Rules for a game of strategy
Third Edition 1999, Version 4.4e
Copyright: Jens Niemann, In den Hessengaerten44, 61352 Bad Homburg, Germany
1. Introduction *
2. Basics *
2.2 Provinces *
2.3 Generals *
2.4 Culture *
2.5 Isolation *
2.6 Alliances *
3.1.2 Blockade by Enemy Assault *
3.1.3 Neutral Provinces *
3.2.2 Enemy Naval Forces *
3.4 Land Battles *
3.5 Tactics and Retreat *
Modifier and Retreat *
3.6 Raids *
4.2 Storage *
4.3 Builds *
4.4 Expenditure/Excess Materials *
5.2 Sea Movement *
5.3 Raid *
5.4 Land Movement *
5.5 Defensive Orders *
5.6 Name King *
5.7 Alliance *
5.8 Cede Province *
5.9 Espionage *
5.10 Build *
5.11 Bombard *
7.2 Start-Up *
7.3 Victory Points and Victory Conditions *
8.2 General Tribe Report *
8.3 The Map *
8.4 Battle Reports *
8.5 Error Messages and Warnings *
King of Kings is a completely computer moderated play-by-mailgame set in an ancient or medieval world. Each player is in control ofa tribe in this world, governing all decisions and leading it to eithervictory or defeat.
King of Kings is capable of handling two different modes;the public, and the individual mode. In the public mode there are no ‘secrets’in the game. All information is accessible to all players at the same time.It is therefore highly suitable as a ‘zine’ game but may also be playedlike any other, individual report play-by-mail game or a private game playedat home with friends. An obvious advantage is that you get more informationwith your turn report and can see what happens ‘on the other side’. Inthe individual mode players get only information about their own territory,directly adjoining provinces and those scried out by agents. To add tothe atmosphere, there will also be detailed information about any battlesfought anywhere in the game world. It is assumed that news of recent battlesspread fast and are hard to keep secret.
The game map is tiled into square provinces. Provincesmay be occupied and must be kept in control by troops. During a game turn,a player may gain victory points for controlling many provinces, showinggreat valour in battle or a number of other things. The game ends whenevera player’s victory points exceed the victory point limit set for the game,or at the end of a pre-set game turn. The victor is the player with themost victory points awarded.
Provinces produce supplies to maintain existing troopsand to build new ones. These supply goods are defined as follows:
Food is necessary to maintain troops. At the end of eachturn, one troop unit must be supplied with one unit of food, or else theunit will be disbanded.
Gold is a term that represents primarily money, but alsothe availability of recruits or weapon smiths. Gold is required to levynew units.
Wood is required to build ships. Not every type of terraincan provide wood for the construction of ships.
On the military side of this game there are 6 differenttroop types. Their properties can be learned from the following table.
| Units | Symbol | To Hit | Armour | Movement | Costs |
| Bowmen | B | 45 | 2 | 6 Gold | |
| Foot Soldiers | F | 35 | 2 | 6 Gold | |
| Horsemen | H | 50 | 15 | 3 | 12 Gold |
| Castle | C | 45 | 15 | 0 | 12 Gold |
| General | G | 50 | 15 | 3 | - |
| Ship | S | 66 | 10 | 10 Wood |
Remarks:
2. If a general is with an army, all units increase their"To Hit" value by 10. In addition, all units may move over land at a rateof 3. This rule does not apply to sea movement.
Castles, ships and generals need not be supplied withfood. There may only be one castle constructed in any province. castlescan not be conquered by an opponent. If an enemy conquers a province, thecastle will be destroyed (if not already destroyed in battle).
Ships may be used to transport other units across thesea. One ship is capable of transporting only one other unit. On the otherhand, each two ships require one land unit to man the sails. This ruleonly applies to fleets that are going offshore or are already at sea. Thereare no restrictions if ships are to remain in a coastal province. Castlescan, of course, not be transported over sea.
Hits in battle are determined in the following way: "ToHit" is the chance in percent that the unit will hit an opponent. Someunits have "Armour"; thus they are harder to hit and reduce the "To Hit"chance of the enemy. Terrain may affect the hit chances of the attacker.The "To Hit" chance may not be higher than the value stated for this terraintype. Finally, the bonus for a general in command and the tactical bonus(or malus) is applied.
See chapter 3.4 (Land Battles) for details.
Provinces differ in their terrain, which in turn attributesto specific properties of the province. The following table reveals allimportant information.
| Terrain | Food | Gold | Wood | Mov.Pts | To Hit* |
| Cultivated | 3 | 3 | 0 | 1 | |
| Plains | 2 | 2 | 0 | 1 | |
| Grassland | 2 | 1 | 0 | 1 | |
| Desert | 0 | 0 | 0 | 1 | |
| Steppes | 1 | 0 | 0 | 1 | |
| Forest | 1 | 0 | 3 | 2 | 25 |
| Hills | 2 | 1 | 1 | 2 | 20 |
| Mountains | 1 | 0 | 0 | 3 | 15 |
| Marsh | 2 | 1 | 1 | 2 | 25 |
| Swamps | 1 | 0 | 0 | 3 | 20 |
| Town | 3 | 10 | 0 | 1 | 20 |
| City | 4 | 15 | 0 | 1 | 20 |
| Metropolis | 5 | 20 | 0 | 1 | 20 |
Troops that defend a province with a "To Hit" value statedare more difficult to hit as a result of the terrain which favours thedefender. The maximum chance for the attacker is the value given in thetable. Only generals and tactical modifiers may affect the chances further.The defender’s chances to hit the attacker are not affected by this rule.The "to hit" value of a unit is usually higher than the "to hit" valuesof the land type. So the defender will have an advantage on those landtypes.
A player is in control of a province if and only if hehas at least one land unit stationed in this province. This includes castlesas well as a lone general unit, but not ships. Ships may also not conquerland provinces. Provinces which contain no land units at the end of a gameturn will become neutral, independent provinces. Neutral provinces cannot be conquered but are instead occupied whenever a land unit moves intoit, thus gaining control over it. There will never be a battle for neutralprovinces! The first one to move in is the new owner for the rest of theturn.
Each tribe may only have a limited number of generals(which will be stated with the game sign-up information). After a playerhas reached a certain amount of VP’s (Victory Points) a new general becomeseligible for placement, typical every 25 VP’s, so new generals become availableat 25 VP, 50 VP, 75 VP and so on.
Each tribe has its own behaviour, customs and laws. Theculture determines the troop types which can be levied by this tribe. Inmost cases, tribes will be civilised, but certain tribes may also haveother culture. The cultures available within the game system are:
b) Civilised. They can build all units.
c) Barbarians. They can build all units except castles.
The supply of troops with food is simplified so that theplayer is not harassed with the tedious work of logistics. Food is collectedand distributed to the troops no matter where they are located. Usually,it is impossible to cut an enemy off his supply lines. The isolation rulemakes an exception here.
A province (and with it all units located there) is isolated,if it does not border to any of the following areas:
b) A province owned by an allied player.
c) A sea area which is occupied by allied or own troops.
d) An unoccupied sea area, if ships are located in theprovince itself.
Players may ally freely to each other. How closely twoplayers are tied by alliance is described by the alliance status. The alliancestatus can assume values from 0 to 5. The status is at first declared unilateral.Example: player A raises the status to player B from 0 to 1. Player B’sstatus to player A stays at 0. At the end of each turn, the alliance statusis set for the lower value of the two players. So both players must issueorders to raise the status, but just one player may deliberately lowerthe status. Please note that in the example before player B has certainadvantages over player A. Because player A has raised the status, he maynot attack player B. But player B, having not issued such orders, may wellattack player A! The alliance status can be raised or lowered by 1 perturn.
An alliance status of 0 means no alliance at all. Playersmay be neutral or at war. Players do not support each other and block troopsthat march into their territory.
At a status of 1 or higher two players are allied. Theymay move through the other’s provinces without being blocked. Attacks uponallied provinces are impossible. Should a movement end in the provinceof an ally, the entire movement is cancelled; exception: allied status5 (see below).
A status of 5 is a special case. At this level playersmay support their allies in battle, either in offence or defence. By movingtroops into a province where battle occurs between an ally and anotherplayer, the troops are put under control of the allied player. Note thatyou can not support an ally attacking another ally of you, but you mayhelp in defence against another allied player.
The movement points of a stack of units is that of thelowest member, e.g if you move 2 horsemen and 1 foot soldier in one movement,they only have 2 movement points. Units may move as long as they have apositive number of movement points left. Movement points are deducted forevery province entered by the troops, depending on terrain type. Movementmay be ended prior to reaching its intended destination if one of the followingoccurs:
a) An attempt to move into a sea area cancels this onemove.
b) The entering of a province causes the movement pointsgo to zero or below.
c) A move led into enemy occupied territory. Enemy troopsalways block movement (reduce movement points to 0) except for the circumstancethat the player moving the force has already troops in this province whichattack with at least a two-to-one superiority in numbers (see detailedexplanation below).
d) The move attempts to enter a province which is currentlyunder attack by another player, i.e. where a battle will occur after themovement phase between the defender and the invading player. Such a movewill not be executed.
e) An attempted move across the map boundaries will notbe executed.
f) Isolated units may not move at all.
Units which took part in a sea move may later take partin land moves. Units which moved by land earlier in the turn may notmove by sea later.
If a fleet ends its movement in a sea area that also containsan enemy naval force, a sea battle is fought immediately.
After battle, the winner’s losses for the transportedland units is computed. The ship losses expressed in percent are identicalto the percentile losses of transported units. These losses will then beapplied to the land units. Please note that through rounding losses maybecome higher or lower than the ship losses.
The land battle is, like the sea battle, divided intocombat rounds during which both sides resolve their hit rolls simultaneously.After each combat round either side may give up the fighting and may possiblywithdraw.
The hit rolls of each unit are resolved one after theother, in a predetermined order which is basically ruled by the order ofthe units as they are listed in the troop table. That is, bowmen go first,then foot soldiers, horsemen, castle and finally, general. In the samemanner it will be determined which unit on the opposing side is being attackedby a hit roll. Let us assume that percentile dice are rolled to determinethe hit chances (lower or same = hit). The following example shall depicthow a combat round is resolved.
Neither side has a tactical advantage, so no bonus isapplied for tactics (tactics are dicussed in the following chapter). Theterrain is plains, so there are no terrain modifiers. Side A attacks with2 horsemen and 1 general, side B is on the defensive and comprises of 1bowman and 1 castle. Side A’s first unit (which is the first of two horsemenunits) fights against the first unit of side B (the bowman). The chancesare 50% plus 10% general’s bonus. The dice are cast, showing a 74 - nohit. Now side A’s second unit (which is the second of the two horsemen)fights against the next unit of side B which was not hit, that isstill the bowman unit as it did not take a hit before. Side A now rollsa 4, which suffices for a horsemen unit to hit the bowman. Now the thirdunit of side A (the general) fights against the next unhit unit of sideB (the castle, as the bowman was already hit). The chances are now 50%+ 10% - 15% (for the castle’s "Armour") for a total of 45%. A 46 is rolled,so no hit was scored.
The same procedure is now applied for side B’s units.The first unit of side B (the bowman) fights against the first unit ofside A (the first horsemen unit). The chances are 45% (the bowman’s chancein the first combat round) - 15% (Armour of the horseman) = 30%. A 26 onthe dice indicate a hit. Then, side B’s second unit (the castle) fightsagainst the next unhit unit of Side A (which is the second horsemen unit).This last roll did not result in a hit. Both sides have now resolved theirhit rolls and losses are applied. Side A loses one horsemen and Side Bloses one bowman. These units were subject to hits during the combat round.
After each combat round both sides are checked for theirretreat conditions. The tactical orders of both the attacker and the defenderdetermine when a force will give up the fighting and try to retreat. Thereaftermorale points are awarded. Morale points are calculated from the differencebetween units lost by one player and units lost by the opponent. If youinflict higher losses on your opponent than you have on your side, yougain a positive number of morale points. Otherwise, your points will benegative or zero. Surrendering units do not count as losses. Morale pointsare accumulated during the game turn and victory points may be awardedto players with the most points.
| Tactic | Abbreviation |
| Frontal Assault | F |
| Pincer Attack | P |
| StandardAttack | T |
| Outflank | U |
| Counter Attack | C |
Please note:
The following table shows how a combination of attacker’sand defender’s tactics influence combat. The first number is the modifierto the attacker’s chances. The second, separated by a slash, is the modifierfor the defender.
| Def | F | P | T | U | C |
| Att | |||||
| F | +10/+10 | +10/+5 | 0/0 | 0/+10 | +5/+10 |
| P | +5/0 | 0/-5 | +10/0 | 0/-5 | 0/+10 |
| T | 0/-5 | 0/0 | -5/+5 | 0/-5 | 0/-5 |
| U | 0/-10 | -5/-5 | -5/-5 | -10/-10 | -10/0 |
| C | 0/0 | -5/+5 | 0/0 | -10/-5 | 0/-5 |
The decision to retreat or stay depends on the modifiers.A favourable modifier will tend the troops to fight more fiercely, evenagainst stronger numbers whereas lower modifiers may cause them lose theirhearts.
Note: tactical modifiers ar applied as final modifiersto the to-hit chances.
-10: Retreat will happen automatically after one combatround, no matter how the outcome of the fighting was (even if the enemywas completely eliminated).Defenders will try to retreat unless all attackersare eliminated or retreated from combat, too.
-5: Fighting will only continue if your own numbers exceedthose of the opposing force.
+/-0: Fighting will continue unless the enemy is strongerin numbers than the force itself.
+5: Retreat will only happen if the opponent’s strengthin numbers exceeds the double own numbers (more than two-to-one superiority).+10:Retreat is out of question: fight till death!
If the conditions for a side’s retreat orders are met,their forces will try to retreat. Attackers retreat into the province theycame from. If this province is no longer in control of the attacker dueto other battles fought there, the attacker surrenders to the defender(all units are removed from the game). Defenders try to retreat into aneighbouring province that the defending player controls. The provincemust not be currently under attack by an enemy. Under such a circumstance,the province does not qualify for retreat and another province must befound. If no neighbouring province qualifies for retreat, the defendersurrenders to the attacker and all defending units are removed from play.
If neither side opts to retreat, a new combat round isfought. If necessary, until one side is annihilated.
A raid is an attack against a province in an attempt topillage the province. This pillage will result in gold being stolen fromthe province and added to the central storage of the raiding player. Nocontrol over the province can be gained by the attacker even if the defendingunits are eliminated in the fight. After a successful raid, the raidersretreat back to where they came from.
In a raid, a battle occurs between the defenders of theprovince and the raiders. This battle is very similar to the land battleabove. To-hit chances are decreased by 10% for both raiders and defenders.The raiders will always retreat after the first round of combat. Each retreatingraiding unit steals up to three gold from the province’s local storage.The defenders, should some of them remain after the combat, stay in theprovince and keep control over it.
3.7 Morale Points
Morale points are the difference beetween units lost byhostile and by friendly forces. The higher the difference, the more moralepoints. Morale points are only used for determination of Victory Points.
After all orders have been executed and all battles havebeen fought, the production sequence is run by the computer program. Pleasenote that gold production is not computed during the production sequencebut, instead, in the beginning of each game turn (before movement and combat),the gold being stored temporarily in the producing province. From thislocation it can be stolen by enemy raids.
The production sequence includes the production of woodand food by provinces. Units will be supplied with the food that was producedin this turn. If there is not sufficient food supply to maintain all units,then surplus units are disbanded. The gold is collected from the localstorage into the central storage.
All food is considered to be in a central storage, providingall units on the map with food no matter where they are located. To determinewhich units are out of supply the program compares each province’s foodproduction rating to the number of units stationed in this province. Wherethe greatest difference between units and food production rating occurs,a unit will be disbanded first. Then the program seeks out the provincewith next greatest difference, and so forth until all surplus units areremoved from the map. It is also not possible to lose control of a provinceas a result of lack of supply.
Please note that generals, castles and ships need no foodsupplies whatsoever. They are always considered ‘in supply’.
Wood and gold are stored for the next game turn whileexcess food is lost at the end of the turn. Gold is used the next turnto levy units and construct castles. Wood is used for the constructionof ships. The food is always used for consumption in the currentturn. Storage figures for the basic game are 5 gold, 20 wood and 0 food.Advanced games may feature a change in storage capacity, even food storageis possible.
At the start of a new turn players may build new unitsfor the gold accumulated in the previous turn. Units may be bought fortheir gold value given in the troop table and may be placed anywhere onthe map regarding the following restrictions:
b) Units may never be placed into sea areas.
c) Ships may only be placed into coastal provinces. Itis possible to place multiple ships into one province and into provincesthat also received land units.
d) All units may only be placed into provinces under thecontrol of the player. No unit may be placed into neutral, enemy occupiedterritory or that of a friendly or allied tribe. As an optional rule, unitsmay only be placed in original (home) provinces. These are provinces whichthe tribe controlled at the start of the game.
e) No unit may be placed into an isolated province.
Gold and wood should be expended as completely as possible.After the unit placement phase all gold in excess of 5 points and all woodin excess of 5 is lost. The limit for excess materials may be altered bythe game master.
Orders are to be written on a piece of paper which isto be handed out to the game master, or sent via mail, fax or other means.The player is bound to keep his orders to a fixed format to ensure thecorrect typing-in of all his orders by the game master. If order formsare issued by your game master, please make use of them before you writeon a clear sheet. Players are advised to write all orders in capital lettersand as legible as possible.
The following notes apply to all orders:
1) Spaces separate statements from each other.
2) Expressions put in angular brackets may be repeatedseveral times.
3) Expressions put in curved brackets are optional. Theymay be omitted.
4) Order abbreviations are printed in capital letters.
Directions: N, S, E, W (for north, south, east, west,only the first letter is used!)
Tactics: F, P, T, U, C (for frontal, pincer, standard,outflank and counter attack).
Type: BOWMEN, FOOT, HORSEMEN, GENERAL, CASTLE, SHIP. Toease writing, the first two letters are sufficient to indicate the correcttype, that is BO, FO, HO, GE, CA, SH.
AT statement: Instead of stating the amount and type ofevery different unit, it is possible to abbreviate all troops in a provincewith AT. You can combine AT with any unit type specification (meaning alltroops except those explicitly specified). Ships are never included withAT and must always be specified. Because the AT statement can easily leadto emptying a province, it is not recommended for beginners.
X-C, Y-C: Co-ordinates; please give the co-ordinate numberhere (of the province or the location of your troops).
Amount: A numerical expression is expected here. If atype is stated, the amount of '1' may be omitted. However this abbreviationis only recommended to players alreadyacquainted with the order scheme.
The game knows the following orders
Description: Up to three units may be placed into threedifferent provinces. Gold or wood 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 andone castle will be built at 8/18.
Format: SEA X-C Y-C {AT} [Type Amount][Direction]
Description: Units starting at the location given by theco-ordinates will move by sea on the route given by a series of directions.
Example: SEA 12 7 BOWMEN 3 SHIP 3 W WS W S W W N
This order moves 3 bowmen embarked on 3 ships, startingat 12/7 to 7/8.
Format: RAID X-C Y-C {AT} [Type Amount][Direction]
Description: Conducts a raid against a province.
A raid will be made against the province 7/7 by the 3horsemen located in 7/8.
Format: LAND X-C Y-C {Tactic} {AT} [TypeAmount] [Direction]
Description: This order moves troops overland. If theplayer fails to state the tactics his forces will use in a possible battle,the tactics used by the province where the troops began their movementwill be used.
Example: LAND 8 18 T AT FOOT 1 E E
One Foot Soldier and all other (non-Foot Soldier) troopslocated in 8/18 will be moved two provinces to the east. Should a battleoccur over the destination province, the force will use a standard tactic,as stated by the ‘T’ expression.
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.
Orders the defending troops of the provinces 10/18 and11/18 to counterattack.
Description: This order is meant to allow players to givenames to their provinces or kings, respectively to themselves as they arethe ones who lead their tribe in the game.
Province 5/15 is now called "Barad Dur".
Example: NAME Erik the Red
The new king’s name is "Erik the Red". Please try to avoidnames that do not fit or might harm the atmosphere of the game. Note thatthe game master may cancel the order if he finds the name offending orotherwise unsuitable.
Description: This order alters the alliance status toanother player. Note that you may only raise or lower the status by one,e.g. from 0 to 1 but not from 0 to 5.
Sets the status to player 5 to 0.
Description: Cedes one province to an allied player. Thisorder may only be issued once per game turn. Note that you must have analliance status of 5 with player in question.
Description: Sends agents to scry out enemy provinces.Similar to the PLA order, up to three provinces may be given spied upon.
Example: ESP 10 15 11 15 11 16
Spies are sent to the provinces 10/15, 11/15 and 11/16.
Format: BUILD X-C Y-C
Description: Builds infrastructure, wells, canals, housesand walls in the stated province. The building will lead to a change inthe terrain type. These changes always lead to an increase in either goldor food production, or both. Because building is a time and resource consumingactivity, each BUILD order only has a chance to yield the desired changein terrain. Each BUILD order costs 12 gold.
Starts building in province 10/15.
5.11 Bombard
Format: BMB X-C Y-C Target-X-CTarget-Y-C
This order can only be used in an advanced game that featuresthe Artillery unit.
Description: Bombards an adjacent province with Artilleryunits located at this province. This order can only be executed by armiesnot having moved already (so be careful when moving troops into this province).Effects: Each Artillery piece consumes 1 gold representing fired-off ammunition.Each Artillery piece has a 10% chance of destroying each unit in the targetprovince. This order marks the army as having conducted a land movement(no LAND and BMB order possible in the same turn).
All artillery in 25/17 bombards the northern border province.
6. Game Phases
The actions of each player are resolved in a pre-determinedorder, the so-called phases. In the order phase, player orders will beexecuted, in some other phases the program is working all by itself. Inevery new game turn, the players will be ordered into a randomly determinedsequence. In the order phase the program picks orders to be executed accordingto the following scheme:
1) The first player’s first order.
2) The second player’s first order.
....
..) The last player’s first order.
....
..) The first player’s second order.
....and so forth.
Phase 1) Provinces produce gold and store them at theirown place.
Phase 2) Order phase.
Phase 3) Food will be collected from provinces. Unitswill be supplied with food. Unsupplied units are disbanded.
Phase 4) Gold is collected and wood is produced.
Phase 5) Victory points are awarded.
Phase 6) All information is printed out. The game turnis ended.
Note: Phases 3) to 5) are also referred to as productionsequence.
7. Scenarios,Set-up and Victory Conditions
· Upto 50 player tribes or non-player tribes.
· Differentcultures to choose for any tribe.
· Aworld up to 50 times 50 provinces large.
· Tendifferent terrain types and three city types.
· Victorypoint awards for meeting certain conditions.
· Differentstarting options such as additional gold or wood for the first game turn.
· Maximumnumber of generals per tribe.
· Thehome builds option. Units may only be built in home (original) provincesif this option is chosen.
· Excessmaterials limits. Gold and wood must be spent during the order phase tobuild new units. Unused (excess) materials are lost. The GM may raise orlower the excess materials limit to affect the losses, e.g. to save playersfrom the adverse effects of a missed turn.
· Forthe most troop units controlled by the player.
· Forthe most provinces controlled by the player.
· Forthe most morale points accumulated during this turn.
· Forthe most gold which has been collected during production.
The game master determines the game ending and victoryconditions. He may rule that the game ends on a specific game turn, orwhen a player reaches or supersedes a victory point limit installed bythe game master. Or he may govern that only one of these two conditionsmust be met for the game to end. Possible vitory conditions are: The playerwith the highest victory point score wins; The player with the highestgold production at game end wins.
The head report states general game information such asgame number, turn number, processing date, deadline for the next turn etc.
A remark has to me made to the alliance table. The playerfinds his own tribe by counting down the rows of the table. This row containsthe status to the other players. Cross-reference it with the top row ofplayer numbers to find the player for which you seek the status. Example:You are player #3 and seek your status to player 10. You take the 3rdrow and count 10 numbers to the right to find the status that you haveto this player. Note: you may also swap the player numbers. Why? Becauseat the end of the turn the status of two players is set to the lower ofthe two numbers.
The general tribe report table reveals all important datawhich is not contained on the map. The following abbreviations list isgiven to cancel out all possible misunderstandings.
Wood: Available wood for the construction of ships.
Ship: Total number of Ship units.
Hors: Total number of Horsemen units.
Bowm: Total number of Viking units.
Foot: Total number of Foot units.
Cast: Total number of Castles.
Gene: Total number of Generals.
Trp.: The sum of all land units.
Food: The food production capacity of all controlled provinces.
Prov: Total number of all controlled provinces.
The map contains and depicts all provinces, their terrainand their owning tribes. It further shows all land and ship units thatare in play. Home provinces are denoted in capital letters. The amountof units is given as a numeric value followed by a letter determining thetype of unit (e.g. S for Ship). Kings and Castles are only indicated bytheir letter as there can not be multiple of such units in any province.Lower case characters inform of the tactical order of the province. Usinglower case was necessary to prevent confusion with the troop type letters.Please refer to chapters 5. (Orders) and 2.1 (Troops) for a list of keyletters.
All battle reports are printed in narrative style so thatfurther explanation on this topic should not be necessary.
8.5Error Messages and Warnings
All errors that occurred during order processing are printedout on the error report. The program may also give warnings if the playertried something unusual or the action tried runs a high risk of leadingto mistakes, or to explain further why an order could not be executed successfully.
An error message is initiated with a *, followed by theplayer number and the offending line in the order sheet or file. An errorindicated that the order has failed completely, or partially in case ofa multi-order (e. g. PLACE can be a triple order, each placement can fail)
A warning is showed by encasing the player number andoffending order line in brackets. A warning indicates that an order hasprobably been conducted in a fasjhion other that desired by the player(e. g. an attempt to move 3 Bowmen out of a province that only contains2 Bowmen will lead to a warning and the movement of those 2 Bowmen).
Tables
Troop table
| Units | Symbol | To Hit | Armour | Movement | Costs |
| Bowmen | B | 45 | 2 | 6 Gold | |
| Foot Soldiers | F | 35 | 2 | 6 Gold | |
| Horsemen | H | 50 | 15 | 3 | 12 Gold |
| Castle | C | 45 | 15 | 0 | 12 Gold |
| General | G | 50 | 15 | 3 | - |
| Ship | S | 66 | 10 | 10 Wood |
Province Table
| Terrain | Food | Gold | Wood | Mov.Pts | To Hit* |
| Cultivated | 3 | 3 | 0 | 1 | |
| Plains | 2 | 2 | 0 | 1 | |
| Grassland | 2 | 1 | 0 | 1 | |
| Desert | 0 | 0 | 0 | 1 | |
| Steppes | 1 | 0 | 0 | 1 | |
| Forest | 1 | 0 | 3 | 2 | 25 |
| Hills | 2 | 1 | 1 | 2 | 20 |
| Mountains | 1 | 0 | 0 | 3 | 15 |
| Marsh | 2 | 1 | 1 | 2 | 25 |
| Swamps | 1 | 0 | 0 | 3 | 20 |
| Town | 3 | 10 | 0 | 1 | 20 |
| City | 4 | 15 | 0 | 1 | 20 |
| Metropolis | 5 | 20 | 0 | 1 | 20 |
Tactic Table
| Tactic | Abbreviation |
| Frontal Assault | F |
| Pincer Attack | P |
| StandardAttack | T |
| Outflank | U |
| Counter Attack | C |
| Def | F | P | T | U | C |
| Att | |||||
| F | +10/+10 | +10/+5 | 0/0 | 0/+10 | +5/+10 |
| P | +5/0 | 0/-5 | +10/0 | 0/-5 | 0/+10 |
| T | 0/-5 | 0/0 | -5/+5 | 0/-5 | 0/-5 |
| U | 0/-10 | -5/-5 | -5/-5 | -10/-10 | -10/0 |
| C | 0/0 | -5/+5 | 0/0 | -10/-5 | 0/-5 |
Build Table
| Terrain | Chance | Transforminto |
| Cultivated | 15 | Town |
| Plains | 30 | Cultivated |
| Grassland | 75 | Plains |
| Desert | 75 | Steppes |
| Steppes | 15 | Grasland |
| Forest | 75 | Grasland |
| Hills | 15 | Grasland |
| Mountains | 50 | Hills |
| Marsh | 15 | Grasland |
| Swamps | 50 | Marsh |
| Town | 20 | City |
| City | 20 | Metropolis |
| Metropolis | 10 | Desert |