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- /__ /\ ________ T.H.E ____________
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- Y \______ / \ \ \\ _ \ \// / \___ _ _\ Y
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- \/ \_______/\ \____________/ / \ \ ______/[Sk!n]
- \_______/ \/ \ \_____/
- [Simply Nutty] \/
-
- 06/01/94
- PROUDLY PRESENT
-
-
- KINGMAKER MANUAL
-
-
- Typed By:-( TinTin Supplied By:-) PyTh0N
-
-
- ------------------------------------------------------------------------------
-
-
- KINGMAKER
- ---------
-
- The game of intrigue and warfare in the War of the Roses
- Original Board Game by : Andrew McNeil
- Programming : Graham Lilley
- Development : Paul Cockburn
- Play-testing : Paul Bonner, Martin Smith
- Producer : Steve Fitton
- DoCs : TinTin
-
-
- INTRODUCTION
- ------------
-
- Act 2, Scene 4 of William Shakespeare's HENRY VI Part One is a scene of great
- drama. Six powerful lords of England stand in the Temple gardens. Richard, Duke
- of York, has challenged his great rival, John Beaufort, Duke of Somerset, over
- great matters of State. Somerset, foremost of those who surround the King at
- Court, can barely restrain his anger. They have argued loudly in the Hall, each
- trying to persuade others of the righteousness of their case. But the others
- present cannot find a clear winner in the argument.
-
- Determined to resolve the issue, York plucks a white rose from a nearby bush,
- and signifies that those who support him should do likewise.
-
- Echoing this, Somerset picks a red rose. In vain, a noble named Vernon pleads
- with both parties to accept that "he upon whose side the fewest roses are
- cropp'd from the tree shall yield the other in the right opinion". The nobles
- are drawn into their factions - the Earl of Warick, Vernon and an unnamed
- lawyer take the white rose, while the Earl of Suffolk alone sides with
- Somerset. Realising how matters have turned out, Somerset almost draws his
- dagger there and then. The scene ends with Richard speaking these ominous words
- to his supporters
-
- " Come, let us four to dinner. I dare say this quarrel will drink blood
- another day "
-
- In four tumultuous plays, Shakespeare portrays the War of the Roses as a
- conflict of treachery, murder, fearsome vengeance and bloody battle. For those
- who lived in Shakespeare's era - a century later - the Wars were a time of
- violence, devastation and anarchy. Only when Henry Tudor killed Richard III at
- Bosworth, did these evil times come to an end.
-
- The Tudors - whose faithful propagandist Shakespeare was - had an interest in
- portraying the Wars of the Roses in this way. It reminded anyone considering
- rebellion that loyalty to the crown might be the lesser evil. Henry Tudor had
- taken the crown from Richard III's head and the new dynasty was precariously
- seated upon the throne. Henry VII faced open revolts in the field; Henry VIII
- felt the crumblings of rebellion; even good Queen Bess - Elizabeth I - faced
- the opposition of northern lords.
-
- To legitimise their rule, the Tudors claimed they were the legitimate heirs of
- the Plantagenets; Henry Tudor was related Henry VI. Certainly, they were the
- last champions of the Lancastrian cause, all others having fallen. Also, Henry
- had married Elizabeth of York, symbolically uniting the two waring factions. In
- this way, the culmination of the Wars could be portrayed as the legitimate
- victory of Lancaster over Yorkist usurpers, along with the reconciliation of
- the losers through an act of dynastic union.
-
- It's typical of the Wars of the Roses that this simple explanation has passed
- into popular belief. Much of what we know has been obscured behind simple
- symbols, without much basis in fact.
-
- The emblems themselves, for example. The War of White and Red Roses was not an
- allegory understood at the time. In fact, the symbols were themselves rarely
- used - Edward IV is better known for his symbol of the Sun in Splendour, while
- Richard II fought under the White Boar.
-
- It is equally confusing to the modern reader - or games player - to discover
- the Lancastrians held large estates in Yorkshire, while the Yorkists were
- strongest in the Midlands! In fact, the story is a confusing jumble of names
- ( there are altogether too many Prince Edwards!), titles, places and dates,
- against an ever-changing background of treachery and political chicanery. And
- barely half of what you read is factual...
-
- Ever since Shakespeare's day, the Wars of the Roses have been confused by the
- propaganda of partisan supporters of the White or the Red, or by those who see
- the whole affair as a minor dynastic squabble. The Wars were not the bloodbath
- Shakespeare described, but the royal house of plantagenet was wiped out, and
- other noble dynasties beside. Modern research, however, has shown that the era
- was no better or worse than those that came before and after for the ending of
- the dynastic lines.
-
- But it is too easy to trivialise the Wars. Like all civil conflicts, they were
- savagely contested. Though the battles were often small, and many victories
- owed more to treachery or accident than force of arms, blood was spilled
- freely, though one foreign commentator remarked that the English fought very
- curious wars:
-
- "...once they have gained a battle, they do no more killing, especially of
- common people..."
-
- Several victories were marked by the beheading of captured leaders. This is
- because the Wars were primarily a struggle between opposing factions, with no
- great ideals at stake. Although the Yorkists claimed a constitutional cause for
- their revolt, both sides were cut from the same political cloth.
-
- The struggle was also characterised by the way many local struggles were fought
- under the banner of the Civil War. In the far north, the Nevilles and the
- Percies had been bitter rivals for centuries. In SW England, a feud between the
- Courtenay Earls of Devon and the upstart bonville family drew in the major
- players in the Wars, who sided with their supporters in a local dispute over
- land and title.
-
- For those bold enough, the Wars of the Roses provided opportunities for
- advancement and power as established noble families fell by the wayside and
- local rivals were slain. The story is epitomised by the story of Richard
- Neville, the Earl of Warwick, the man immortalised as the Kingmaker. Warwick
- used his power, the patronage at the command of his wealthy family, and the
- desperate times to promote Neville interests, even while he strove to put
- Edward IV on the throne. Then, having achieved all this - at the high point of
- his career - he and Edward parted company, and the Kingmaker went to war
- against his King, to die on the battlefield at Barnet.
-
- Powerful barons had acted against the crown before - when they conspired
- against King John they were called heroes. But the conspiacies of Warwick,
- Somerset, de la Pole and Stanley mark the beginning of the end for feudal
- baronies, who had treated Kings like puppets.
-
- In Kingmaker, the chaotic spirit of the age is captured perfectly in a game of
- intrigue, factional politics and bloody warfare. Can you place your candidate
- upon the throne ? Or will you end, as so many did, bent beneath the headman's
- axe...
-
- *******************************************************************************
-
- HOW TO PLAY
- -----------
-
- This manual provides all the information you need to play Kingmaker. It is
- written assuming you are playing with a mouse, in VGA, on an IBM-compatible PC,
- with the game stored on your hard drive. For different formats, consult the
- Reference Card.
-
- BEFORE YOU START
- ----------------
-
- Check that your game box contains the following items:
-
- 3 Disks
- Manual
- Reference Card
-
- You can install Kingmaker on your hard drive. [Please follow the instructions
- on the Reference Card].
-
- SOUND
- -----
-
- Select the sound options appropriate for your machine. The music will run on
- AdLib / SoundBlaster or Roland; the FX run on SoundBlaster or Roland; digitised
- speech is only available on SoundBlaster.
-
- GETTING STARTED
- ---------------
-
- This manual contains all the instructions you need to play Kingmaker. [The
- basics are also summarised on the Reference Card.] All the game's major
- functions can be accesssed with the mouse, although you do need to use your
- keyboard as well.
-
- There is also an On-Line Help facility for use during play.
-
- From Start-Up, you are taken through a short introduction, conducted by William
- Shakespeare. You can hit any key to escape.
-
- NEW / SAVED GAME MENU
- ---------------------
-
- You are now presented with this menu.
-
- New Game
- Saved Game
- Select Saved Game to restore a game previously saved to disk.
- Select New Game to start afresh.
-
- NUMBER OF FACTIONS
- ------------------
-
- Selecting New Game brings up a second menu, which asks you to select the number
- of Factions you will face in the game.
-
- 1 faction (easy)
- 2 factions
- 3 factions
- 4 factions
- 5 factions (hard)
-
- The more factions the computer controls the tougher the game becomes, although
- the computer-controlled factions will compete against each other just as
- fiercely as they compete against you. The Roll of Honour rewards victory
- against large number of Factions with greater glory.
-
- DIFFICULTY LEVEL
- ----------------
-
- A third menu asks you to set one of two difficulty levels.
-
- Allocate Blind (hard-you move first)
- After Computer (easy-you see where it has placed its forces before you
- place yours)
-
- Allocate Blind forces you to place your Nobles on the map in ignorance of the
- actions of the computer-controlled Factions.
-
- If you select After Computer, you see the computer-controlled Faction(s) appear
- on the map before you make your own disposition. This allows you to see which
- Royal Heirs are most at risk of capture by your opponents, and where the enemy
- is strongest.
-
- ADVANCED OPTIONS
- ----------------
-
- You are next asked to set or reject two Advanced Game options - Advanced
- Weather and Advanced Plague - and the level of Autohelp. The Advanced Game
- options affect the way the game is played, although neither adds to difficulty.
- Use the buttons to toggle these options on or off.
-
- Advanced Weather is checked at the beginning of the player's Turn. The computer
- determines wheather this is to be a Fair Weather or a Bad Weather Turn. In Fair
- Weather, the game proceeds as normal. In Bad Weather the following restrictions
- apply:
-
- 1) Armies move only 3 areas per Turn.
- 2) No combat or sieges are possible.
- 3) Storms at sea occur more often, and can sink ships.
-
- With Adavanced Plague, infection can break out anywhere, not just in towns.
- Plague spreads along roads, through ports, and into Towns and Cities. Death is
- no longer automatic, but anyone caught in a plague area has a 25% chance of
- being killed.
- Select On / Off for each option
-
- AUTOHELP
- --------
-
- Kingmaker features an On-Line help facility. Before the game begins, you must
- select from the following:
-
- Full Autohelp
- First-use Autohelp
- Disable Autohelp
-
- Full Autohelp provides repeated automatic advice and help on all facets of the
- game as you play it.
-
- First-use Autohelp provides the same level of help, but each unit of the
- tutorial is displayed only once.
-
- Disable Autohelp removes this facility. It still leaves the Chronicle system
- available, in case you need a little specific information later on.
-
- Clicking on the button cycles through these three options. The Autohelp menu
- can be accessed during play through the Game Utilities icon.
-
- Having completed your games setup, click on the Exit button. Kingmaker now
- completes loading.
-
- COPY SECURITY
- -------------
-
- At selected intervals during the game, you may be asked to pass a Copy Security
- Check. Your computer displays a picture of a City, Town or Castle featured in
- the game, along with a range of page numbers. All the Towns and Castles
- featured in this way are listed, with their pictures, in this manual. Find the
- correct Town / Castle, and enter its name at the prompt.
-
- OBJECT OF THE GAME
- ------------------
-
- In Kingmaker, you control a Faction of power-hungry nobles and their
- supporters. Your objectiveis to control the last Royal Heir in the game, and
- to crown him King of England (or Queen, in the case of Margaret of Anjou). In
- other words, you're not trying to become King yourself, but to be the power
- behind the throne, the ultimate puppet-master.
-
- To achieve this, you must:
-
- (i) capture and control a Royal Heir;
- (ii) eliminate all his/her rivals; and
- (iii) have your Heir crowned King in a Cathederal Town or City by an
- Archbishop or two Bishops.
-
- In addition to the Noble members of your Faction, you may control Assets, such
- as Offices of the Crown, Mercenaries and Ships. Other Nobles and Assets are
- gained during the game which you either bring into play at once, or keep
- hidden, ready to be produced at a vital moment.
-
- Of course, in the meantime the opposing (computer-controlled) Factions are
- trying to do the same thing...
-
- ROLL OF HONOUR
- --------------
-
- Kingmaker includes a Roll of Honour, which carries the names and ranks of those
- players who have best fulfilled their destiny. You may enter your name on the
- Roll of Honour if you successfully complete the game.
-
- THE ROYAL HEIRS
- ---------------
-
- Because the Royal Heirs are the key to success or failure in the game, it's
- important you understand how they work before you deploy your Assets at the
- beginning of the game. The quick capture of a Royal Heir can pay rich dividends
- as play unfolds.
-
- THE ROYAL HOUSES
- ----------------
-
- There are nine potential heirs to the throne of England. These are:
-
- HOUSE OF LANCASTER HOUSE OF YORK
-
- Henry VI Richard, Duke of York
- Margaret of Anjou Edward, Earl of March
- Edward, Prince of Wales Edmund, Earl of Rutland
- Beaufort, Duke of Somerset George, Duke of Clarence
- Richard, Duke of Gloucester
-
- CAPTURING ROYAL HEIRS
- ---------------------
-
- Royal Heirs are captured when Nobles from a Faction occupy the same area on the
- map. If the Heir is accompanied by another Faction's Nobles, the enemy must be
- defeated in Battle before the Heir can be captured. See the chapter on Combat
- to find out how this works.
-
- If the Royal Heir occupies a City, Town or Castle, that place may have to be
- captured by siege. This is covered in more detail in the chapter on Sieges.
- However, since you may need to overcome a Castle early on in the game (in order
- to capture a Royal Heir), the basic idea is presented here.
-
- The total troop strenth of the noble(s) trying to capture the Royal Heir must
- be equal to or greater than the Town/Castle's garrison. The example on the
- following page should make this clear:
-
- ( Edward, Earl of March, is in Harlech, which, like all Royal Castles has a
- garrison of 200 men. The Percy faction wishes to capture him. Percy himself,
- Earl of Northumberland and Constable of Dover Castle, is accompanied by
- Stanley. Percy has 100 Troops from his own household and 50 men by virtue of
- being Constable of Dover, while Stanley's contribution is another 50 Troops.
- That gives Percy a total Troop Strenth of 200. He can besiege Harlech and - when
- it falls - will capture Edward )
-
- Every Castle, City and Fortified Town has a garrison.
-
- THE ROYAL HEIRS AT THE BEGINNING OF THE GAME
- --------------------------------------------
-
- In every game, the Royal Heirs start in the same places. These locations are
- listed here, along with their garrison, any other Troops who might be there,
- and the name of any Office which grants ownership of that place to the Noble
- who possesses the Office.
-
- Henry VI - London - The capital is controlled by the Constable of the Tower,
- who can sieze Henry directly. Otherwise, London must be besieged by a force of
- at least 300 Troops - more if another faction has troops in the City ( and
- whoever controls the Constable of the Tower has at least 250).
-
- Margaret of Anjou - Coventry - this Fortified Town must be besieged by a force
- of at least 200 troops - more if another faction moves troops in.
-
- Edward, Prince of Wales - Kenilworth - this Royal Castle must be besieged by a
- force of at least 200 troops - more if anoter Faction has troops in the Castle.
-
- Beaufort, Duke of Somerset - as mentioned above, Beaufort is a special case,
- and enters the game as an ordinary Noble.
-
- Richard, Duke of York - York - This City is controlled by the Archbishop of
- York, who can seize Richard directly. Otherwise, York must be besieged by a
- force of at least 300 troops - more if another faction has troops there ( and
- anyone who controls the Archbishop has at least 30).
-
- Edward, Earl of March - Harlech - This Royal Castle is controlled by the
- Marshall of England, who can seize Edward directly. Otherwise, Harlech must be
- besieged by a force of at least 200 troops - more if another faction has troops
- in the city ( and whoever controls the Marshall has at least 100).
-
- Edmund, Earl of Rutland - Ireland - the Emerald Isle is controlled by the
- Lieutenant of Ireland, who can seize Edmund directly. If no faction controls
- the Lieutenant, Edmund can be seized with a minimum force ( provided you have a
- ship ), since there is no garrison protecting the Earl. However, if another
- Faction controls the Lieutenant of Ireland, and sends him over to guard Edmund,
- that Noble has at least 250 troops at his disposal in Ireland, who must be
- defeated in Battle before Edmund can be captured.
-
- George, Duke of Clarence - Cardigan - This is an Open Town, with no garrison.
- Whoever reaches the town first can seize Clarence easily.
-
- Richard, Duke of Gloucester - Calais - This Town is controlled by the Captain
- of Calais, who can seize Edmund directly. Otherwise, Calais must be besieged by
- a force of at least 200 troops - more if another faction has troops in the City
- ( and anyone who controls the Captain of Calais has at least 350 ). Furthermore
- the besieging force needs to be transported by Ship. Because of these factors,
- Richard is often not captured during the game, but is killedwhen the plague
- reaches Calais.
-
- INITIAL STRATEGY
- ----------------
-
- Planning the risk-free capture of a Royal Heir is one of the most important
- parts of the game's opening Turns. Your Faction's opening dispositions and
- moves should be geared primarily towards the capture of at least one Royal
- Heir. Choosing the right one is a question of balancing a number of variables -
- how close are members of your faction to the Heir ? How close are the forces
- of opposing Factions ? How well guarded is the Heir ? Is there a Noble in play
- who can capture the Heir easily by virtue of an Office they hold ?
-
- For your first few games, the right strategy might seem bewilderingly obscure.
- Until you get used to the game, set yourself a simple goal, and go for it.
- You'll soon get used to the advantages of certain combinations. For example,
- Neville, Earl of Warwick, can start the game close to Kenilworth, Cardigan, or
- York. He has 50 Troops automatically. On his own, he can capture Clarence in
- Cardigan, unless Herbert can beat him there. With another 150 Troops assigned
- to him, he can capture Kenilworth and the Prince of Wales. With 250 extra
- Troops he can capture York in the first Turn, or he can enter the City freely
- if the Faction controls the Archbishop. This flexibility makes Warwick a
- powerful Noble.
-
- CONTROLLING ROYAL HEIRS
- -----------------------
-
- Having captured a Royal Heir, a Faction can begin the process of eliminating
- their rivals and having their Heir Crowned King. Each faction may control more
- than one Royal Heir, but may not control Heirs from both royal houses
- ( Lancaster and York ) for more than two consecutive Turns. After that, one or
- the other Heir must be executed.
-
- A Faction may execute any Royal Heir it controls at any time. You are asked if
- you wish to execute an Heir at the point at which he or she is captured.
- Thereafter, click on the Heir's name in the Family Tree display and you are
- asked if you wish to execute him or her.
-
- When you capture Royal Heirs, they are assigned to one of the Nobles in the
- Army. The captive royal puppet now follows your army and is in your control
- until captured or killed. The presence of a Royal Heir alongside your army
- brings a small benefit to its combat abilities, but otherwise he is just a
- target for the other Factions to pursue. Make sure you protect your Royal
- Heir(s) with ample forces - allowing for even the most unlikley mishaps.
-
- CROWNING ROYAL HEIRS
- --------------------
-
- To win the game, you must control the last, Crowned Royal Heir. This implies
- two factions. First, the last surviving Heir must be Crowned King, and,
- second,you need to see the other Heirs killed.
-
- Some may die at the hands of your enemies. Others may fall into your hands
- through victory in Battle or Siege. As you capture Royal Heirs, you must judge
- when the moment is right to execute them. Since you become biased towards one
- of the Royal Houses, some decisions are easy. On the other hand, knowing when
- to "lose" a second member of the same Royal House is more tricky.
-
- The second task ahead of you is to arrange the Coronation of one of your Royal
- Hiers. Royal Heirs can be Crowned only in the order of succession for their
- Houses. Margaret of Anjou, for example, can only be Crowned once Henry VI is
- dead, and Edward, Prince of Wales can become King only after she joins her
- husband in the grave.
-
- NOTE : THAT IT IS QUITE POSSIBLE FOR THEIR TO BE TWO KINGS, A YORKIST AND A
- LANCASTRIAN
-
- In addition to this rule about seniority within each House, their are other
- conditions which must be met for a Corronation to take place.
-
- (i) The Heir must occupy a Cathederal. Several Towns and Cities have
- Cathederals, from mighty London and York, through lesser Towns like Lincoln and
- Exeter, down to small centres like Salisbury or St Davids.
-
- (ii) The Heir must be accompanied by at least one Noble of your Faction.
-
- (iii) The Heir must be accompanied by at least one Archbishop or two Bishops.
-
- Once you control a Crowned King, you have the power to call Parliment. This may
- allow you to give additional Assets to your Faction's Nobles. This power only
- resides in a King's Faction when their is but one King - if their is a rival
- monarch, the chancellor has the power instead.
-
- On the minus side, a sole Crowned King can be pulled to different parts of the
- country to meet Embassies from foreign lands. This can be very awkward, since
- it can disrupt your plans, and divide a secure Army into two smaller,
- defeatable forces. The fact that Henry VI starts the game as the sole crowned
- King can lead to a situation where he is called away from London to an
- unfortified town, making him easy to capture.
-
- FACTIONS
- --------
-
- Before the bloody struggle for the Crown can commence, you need to know who
- your supporters are, and what resources you have. At the beginning of the game
- you are presented with a display containing:
-
- 1 All-Britain map, showing places associated with your Faction.
-
- 2 The Build Faction Box, showing the Nobles in your Faction.
-
- 3 Faction Build controls.
-
- The All-Britain Map shows all of England and Wales, the Scottish Borders, plus
- the Irish and French coasts. This is where the action takes place. Several
- Cities, Towns and Castles may be picked out in different colours. Gold
- locations are Castles belongingto the Nobles of your Faction. Red dots mark
- various locations connected with Assets under your control. The white and pink
- dots show the locations of Royal Heirs.
-
- In the Build Faction Box at the top right of the screen there is a list of
- Nobles, some with Titles, and others not. These are the initial members of your
- Faction. The display shows their name, their Title (if any) and the number of
- troops under thier immediate command at that moment.
-
- There shold also be a cursor, which you can position with the mouse pointer. To
- scroll up or down, click the Left Mouse Button on one of the buttons in the
- first row under the Build Faction Box. In order, these are:
-
- Scroll up a Noble
- Scroll up a line
- Scroll down a line
- Scroll down a Noble
-
- You can also position the Cursor by clicking on one of the locations marked in
- red or gold on the map. If London, for example, is marked red, click on it and
- the cursor moves to show the Office of the Constable of the Tower, an Asset
- which grants possession of the City to whichever Noble is given the Office.
-
- During the game you can return to the Build Faction Box display by clicking on
- the Faction Icon.
-
- THE INITIAL FACTION BUILD
- -------------------------
-
- Your first task as a power-crazed Kingmaker is to allocate the Assets you have
- been given to these Nobles. Click on the Noble Up button a few times, and you
- scroll up the list of your Assets.
-
- Each Faction begins with a random assortment of forces. Depending on the number
- of computer-controlled Factions you choose during the start-up sequence, you
- have 6-18 Nobles and other Assets available. Some, such as the independant
- towns, are not featured on the list, but are in your possession on the main
- map.
-
- Number of Factions
- (inc. Players) Assets
-
- 2 18
- 3 12
- 4 9
- 5 7
- 6 6
-
- There are 9 different elements from which your Faction will be built. These
- are:
-
- Titled Nobles
- Untitled Nobles
- Titles ( Which you can give to untitled Nobles; effectively making them Titled
- Nobles.)
- Offices ( Which you can give to a Titled Noble.)
- Archbishops and Bishops
- Mercenaries
- Ships
- Independant Cities and Towns
-
- Each Asset is listed by it`s name, and several have a numerical value
- attached - these are the Troops which that Asset automatically and permanently
- bestows on the Faction. Other benefits may also come from possessing that
- Asset.
-
- Independent Towns are not shown in the Faction Box. Instead, your Factions flag
- is placed above that town on the Main Map.
-
- You can learn more about any Noble or Asset by positioning the mouse pointer
- over it`s icon (the pointer changes shape to a Question Mark as you do so).
- Click the Left Mouse Button. You can now read the Chronicle information about
- that item.
-
- Once you are happy that you understand the strength of the Assets in your
- Faction, you must allocate these to your Nobles. A Noble may only have one
- Title, and only Titled Nobles may have Offices. Apart from that, you can
- combine these forces as you wish.
-
- Select a Noble by clicking on his name with the mouse pointer; he becomes
- highlighted, and the Castles which he possesses flash.
-
- Now you can allocate your resources to capture Royal Heirs and to frustrate the
- enemy. No one strategy in Kingmaker works better than all the others, so you
- should group your resources in pursuit of a number of key goals - the rapid
- capture of Royal Heirs, regional supremacy and security.
-
- LOCATING ROYAL HEIRS
- --------------------
-
- The Main Map shows the starting locations of the Royal Heirs - white dots for
- the Yorkists, pink dots for tyhe Lancastrians. You`ll see the Yorkist Rutland
- in Ireland, and two Lancastrians in the Midlands - Prince Edward and Margaret
- of Anjou.
-
- As disscussed above, if one of your Nobles starts the game close to a Royal
- Heir, you may wish to ensure he has sufficient strength to capture the Heir at
- the beginning of the game. For Clarence, just 10 men can do it; for Prince
- Edward, you need 200 to overcome the garrison at Kenilworth. You can `tour`
- these locations using the Review button.
-
- ALLOCATING ASSETS
- -----------------
-
- Having selected a Noble, scroll through the list of your Faction`s Assets (or
- select red locations on the map which are close to your Noble`s castles). Click
- on an Asset; it is highlighted and any places on the map associated with that
- Asset start flashing. You can select further Assets in the same fashion. When
- you have selected the Assets you wish to allocate to that Noble, click on the
- Combine button.
-
- The list automatically reconfigures so that the Assets you have allocated to a
- Noble are listed directly under his name.
-
- Do the same for other Nobles in your Faction. If you make a mistake, or you`re
- unhappy with the way your forces are allocated, you can click a Noble and the
- Disperse button to break that grouping up.
-
- The aim is to allocate all of your Assets to the Nobles in your Faction.
- However, you may not be able to allocate all the forces at your disposal. For
- example, you may have an Office left over, and no Titled Nobles to give it to.
- This is unfortunate, and theres nothing you can do about it. Thye Asset is
- placed in Chancery when you finish building your Faction. In all other cases,
- you hear a warning if you try to leave the Build Faction Phase without having
- allocated all your forces.
-
- THE ENEMY FACTIONS
- ------------------
-
- If you selected Allocate Blind as a pregame option, you must place your forces
- in ignorance of the whereabouts of the enemy. Your first chance to see what
- opposition you face will come during the first Turn.
-
- If you selected After Computer, you will have seen the other Factions place
- their forces before you start. This should affect your choices. If it looks as
- though an enemy Faction has the means to capture a Royal Heir before you, then
- you should change your plans. You might also want to avoid starting a Noble in
- a part of the country swarming with enemy troops.
-
- REVIEWING ENEMY FACTIONS
- ------------------------
-
- You can review the dispositions of the computer controlled Factions by pressing
- the Review icon. This function is onlt available if you choose to deploy after
- the computer.
-
- Select to view one of the enemy Factions, or the Royal Heirs. You are given a
- `guided tour` of each Faction you select, working through the Nobles
- one-by-one.
-
- Use Review to take note of where enemy Nobles are, and where their strengths
- are. What Royal Heirs are they likely to move after ? Is there an option for
- your Faction to pounce on an isolated Noble ?
-
- Click the Right Mouse Button to return to the Build Faction view.
-
- STARTING LOCATIONS
- ------------------
-
- When you have completed allocating your forces, click on the Proceed button.
- Select a starting location for each Noble in turn - their Home Castles are the
- flashing [gold] `spots' (other locations associated with them through Offices,
- etc are shown in [white]). Click the mouse pointer to select a Castle.
-
- RAISING THE STANDARDS
- ---------------------
-
- After you click on the Proceed Icon, your Faction raises its standards,
- proclaiming its cadidacy for power. It is 1453 and Margaret of Anjou has just
- produced an heir for Henry VI. The Yorkists se their chance to seize the throne
- slipping away. The times are out of joint; let slip to the dogs of war...
-
- The other Factions, your oponents in the race for power, raise their standards
- likewise. Depending on which option was selected at the start, they show their
- hand either before or after you have deployed your forces.
-
- OBSERVING THE ENEMY
- -------------------
-
- You can keep an eye on the other Factions using the full map and the Review
- option.
-
- Click on the arrow in the botton left corner of the small map in the
- Information Box (click the RMB to make this visible). This brings up the main
- map showing the location of enemy forces and unclaimed Royal Heirs.
-
- You can also click on the Review icon on the main panel. This works exactly the
- same way as the Review in the Build Faction display.
-
- THE FAMILY TREE
- ---------------
-
- You can also gain intelligence about the Royal Heirs through the Family Tree
- icon.
-
- This lists the Royal Heirs, by House, in their order of precedence. Where a
- Royal Heir has been killed, their names are "crossed out". Where a Royal Heir
- has been captureed by a Faction, this is indicated by a bar in the colour of
- that Faction under the Heir's name. If a Royal Heir has been crowned King, this
- is indicated by a crown beside his or her name.
-
- KNOW YOUR ENEMY
- ---------------
-
- Depending on the option you selected at the beginning of the game, your Faction
- is opposed by 1 - 5 other Factions, equally determined to seize unchallenged
- power.
-
- IDENTIFYING FACTIONS
- --------------------
-
- Throughout the game, each Faction's resources are marked by a single colour.
- The player's Faction is always green. Each Factions colour is used to signify:
-
- i) The Faction to which a Noble belongs; the background colour behind their
- sheilds is the same as their Faction's.
- ii) Cities, Towns and Castles controlled by that Faction, which are marked by a
- flag of the appropriate colour on the map.
- iii) Royal Heirs captured by that Faction (on the Family Tree).
-
- In addition, the most senior Noble of the Faction gives his name to the Faction
- as a whole - messages will speak of "Percy's Faction", or "Mowbray's Faction".
-
- COMPUTER CONTROLLED FACTIONS
- ----------------------------
-
- Computer-controlled Factions have the same goal as you. They try to control one
- Royal Heir, and eliminate the others. To do this they need to defeat enemy
- Factions.
-
- Each Noble in a computer-controlled Faction is rated for his Aggressivness,
- Mercy and Ambition. As you play, you'll appreciate how Nobles display different
- degrees of each attribute. If you read through the historical information in
- the second half of this manual, you can work out for yourself who are the
- bloodthirsty, gramping ego-maniacs...
-
- Aggression measures the extent to which the Noble is prepared to take risks in
- seeking battle. Aggressive Nobles fight more battles when the odds are less
- heavily stacked in their favour. They also take greater personal risks in
- combat.
-
- Mercy measures the extent to which the Noble is prepared to temper his Ambition
- and Aggression with a measured and less bloodthirsty attitude towards his
- opponents. This particularly affects how the Noble deals with prisoners.
-
- Ambition dictates how readily the senior Noble in a Faction seeks and uses the
- instruments of State - Corinations and Parliment - in pursuit of his goal.
-
- The computer checks the attributes of Faction Leaders or local commanders
- whenever it is decising on how the factions controls will behave.
-
- WHAT ARE THEY UP TO ?
- ---------------------
-
- As previously stated, you can Review the whereabouts of all or some of the
- Nobles in different enemy Factions by clicking on the Review icon of the Build
- Faction display.
-
- FACTION RIVALRY
- ---------------
-
- The computer-controlled Factions have their programmed priorities (which aren't
- so very different to the player's). However, during the game, these become
- unballanced by specific rivalry between Factions.
-
- Each computer-controlled Faction records the injuries done to it by other
- Factions (including the player's). Each Battle fought increases the rivalry
- between it's participants. The execution of a Noble can increase it even more.
-
- These rivalries become sharper and more intense as the game goes on. The
- computer-controlled Factions seek out enemy Factions with whom they have the
- most intense rivalry, looking for revenge...
-
- THE SEQUENCE OF PLAY
- --------------------
-
- Play continues in turns, until one faction acheives the victory conditions -
- namely, control of the sole remaining royal heir, crowned King of England.
-
- In each turn, each faction proceeds through upto six phases, namely:
-
- Events Phase - the vagaries of chance.
-
- Movement Phase - your chance to move all or some of your forces.
-
- Combat Phase - all battles and seiges are resolved.
-
- Parliment Phase - the King (if there is only one) or the Chancellor may summon
- Parliment.
-
- Coronation Phase - the first royal heir in order of succession from either
- royal house may be crowned.
-
- Reinforcement Phase - each faction recieves additional forces, which may be
- allocated immediately or kept hidden.
-
- ORDER OF PLAY
- -------------
-
- The faction controlling the Office of Chancellor of England moves first,
- followed by the others in rotation. Should the Chancellor's Office not be in
- play, the most senior cleric from the following list determines which faction
- starts first.
-
- Archbishop of Canterbury
- Archbishop of York
- Bishop of Durham
- Bishop of Carlisle
- Bishop of Lincoln
- Bishop of Norwich
-
- If this does not decide the issue, the faction with the greatest number of
- permanent troops moves first.
-
- EVENTS
- ------
-
- Plagues, emissaries from foreign lands, storms at sea, raids, revolts... a
- turbulent world is turning while you and your rivals squabble over the throne.
-
- During this phase of each faction's turn, you are kept informed of events in
- the Kingdom through the Information Window in the top right of the screen.
-
- Events can create opportunities, or rob a well-planned strategy of a vital
- component. Watch them carefully. It is possible for there to be no event during
- a factions turn. Some events affecting an enemy faction are kept secret from
- you.
-
- The different types of event are listed here, along with their effects.
-
- PLAGUES
- -------
-
- Plague strikes at one or more cities and towns. Any noble in that town is
- killed immediately. The plague does not affect the surrounding countryside,
- though it will affect any port attatched to the town.
-
- Before the game, you can toggle on the Optional Plague Rules. Under these
- rules, plague can break out in a port at anytime. Once it does, it spreads
- widely, area by area. It moves fastest along the coast, port to port, and into
- areas which contain armies.
-
- Any noble, royal heir, Archbishop or Bishop who spends any part of a turn in an
- area affected by plague under Optional Rules may contract the disease, and be
- slain. In addition, merecnaries may desert if there leaders insist on passing
- through plague-ifested regions.
-
- STORMS AT SEA
- -------------
-
- Storms drive all ships at sea into the nearest port at once ( obviously, if a
- ship is already in port, there is no effect), a friendly one if possible, a
- neutral one as second choice. A ship forced into a neutral or hostile port may
- have difficulty leaving again...
-
- RAIDS, REVOLTS AND PIRACY
- -------------------------
-
- Because of the unrest in different parts of the realm, nobles amy be forced to
- leave the armies they march with, in order to meet the threat. Nobles may be
- summoned because of their title, or because of an office or bishop they hold.
- All forces associated with the summoned noble move with him. Other nobles in
- the same army do not move. [ The only choice a faction has concerns royal
- heirs: if an heir is present in an army split up through summonsof this kind,
- the faction chooses who the royal heir remains with.]
-
- The noble moves into the place named on the summons. If the location is no
- longer friendly, the noble remains outside instead.
-
- If a noble is summoned to two seperate locations by virtue (for example) his
- title and his office, he goes to the first location named by the event.
-
- Nobles in beseiged castles, at sea, on an island or in Calais cannot respond
- even if they have a ship close-at-hand.
-
- EMBASSY
- -------
-
- News of the arrival of an embassy causes the King to move at once to the place
- where the meeting is to take place. Embassies do not arrive when there is no
- King, or when there are two. Any nobles accompanying the King when the embassy
- is announceed must move to the meeting place with him.
-
- If the King is beseiged in a town or castle, or if he is at sea, on an island
- or in Calais, he cannot respond even if he has a ship close-at-hand.
-
- FRESH HORSES
- ------------
-
- Factions may recieve fresh horses. These are recorded in the icon on the main
- control panel.
-
- Fresh horses allow a single noble, royal heir or bishop to move twice in a
- single turn. To move more than one noble in a stack, one set of fresh horses is
- required for each noble. To use fresh horses, inspect an army. If your faction
- has sufficient fresh horses, you will be offered the option to use them, and to move
- 4 extra areas.
-
- PARLIMENTARY SUMMONS
- --------------------
-
- A faction which includes the Chancellor may receive a Writ of Parlimentary
- Summons. The faction retains this summons, and can play it at an appropriate
- time to summon a session of parliment. See "Parliments"
-
- If a faction loses control of the Chancellor, all the summons they hold are
- discarded.
-
- Factions may also receive Writs of Attendance. Thaeir use is also described in
- the Chapter on "Parliments".
-
- MERCENARIES GO HOME
- -------------------
-
- Finally, a factions foreign mercenaries may be called home. This affects all
- mercenaries, except the Scots and Irish.
-
- CONTROLLING THE ACTION
- ----------------------
-
- During the movement phase of the player turn, you have the option to inspect
- areas in detail, and to move some or all of your forces. During the computer
- factions turn, you will see their forces move.
-
- THE AREA MAP
- ------------
-
- Play now switches to the area map display.
-
- GAME CONTROLS
- -------------
-
- On the right of the screen, there is an Information Box, and the following
- icons.
-
- 1 Faction Build Key
-
- This returns you to the Faction Box, where you can make changes to your
- factions line-up. You can also use the Review function to observe where other
- factions have their armies, and where the royal heirs are.
-
- 2 Family Tree
-
- You can gain intelligence about the royal heirs through the Family Tree icon.
-
- This lists the royal heirs, by house, in their order of precedence. Where a
- royal heir has been killed, that character's name will be "crossed-out". Where
- a royal heir has been captured by a faction, this is indicated by a bar in the
- colour of that faction. If a royal heir has been crowned King, this is
- indicated by the crown beside his name.
-
- 3 Secret Support
-
- During the Reinforcement Phase of the game, factions may be joined by
- additional nobles. These can be brought into play through the Secret Support
- button. See the Chapter on Reinforcement.
-
- 4 Chronicle Key
-
- Use the menus to discover detailed information about various parts of the game.
- Click on the item you wish to read.
-
- 5 Review
-
- This allows you to discover the whereabouts of royal heirs and enemy nobles.
-
- 6 Where Is...?
-
- Use this to track down nobles, royal heirs, bishops, towns or any other item.
-
- 7 Save Game Options
-
- You can store upto eight saved games on your hard disk. Click on a line to
- highlight it, type in a unique name, and hit return. Click on Save the game to
- return to play.
-
- You can also restore a saved game from here.
-
- 8 Game Options
-
- From here you can restart the game (return to the New Game option). Quit,
- toggle the sound On/Off and alter the Auto-Help setting (click on the button to
- cycle through the options).
-
- 9 Fresh Horses
-
- This records how many fresh horses your faction has. See Movement for the way
- to use fresh horses in the game.
-
- THE MOVEMENT PHASE
- ------------------
-
- At the beginning of your turn, the area map centres one of your nobles. His
- sheild flashes, to show that he is waiting for orders.
-
- Nobles are represented on the area map by their heraldic sheilds. If two or
- more nobles are grouped together in an army, only the most senior is shown.
-
- INSPECT
- -------
-
- Basic intelligence about most items can be gathered by clicking on them with
- the RMB. Details appear in the Information Box.
-
- You can look at different parts of Britain using the large-scale map in the top
- right window. Click the pointer an any part of this map, and the main area map
- centres on the selected area. Click on the button in the bottom left corner to
- bring up the full map of Britain. If you click on that map, the display returns
- to the detailed view.
-
- NOBLES / ARMIES
- ---------------
-
- Click the RMB on a noble's sheild, and the Information Box displays the names
- of the noble leading the army, any lesser nobles or royal heirs with him and
- this summary:
-
- Troop Strenth
- B = Archbishops / Bishops
- R = Royal Heirs
- S = Ships (controlled by a member of that army)
-
- If the Noble occupies a City, Fortified Town or Castle, His troop strength is
- strengthened by its garrison. This is shown by a "+" sign after the troop
- strength number. Garrisons are disscussed in the Seiges section.
-
- CASTLES CITIES AND TOWNS
- ------------------------
-
- When you inspect a castle, town or city, you are shown an illustration, the
- place's name, and three pieces of information:
-
- C = Capacity - the maximum number of troops the location can hold (excluding
- its own garrison);
-
- G = Garrison - the number of troops the location adds to a defending army;
-
- S = the current total of troops present.
-
- SHIPS
- -----
-
- When you inspect a ship, you are shown it's name, any passengers on board, and
- whether its at sea or in port.
-
- MOVEMENT
- --------
-
- During your turn's movement phase you may move each of your nobles and ships
- along with all forces stacked with them.
-
- Each noble can command an army consisting of the assets he controls directly,
- plus any lesser nobles placed under his command (see Combining/Dividing
- Armies) along with any captured royal heirs.
-
- When you move an army or ship its marker moves across the map, area by area.
- The map automatically re-centres if a unit moves close to the edge of the
- visible map.
-
- Each of your armies and ships is presented in turn, requiring your orders. You
- have the following options:
-
- No Move: hit the SPACEBAR if you do not wish to move that army at all this
- turn, or to halt an army before it has used its full movement allowance.
-
- Delay Move: hit TAB if you wish to move this force later in your turn.
-
- Move: details of which follow.
-
- NOBLES / ARMIES
- ---------------
-
- To move an individual noble or an army, move the pointer across the map in the
- direction you wish to go. As the pointer moves over areas adjacent to the army,
- it changes shape.
-
- Click on the area, and the army moves there. Each army can move five areas. The
- number of moves an army has left is shown on its sheild.
-
- FRESH HORSES
- ------------
-
- During previous events phases, you may have received frash horses. These are
- recrded on your Command Panel.
-
- Fresh horses allows you to move one noble or royal heir an extra 4 areas (2 in
- bad weather). One set of fresh horses is required for each noble or royal heir
- in an army. Inspect an army, and - if you have enough fresh horses - you will
- be asked if you wish to use them to complete this move.
-
- TERRAIN EFFECTS
- ---------------
-
- Caertain terrain affects movement.
-
- Forest - Any move into a forest area ends there. You can move out next turn.
-
- Estuaries - Land forces cannot cross estuaries.
-
- Sea - Only ships may enter sea areas. Nobles require ships to make sea
- crossings.
-
- Rivers have no effect on the game, except when they act as area boundaries.
-
- If you try to make an illegal move an audible warning sounds.
-
- ROAD MOVEMENT
- -------------
-
- In addition, an army may move by road, provided it starts the movement phase in
- an area bisected by a road.
-
- As you move the pointer over the map, beyond normal range of land movement, the
- pointer changes shape.
-
- Whenever it passes over an area to which there is a direct, unblocked road
- connection. Click on the area, and the army moves directly there.
-
- Not all road areas will be accessible. Road movement is blocked by neutral or
- unfriendly fortified towns cities or castles. It is not blocked by the presence
- of enemy forces.
-
- You cannot combine road with ordinary movement.
-
- CASTLES, TOWNS AND CITIES
- -------------------------
-
- Towns and castles are part of the area they occupy. When selecting an area to
- move into, click either on the open area, or directly onto the castle city or
- town you wish to enter. If a force enters an area containing a town or castle,
- it may pass by or remain outside freely.
-
- If, however, you wish the army to occupy the town or castle click directly on
- its symbol.
-
- STATUS OF TOWNS AND CITIES
- --------------------------
-
- Your ability to enter a town or castle depends on its status. Towns can be
- open, fortified or unfortified. All cities are fortified. Naturally, so are all
- castles.
-
- Open towns (Cardigan, Hereford and Kinston) are friendly to all factions. They
- can be occupied and besieged, but never controlled. As soon as an occupying
- army moves out, an open town reverts to its original status. Unless defended by
- a factional army, they pose no hinderance to mevement. Cardigan, where George,
- Duke of Clarence starts the game, is a particularly important open town.
-
- Unfortified towns have no major effect on the game, though they may also be
- ports and/or cathederals. They can be defended, but without advantage to the
- defender. They can never be controlled. Unless defended the pose no hiderance
- to movement.
-
- CONTROL OF CASTLES TOWNS AND CITES
- ----------------------------------
-
- As the game progresses, the control of key locations becomes vital. From any
- factions perspective, all castles cities and fortified towns are eitheer
- friendly, neutral or hostile.
-
- Friendly places are those controlled by the moving faction. They may be freely
- entered, and place no restriction on road or other movement.
-
- Neutral places are controlled by no faction. No noble or army may enter them;
- they must first be captured by siege. They block road movement.
-
- Hostile places are those belonging to other factions. They block road movement
- and can only be captured by siege.
-
- Sieges are covered in the Combat Chapter. Obviously, once a place is captured
- by siege, it becomes friendly to the faction who capture it.
-
- CAPACITY
- --------
-
- The only other restriction on entering castles, towns or cities is that the
- capacity of the place must not be exceeded by the troop strength of the
- visitors. Different places have different capacities:
-
- Unfortified Town = n/a
- Towns(inc. Open Towns) = 400
- Cities = unlimited
- Noble Castles = 300
- Royal castles = 300
-
- If an army's troop strength is too great to enter the town or castle, the army
- must be split up to allow a portion to enter. The remainder are left outside.
-
- COMBINING / DIVIDING ARMIES
- ---------------------------
-
- Nobles and armies of the same faction can be combined by moving one onto the
- other during the movement phase. The armies combine automatically.
-
- To divide an army, double click the LMB on its sheild. You are shown a list of
- the nobles and royal heirs in that army. Select those you wish to stay together
- by clicking on their name with the LMB, then click on the combine button. Then
- hit the proceed button, and play continues. This is, in effect a simpler
- version of the Build Faction routine allowing you to "allocate" nobles to
- different armies.
-
- ENEMY ARMIES
- ------------
-
- Enemy forces pose no hinderance to movement. If an army ends its movement in
- the same area as an enemy army, [ a message explains that you are skirmishing
- with the opposing force.] You are given the option to attack in the combat
- phase.
-
- SEA MOVEMENT
- ------------
-
- Armies may also be moved by ship. Any noble moved into a friendly or unfotified
- port in which the faction also has a ship may embark. Click on the ship as you
- would click on any other destination and the noble/army moves to the ship and
- boards it. All ships move later in a factions turn, after the armies, and are
- moved independently, without passengers.
-
- Any number of nobles may travel together on a ship, but they must be combined
- into one army before they board the ship. Only one army can travel on a ship.
-
- Ships can be inspected (by clicking on the ship's marker with the RMB).
-
- Sea movement is conducted in the same manner as land movement. When a ship is
- flashing, it is waiting for orders. Move the pointer over an adjacent sea area
- and it changes shape. Click on the area for the ship to move there.
-
- Ships may move upto 5 areas. Ports count as seperate areas. A ship can leave
- port and move into the adjacent sea area, or from a sea area to a port on its
- periphery, including along estuaries.
-
- FAIR WINDS
- ----------
-
- Fair winds allow you to move one ship and all its passengers an extra 5 areas
- (3 during bad weather). You only discover if the weather is set fair once you
- start moving.
-
- ENTERING PORT
- -------------
-
- As soon as a ship enters a port movement ceases and all passengers
- automatically disembark. They cannot move until the next turn.
-
- Ships may not enter fortified, neutral or unfriendly port unless forced to do
- so by an event (sheltering from a storm, for example). A ship which occupies a
- neutral port is free to leave in the follwing turn. A ship which occupies a
- port controlled by another faction may not leave.
-
- If a faction loses control of a ship while it is at sea (through the loss, for
- example, of the office to which the ship is attatched or the seizure of its
- home port), the ship may complete its journey before it is lost.
-
- Ships cannot block the movement of other ships, nor do they engage in combat.
-
- REINFORCEMENTS
- --------------
-
- Reinforcements can be made active at any time during the movement phase. Nobles
- are brought into play through the secret support icon. Other assets can be
- assigned to a noble through the Build Faction screen.
-
- THE COMBAT PHASE
- ----------------
-
- Any army which ends its movement in the same area as an opposing factions army
- can attack the enemy during the combat phase. If you move an army onto the
- heraldic sheild representing the other factions forces, a message appears to
- tell you that you are skirmishing with the enemy. If it was your intention to
- attack, and you do not get this message when you move, try moving the army
- within the area.
-
- An individual noble or army may only attack once per turn. If the defending
- force occupies a city, fortified town or castle, they can only be attacked by
- siege. This is covered in the next chapter.
-
- CHOOSING TO ATTACK
- ------------------
-
- When an army of the player's faction ends its movement in the same area as an
- enemy force, a box appears, detailing the forces present in the area, and
- asking you if you wish to attack or evade it.
-
- Control is covered in Advanced Battle.
-
- If you evade, and their is more than one army present in the area, you will be
- offered the chance to attack the second. If not your army has completed its
- turn. Evading doesn't mean that there can't still be a battle here; the enemy
- faction may attack you during its turn.
-
- Computer-controlled nobles are rated for their aggression. Some, such as
- Warwick, seek battle almost at any odds. Others, such as Fitzalan, only attack
- when they know they can win. Experience will expose the more aggressive nobles.
-
- All nobles in an army contribute their troop strength to a grand total. As has
- been shown, you can inspect an enemy force by clicking the RMB on its heraldic
- sheild during the movement phase.
-
- BATTLE RESOLUTION
- -----------------
-
- If you elect to attack, if you are attacked by an enemy faction, or if there is
- a battle between two computer-controlled factions, heralds bring word of the
- outcome.
-
- Battles can be delayed by storms or bad weather. In the basic game, there is a
- small chance of a storm preventing a battle. Using the advanced weather option,
- combat is immpossible during a bad weather turn.
-
- A battles outcome is decided through a simple calculation. The troop strength
- of the attacker is compared to the troop strength of the defender, and
- expressed as a ratio. This can be a simple majority, 5:4, 3:2, 2:1, 3:1 or 4:1.
- The ratio is always rounded down in favour of the smaller force.
-
- For example, if a force of 410 troops attacked an army of just 280, the ratio
- would be 1.95:1, which falls somewhere between 3:2 and 2:1. The battle ratio is
- therefore 3:2 in the attacker's favour
-
- Each battle can either be a victory for the larger army, or indecisive. The
- odds on either outcome depend on the ratio between the forces.
-
- ATTACKING WITH A SMALLER ARMY
- -----------------------------
-
- Small forces can attack larger ones in the hope of killing one or more nobles
- in the opposing army. The odds are calculated in the same manner as for an
- attack by a larger army, but reversed.
-
- THE OUTCOME
- -----------
-
- The following are the approximate odds against a decisive victory for the
- larger army.
-
- BATTLE OUTCOME
- RATIO VICTORY INDECISIVE
-
- 1:1 15% 85%
- 5:4 25% 75%
- 3:2 40% 60%
- 2:1 55% 45%
- 3:1 70% 30%
- 4:1+ 85% 15%
-
- Having calculated the outcome, the computer displays the result on the screen.
- In a decisive battle the smaller army is destroyed. An indecisive outcome means
- it has escapes to fight another day.
-
- CASUALITIES
- -----------
-
- Even in an indecisive battle, there can be critical losses on either side. The
- battle result names nobles killed in the affray. Each noble has a variable
- chane of becoming a fatality, the more aggressive nobles having the highest
- chance. On average, the odds are about 1-in-12 (8%).
-
- In an indecisive battle, where no major victory is scored by either side, those
- nobles who cheated death leave the field of battle with their lives and other
- assets intact.
-
- In a decisive battle, on the other hand, all the loser's surviving nobles are
- captureed, and many of the forces they controlled may be lost through ransom.
-
- The outcome of all battles - even those between computer-controlled factions -
- are shown. The herald brings news of the deaths of royal heirs or your deadly
- rivals, be it on the battlefield or through savage execution.
-
- AMBUSH
- ------
-
- If a small army attacks a largerone at odds worse than 1:4, it will certainly
- be decisively defeated. The only point in such a suicidal attack is that it
- might lead to the death of a more important noble in the larger army. Only one
- noble in the larger army can be killed in this way.
-
- An ambush is a desperate tactic, but it might just mean that you kill off a
- noble controlling 300 men for the loss of a minor pawn like Audley...
-
- EXECUTING CAPTURED NOBLES
- -------------------------
-
- To the victor, the spoils. The victorious faction decides how to deal with
- captured nobles and their possessions. If you are the victorious party in a
- decisive battle, a box appears, listing the nobles you have captured one by
- one. The information box displays the assets available for ransom. For each
- noble, you are asked whether he is to be executed, ransomed or set free.
-
- If executed, the noble is removed from his faction, along with any assets ne
- held. Titles and offices are placed in chancery; other assets are removed. All
- towns, cities or castles controlled by that noble, either directly or through
- his assets, become neutral and all occupants are expelled.
-
- If set free, the noble returns to play with all his assets intact. Why would
- you do it ? Remeber faction rivalry. Killing a noble may take him out of the
- game, but his faction may never forgive or forget your action.
-
- RANSOMING A CAPTURED NOBLE
- --------------------------
-
- Alternatively, a faction can attempt to ransom all or some of it's captives. If
- successful, the faction takes control of all or some of the assets of the
- captured noble's faction in exchange for his freedom.
-
- Nobles titles and offices cannot be taken. Nor can any asset gained as part of
- another asset (for example, the town of Lincoln, which is part of the holding
- of the Bishop of Lincoln).
-
- Royal heirs, Archbisops and Bishops, ships and certain towns which are not
- attatched to offices or other assets can be taken as ransom, along with all
- troops and other assets connected with them.
-
- Select one or more of the items displayed in the information box, and then
- click on the ransom button. You will be told either that the ransom is agreed,
- in which case your army gains control of the assets, and the noble is set free,
- or that the demand is refused. In the latter case, you are offered to either
- set the noble free, or to execute him.
-
- Naturally the more you demand, the less likely it is that the other faction
- will agree to your demands.
-
- If a royal heir is captured, the option is given to execute him at once, you
- cannot ransom royalty.
-
- All mercenaries in the defeated army are destroyed, and are removed from the
- factions strength immediately.
-
- MERCY OR VENGEANCE ?
- --------------------
-
- If the player's faction is the loser, the computer displays the extent of it's
- malice or mercy. It may allow you to ransom your nobles. You must decide
- whether the ransom is worth paying. Sometimes, a noble is set free even without
- a ransom being paid.
-
- If a ransom is demanded, you will be told of which noble is being considered,
- and which of your assets demands. You may either accept or reject the demands.
-
- The computer-factions have their own rationale for deciding when to set a noble
- free, when to execute, and when to demand ransom. As part of this, through
- faction rivalry, they keep a note of how you treat the prisoners you capture.
- The more generous you are, the more likely they are to be generous with you. On
- the other hand, if you execute proisoners regularly, you can be sure you will
- be at the centre of every other faction's vengeful plans.
-
- HEIRS
- -----
-
- Nobles killed in battle or executed afterwards are removed from play. Their
- heirs may appear later through the reinforcement phase.
-
- CHANCERY
- --------
-
- The titles (where these are not permanently attatched to a titled noble) and
- offices of nobles who die as a consequence of battle are in chancery (see the
- parliment chapter). They only re-enter play through the summoning of Parliment.
-
- EXECUTING ROYAL HEIRS
- ---------------------
-
- As has been previously mentioned, when royal heirs are captured, you are given
- the choice of whether to execute them immediately or hold them prisoner. You
- must decide if the royal heir has any potential place in your plans; if not,
- then you must act with appropriate brutality...
-
- You are faced with the same decision if you capture heirs from both opposed
- royal houses. You can only sit on the fence in the dispute between York and
- Lancaster for a short while. After two turns, you are asked to choose which
- royal heir you will continue to support, and which will meet his inevitable
- fate.
-
- During play, if you decide that a royal heir you have been holding prisoner
- becomes superfluous, then click on the family tree button. From this display,
- select the name of the noble you have decided you no longer need. You are given
- the opportunity to execute the poor wretch. If you select YES, the headsman
- will be summoned at once.
-
- The computer-controlled factions are making the same kinds of decisions.
- Ambitious nobles find it easier to kill royal heirs than more reserved
- characters. Sooner or later, though, the royal heirs must decline and die,
- until but one remains...
-
- ADVANCED BATTLE RULES
- ---------------------
-
- At any time in the game, you may fight a Battle usong the advanced battle
- rules. Simply select Control when the option to attack or defend is offered to
- you. Instead of the normal resolution of the conflict, you are taken to the
- battlefield to take command of your army.
-
- By superior generalship and good fortune, you may find that you achieve a
- greater level of success than the normal calculation
- inspires.
-
- THE PLAN OF BATTLE
- ------------------
-
- Before the battle, you must allocate your forces, under the command of the
- nobles you have in that army, to their places on the battlefield.
-
- Your army will consist of two lines, a front rank and a reserve, and each line
- divided into a right wing, centre and left wing, according to the accepted
- military practice of the day.
-
- The nobles in your army (along with any royal heirs and mercenaries) are listed
- in the information box. Select them one-by-one and place them in one of the six
- "slots" available. You might, for example (and this would be normal practice)
- place your most senior noble in the centre of the front rank. Continue to do
- this until all your forces have been allocated a place on the battlefield.
-
- As you allocate your nobles, their sheild appears in that position, and the box
- underneath records their troop strength. Mercenaries, likewise, add their
- strength to that battalion. A Royal Heir merely adds himself, but he gives that
- battalion an edge in the coming fight.
-
- SCALING
- -------
-
- To make things easier to handle on screen, the computer automatically scales
- larger forces down (equally on both sides!), so that each man on the screen
- equals 2.5 or even 10 actual troops. As your nobles are placed in position, the
- troop strength given in the box shows their actual size.
-
- COMMAND
- -------
-
- The first noble placed in each position commands that "battalion" once fighting
- begins. It pays to have a noble in command of each battalion, since they will
- relay your orders more successfully. More than one noble can be placed in a
- battalion, adding his troop strength, but he has no command role.
-
- "SPILLING"
- ----------
-
- Somtimes , even having taken scaling into account, one noble brings a
- disproportionate number of troops to the field, for example, if one noble
- controls 200 troops out of an army of 220.
-
- Each of the "battalions" can hold a maximum of 30 men (after scaling has been
- taken into account). If a noble is placed in command of a battalion, and he has
- more than 30 men, the excess will "spill" into a neighbouring battalion. Unless
- another noble is then placed in command of this neighbouring battalion, these
- troops remain under the direct command of their lord.
-
- Naturally, it makes sense to make certain that as many of your battalions as
- possible have a noble to command them. Your troops are an unwieldy bunch, and
- once the fighting starts it's very difficult to manouvre them around the
- battlefield.
-
- Of course, if you have less than six nobles, you can't place a noble in command
- of each battalion, so there may be battalions who take their orders from a
- distant noble. They will suffer from delays and errors accordingly. An army of
- 200 men with 6 nobles involved will be easier to command than an army of 200
- all undre one noble.
-
- THE BATTLEFIELD
- ---------------
-
- Having laid out your forces, the action now shifts to the battlefield itself.
- Your army, dressed in red, and with it's green banners prominent, will be
- arrayed opposite the host of your opponent.
-
- Your men are arrayed in their "battalions", as you deployed them. The front
- rank is nearest the enemy, with the centre separated from the left and the
- right.
-
- In each battalion, there is a mix of spearmen, archers and men-at-arms,
- normally in three ranks. The numbers of each type are decided by the source of
- the troop strength you placed in the battalion. For example, the noble's own
- household troops contribute 1/3 srearmen, 1/3 archers and 1/3 men-at-arms
- (which means that the 30 troop strength Talbot commands supply 10 of each).
- Most troops supplied by virtue of office or by bishops are 1/3 spearmen and 2/3
- archers. Some mercenary units are all archers.
-
- Your nobles appear mounted on dark horses under a banner. Any royal heirs you
- have are mounted on white horses.
-
- To move round the battlefield, move the mouse pointer and press the LMB. The
- view centres on the pointer.
-
- There is a menu bar across the top of the screen. Use this to cammand the
- action. The first thing you will want to do is to issue orders.
-
- ORDERS
- ------
-
- Select the orders box in the menu bar.
-
- Each battalion is divided into two "companies" of 15 men. You can give orders
- to each company individually, or - by giving orders to the noble - to the whole
- battalion. You can also give orders to royal heirs, who have no command role.
-
- Select a company by clicking on one of its soldiers using the RMB. If you move
- the pointer around the map, you will now see a ylloe line appear. Select a
- target - this can either be a place or an enemy soldier. If you select an open
- area on the map, your selected company marches in that direction. If you select
- an enemy noble or soldier to be the target, when you release the button you are
- presented with a pair of icons.
-
- If you select the `man' icon, your chosen company will attempt to engage that
- target in combat, traking them acrossthe battlefield. If you selectthe `area'
- icon, your chosen men move to the target area.
-
- When you give orders to the whole battalion through their commanding noble, you
- are given an additonal pair of icons to select from. Select the arrow icon if
- you wish your troops to advance to the attack. Select the shield if you want
- them to halt in place immediately.
-
- As soon as they come into range, your archers open fire on the enemy. They have
- a limited supply of arrows - once these have gone they become spearmen. Your
- men will also melee automatically if they come into contact with enemy troops.
- Normally, once this occurs they will be virtually impossible to control again,
- and will ingnore any fresh orders you try to give them.
-
- REVIEW
- ------
-
- You can review which orders each unit has by clicking on the review box in the
- menu bar. Select a unit. You will see where it has been ordered to march to.
-
- STATUS
- ------
-
- Once the battle begins, you may wish to see how healthy your forces are. Select
- the status box in the menu bar.
-
- Select a unit with the RMB. You will See the name of its commander, its type
- (spearmen, archers, men-at-arms or noble) and its status.
-
- Status is a measure of the unit's cohesion, how well it is capable of
- performing its duties. Nobles and men-at-arms start as elite forces; all other
- start as firm. The presence of a royal heir in a battalion makes allunits in
- that battalion start as elite troops.
-
- As a unit takes missile fire, or is batteredin a melee, it reduces its status,
- falling to shaken then routed.
-
- A shaken unit tries to retreat out of mele and missile range.
-
- A routed unit tries to flee the battlefield.
-
- CONTINUE
- --------
-
- Having inspected your army and given your orders, select the continue box in
- the menu bar.
-
- The battle commences. Your men attempt to obey their orders, click the RMB to
- recover the menu bar.
-
- Once a battalion is deeply engaged in battle, they become incapable of obeying
- fresh orders. Commanding a mediaeval army was an impressive science at its
- best.
-
- You may also find that your battalion commanders may exercise a little
- "discretion", if they feel they should be taking a more active or passive role.
- Under fire, or faced with an opponent against whom the faction has a strong
- faction rivalry, an agressive noble might ignore your order to stand firm, and
- charge into the fray. On the other hand, a less agressive noble might be slow
- in obeying an order to attack.
-
- NOBLE CASUALTIES
- ----------------
-
- During a battle, nobles and royal heirs can be killed. Each arrow strike or
- melee blow has a small chance of killing one of these prominent figures. The
- battle continues, but all units in a battalion commanded by a noble who is
- slain, or who were accompanied by a royal heir who fell, suffer an immediate
- fall in status.
-
- VICTORY!
- --------
-
- The battle continues until one of the following occurs:
-
- (i) One of the armies completely routs from the battlefield. This counts as a
- decisive victory for the other side.
-
- (ii) 50% or more of each army routs, in which case the battle is indesisve.
-
- With the battle over, the game returns to its normal display. If the victory
- was a decisive one, all the defeated army's nobles will be prisoners, and can
- be ransomed, executed or set free in the usual fashion.
-
- You can speed up the conclusion of a battle by using either of the other
- buttons on the menu bar. Fight places the battle into a quicker mode. You won't
- be able to access the menu bar any longer, and all combat damage is doubled.
- Click on surrender when your position is too hopeless to cantinue. This at
- least means your remaining nobles survive until the ransom routine...
-
- SIEGES
- ------
-
- If an army belonging to one faction attacks another faction's forces occupying
- a city, town or castle, a siege must take place. In order to declare a siege,
- the attacking army must have a troop strength of at least an equal size to the
- opposing army, including the garrison.
-
- GARRISONS
- ---------
-
- Garrisons resist sieges, even when no other troops of their faction are
- present. This is particularly important when considering neutral towns.
-
- The number of garrison troops depends on the location.
-
- TYPE GARRISON
-
- UNFORTIFIED TOWN NONE
-
- TOWNS 200
- (inc. open towns)
-
- CITIES 300
-
- NOBLE CASTLES 200
-
- ROYAL CASTLES 100
-
- Open towns only provide a garrison while occupied by a faction's forces. At
- other times they have a garrison strength of 0, and can be freely entered.
-
- When you inspect an army, the presence of additonal garrison troops is
- signified by a "+" sign. If you inspect a place, the size of its garrison is
- given after the "G", and the total troop strength (including any nobles'
- forces) after the "S".
-
- If the attacking army's troop strength falls below the size of the defender's
- army (including the garrison), the siege is lifted. This can happen if the
- attack is delayedand the attacker weakened by events. EDuring the movement
- phase, the besieger voluntarily raise the siege by moving away.
-
- SIEGE RESOLUTION
- ----------------
-
- Each turn after a siege is declared, there is an 85% chance that the defenders
- will capitulate. In the meantime, as in battle, nobles can be killed in the
- fighting. A display shows all nobles who perish in this way.
-
- The siege may be successful immediately, or it may take a number of turns to be
- successful. This largely depends on good weather; a siege cannot proceed during
- storms (basic game) or a bad weather turn (advanced weather option(.
-
- During their turn, the defenders (excluding the garrison) may sally forth to
- give battle (particularly if the odds aren't too much against them). They can
- join forces with a relieveing army but they can't move away from the castle.
-
- Once the besieged defenders surrender, the outcome is shown on screen. All
- those within are captured, and may be dealt with in the same way as nobles
- captured after a decisive battle.
-
- A city, town or castle captured in this way becomes fiendly to the victor, even
- if it is associated with an office or asset. It only becomes neutral if the
- faction is destroyed.
-
- No-one may get in or out of a town or castle under siege.
-
- THE PARLIMENT PHASE
- -------------------
-
- During the course of play, titles and offices may become "vacant" as nobles are
- killed. These assets are placed in chancery and can only be brought returned to
- play by parliment.
-
- CHANCERY
- --------
-
- Titles and offices appear in chancery through one of two methods.
-
- (i) Some factions may not be able to allocate all the assets they begin the
- game with (because they did not have enough nobles). The excess is placed in
- chancery.
-
- (ii) Any offices or seperate titles held by a noble killed through plague,
- battle or execution are placed in chancery.
-
- Not all titles can be seperated from their nobles, even by death. Some nobles
- have a title permanently associated with them. If they are killed, and their
- heir appears later in the game, the heir automatically has the title.
-
- SUMMONING PARLIMENT
- -------------------
-
- Parliment may be summoned during the parliment phase of any faction's turn. It
- is summoned in one of two ways.
-
- (i) If there is one crowned King (or Queen), the faction controlling that royal
- heir may call parliment.
-
- (ii) If there is no crowned King / Queen, or if there are two, the chancellor
- must also issue a writ of parlimentary summons (these are gained through the
- events phase and stored among the factions secret assets).
-
- In either case, the King or chancellor must occupy a town or city (excluding
- Calais or anywhere under siege), and must also possess at least one writ of
- attendance (likewise gained through the events phase).
-
- If all these conditons are met, the faction controlling the King or chancellor
- is told how many assets are in chancery, and is offered the opportunity to call
- parliment.
-
- WRIT OF ATTENDANCE
- ------------------
-
- Having decided to call a parliment, the faction must first serve a writ of
- attendance on a noble in one of the other factions. You are asked to select
- which noble receives a writ from a list in the information box of all the
- nobles in play. Use the scroll buttons to move through the list, and click on
- the selected noble. Naturally, the computer handles this choice automatically
- for its factions. You are told if one of your nobles is selected.
-
- Each faction which possesses writs of attendance is asked if they too wish to
- serve these on nobles in other factions. If your faction holda any additional
- writs, you will be asked if you wish to play them. Either select nobles from
- the list, or select cancel.
-
- All nobles summoned to parliment by a writ must attend.
-
- VOLUNTARY ATTENDANCE
- --------------------
-
- Finally, each faction is asked if any of their nobles attend parliment
- voluntarily.
- Nobles cannot be summoned or volunteer to attend if they are in a besieged city
- or town. Nor can they attend if they are in Calais or some other location
- seperated from mainland Britain by the sea, unlessthe faction they are part of
- controls a ship with sufficient capacity to transport the noble and his
- followers.
-
- Those nobles who grace parliment with their presence then make their way there
- regardless of normal movement rules.
-
- ATTENDING PARLIMENT
- -------------------
-
- Once parliment has assembled, the faction which summoned it is entitled to
- reallocate titles or offices which have been placed in chancery.
-
- One title or office can be reallocated for each noble attending parliment
- (assuming there are sufficient in chancery).
-
- Titles and offices may be given to any noble and not just to those actually
- present, subject to the usual rules concerning combinations of nobles, titles
- and offices. If the player controls parliment, you are asked to combine a noble
- with each title or office in turn.
-
- Any titles or offices which cannot be allocated are returned to chancery.
-
- You can give a new title or office to one of your nobles who already
- controls such an asset. His old asset will have to be given to someone else.
- This is the only time offices may be transferred.
-
- Once parliment dissolves, the factions move away during the movement phase of
- their turn as normal. No battle may take place in the town or city either
- during parliment of for a full turn thereafter. The King's peace forbids any
- transition of this law.
-
- THE CORONATION PHASE
- --------------------
-
- Part of the vicyory conditions for Kingmaker is that a faction must not only
- control the last surviving royal heir, but must also have that heir crowned as
- King (or Queen) of England. Coronations, therefore, play a central part in the
- game. In addition, a crowned heir may be able to summon parliment.
-
- ARRANGING A CORONATION
- ----------------------
-
- The following conditions must be met before a faction can crown a royal heir.
-
- (i) They must control the most senior Yorkist or Lancastrian royal heirs,
- according to the order of succession of that house.
-
- (ii) The potential King must occupy a town or city which is also a cathederal
- and must be accompanied by either an archbisop or two bishops.
-
- If these conditions apply, the faction automatically crowns its royal heir.
-
- THE REINFORCEMENT PHASE
- -----------------------
-
- In the final phase of each faction's turn, it receives one asset as a
- reinforcement, so long as there are assets available. All the nobles, titles
- offices, bishops, ships, etc which were not distributed at the beginning of the
- game are available, as are all nobles killed during the game, and any other
- assets removed during play. Titles and offices, as we have seen are placed in
- chancery when they are removed, and return to play through parliment.
-
- A message appears to tell which asset has become available. Nobles who join a
- faction are automatically added to the faction's secret support. Other assets
- are placed in the faction build box.
-
- SECRET SUPPORT
- --------------
-
- Secret support can be thought of as those supporters of your faction who have
- not yet come into the open, declaring their allegiance. Computer factions
- determine when to bring their supporters into play automatically. You must
- activate your secret reinforcments as you see fit.
-
- Select the secret support icon. The list of your secret supporters appears.
- Select a noble by clicking on his name, and select proceed to bring him into
- Home Castle. Nobles start in their nome castle unless it has been captured by
- another faction, in which case the noble starts instead from the nearest
- friendly castle, town or city.
-
- As usual, you can learn more about the noble by positioning the mouse pointer
- over his icon. Click on the LMB. You can now read the chronicle information
- about him.
-
- ACTIVATING OTHER ASSETS
- -----------------------
-
- All other assets are brought into play through the build faction box.
- Allocating an asset to a noble activates that asset. This is done in the same
- way as in the original faction build phases; select a noble and the asset you
- wish to give him, click on combine, and the asset is brought into play. Any
- assets you have not allocated by the time you click on proceed are returned
- remain in reserve.
-
- Until a noble declares his allegiance to your faction, or an asset is assigned
- to one of your nobles, they are completely secret - the other factions do not
- know of their existence. The computer-controlled factions likewise develop
- their "secret reserves".
-
- REBUILDING YOUR FACTION
- -----------------------
-
- During the game, nobles in your faction may be killed. Any titles or offices
- they control are returned to chancery (see parliment), towns, cities or castles
- which they controlled become neutral.
-
- As your faction suffers losses, or is enlarged through reinforcment, you may
- wish to redistribute your assets. Return to the build faction box display by
- clicking on the faction icon.
-
- You cannot reallocate titles or offices in this way - this must be done at
- parliment. Other assets such as merecenaries or bishops can only be exchanged
- between two or more nobles in the same army. The rules for this are covered in
- the movement chapter.
-
- PARLIMENTARY SUMMONSES AND WRITS OF ATTENDANCE
- ----------------------------------------------
-
- During the events phase, you may recieve parlimentary summonses and writs of
- attendance. These are automatically stored, and can be played in the parliment
- phase, as outlined above.
-
- ******************************************************************************
-
- GLOSSARY
- --------
-
- Archbishops. The senior members of the church in England. Control of an
- archbishop allows you to crown a royal heir. There are two archbishops.
- Canterbury is the most senior. York provides the faction with extra troops.
-
- Armies. Two or more nobles in the same faction can be combined together, along
- with all their assets, to form an army, commanded by the mor senior of the
- nobles. They are represented on the map by the sheild of the most senior noble.
-
- Bishops. Lesser clerics of the church in England. There are four bishops in the
- game, and any noble can control any number of them. You need two bishops to
- stage a coronation. Most bishops bring other assets with them.
-
- Cathederals. Found in towns and cities, cathederals are sites where coronations
- take place.
-
- Cities. Larger versions of towns, the cities of London, York, Bristol and
- Norwich have garrisons of 300 troops.
-
- Faction. One of between two and six groups of nobles, each group vying against
- the others for the ultimate prize - the Government of England. The plaer
- controls one faction, the computer controls the others. Each is identified by
- the name of its leader and a colour. The player's faction is green.
-
- Mercenaries. There are eight mercenary bands in the game, and any number maybe
- controlled by any noble.
-
- Nobles. Nobles are the basic playing piece of the game controlling your
- facton's army. They can be titld or untitled. Each noble is shown on the map by
- his heraldic sheild. They can be combined together to form armies.
-
- Offices. These provide additional power. Each titled noble (or untitled nobles
- granted a title) can be given one office. They confer extra troop strengths
- (sometimes tied to one part of the country), towns or castles. A titled noble
- with an office is a potent combination.
-
- Royal Castles. Well-garrisoned fortifications in key parts of the country. Only
- one - Carisbrooke - can be controlled in this way. It can be given to any
- noble.
-
- Ships. These provide vital transport, particularly if your faction has a base
- in Calais, Ireland or the Isle of Man. There are twelve in the game, and any
- noble may control any number of them.
-
- Titled Nobles. These are the primary members of a faction. There are 9 in all,
- annd even the least powerful one has a respectable number of troop strength
- points.
-
- Titles. These are high honours which can be given to your untitled nobles.
- Obviously, only one can be allocated to each untitled noble. This effectively
- makes them the same as titled nobles, though not as permanent. There are eight
- titles available.
-
- Towns. These are the key locations in England. Fortified towns provide a
- defensive garrison of 200 men for the faction which controls them. Unfortified
- towns do not, and they cannot be controlled. Open towns (namely Cardigan,
- Hereford and Kingston) cannot be controlled, but do provide garrisons if
- occupied. Control of certain independent towns is gained either at the start of
- the game or through reinforcement. Others can be gained by control of offices,
- bishops or titles. Towns can be also captured by siege. As far as any faction
- is concerned, a town is either friendly (occupied and/or controlled by the
- faction). Neutral (controlled by no faction) or unfriendly (controlled by an
- enemy faction). A fortified town can shelter up to 400 troops.
-
- Untitled Nobles. These are less powerful nobles, but they can be built up to be
- as powerful as their titled cousins.
-
- ******************************************************************************
-
- THE FOLLOWING ARE REFERENCES TO ALL THE FORCES IN THE GAME:
-
- TITLED NOBLES
- -------------
-
- Percy, Earl of Northumberland. Troop Strength 100; Alnwick and Cockermouth
- castles.
-
- Mowbray, Duke of Norfolk. Troop Strength 50; Castle Rising, Denbigh,
- Framlingham, Usk and Wressle castles.
-
- Neville, Earl of Warwick. Troop Strength 50; Ogmore, Richmond, Warwick and Raby
- castles.
-
- Beaufort, Duke of Somerset. Troop Strength 30; Corfe castle.
-
- Stafford, Duke of Buckingham. Troop Strength 30; Leeds and Newcastle castles.
-
- Pole, Duke of Suffolk. Troop Strength 30; Ludlow castle.
-
- Courtenay, Earl of Devon. Troop Strength 30; Okehampton castle.
-
- UNTITLED NOBLES
- ---------------
-
- Stanley. Troop Strength 50; Douglas castle.
-
- Roos. Troop Strength 20; Belvoir and Helmsley castles.
-
- Grey. Troop Strength 20; Chillingham and Rockingham castles.
-
- Holland. Troop Strength 20; Kimbolton and Compton castles.
-
- Cromwell. Troop Strength 10; Tattershall castle.
-
- Howard. Troop Strength 10; Farnham castle.
-
- Bourchier. Troop Strength 10; Pleshy castle.
-
- Greystroke. Troop Strength 10; Appleby castle.
-
- Scrope. Troop Strength 10; Masham castle.
-
- Clifford. Troop Strength 10; Conisborough castle.
-
- Audley. Troop Strength 10; Tickhill castle.
-
- Berkeley. Troop Strength 10; Berkeley castle.
-
- Hastings. Troop Strength 10; Tutbury castle.
-
- Herbert. Troop Strength 10; Llanstephan castle.
-
- TITLES
- ------
-
- Earl of Richmond. Troop Strength 40.
-
- Earl of Westmoreland. Troop Strength 40.
-
- Earl of Kent. Troop Strength 30.
-
- Earl of Salisbury. Troop Strength 30.
-
- Earl of Worcester. Troop Strength 30.
-
- Earl of Wiltshire. Troop Strength 30.
-
- Duke of Exeter. Troop Strength 20; Exeter.
-
- Earl of Essex. Troop Strength 20.
-
- OFFICES
- -------
-
- Marshall of England. Troop Strength 100; Harlech castle.
-
- Chancellor of England. Troop Strength 50; Caernarvon castle.
-
- Captain of Calais. Troop Strength 50; 300 extra troops in Calais; Calais.
-
- Chamberlain of the County Palatine of Chester. Troop Strength 50; 200 extra
- troops in Wales; Rhuddlan, Chester.
-
- Lieutenant of Ireland. Troop Strength 50; 200 extra troops in Ireland.
-
- Chancellor of the Duchy of Cornwall. Troop Strength 50; 100 extra troops in
- Devon and Cornwall; Oxford, Plymouth.
-
- Chancellor of the Duchy of Lancaster. Troop Strength 50; !00 extra troops
- within three areas of Conway; Conway castle.
-
- Warden of the Northern Marches. Troop Strength 50; 100 extra troops noth of the
- River Tees; Bamburgh, Berwick.
-
- Constable of Dover Castle. Troop Strength 50; Dover.
-
- Steward of the Royal Household. Troop Strength 50; Newark
-
- Treasurer of England. Troop Strength 50; Wallingford and Beaumaris.
-
- Admiral of England. Troop Strength 50; Lynn, Southampton; Le Margaret of Rye,
- Le Christopher of Southampton.
-
- Warden of the Cinque Ports. Troop Strength 50; Pevensey; Le Trinity of Rye, Le
- George of Rye.
-
- BISHOPS
- -------
-
- Archbishop of Canterbury.
- Canterbury.
-
- Archbishop of York.
- Troop Strength 30 north of the River Trent; York.
-
- Bishop of Norwich.
- Troop Strength 50; Norwich.
-
- Bishop of Carlisle.
- Troop Strength 30 north of the River Trent; Carlisle.
-
- Bishop of Durham.
- Troop Strength 30 north of the River Trent; Durham.
-
- Bishop of Lincoln.
- Lincoln.
-
- INDEPENDENT TOWNS
- -----------------
-
- Bristol, Coventry, Ipswich, Lancaster, Leicester, Newcastle, Northampton,
- Nottingham, Shrewsbury, Swansea.
-
- INDEPENDENT SHIPS
- -----------------
-
- Le Swan of Berwick, Le Rose of Plymouth, Le Lucas of Whitby, Le Michael of
- Bristol.
-
- MERCENARIES
- -----------
-
- 100 French Foot Soldiers.
- 2 x 30 Burgundian Crossbowmen.
- 2 x 20 Flemish Crossbowmen.
- 2 x 20 Scots Archers.
- 2 x 10 Saxons.
-
- ROYAL CASTLE
- ------------
-
- Carisbrooke.
-
- -------------------------------------------------------------------------------
-
-
- Thats ya!! lot go play this immensly ?? interesting game and fight !!!!!
-
-