Starting army 1 x 750 point mini 3 x 500 point mini’s 5 x 300 point mini’s 10 x 200 point mini’s 20 x 100 point mini’s You do not have to have the actual required mini’s to place on the map, only have to move the points around the map, and keep track of them. You only have to reveal a mini once it enters combat. Once that is done, the mini’s movements can be tracked by all sides, for the rest of the game. The mini’s stat sheet and its location on the map, must be recorded. The map is divided into territories, where each side starts in 1 territory with 1 stronghold located in that territory. In order to control a territory, you must have at least 1 mini in that territory, who must be at least 100 points. Each territory you control at the start of a turn, gives you 100 points. Each turn, you can either bank the points or decide to spend some or all of them on the following: Item Points Time to complete Structural Points / Damage ------------------------------------------------------------------------------------------ Stronghold 2,000 10 turns 60 points per wall section Watch tower 1,000 6 turns 40 points per wall section Boat 750 5 turns NA Road 500 4 turns NA Siege weapon 400 3 turns 20 damage per hit Earth works / Defences 200 2 turns 20 points Construct a mini variable 1 turn NA Each turn, you can also move mini’s from one territory to the next, as long as they are adjacent to one another, or if you have a boat that allows you to cross from port to port. A road between adjacent territories, allows you to move through the territories as if they were 1 territory. Mini’s can move a maximum of 1 territory per turn, if there are no roads used. Mini’s can move a maximum of 4 territories per turn, if they are connected by roads. A boat will allow you to move between non adjacent territories, as long as they have ports connecting them. Mini’s using boats must begin and end their turns at a port. Each boat allows you to move 10 medium sized mini’s. A large mini counts as 2 medium sized mini’s, and a small mini counts as 1/2 size of a medium sized mini. During battle, if an opponent kills a mini, they receive 10% of the mini’s point value in victory points. e.g. An opponent kills a 200 point mini, and would thus receive 20 victory points. Also, if an opponent concedes defeat by retreating some or all of their mini’s off the board, the winner receives 10 victory points for every surviving retreating mini. e.g. An opponent manages to retreat off the battle map with 5 mini’s, and thus the other opponent would receive 50 victory points. Retreating mini’s then must move to an adjacent friendly territory. If there are no friendly adjacent territories, then the retreating mini’s will be forced to do battle in the new territory that they have retreated to. Victory points are expended by both sides after all battles have ended. Victory points are given to augment any of the winning mini’s as well as any of the surviving mini’s from the loser’s side, by expending the victory points gained through battle, towards the mini’s stats. Thus, mini’s that survive many battles, will in time become more powerful mini’s than they were at the start of the game. Victory points cannot be banked and must be expended on mini’s that were in battle. After every battle, and at the beginning of a new turn, all surviving mini’s are considered to be back to full strength.