Spotlight on Games
Main Differences from Britannia
There are now some extra unit types:
Several nations have transformations à la the Romans to
Romano-British. Sometimes the new nation belongs to a
different player. If so, there is often a minimum number
of units that must be left on the board when the first
nation is about to transform; if not, for every unit that
is short, the responsible player loses 1 VP.
The amount of growth needed to get a new infantry is now
4. Nations which have a back side to the growth counter
can now save up to 8. Some can buy Knights (cost 6) and
Castles (cost 8). The amount of growth provided by each
area depends now on the area rather than on the area type
-- see the red number displayed in each area.
Submitted nations now get to keep 50% (rounded up) of their
income. The nation that is subjecting them gets the other
half. They also get to keep 50% of the VP -- figure this
by adding up all the VP and then dividing by 2. The
subjecting nation gets 50% also -- figure this by counting
the submitted nation's areas as if the subjector owned
them, adding it up and divide by 2.
- Movement over an arrow uses up the army's entire movement
- Can only stay at sea or retreat to sea if you have Naval
- Some nations get an Extra Move. This is just like a Major
Invasion, except only the units which are in the same area
as the Leader get to move and fight twice.
- It is allowed to move through offboard areas (Narbonne &
Gascogne), but units cannot wilfully stay there. It is
not allowed to retreat there either.
- The presence of an enemy castle makes overruns easier.
Instead of doubling the units, the attacker only needs to
match the number of units present.
- Stacking limit in some areas differs from the norm of 2 in
a highland, 3 otherwise. The amount is displayed by the
the circled number in the area. Castles & Forts count for
the stacking limit, but not for the population limit.
- Instead of holding double the stacking limit, the capital
now can hold just one more unit than usual.
- Attacking other units permits stacking one more than usual
armies in an area. Having either a Leader or a Major
Invasion permits an additional one.
- Retreats can exceed the stacking limit by one, but not by
- Combat is with 10-sided dice and 7-10 is the basic roll to
hit. Leaders improve chances by +2. Forts fight just like
their corresponding Infantry. A roll of 10 is always a
hit and a roll of 1 always a miss.
- Attackers who cross a river can be hit at +2 for the first
- Some nations get Religious Zeal. This means they get the
following special advantages during the first move and
combat part of their Major Invasion:
- ignore stacking limits
- +1 combat bonus
- Knights & Castles which are not totally destroyed automatically
repair as soon as combat is over. But damaged Knights may
not retreat. Destroyed Castles are flipped over to their
Ruins side. They may be taken over if the winning side
has Castles in its countermix by burning any army and
replacing the Ruins with its own Castle. Use another
countermix's castle if the player is out.
- At least one combat round must be fought under the triggering
conditions to cause submission.
You can now play under a
variant known as "Barbaric".
supplements all of the pseudo-historical victory point
awards with rewards for nations for holding the areas with
the largest incomes and other bonuses.
Thu Oct 10 11:49:28 PDT 2002