heresy. 
There is a 20% chance of a rebellion check for areas of the same 
language or religion (no both), areas of 
the same language and religion are automatically checked.

Enlarged King's Personal Demense: These cards last a maximum of 
50 years.

Influence in Religious Heirarchy: Rulers of a religion invited to the 
parley may use these cards if they have 
a URG related to an invited religion in their empire.

Advisors: These can be either diplomatic or administrative advisors 
(player's choice when played). They 
modify the leader's diplomatic or administrative stature as 
appropriate. They die with the first "1" leader 
check thereafter.

Revolt in the Marches: The area with the highest rebellion value in 
the empire revolts. There is a 20% 
chance of a magnate appearing in the area.

Civil War: The area with the highest rebellion value in the empire 
revolts. In addition, all adjacent areas 
must check for rebellion (25% chance , 33% if already in unrest). If an 
area revolts, all adjacent areas are 
checked, except that an area can not be checked more than once, and 
the court will not rebel. The 
"rebelling" provinces become a player empire. The "rebel" empire 
gains a claim to all areas claimed by the 
original empire.

Major Unrest: All areas, except the court, take unrest checks

Weapons Advance/Tactical Systems: These cards last 20+d20 years. 
Originals may be copied and given to 
other empires, but they only provide a +1 benefit. (copies are never 
as good as the original). If half (or 
more) of the empires have a copy, the card is obsolete and is 
returned to the deck.

Fortification Advance: Increases the maximum allowed level of forts 
by one for players owning the 
card.Players owning copies may build the improved forts at 3g per 
endeavor. When the card is returned to 
the deck, all players may build forts at the increased level. All the 
rules for Weapons Advance/Tactical 
System Cards apply here. 

Siege Advance: Allows the player to ignore 1 level of fortification 
during conquest and pillage endeavors. 
Players owning copies may do the same at an additional cost of 1g 
per endeavor. When this card is returned 
to the deck, all forts are reduced by one level. Again, the rules for 
Weapons Advance/Tactical Systems also 
apply.

Debased Coinage: The player's treasury is halved (fractions rounded 
up). Prior to 1000AD, this card will 
affect Byzantium only.

Wildcards: Do anything the player desires. One will capture a leader, 
give an extra year card, etc. Two 
wildcards played together will do almost anything, even bring an 
extra area into the game. Two players 
may combine wildcards if desired. It is suggested that the players 
consult with the GM before trying 
spectacular effects.

[20.4-5] PARLEYS
Parleys may be called to discuss claims, diplomatic conquests, 
crusades/jihads, schisms, Papal matters, or 
due to the play of a wildcard.

Attendance at parleys is limited by religion as noted below
Claims/Diplomatic Conquests
Eastern Orthodox, civilized Sunni muslim (MUS), 
Roman Catholic, and Catholic related empires

Schism and Papal matters
Roman Catholics only

Crusades
Roman Catholics and Byzantium

Jihads
Muslims only


[23.1] SCHISMS
In addition to the schism between the Catholic Church and Eastern 
Orthodoxy, there is the possibility of an 
internal schism in the Roman Catholic church. If a Catholic leader is 
excommunicated, he has the option of 
calling an excommunication parley against the Pope prior to his 
actual excommunication. If this parley is 
successful, the player who called the parley sets up a second Pope 
(called an "anti-Pope") and designated a 
base area within his empire as the "anti-Papal" seat. Each Catholic 
empire must select which Pope to 
follow at this time. Until the schism is healed, neither Pope may call a 
crusade, excommunicate a player, or 
unify with Eastern Orthodoxy.

Each turn, all Catholic empires must donate one year card to their 
Pope in an attempt to dethrone the rival 
Pope. These cards are played by the player controlling the 
appropriate Papal seat (the GM if it is neutral).

The schism will end if; one Papal seat is conquered, or 80% of the 
votes in a schism parley support 
reunification. If the schism lasts more than 100 years, it becomes 
permanent -- two seperate related 
churches are established and the special powers of the Papacy are 
eliminated.

[23.3] CRUSADES AND JIHADS
A: CRUSADES
There are three possible reasons for calling a crusade. Each reason, 
and the conditions of the Crusade are 
detailed below. In all cases, failure to support the Crusade by 
donating one or more year cards is grounds 
for excommunication. Also, any RC leader attacking an empire 
participating in the Crusade may face 
excommunication.

Loss of Holy Cities: If Rome or Constantinople is lost to the muslims, 
of if Jerusalem is occupied 
by a non-Abbasid muslim, then the Pope will automatically call a 
crusade. The Crusade is 5 years 
long and is supported by year cards donated to the Pope by Christian 
players. The Pope may use 
more than five cards during the pentade if he has them. If the 
liberated city is Rome, it belongs to 
the Pope, if the liberated city is Constantinople or Jerusalem, and an 
adjacent area was conquered 
as well, a Crusader State is formed, otherwise the area becomes 
neutral.
Attack by Heretics: If a RC empire is attacked by a related or heretical 
empire, then the attacked 
leader may call for a crusade parley. If the Crusade passes, a 
Crusade parley will be called at the 
beginning of every pentade until the Crusade is discontinued, or the 
offending empire is eliminated.
Defense of the Crusader States: If a Crusader State has lost an area 
to an non-RC or RC related 
empire, then a crusade parley may be called by any RC or related 
empire. If the Crusade passes, it 
operates in the same manner as an "attack by heretics" crusade 
detailed above. The base area for 
the Crusade may be any area in a Crusader State or the nearest area 
of a player participating in the 
Crusade.

B: CRUSADER STATE OPERATIONS
A non-player Crusader State will receive one year card per pentade. In 
addition, they may receive up to 
four year cards per pentade from player empires. These cards are 
played sensibly by the GM.

Crusader States will automatically begin to colonize their areas to the 
language of the empire which 
donated the most year cards to the Crusade (ties are broken by 
determining the most "successful" empire). 
When this colonization is complete, the area will automatically 
convert to RC and a strength 3 URG of the 
former religion is created.

C: JIHADS
If either Jerusalem or Mecca (in 'al-Hejaz) falls to a non-Sunni muslim 
empire, then a jihad may be called 
(it must be called if Mecca falls). The mechanics of jihads is the same 
as for Crusades except that the jihad 
ends when the holy city is liberated at which time the area is returned 
to the control of the last Sunni 
Muslim empire to control it.

[24.0] RAIDERS AND MAGNATES
Add the following raiders

[24.4] DESERT RAIDERS
[24.41] Desert Base: The desert raiders operate from an off-board 
area adjacent to al-Kuwait and al-Hejaz. 
This area has a permanent SS of -1. The desert raiders are muslim 
heretics, speak Eastern Arabic, and are 
led by a strength 5 leader.
[24.42] Desert Raider Targets: The desert raiders will pillage adjacent 
areas until that is impossible, then 
they will attempt to conquer an adjacent area (at best effectiveness) 
so that they can pillage some more. If 
they ever happen to capture Jerusalem, they will begin converting 
areas under their control to their heresey, 
Muslim Khwarzite (MSK)
[24.43] Timing of Desert Raiders: Desert raiders are active in any 
pentade after 1000AD in which a 6 is 
rolled.

[24.5] PETCHENEGS
[24.51] Petcheneg Base: The Petchenegs begin in the Steppes. If the 
Steppes are controlled by an empire, 
they will attempt to conquer them from an offboard area of permanent 
SS -2. The Petchenegs are 
TURPAG, speak Turkish, and have a leader of random strength 5-8.
[24.52] Petcheneg Targets: The Petchenegs will conquer Crimea, then 
Wallachia. After they take 
Wallachia, they will rule it out of unrest, then use it as a base to 
pillage adjacent areas. When all adjacent 
areas are at SS -3, or unassailable, they will attempt to conquer a 
neighboring area (at best effectiveness) 
so that they can pillage some more.
[24.53] Timing of Petchenegs: Petchenegs will be active in any 
pentade between 1000AD and 1150AD on 
a roll of 6.

[24.6] CUMANS
The Cumans follow the same rules as the Petchenegs except that 
they occur between 1100AD and 
1200AD.

[24.7] NORMAL MAGNATES
Magnate activities are the same as in the regular rulebook except that 
when determining areas to attack, an 
area of the same language or religion has 1 added to its SS. Also, 
there is a (100-(n*10))% chance (10% 
minimum) of a magnate becoming a player empire (n being the 
number of players). This is checked when 
the magnate is activated, at the end of every decade afterwards and 
immediately prior to deactivation.

[24.8] SYRIAN MAGNATES
The Syrian Magnate is replaced with the following;

Seljuks: Appear in Azerbaijan between 1050 and 1200 with a strength 
of 7-12. If Azerbaijan is not neutral, 
the Seljuks will attack it from an offboard area of permanent SS 0.

Almohads:Appear in Marocco between 1150 and 1300 with a strength 
of 5-10. If Marocco is controlled, 
the Almohads will attack it from an offboard area of permanent SS -2.

Ottomans: Appear in Azerbaijan between 1275 and 1450 with a 
strength of 7-12.If Azerbaijan is not 
neutral, the Ottomans will attack it from an adjacent offboard area of 
permanent SS 0.

***If two Syrian magnates are available when the Syrian Magnate is 
active, only one will be active (50/50)

[24.9] THE MONGOLS
The Mongols are divided into a Northern and a Southern horde. When 
the Magnate Appearance Table calls 
from Mongols, determine randomly which horde appears. The 
Southern horde operates in the same manner 
as the Northern horde detailed in the rulebook except as noted below. 
Mongol courts are considered 
MON/PAG. If a Mongolian magnate becomes a player empire, it loses 
its 2 year card per pentade ability.

Southern Mongols begin in an off-board area of SS -1 adjacent to 
al-Iraq. If they still exist in 1280, they 
automatically become a player empire. At that time, the Khan of the 
Southern Mnogols must convert to a 
non-Pagan religion/religious heresy.

[25.0] COLONIZATION
[25.16] Overseas colonization costs are as follows; 1g for one sea 
area, 3g for two sea areas, 6g for three 
sea areas, etc. Note that seafaring bases get their first area free as 
usual.

[25.17] A colonization may be put in abeyance for a period of up to 25 
years. The colonization level will 
remain the same during the time the attempt is in abeyance. If the 
attempt is not resumed after 25 years, the 
colonization level will decline 1 point per pentade until the 
colonization attempt is resumed or the 
colonization level reaches 0.

[25.22-3] If an area receiving colonists is in unrest, the current 
colonization level is halved, and no progress 
towards colonization may be made in the current pentade.



[33.0] SCENARIO INFORMATION
The game will end in 1475AD or at the end of any pentade in which 
Constantinople is converted to Islam. 
Victory points will be awarded as follows; VP for the size of the 
empire (as per the normal rules), VP for 
colonizations & conversions (5VP normally, 2.5VP for areas part of a 
"mass conversion"). Also, at the end 
of every 25 year period starting with 875AD VPs will be awarded to 
the most improved empire and to 
members of the most improved religion (1st=5VP 2d=3VP 3rd=1VP). 
The GM reserves the right to add to 
or modify this information as necessary.

****** The following rules do not fit cleanly into the EMA rules 
numbering system.

I. THE PAPACY
The Pope is a non-player magnate ruling in both the temporal and 
spritual world. The Papal seat is usually 
Rome, however, if Rome is converted from RC, the court will move to 
Venice, or, if Venice is not RC, 
Avignon (in Provence). If the Papal seat is not controlled by an 
empire, the Pope will receive one year card 
per pentade to rule the Papal seat. The first non-player Pope is a 
3-3-3 ruler, after which leader checks are 
resolved normally. A player Pope follows all the normal rules.

The Pope has the ability to call an excommunication parley. A parley 
will automatically be called against 
any non-Italian speaking player who attacks Rome. A parley may (not 
must) be called against player(s) 
who; break binding agreement, refuse to go on Crusade after voting 
for it in a crusade parley, or consort 
with heretics, heathens, and schismatics. In these cases, a 
non-player Pope will call a parley if a player uses 
an Influence in Religious Hierarchy card, or at the request of a player 
Religious Order (q.v.).

The Pope also has the ability to call for Crusades. See the Crusade 
rules for details of this ability.


II. RELIGIOUS ORDERS
A player may give a non-RC area to the Pope for the foundation of a 
religious order. The order will convert 
the area to RC, then attempt to take and convert neighboring areas to 
RC. Fifty years after its foundation, 
the order is eligible to become a player empire. A wildcard may be 
used to form a muslim religious order. 
This order is played by the GM "in the name of the Prophet" and in 
the same manner as a Catholic order.

III. PATRIARCHATES
All EO rulers gain 1 point on their diplomacy stature if they control 
Jerusalem, Syria, or Alexandria. In the 
case of Syria and Alexandria, all URGs must be removed to gain the 
modifier.

All EO rulers, except the Byzantines, gain 3 points on their diplomacy 
stature if the control Constantinople. 
Additionally, if Constantinople falls to an EO ruler, he may declare his 
court as a new patriarchate. He 
would not gain a diplomacy modifier for controlling the new 
patriarchate, but other rulers could.

The Byzantines gain 3 points on their diplomacy stature if they 
control Rome.



IV. REGENCIES
When a leader dies after a rule of less than 5 or more than 40 years, 
there is a possibility that the heir is 
under age (the formula for calculating such will not be revealed to the 
players). If this occurs, a regent is 
appointed to run the empire until the ruler is old enough to assume 
the throne. Normally, regents are 
controlled by the player and have the L/R or the court area. If another 
player, however, has a claim to one 
of the areas controlled by the regency, it may call for a regency 
parley to which all neighboring rulers are 
invited. The parley may reject the proposed regent and award the 
regency to the ruler requesting the parley. 
If the parley is deadlocked, the Pope will act as regent.

If the regent is controlled by another player, he submits orders for the 
empire for the duration of the 
regency. Should he attempt to gain areas from the regency, or decline 
to surrender the regency after the heir 
reaches majority, the original player may call an excommunication 
parley against the regent.

Leader checks during the regency have an equal chance of applying 
to the regent or the heir. Should the 
empire draw a "Leader Dies Heirless" card during the regency, the 
regent usurps the true heir and founds a 
new dynasty. All areas that rebel as a result of the card come under 
the control of the legitimate heir.

V. GREAT HERSEYS
Paulicians: In 1000AD every EO area will undergo a standard 
rebellion check. A "U" result means that an 
URG of level 2 is formed in the area. An "R" result means that the 
area converts to Paulicianism (CHP) 
and rebels.

Bogomilism: In 1080AD all EO areas in Europe except Greece and 
Constantinople undergo a standard 
rebellion check. A "U" places a URG of level 1 in the area, the URG is 
level 3 if an "R" is rolled. In 
1090AD all areas adjacent to an area with Bogomils are checked and 
a level 1 URG is placed in all areas 
where a "R" resulted. In 1110AD and every 20 years thereafter all 
areas containing Bogomils are checked 
and the Bogomil URG is increased by 1 for every "R" result.

Catharism: In 1200AD all LOC areas are checked for Catharism. 
Results are the same as those for 
Paulicians.

Hussites: In 1400AD all OHG areas, Bohemia, Silesia, Austria and 
Hungary are checked for Hussites. A 
"U" results in a level 2 URG, an "R" result makes the URG level 4.

Wahibabism: In 1300AD all muslim areas are checked for 
Wahibabism. a "U" results in a level 3 URG, on 
an "R" the area converts to Wahibabism and rebels. If a court area 
converts to MSW, the empire is 
prohibited from daelings with Christains. MSW is related to MUS and 
MSS.



VI. UNDERLYING RELIGIOUS GROUPS
An underlying religious group (URG) is a religious group that has 
enough converts and political power to 
influence political life in an area, but not dominate it. A URG can have 
a strength ranging from 1 (weak) to 
4(strong). Effects of a URG are;

*Each URG has a (4*level)% chance of providing the magnate of an 
area.
*Each URG adds (level/3) to the rebellion value of an area (fractions 
rounded down)
*Each URG subtracts (level/4) from the VP value of an area
*If the URG reaches level 5 it becomes the dominate religion of the 
area. The former dominant religion is 
now a level 3 URG
*URGs decline by one level every 100 years starting in 1050AD if in 
an area dominated by an unrelated 
religion. JUD can not be reduced to level 0 by this rule.
*URGs are not "left behind" when an attempted religious conversion 
ends.

URGs are removed from the area by an equivalent number of 
religious conversions. If the URG is level 2 
or below, no rebellion check is needed.

Relations between religions are detailed below;

Church		Related Churches
RC		EO, CSU
EO		RC, CSU, CSJ, CHM, CEC
CSU		RC, EO, CNS, CSJ
CNS		CSU, CSJ, CEC
CSJ		EO, CNS, CSU, CHM
CHM		EO, CSJ, CEC
CEC		EO, CNS, CHM

VII ALTERATION OF BSS AND POPULATION
Population can change due to famine and plenty. If an area of 
maximum SS has a year of plenty there is a 
10% chance of its population increasing by one. Conversely, if an 
area of SS -3 has a year of famine, there 
is a 10% chance that its population will decrease by one
If an area of maximum SS, which is not in unrest, is ruled 
successfully, there is a 5% chance of an increase 
in its base SS. Conversely, if an area of SS -3 is the victim of a 
successful combat endeavor, there is a 5% 
chance that its base SS will decrease by one, and a 5% chance that 
its population will decrease by one.

VIII ERROR CORRECTION -- THE "20 YEAR RULE"
The GM will make every effort to correctly present and adjudicate 
moves. Given the size and complexity of 
the game, however, mistakes will still occur. The GM will gladly (OK, 
maybe not that gladly) go back and 
correct mistakes, provided that the error is noted within twenty game 
years. After that it is an "act of God" 
and corrections will not be made.


THE "25 YEAR RULE"
Should a ruler control a province for 25 years without another empire 
having a claim or tie to the area, he 
will automatically receive a claim to that area.