From tivadar%home.interaccess.com@mailhost.interaccess.com Sat Apr 9 18:43 BST 1994 Return-Path: Received: from bgate.lut.ac.uk by hpc.lut.ac.uk (15.11/SMI-4.1) id AA00672; Sat, 9 Apr 94 18:43:30 bst Received: from mailhost.interaccess.com by mailhost.lut.ac.uk with SMTP (PP) id <27217-0@mailhost.lut.ac.uk>; Sat, 9 Apr 1994 18:43:51 +0100 Received: from home.interaccess.com by mailhost.interaccess.com (5.67/1.37) id AA08392; Sat, 9 Apr 94 12:42:32 -0500 Received: by home.interaccess.com (4.1/SMI-4.1) id AA20875; Sat, 9 Apr 94 12:42:50 CDT Date: Sat, 9 Apr 1994 12:42:49 -0500 (CDT) From: John Quarto-vonTivadar Subject: Re: here's de files (fwd) To: Empires of the Middle Ages Message-Id: Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO ---------- Forwarded message ---------- Date: Thu, 7 Apr 1994 09:00:37 EST5EDT From: Steve Nicewarner To: John Quarto-vonTivadar 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.