ALBION
King
of Kings – Arthurian Britain scenario game
King of Kings is a completely computer moderated play-by-email game.
Each player is in control of a faction in this world, governing all decisions
and leading it to either victory or defeat.
As a tribute to many myths and sagas gyrating around the legendary King Arthur,
the King of Kings ALBION scenario has been adopted to allow medieval, fantasy
and Arthurian myth fans all over the world to replay these legendary times.

On
this screenshot you see the islands of Britain and Ireland. Flags and border
colours mark the
control of the 14 factions (tribes) that are in the game.
View
large picture
Play one of the following 14
factions (colour on map in brackets):
Angles
Saxons
Normans
Danes
Caledonians
Welsh
Scots
Picts
Brigants
Irish (grey)
Dubliners (dark red)
Ulster* (amber)
Norwegians*
Norsemen*
*
Not recommended as first or second choice
Not necesserily all factions must be
player-controlled, but for a proper game it
is recommended that at least seven factions are player-controlled.
The game map is tiled into square provinces. Provinces may be occupied and
conquered by troops.
The victor is the player who remains at game end or by consent of the
participants (i.e. when the other "bow" to the new master of Britannia).
The report will be set up on the site of the KOK server:
http://www.spod-central.org/~jontom/
There runs the UNIX
server of the game which executes all player orders and generates the turn
report for each game.
The newest rules version 4.8 is now available in English. They can be obtained
from the files section of the KoK newsgroup, which is strongly recommended to be
jouined by all players:
http://groups.yahoo.com/group/King_of_Kings/
Amount of time and effort needed to play:
In the beginning you will have to read the rules and regulations for email
submission of orders (ca. 1 hour).
Once you grasp the game mechanics you can complete your turn in about 10 to 20
minutes.
All games are on a weekly schedule, i.e. the results are processed once a week.
You have to submit orders before the deadline.
To play you need a valid email account. A PC compatible computer is recommended
to view the turn reports with the TurnViewer, a graphical user interface.
However it is possible to view the reports as an html or text file without the
nice graphics. The most recent TurnViewer is also available from the
newsgroup.
Remember that playing
and all software provided is free of charge.
How
to play
To play, fill out the
below form and send it to the game host. He will set up a new game as soon as
the required number of players has signed up. Use "KOK-ALBION" as
subject!
Signup-form
for KOK-ALBION
Game
------------------------
Player
Name :
Player
Email:
Choice
of faction
First
choice :
Second
choice:
Third choice :
(More
choices possible)
--------------------------
cut and mailto:jens@sepic.org
Troop
and Terrain Table changes
(changes
with respect to standard rules, highlighted in red)
Troop table
|
Units |
Symbol |
To Hit |
Armour |
Movement |
Costs |
|
Foot
Soldiers |
F |
35 |
|
2 |
6
Gold |
|
Bowmen |
B |
45 |
|
2 |
6
Gold |
|
Horsemen |
H |
50 |
15 |
3 |
12
Gold |
|
Castle |
C |
45 |
20 |
0 |
12
Gold |
|
General |
G |
50 |
15 |
3 |
- |
|
Ship |
S |
50 |
|
10 |
10
Wood |
Province Table
|
Terrain |
Food |
Gold |
Wood |
Mov.Pts |
To Hit |
|
Sea |
0* |
0 |
0 |
1 |
|
|
Lake |
1 |
1 |
0 |
1 |
|
|
Cultivated |
3 |
3 |
0 |
1 |
|
|
Plains |
2 |
2 |
0 |
1 |
|
|
Grassland |
2 |
1 |
0 |
1 |
|
|
Highlands |
2 |
1 |
0 |
2 |
25 |
|
Burrens |
1 |
1 |
0 |
2 |
20 |
|
Forest |
1 |
0 |
3 |
2 |
25 |
|
Hills |
2 |
1 |
1 |
2 |
20 |
|
Mountains |
1 |
1 |
0 |
3 |
15 |
|
Marsh |
2 |
1 |
1 |
2 |
25 |
|
Scrubs |
1 |
1 |
1 |
2 |
25 |
|
Island |
2 |
1 |
1 |
2 |
20 |
|
Town |
3 |
10 |
0 |
1 |
|
|
City |
4 |
15 |
0 |
1 |
20 |
* special rule and explanation will be given to seaborne tribes, if any.
Build Table
|
Terrain |
Chance |
Transform into |
|
Cultivated |
10 |
Town |
|
Plains |
50 |
Cultivated |
|
Grassland |
100 |
Plains |
|
Highlands |
10 |
Grassland |
|
Burrens |
30 |
Hills |
|
Forest |
100 |
Grassland |
|
Hills |
15 |
Grassland |
|
Mountains |
30 |
Hills |
|
Marsh |
15 |
Grassland |
|
Scrubs |
100 |
Grassland |
|
Town |
15 |
City |
|
City |
50 |
Burrens |
Quick
Rules and Orders overview (for newbies)
Each turn your provinces will produce gold and food. Gold is used for producing
new units, food for maintaining these. By issuing orders your troops are
instructed where to enlist, where to move and how to attack or defend. Your
units have specific characteristics such as a "to hit" chance or a
movement rate that determin how they move, fight and be supplied. Provinces
differ by their terrain which in turn determines how much gold or food they
produce, how many movement points it costs to cross them, and whether they
provide additional cover (advantage in combat) for the defender or not. It is
also possible to build ships and transport units by sea. For details refer to
the complete rules.
1. Place Units
Format: PLA [X-C Y-C Type]
Description: Up to three units may be placed into three different provinces.
Gold must be paid for the units to be placed.
Example: PLA 7 18 FOOT 8 18 CASTLE
One foot soldier will be placed into province 7/18 and one castle will be built
at 8/18.
2. Sea Movement
Format: SEA X-C Y-C {AT} [Type Amount] [Direction]
Description: Units starting at the location given by the co-ordinates will move
by sea on the route given by a series of directions.
Example: SEA 12 7 BOWMEN 3 SHIP 3 W W S W S W W N
This order moves 3 bowmen embarked on 3 ships, starting at 12/7 to 7/8.
3. Land Movement
Format: LAND X-C Y-C {Tactic} {AT} [Type Amount] [Direction]
Description: This order moves troops overland. If the player fails to state the
tactics his forces will use in a possible battle, the tactics used by the
province where the troops began their movement will be used. "AT"
means all troops.
Example: LAND 8 18 T FOOT 1 E E
One Foot Soldier located in 8/18 will be moved two provinces to the east. Should
a battle occur over the destination province, the force will use a standard
tactic, as stated by the ‘T’ expression.
4. Defensive Orders
Format: DEF [X-C Y-C Tactic]
Description: Gives retreat orders for a province, i.e. state the tactics which
will be shown by units defending this province. Similar to the PLA order, up to
three provinces may be given retreat orders. This order may always be given to
isolated provinces.
These very short
description shall suffice to complete the first couple of turns until you have
achieved a stronger grasp of the full rulebook, the possibilities within the
rules and its intricacies.