INTRODUCTION
Introduction
Setting
Player Interaction and Diplomacy
ELEMENTS
OF PLAY
Elements of Play
Troops
Characters
Provinces
GENERAL
RULES
Game Actions
Imperial Goals
Victory Conditions
Peace Years
National Integrity
Non-Player Kingdoms
Economics
The Royal Treasury
Trade Routes
Income
Expenses
Troop Maintenance Costs
Budgeting
Errata
WARFARE
Armies
Provincial Armies
Imperial Armies
Navies
Battle Types
Strategems
Terrain
Battle Lines
Characters in Defense of Provinces
Province Defense
Raids
Invasions
Sequence of Battle
Simulated Reality
THE
COMMAND SHEET
Sample Command Sheet
E-Mailing Your Command Sheet
The Command Sheet
Command Orders
Rulership
Heroism
Intrigue
Diplomatic Missions
Spell Casting
Personal Combat Magic
General Assignments and Movement
Commands
DECLARATION
ORDERS
Rulership
General Assignments and Movement
Diplomacy
Transfers of Wealth
War Preparations
Strategic Magic
WAR
ORDERS
Province Defense Orders
Raid Orders
Invasion Orders
Battle Orders
Battle Magic
EXAMPLE
ORDERS
Example Battle Intelligence Summary
Example Battle Orders Sheet
An Invasion Sequence Illustration
Ending the Game
CHARTS
Troops/Terrain
Terrain Types and Abbreviations
Spell Limitations Chart
Troop Type Abbreviations
Battle Configurations
The Kingdoms of Hyboria
Order Codes
Conan Connections
Credits
Introduction
Hyborian
War is a game of imperial conquest in the age of Conan. You will
wield
the power of command over the destiny of the kingdom you have
chosen,
charting a course of battle, intrigue and diplomacy over the
centuries
of the Age. Virtually every tool of statecraft is at your disposal.
These rules will give you an idea of the many options available. How
you use them--even how many of them you use--is up to you.
For greater enjoyment and comprehension of Hyborian War, it is
suggested you first imagine all of the things you would like to do
in
this game--aggressive and cautious alike--then refer to the rules to
learn the best way of accomplishing those goals.
Setting
Each
Hyborian War game represents in essence an "alternate history" of
the
Hyborian Age. In each game the history of the world will be
different--the events which make up history will be decided by the
actions of the players. As the game begins, Conan the Barbarian is
but
a youth. As the game progresses, the legend of the warrior grows.
The
conditions of the Hyborian Age as described by author Robert E.
Howard
in his Conan novels have been re- created in exacting detail to
provide
the stage setting from which play begins. The overall design of the
game adheres closely to the world created by Robert E. Howard and
and
other authors. (Players unfamilar with the Conan novels are
encouraged
to read them for valuable insight into the game as well as sheer
enjoyment. Even players conversant with the Hyborian World might
well
wish to bone up before battle begins--you can't know too much about
Conan and his adventures.)
Conan exists in Hyborian War as a wandering hero unmatched in
strength
and power. He is certainly not one to be trifled with. Many times
Conan
will travel through one kingdom or another, keeping an eye out for
an
adventure worthy of his vast abilities. If he shows up at your
court,
thank the gods and assign him to a task you might give to any other
of
your characters. Accordingly, expect great things--but remember that
Conan is no tame courtier. He never remains in one small portion of
the
Hyborian world or in the service of a single king for very long. As
each alternate history of the Hyborian world is "written" during
play,
you may see other characters from various Conan novels appear. Which
of
them will cross your path (they may even be your own characters)
depends upon the circumstances created by each history. Hyborian War
is
played in turns run approximately every 16 days. You will have one
week
in which to plot your strategies. There are two types of turns:
peace
years and war seasons. Approximately one turn in seven is a peace
years
turn. Such turns represent a span of time between 2 and 30 game
years
(average 22) where a state of relative peace exists in the Hyborian
world. Peace years are a time of economic recovery during which
major
battles are virtually nonexistent, although raiding can and does
occur.
Diplomacy and political intrigue play an important role during these
periods as the various kingdoms lay plans for future conquests.
Most turns in the game will be war season turns -- roughly 6 of
every
7. However, the number of war seasons between peace years is
variable.
A single war season represents a 3-month season in Hyboria (e.g.
winter, spring, summer, or fall). Activity is virtually unlimited.
Major invasions, raids, intrigue, diplomacy and all but a few arcane
magic spells will come into full play during a war season.
Whether you're in peace years or a war season, each turn will follow
the same format. Your setup package contains your first Kingdom
Report,
sent to you by way of your councillors, the Chancellor and
Adjutant-General. The Chancellor is responsible for informing you of
the state of your kingdom at large; the Adjutant-General's duties
are
to relay information on the condition and progress of your military
affairs. Using the Game Rules, Kingdom Report and a good dose of
imperial imagination, you will fill out a command sheet, issuing
your
first commands and declarations. After each turn is run, you will
receive an updated Kingdom Report detailing the results of your
actions
and the current status of your kingdom. Use this intelligence to
make
further decisions. It is a good idea to keep these reports with your
rulebook, as you should refer often to the Rules and the original
Kingdom Report as the game progresses.
The Kingdom Report contains the initial report from your Chancellor.
It
summarizes the history of your kingdom to the present and explains
your
imperial goals; provides you with troop descriptions and divulges
the
status of your armies; describes the characters in your kingdom (key
individuals of extraordinary skill and talent); evaluates the
provinces
under your control, your current political and economic standings;
emphasizes the unique victory conditions for your kingdom, and
passes
on a few hints concerning development of your own strategy.
The role of the player in the game is that of an "immortal power
behind
the scenes." The player is a personality which alternately inhabits
various members of a ruling dynasty--those who wield the true power
of
Hyboria over the passage of centuries. Monarchs may live and die.
Thou,
however, art ageless and eternal, a spirit of war, determined to mix
thy passions with those of the age until the cup of glory hath been
drunk to the lees. In summary, Hyborian War allows you a wide range
of
specific commands and declarations. RSI's staff and computer systems
act as your ministers and accountants, keeping track of facts and
figures for you, allowing you to execute complex missions with
simple
commands. (You will wage war without being responsible for counting
arrows.) Use the best of your common sense and intuition, learn from
your experiences, and guard your back always!
Player Interaction And Diplomacy
In
many games (especially PBM games), a lot of diplomacy between
players
is required, to meet the game's objectives successfully. Typically,
this player- to-player diplomacy is carried on by mail and telephone
in
between game turns: alliances brewing, plots hatching, plans for
mutual
co-operation agreed to (and later broken) etc. While all this can be
a
great deal of fun, it is not what all players are looking for in a
game. A player who does not wish to get involved in player diplomacy
may be at a disadvantage in games of this type. Hyborian War is
designed with all essential diplomatic functions built into the
game.
If you do not wish to, there is absolutely no reason why you should
ever have to personally contact another player in your game. Your
characters can do your diplomacy for you, and you'll never have to
set
pen to paper. Not to exclude those players who do enjoy meeting new
friends and worthy opponents by playing games of this type (who was
it
that said a good enemy is worth as much as a good friend?), we have
provided an avenue whereby you can make contact with other players
in
your game, who also enjoy player interaction.
For all Hyborian War games we have the following policy regarding
player interaction and diplomacy: Each turn of the game you may
request
the name and address of up to two players in your game. You make
this
request by filling in the name of the kingdom(s) whose player/rulers
you would like to contact in the space provided on the bottom of
your
command sheet. On your first turn's command sheet, You will also see
a
box labeled PRIVACY. If you do not wish to interact with other
players
in your game, you may check the Privacy Option box and no requests
for
your address from other players in the game will be processed.
Diplomacy, however, is a two-way street. Those players requesting
the
Privacy option may not themselves request other addresses. Reality
Simulations, Inc. will not forward diplomatic messages from one
player
to another. If you desire diplomacy outside the structure of the
game,
that will be your own responsibility. Example:
__
ADDRESS REQUESTS 1) KHAU
2) AQUI |__| PRIVACY OPTION
Elements of Play
There are three main elements of
play in Hyborian War: troops,
characters, and provinces. Your armies will consist of combinations of
various types of troops led by certain characters as they occupy
provinces. Troops are army or naval units consisting of three to five
thousand warriors. Characters are unique individuals who may lead
armies or perform missions of great consequence to your kingdom by
means of heroism, intrigue, diplomacy, and magic. Provinces are areas
in the Hyborian World capable of providing economic resources and
troops. Your kingdom starts with a given number of provinces. Much of
your effort will be directed to gaining control over additional
provinces. Your kingdom enters the Hyborian Age with particular
strengths and weaknesses, derived from the nature of the troops,
characters, and provinces you open play with. Your challenge will be
to
make the most of your strengths, while discovering and exploiting the
weaknesses of your opponents.
Troops
Much of your kingdom's power
resides in the might of your military
forces. Troops are organized into four categories: Imperial armies,
provincial armies, imperial navies, and seazone navies. (Seapower is
relatively underdeveloped in most kingdoms of Hyboria, therefore
seazones are included in the term provinces.)
Provincial armies (including seazone navies) are the most limited
military forces. They may not move outside the areas to which they are
assigned or invade neighboring areas. However, provincial armies may
carry out raids and can be conscripted into the service of an imperial
army that is engaged in an invasion.
Imperial armies are under the direct control of the central government
at the capital--these are the least limited and most powerful of your
military forces. Imperial armies must always be on either defensive or
active status. Defensive imperial armies may not move, raid, or
invade.
However, they can respond quickly to enemy attacks over a broad range
of territory. Active imperial armies may move freely within friendly
areas as well as raid or invade foreign provinces. Active imperial
armies do not automatically respond to attacks which occur anywhere
other than their immediate location. There are literally hundreds of
troop types. Each kingdom possesses its own unique units. There are a
number of classifications that are used to define them. The broadest
and most obvious distinction is made between land and naval forces.
Land troops may not engage in conflict in seazones, and only naval
troops may raid or invade seazones. Coastland provinces (those
bordering a seazone) are accessible to both types of units. Land
troops
may not move through seazones. Naval units may only move through
seazones or coastland provinces.
Troops are further broken down into a number of more distinct
classifications, ranging from the mundane to the exotic. For example,
there are light, medium, and heavy units of infantry and cavalry;
archers, both on foot and horseback; mammoths; war chariots; pikemen;
Undead infantry; riders mounted on winged reptiles, and several
classes
of naval troop units. For a complete listing of troop classifications,
see Troop Categories.
Each class of troop has special advantages and disadvantages,
depending
upon a number of variables. These include the abilities of the troops
themselves, the identity of the enemy, the given terrain, a specific
combat situation, and others. These conditions are designed to
accurately reflect the nature of ancient warfare and imbue the game
with almost limitless strategic possibilities. For example, heavy
armor
offers more protection at a cost of reduced mobility.
Each troop type is rated in four different areas according to their
competence. These are: MISSILE ABILITY, MELEE ABILITY, MORALE, and
MOVEMENT ABILITY. Missile ability is a troop's relative strength using
weapons such as bow and arrow, throwing spears, and other armaments.
Melee ability is a rating of the troop's strength in hand to hand
combat. Morale is a measure of a troop's overall discipline,
self-confidence, and ability to continue fighting in the face of
adversity. Movement is a measure of a troop's ability to travel
distances as well as its maneuverability. The first three of these
abilities are ranked on the following scale: NONE, POOR, ADEQUATE,
GOOD, EXCELLENT and SUPERIOR (this is the "STANDARD RATING SCALE" used
frequently throughout the game). Movement is given a numeric value
between 2 and 12 which represents both the distance in provinces that
a
given troop can move as well as its relative maneuverability in
combat.
Characters
In all times and places of
Hyborian history there arose great men and
women who stood out from among the common mass of humanity by virtue
of
exceptional capabilities and/or knowledge. These people are
represented
in the game as characters. Characters will perform tasks that you
assign them and carry out orders to the best of their ability. There
are six types of characters: Nobles, generals, heroes, priests,
wizards, and agents. While a wizard may use magic very well, it by no
means keeps him from possessing other qualities that would make him
well-suited to command an army. This is determined by each character's
rating (using the Standard Rating Scale) in each of seven ability
categories. Some ratings are critical for some character types, but
each character has a rating in every category.
Personal Combat - Specifically, prowess in personal combat of
characters versus a wide range of opponents. They could be other
characters, monsters, or just some guards that stand in the way of
some
goal. Combat is a primary ability for heroes.
Diplomacy - The ability to engage in negotiations, whether subtle or
overt. Priests, and the nobility, by virtue of culture and education,
will be more likely to possess this ability.
Rulership - The ability to govern, and administrate provinces and
their
local populations. Primary ability for nobles.
Military Command - Military command is the ability to lead in large
scale combat situations. This includes a grasp of strategy, and the
ability to carry out successful troop maneuvers. Generals require a
mastery of military command.
Heroism - The courage and ability to inspire and rally troops and
improve their melee ability. Heroism is important for not only heroes,
but generals and all front-line battle commanders.
Intrigue - A very important ability for anyone dealing in the subtler
side of international relations; this includes such things as spying,
theft and assassinations. Intrigue is a primary ability for agents.
Magic - Whether by means of divine grace or through delving into the
arcane arts of sorcery, the ability to use magic is primary for--but
not limited to-- wizards. Priests use magic equally in conjunction
with
diplomacy. Other characters may occasionally come to possess magical
abilities through either knowledge of spells or magical artifacts.
In addition to a rating in each of the above abilities, each character
is given a name, a game ID number, province of birth, gender, and age.
Characters with magical ability will have a list of spells and magical
artifacts they may utilize. Since play will span the course of
centuries, characters will age, die of natural causes or be slain,
replaced by new generations. While succeeding generations will not be
exact copies of those who came and went before them, they will
generally be able to fulfill the tasks you assign them. A nation of
warriors will tend to raise youths who glory in war; a nation that
relies on other abilities for its survival will instruct its youths
accordingly.
Characters are lost and gained independently from one another. New
characters are gained based solely upon the passage of game time. A
kingdom which begins the game with 6 characters may, during the course
of the game be reduced to having as few as two characters (you will
always have a Chancellor and an Adjutant-General). There is no limit
to
the number of characters a kingdom may increase to.
While the time scale of the game spans centuries, the lives of
individual characters are relatively short. Characters do not increase
or decrease in ability from their original starting values. There is
only one exception. Those characters who undertake to go on an
adventure may during the course of their adventure increase in ability
in one or more areas. Note, however, that adventure is highly
dangerous
for characters lacking in ability.
It is a good idea to keep in mind that the outcome of any character
mission will depend in part upon a character's abilities. Every
mission
will benefit by high ratings in at least one primary ability and one
secondary ability. Most missions are also influenced by a third or
fourth character ability. For example, If a character is sent on a
military spying mission, the success of the mission will depend most
heavily on the character's Intrigue, but any military command ability
that the character has will also be useful. If the character were to
become involved in combat, personal combat ability would be in demand.
Just one more example of this consideration. A character sent to
assassinate a wizard would need primarily intrigue, but would also
benefit from any magical ability. The rule to follow when assigning
any
character to an action is to ask first, "What abilities might this
mission demand of my character?" The obvious second question is, "Does
the character I am assigning to the mission have the necessary
abilities?" Dangerous missions should be reserved for characters with
Excellent or higher ability. Characters with Good ability should
usually be given assignments that do not automatically place the
character in a life threatening situation. For example, Good
characters
should be used to perform world spying, cast spells (if have magic
ability), avoid diplomatic influence, actively rule etc. Characters
who
have even just a small amount of heroism and/or military command can
prove useful in battles.
There are two special characters in your kingdom: the Chancellor and
the Adjutant-General. The abilities of these two characters are
intentionally NOT listed in your original kingdom reports. While these
characters are responsible for reporting to you their judgments as to
the abilities of the rest of your characters, they do not report their
own abilities. The Chancellor and Adjutant-General may be commanded
upon various assignments just as you may command any of your other
characters. It is quite possible to find out exactly what the
abilities
of these two characters are. However, we leave it to you devious and
clever rulers of Hyboria to determine the best method of going about
this. All kingdoms will always have a Chancellor and Adjutant-General
at all times. If either of these characters ever dies they are
automatically replaced with a new character. If either of these two
characters is ever captured, they are automatically ransomed for the
minimum amount of wealth. Thus at a minimum, a kingdom will have two
characters, the Chancellor, who always doubles as the provincial ruler
of the capital province and the Adjutant-General who will become the
monarch if no other characters exist to fill that position. The
Adjutant-General may be assigned as a provincial ruler in keeping with
the normal rules governing the assignment of provincial rulers. The
Chancellor may never be assigned to be the monarch.
Provinces
Each kingdom starts the game
with a certain number of provinces. To
gain more provinces you must conquer them. Your armies may not pass
through any province which you do not control, except in the case of
those controlled by formal allies. Each province in your empire will
fund your royal treasury through tax revenues based on the
productivity
of that province. Additional harvest revenue is collected in the fall
of each warseason and during peace years. Province productivity varies
based on a number of factors, which we leave to you to discover. Peace
years turns are longer and more productive, providing more revenue.
The
productivity of a province over a given time is summarized on the
Standard Rating Scale and reported to you with each Kingdom Report.
In addition to providing wealth, home provinces also levy troops for
their provincial armies. The type and number of troops levied varies
with each province. The number of troops is influenced by factors
which
we leave to your wisdom to discover and use to your benefit. Seazones
that you control will bring in varying degrees of wealth, but do not
provide troops. Newly conquered provinces do not levy troops for the
kingdom which captures them. Levies only come from a kingdom's
original
provinces. However, conquered provinces are taxed at a higher rate to
make up for their lack of levies. The only way for a kingdom to gain
troop types in addition to those listed in the initial Kingdom Report
is to become an imperial power, i.e achieve its imperial goals.
Imperial status simulates the gain of new troop types as a result of
conquest and expansion. Remember that the benefits gained from
imperial
status are lost as quickly as they are gained. If any of the
conditions
required for having imperial status are lost, imperial troops are
immediately eliminated from play.
Game Actions
There are six main areas of
action in which each kingdom may strive to
attain its imperial ambition. These areas are Diplomacy, Rulership,
Warfare, Heroics, Intrigue, and Magic. All actions which can be
performed in these areas are carried out at your command by the
characters and forces under your control. You can order them to
attempt
a great many things within these general areas, ranging from overt and
fairly harmless actions such as peace treaty negotiations with a
neighboring kingdom to very underhanded and malicious actions such as
attempting to assassinate another kingdom's most important wizard.
Because of the great number of the actions that you may attempt, each
is discussed separately. You will also be given an example of the
specific order you will use to command any of your resources to
perform
a given action.
Diplomacy - Diplomatic character actions focus on the relationship
between different kingdoms. A primary example of a diplomatic action
would be to order one of your characters to attempt to break up a
formal alliance between two kingdoms who might possibly be planning to
attack you. Much of what can be done in real world politics can be
accomplished through a diplomatic character action.
Rulership - With this type of character action you will attempt to
improve your kingdom by focusing internally on the good of your
subjects and your provinces. A primary example would be to order one
of
your characters to do nothing other than actively rule one of your
provinces, looking after the productivity of that province and the
well-being of its people.
Warfare - In warfare, you will spend most of your time dealing with
your armies. You will command them to see to the defense of your
provinces, conduct raids, and carry out invasions.
Heroics - Heroic actions are the stuff of which the Conan Legend is
made. The primary example of Heroics is a character who sets off to
seek adventure in the Hyborian World. An adventuring character can
become embroiled in almost any kind of situation, be it robbing a
temple or fighting a sea monster.
Intrigue - Intrigue actions are those intended to subtly act against a
foreign kingdom (quite possibly without them ever knowing your kingdom
did anything). An example of an Intrigue action is to send one of your
characters out to spread rumors and lies in a foreign province about
their ruler in order to create political unrest and potential
rebellion
against the kingdom which controls the province.
Magic - There are twenty-seven spells of magic available to the users
of arcane power in the Hyborian World. Characters with Magic Ability
of
at least POOR will have one or more spells which they are able to use.
There are spells which affect every action in Hyborian War: Combat
Magic, Strategic Magic, Battle Magic, province Magic, Life Magic,
Information Magic, Diplomacy Magic, and Anti-Magic.
Imperial Goals
Every player kingdom in the game
has a set of imperial goals. The goal
is to capture two or three specific provinces and have a clear line of
movement between the provinces and their home kingdom. If a kingdom
achieves its imperial goals, that kingdom's military power is
significantly enhanced. Imperial goals are not victory conditions. You
do not win the game if you achieve them. Achievement of your imperial
goals simply benchmarks your passage from a kingdom to a true empire
(let the rest of the world beware!) and provides you with a reward for
your progress. Once you have attained your imperial goals you must
protect your interests. Loss of even one condition will cause your
kingdom to revert to its old status. The specific imperial goals for
your kingdom are listed in your Kingdom Report.
Victory Goals
Each kingdom has unique victory
conditions. These conditions are listed
in your Kingdom Report. Each turn you will receive a rating as to your
relative progress towords victory. The player with the highest rating
on the last turn of the game is the winner. Remember, the game is a
long one; your rating is based on what you are expected to achieve by
the last turn, so you will probably spend a lot of turns with only
average ratings. Do what you feel is right for your kingdom first.
You'll have plenty of time to work on your rating later on.
The winner of the game is not necessarily the kingdom with the largest
empire and may in fact be a kingdom which is quite small. The winner
will be the player who has done the best over the course of the game
with the initial resources placed at his disposal.
Peace Years
Your characters may be commanded
with any of the orders listed in the
rules during both peace years and war seasons with the following
exception. The spells "Prophecy" and "Longlife" may only be cast
during
a peace years turn. The effects of various actions may be dramatically
increased during peace years, due to the difference in time scale for
the two types of turns. For example, a "Bless" spell cast during peace
years may have a much greater effect than one cast during war seasons.
On a peace years turn all invasion preparations are automatically
brought to a halt by the computer. This means that all existing
intents
to invade are scrapped, although they may immediately be re-declared
during the peace years turn since the turn following will again be a
war season. On a peace years turn all forces engaging in strategic
movement or about to engage in set-piece battle are returned to
friendly provinces.
Remember that all existing peace treaties with other kingdoms are
nullified when the peace years begin. Each kingdom's ability to avoid
the diplomatic influence of all other kingdoms returns to its original
starting value on a peace years turn. The combination of these two
factors generally make peace years turns a time of great diplomatic
activity as each kingdom seeks to negotiate new peace treaties or
conversely, build up diplomatic immunity against the kingdoms they are
planning to invade.
National Integrity
While there are only 36 player
kingdoms in the game of Hyborian War,
the world of Hyboria is divided into a total of 87 areas. Of these, 70
have national integrity, which means the area in question is in some
way cohesive and bound together by a feeling of unity between the
populations inhabiting those areas. A simple example of this is that
the province of Tarantia (#1) has national integrity for the kingdom
of
Aquilonia. Areas which are unified by a feeling of national integrity
can be considered kingdoms; thus, in addition to the 36 player
kingdoms
in the game, there are 34 non-player kingdoms which are controlled by
the game computer. A group of 17 areas which have no national
integrity
are called non-unified areas and complete the total (See The Kingdoms
of Hyboria chart).
The importance of national integrity comes into play with the subject
of GOVERNMENTS IN EXILE and REBELLION. Provinces and seazones which
you
conquer may rebel against your rule and raise rebel armies against
you.
In general rebellions occur throughout a region unified by national
integrity. If all of a kingdom's provinces have been conquered, that
kingdom is considered to be a government in exile. Only the computer
can run an exiled kingdom. A government in exile will always have one
army of militia and rebels, along with any remaining characters. It
will attempt to established a new home province in either 1) any
province which that kingdom has controlled at any point in the game
for
at least one turn, or 2) any province controlled by a formal ally.
If at any time the forces of a government in exile manage to reconquer
one of their original provinces, there is a good chance that a general
uprising will occur across the entire area of national integrity
originally owned by that kingdom, in favor of the exiled government.
While rebel troops are not the best in the world (mostly peasants)
they
are fanatically loyal.
Non-Player Kingdoms
Non-player kingdoms are in every
respect exactly like player kingdoms,
they have characters, they have armies, they may order their
characters
to do various missions, their armies to raid and invade, etc. It is
possible for a player kingdom to begin the game as the formal ally of
a
non-player kingdom. For the most part non-player kingdoms are weaker
than player kingdoms. Certainly they are not as smart as player
kingdoms. It is a good idea not to devote too much of your kingdom's
energy towards dealing with non-player kingdoms. Worry about player
kingdoms first!
Economics
There are two sections which
appear in your kingdom report beginning on
turn two which are intended to be your primary guides to wise
economics. The first of these sections is the revenue and expense
breakdown listed under "Affairs of State" in your kingdom report. This
listing expresses all expenditures as a percentage of the total wealth
spent as well as all Revenues as a percentage of total revenue. Use
this section to balance your spending by examining the revenues and
expenses of each turn in relation to the overall condition of your
treasury as reported in the "Royal Treasury" section of your kingdom
report.
Most headings in the revenue and expense breakdown should be self
explanatory. However, two expense headings deserve a special mention.
Basic troop maintenance cost denotes the basic (unalterable minimum)
cost to maintain all troops in your kingdom. Encampment cost per
province denotes the extra amount of wealth spent on troop maintenance
(above and beyond the basic cost) for quartering large numbers of
troops in the same province. Encampment cost rises dramatically as
more
troops are stationed within a particular province.
Example of play - Kingdom X discovers that after a very short peace
years turn (only 2 years of game time) and much military expenditure,
the level of the royal treasury was reduced from a Superior rating to
Excellent. Kingdom X is satisfied that at present expenditures it can
survive 4 war seasons without significant hardship. However, noticing
that 90% of all expenses were for troop maintenance and that two large
armies are located in the same province, Kingdom X decides to move one
army out of the province by invading a neighboring province. Kingdom X
believes that by dispersing its troops it should reduce troop
maintenance costs significantly and therefore provide for the treasury
to last even longer than 4 war seasons. Calculations of this kind are
generally made Peace Years to Peace Years since at the next peace
years
the treasury should be replenished. Kingdom X's next kingdom report
will give it an even better idea of how its economic plans are
proceeding through further examination of the troop maintenance
percentage and treasury level.
The Royal Treasury
Each turn you will receive a
summary of the balance in your royal
treasury. Wealth produced in provinces under your control as well as
wealth obtained by other means, such as raiding and trade will
automatically be added to your balance each turn. Likewise, all
expenses incurred while maintaining armies and commanding various
actions will automatically be subtracted. The assets in your treasury
are rated according to the Standard Scale. This rating is defined by
comparison to the average wealth for a kingdom of similar size.
* SUPERIOR - contains more than 160% of
the amount of wealth average for your kingdom's size.
* EXCELLENT - wealth equalling between
121% and 160% of the average.
* GOOD - wealth between 81% and 120% of
the kingdom's average.
* ADEQUATE - wealth between 41% and 80%
of the average.
* POOR - wealth between 1% and 40% of
the treasury's average capacity.
* NONE - no wealth; potential for being
in debt.
As an aid to rulers in overseeing the economic destiny of their
kingdoms we have added two economic breakdown graphs to the "Affairs
of
State" section of each Kingdom Report. The first graph displays the
current treasury level as of the end of the current turn versus the
treasury level as of the end of the previous turn. This graph is to
give players a handle on the proportional change of their treasury
over
the course of the most recent turn. The second graph displays the
revenues versus expenses of your kingdom over the course of the
previous turn. This graph, in combination with the itemized listings
of
revenues and expenses below the display, is intended to provide
players
with an accounting for the proportional change in their treasury as
displayed by the treasury graph. The treasury graph and the revenue
vs.
expense graph are displayed in different units from one another, so a
small drop in treasury will show up as a large column of expenses.
When interpreting these graphs it is important to keep in mind that
during war seasons your kingdom expenses will always be much greater
than your revenues. Provinces provide no revenue except tax during
winter, summer, and spring war seasons. During fall war seasons each
province also provides the kingdom with a harvest. Even during fall
war
seasons, however, kingdom expenses will usually far outstrip revenues.
Peace Years are the real time of treasury replenishment.
Trade Routes
A network of trade routes
criss-crosses Hyboria, carrying an enormous
stream of wealth to and from the four corners of the world. Trade
routes are not shown on the Hyborian War wallmap. However, their
pattern may be gleaned from readings of the Conan novels, spying, and
from other information in your kingdom reports. Trade routes pass
through seazones as well as land provinces. It is not possible to
either create or abolish trade routes, and they remain unchanged
throughout the entire course of the game.
Trade routes are a major source of income and therefore contention
between kingdoms of the Hyborian Age. Each trade route which is
established with your kingdom will automatically bring in trade
revenues so long as the trade route is not successfully raided in the
province where it originates. Additional income is gained from tariffs
upon trade routes running through provinces under a kingdom's direct
control. Tariff revenues from a province are revenues in addition to
the wealth which a province normally produces and therefore enhance
the
overall value of controlling provinces which are centers of trade i.e.
have trade routes passing through them. For example, the province of
Zamboula, while not a rich province in terms of wealth production,
normally provides income equal to two or three excellent provinces
simply because it has so many trade routes passing directly through
it.
Invasion, conquest, and battle have no effect upon the flow of wealth
through trade routes. Only raids specifically directed upon trade
routes have any effect upon the wealth they provide as income both to
the kingdom controlling the province which the trade route passes
through and the kingdom to which the trade route carries wealth.
Income
Your kingdom may receive a
small income each turn from any or all of
the following (depending on your actions and their success):
1. Each troop successfully raiding a foreign
province.
2. Wealth brought back by adventuring heroes.
3. Tariffs on foreign trade routes that run
through provinces under your control.
Your kingdom may receive a large portion of income from:
1. Tax revenue from each province under your
control.
2. Trade revenue from routes established with
kingdoms abroad.
Expenses
Your kingdom will spend most of
its wealth on the following:
1. War preparations.
2. Raising new troops beyond those levied by your
provinces.
3. Maintaining armies in the field.
Outside the categories of income and expense lie the subject of
diplomatic payments. These are: tributes, ransoms, and gifts. All
diplomatic payments are direct transfers of wealth from one kingdom to
another. Some kingdoms will, as a matter of survival expend a
substantial amount of their wealth through diplomatic payments to
other
kingdoms. Others may gain much of their wealth from these payments.
Each kingdom will have to evaluate what impact diplomatic payments
(paying and receiving) will have on its economic situation.
Troop Maintenance Costs
The cost of maintaining troops
within a given province is based upon
the total number of troops, both provincial and imperial, located
within that province. The cost of maintaining provincial armies is NOT
calculated separately from the cost of maintaining imperial armies.
The
presence of foreign troops within one of your kingdom's controlled
provinces will also drive up troop maintenance costs, although not as
much as if they were your troops stationed in the province.
A warning: The costs associated with "paying off" war leaders who have
mustered their troops in preparation for a raid or invasion which
never
takes place can be very expensive. Troops who have mustered for a raid
or invasion expect booty...and if that booty does not come from the
pillage of enemy provinces it will come from the imperial coffers! It
is almost always advisable to carry out all raids and invasions which
you have declared on a previous turn. There will be cases when, for
reasons of diplomacy, a mistake in planning, or necessity, you will
not
wish to carry out a raid or invasion you have previously prepared for.
In these cases you will simply leave the particular raid or invasion
order form blank. Doing this often, however, can quickly create a
large
drain on your kingdom's economy.
Budgeting
The final test of how your
dreams of conquest will fill or drain your
royal treasury is experience. In only a few turns the results of your
actions will give you a better idea of how to budget. You will get an
idea of how much wealth various activities bring in by looking at
which
of your actions were successful and which were not, as well as the
overall gain or loss to your treasury. Remember that during war season
turns you will spend more than you make. Each peace years turn you
will
make more than you spend. Deciding how much to spend may be more
difficult your first turn, but becomes easier as you gain experience.
There some moves you can make that would be unwise at most any stage
of
the game, but would be disastrous at the start. These are:
1. DON'T concentrate your troops in too small an
area. The cost of maintaining troops in a province increases
exponentially with the number of troops you add. The quickest way to
ruin the economy of your kingdom is to concentrate too many troops in
the same province.
2. Never attempt to increase the size of your
armies too rapidly. After all, somebody's got to stay and tend the
fields. Your subjects will be unwilling to send off entire families to
war in a distant land. At the outset of your conquest, a 10% increase
per turn should be more than adequate, and, if you find in your first
Kingdom Report that you will be levying large numbers of troops on a
normal basis, you won't need to purchase many more.
3. Remember that different troop types vary in
their expense. Depending on the amount of training, equipment, etc.,
they require, you may wish to balance your armies with some well
equipped, expensive troops and some less expensive but more expendable
troops.
4. If you want to pay attention to details, don't
count every copper you spend. Rather, see how minor sources of income
can keep your treasury from going dry. Cover your bets. Raiding,
adventuring, and various acts of intrigue can bring in enough income
to
offset the possibility of a less than successful invasion.
Armies
Armies are collections of troop
units. The number of units in any given
army may range from one to as many as you can afford to maintain. Each
kingdom is allowed to have one provincial army for each province in
its
empire, and a minimum of two imperial armies. Each kingdom has one
imperial army for every three provinces it controls. (The computer
will
round up; if you control eleven provinces, you will have four imperial
armies.) An army may hold up to 30 troop units at once under normal
circumstances. Imperial and provincial armies operate differently in
defense, raid, or invasion situations. These three situations are
covered separately later in this section.
Provincial Armies
Provincial armies are groups of
troop units which, once assigned to a
province, will patrol that province. Provincial armies are the first
line of defense against enemy raids and invasions. They are the only
troops which are able to respond to enemy raids on their province.
They
may not respond to any attacks on provinces other than their own, nor
may they move into other provinces as imperial armies may.
Raids: Provincial armies may be used to raid neighboring provinces and
are better suited to do so than imperial armies. In peace years turns,
a provincial army may raid with all its troops. During war season
turns, however, no more than eight troops may raid. If an army with
more than eight troop units is assigned to raid, only the first eight
will be detached for the raid while the others remain to defend the
province--the computer will do this for you automatically. Seazone
navies may raid either other seazones or adjacent coastal provinces.
Invasions: Provincial armies may not invade another province unless an
imperial army is leading the invasion. An imperial army may pick up
those provincial armies that are BOTH adjacent to the province being
invaded and adjacent to or belonging to the province the imperial army
invades from. Seazone navies may participate in an invasion of a
coastal province, but not in an invasion of another seazone.
Imperial Armies
Each kingdom has one imperial
army for every three provinces it
controls rounded to the nearest whole number. Each kingdom has a
minimum of two imperial armies (exception--when the government is in
exile). The number of imperial armies controlled by each kingdom is
assessed at the end of each turn and armies are either lost or gained
based on the number of provinces a kingdom controls at the end of the
turn. Troops assigned to imperial armies which are eliminated due to a
reduction in the number of provinces a kingdom controls are
automatically sent to the capital province in order to await re-
assignment. New imperial armies created due to an increase in the
number of provinces a kingdom controls at the end of the turn are
automatically created at the capital province with 0 troops initially
assigned. This 0 troop or "bookkeeping army" can be moved up to 12
provinces per turn until such time as troops assigned to the army from
the capital have arrived and are listed as on duty with the army in
question. At such time the movement rate of the army is reduced to
that
of the slowest troop unit in the army.
Unlike provincial armies, imperial armies not only defend the province
they are assigned to, but may also be placed on a special "defensive
status" that allows them to respond to attacks on neighboring
provinces. The status of an imperial army may be changed from active
to
defensive and visa versa. An army changing its status will undergo a
one turn transition period during which, in addition to the standard
limitations of its original status, it will only fight in battles
occuring in the province where it is located, and may not itself
initiate combat.
An imperial army on defensive status can respond to attacks on
provinces several provinces away. Since different troop units have
different movement capabilities, the response to such attacks is made
by individual troop units. For instance, a light cavalry unit may be
able to respond to a distant attack, but a heavier cavalry unit could
not travel such distances as quickly. Also, that same light cavalry
unit could respond to more than one attack in a given war season. The
response movement ability of a defensive troop unit is its movement
ability minus two. (A troop will always have a minimum response
ability
of 1.)
Even though troops from a defensive imperial army may respond to
attacks outside their assigned province, the army as a whole does (and
must) stay in one province, and may neither raid or invade until
placed
on active status. troops stationed with defensive imperial armies will
only respond to enemy Invasions - they will never respond to an enemy
raid. Only provincial armies respond to enemy raids. Defensive
imperial
armies are significantly less expensive to maintain than those on
active status.
Raid: An imperial army on active status has two primary purposes. The
first of these is the raid. Active imperial armies with eight or fewer
troop units may raid; those larger than eight troop units in size may
not. Troops may not detach from an imperial army to raid as they may
from provincial armies. If you assign an imperial army with more than
eight troops in it to raid, the raid will not take place.
Invasion: Active imperial armies may move freely through your
provinces
as well as those of your formal allies up to the maximum movement
ability of their slowest troop unit. They are the primary forces of
invasion and at least one active imperial army must participate in any
invasion which takes place. During war seasons they may invade any
province adjacent to them at the start of the turn, assuming that
proper war preparations have been made.
Navies
Imperial navies may move freely
into and through friendly coastland
provinces i.e those controlled by their kingdom or those controlled by
a formal ally. They may move freely through any seazone, both friendly
and unfriendly. Movement into an unfriendly seazone is treated as an
invasion. After entering the unfriendly seazone, an imperial navy will
immediately halt its movement and engage all seazone defenders in an
open field battle on the same turn. You will NOT need an intent to
invade a seazone. It IS necessary for naval forces to declare an
intent
to invade prior to invading a non-friendly coastland province. It is
also necessary for an imperial navy to begin the turn adjacent to a
coastland province prior to entering and invading it. In all respects
naval invasions of coastland provinces are conducted in exactly the
same manner as are land invasions.
An imperial navy may combine with friendly imperial armies for an
invasion. However, an imperial navy cannot combine with a provincial
army. This ruling reflects the lesser development of naval forces
during the Hyborian Era. When engaged in a land battle, each naval
troop's compliment of warriors will automatically disembark from their
transports to engage enemy forces on land. Naval troops in a land
battle fight as light infantry or light infantry archers. Battles
between land and naval forces are conducted in precisely the same
manner as battles between purely land troops. There is nothing to
restrict an imperial navy from remaining in a coastland province which
it has recently invaded and captured. This measure is, in fact, the
only means of defending such provinces until and unless a friendly
land
connection exists whereby land troops can be assigned to the province.
Seazone navies may combine with an imperial navy for the purpose of
invading a coastal province. Seazone navies may NOT combine with
imperial armies. Naval forces may not under any circumstances enter or
move through purely land provinces. Naval troops on defensive status
will respond to invasions upon coastland provinces within response
range.
Each naval troop represents a single war vessel along with a
contingent
of lesser transport vessels. Each troop contains a full compliment of
sailors and warriors aboard transport (the Hyborian equivalent of
marines). As a full compliment of warriors is already attached to each
naval troop, naval troops may not under any circumstances transport
land troops.
Both seazone navies and imperial navies may raid adjacent provinces
and
seazones. To do this they must first declare an intent to raid and are
under the same rules and restrictions which apply to raiding land
armies.
Battle Types
Battles may occur either as the
result of a raid or an invasion. There
are three types of battles: dispersal, open field, and set piece.
Dispersal: Dispersal battles occur only as the result of a raid. This
type of battle occurs when defending troops pursue and engage single
troop units of a raiding party which has dispersed and is attempting
to
flee from the province it has raided.
Open Field: Open Field battles may occur in both raids and invasions.
This type of battle represents unorganized fighting across a broad
front. Such battles are a confused swirl of engagements stretching out
over miles or perhaps even hundreds of miles of territory. Open field
battles will involve entire opposing armies without permitting either
side to draw up into classic battle formations. All sea battles are
always considered open field.
Set Piece: Set piece battles are classic engagements between opposing
armies arranged in battle formations. Such battles occur as the result
of a raid or an invasion. In raid situations battle formations are
arranged helter-skelter hours or perhaps moments before the onset of
battle. As such, you will not personally decide the formation; the
character who leads the raid will choose battle formations based upon
the qualities and abilities he possesses (if you don't have a
character
in the raiding party, good luck).
In most set piece battles occuring as the result of invasion, the
battle formations of the opposing armies will be laid out with care
and, perhaps, days of preparation. This will involve an extensive
period of maneuvering, and your last chance to assign an army
commander. Following maneuvers, you will arrange the disposition of
your troop units into battle formation. Such battles are prolonged and
bloody affairs upon which the fate of empires may hang.
Stratagems
Stratagems are devices or
"tricks" used to deceive opponents in the
course of warfare. Differing stratagems come into play during
invasions
and in province defense.
Ambush: An ambush is a surprise attack launched from a concealed
position. A successful ambush can inflict serious casualties upon
opposing troops while your forces sustain minimum losses. A poor
ambush
(one that is not much of a surprise) can result in total annihilation
of the ambushing force. An ambush may only be attempted by troops of a
provincial army in defense of the province. An army attempting to
ambush suffers a loss to its overall maneuverability.
Patrol: Patrols can gather useful information on the strength of
opposing forces prior to a battle. An accurate estimation of the
number
and kind of troops which your army faces can be a decisive advantage
in
set piece battle. You may wish to command invasion forces to patrol,
while provincial forces defending a province will dispatch patrols
automatically. Troops on patrol may return late for any battle which
occurs or be drawn into a lone skirmish with enemy troops. Late troops
cannot be assigned in the following set piece battle.
Hidden Movement: The counter-strategem to patrolling is hidden
movement. Both invasion forces and troops defending a province may
attempt hidden movement. An army attempting hidden movement will
employ
any number of tactics designed to confuse and distort the information
enemy patrols might gather. This may consist of moving through
concealing terrain, marching only at night, or driving animals before
them to raise dust and create the appearance of a larger army. An army
attempting hidden movement sacrifices a great deal of its overall
maneuverability. However, successful use of this strategem may equally
impair the maneuverability of enemy forces.
Decline Battle: An army may attempt to avoid conflict with enemy
forces
altogether or decline battle using this order. The chance of
successfully declining battle is exceedingly slim unless both
commanders are attempting to do so at once. Even then, the possibility
that the armies will not engage is no better than 50/50. An army
attempting to decline battle sacrifices most of its offensive
maneuverability to increase its chances of avoiding the enemy's
offensive efforts.
Terrain
A critical factor in
determining the outcome of any battle is the
terrain on which the battle is fought. Invasion forces and troops
participating in the defense of a province will always attempt to
maneuver to preferred terrain before engaging in battle. This means
whatever type of terrain you consider the type and numbers of your
troops to be well suited to (see Troop/Terrain chart). The capability
of an army to successfully maneuver to preferred terrain is influenced
by the relative ability of its commander, the scarcity or predominance
of the terrain being sought, the use of strategems, magic, and a
number
of other factors.
Terrain affects the fighting ability of individual troops and
determines the configuration of the battle formations which opposing
armies will be able to use on the battle field. A wide variety of
different terrains exist in the Hyborian World. For a complete listing
of all terrains and their abbreviation codes see Terrain Types chart.
It is not possible within the context of the game to either build or
destroy fortifications within provinces. Existing fortifications
within
provinces are captured whenever the province itself is captured. All
major fortifications which existed at some point in the Hyborian Age
have been included into the game.
Battle Lines
Set piece battles are fought
between formations of opposing troop units
arrayed in orderly ranks called battle lines. Battle lines vary in
length and in structure with the terrain upon which the battle is
fought. A battle line may be from two to twelve troop units in length
(that many troop units lines up abreast) and may be structurally
divided into as many as five different sections - LEFT FLANK, LEFT
LINE, CENTER, RIGHT LINE and RIGHT FLANK. Certain types of terrain may
require a battle line wihtout flanks, or with a very wide center, etc.
A diagram of the exact length and structure of the battle lines
determined by a particular terrain is called a battle configuration.
For a complete listing of all these, see the Battle Configuration
chart.
Some quick notes about the structure of battle lines:
1. In the center of a battle line, fighting is
hard and heavy. Heavier armor is a great asset. Heavy cavalry can be
devastating during the charge, but it is at a disadvantage once the
melee begins. Heavy infantry types are at their best here.
2. Conditions on the left line and right line are
much less packed. Medium troop types with higher mobility do well
here.
3. The flanks are the most mobile areas of a
battle line. There, a lightly armored (and fast) troop unit may be
equal to a more heavily armored unit. Cavalry and archer units do well
on the flanks.
Characters in Defense of Provinces
When a province is invaded, all
characters currently located in that
province will respond to the invasion and join with troops in the
defense. Naturally all characters assigned to armies located within
the
province being invaded will also be available to join in the defense
of
the province. In addition all characters assigned to nearby defensive
imperial armies will also arrive for the invasion battle. The term
"provincial commander" used at various places in the rules and in your
Kingdom Reports is an intentionally ambiguous term which simply means
the most senior (oldest) ranking character available in the defense of
a province from invasion. If no characters are available for the
defense, the province commander is automatically assumed by the
computer to be a minor commander within the ranks of your troops. It
is
the responsibility of the province commander (otherwise known as an
"army commander") to take charge of the defending troops and carry out
your standing province defense orders.
Province Defense
Every province that you control
will have standing defense orders to be
used in case of an enemy attack. A standing order remains in effect
from turn to turn until you change it. Whenever you conquer a new
province you will be given an easy means to issue a complete set of
defense orders for it, which you may tailor for your troops and
strategic goals.
Optional standing defense orders for a province are:
1. ATTEMPT TO AMBUSH
2. ATTEMPT HIDDEN MOVEMENT
3. ATTEMPT TO DECLINE BATTLE
You may issue some, none, or any combination of the above as standing
orders for the defense of a province. No orders dispatching patrols
are
necessary as one half of the troops in each provincial army are
automatically on patrol each turn. Also, if you attempt an ambush, one
half of the troops in the provincial army will carry out that order.
Mandatory standing defense orders for each province are:
1. PREFERRED TERRAIN
2. BATTLE SELECTION
You must select one type of terrain as the preferred terrain for the
defense of a province. In the event of an attack, your forces will
attempt to maneuver to a battle field in terrain of the type called
for
in their standing orders. Troops defending a province will attempt to
engage the enemy in a battle of the type called for in their standing
orders. You may make a battle selection of either OPEN FIELD, SET
PIECE, or COMMANDER'S DISCRETION. The Commander's Discretion order
leaves battle selection up to the character commanding your forces at
the scene. It allows your forces the most maneuverability and will
make
reaching preferred terrain their first priority.
Raids
Raids are fast moving attacks
designed to devastate enemy provinces and
to pillage loot for the coffers of your royal treasury. During war
seasons as many as eight troops (approximately 30,000 warriors) may
raid at one time, so raids are of more consequence than you might
imagine. In addition to bringing in wealth for you, a highly
successful
raid can ravage a province from one end to the other, causing such
havoc and destruction that it yields no wealth whatsoever to its
controlling kingdom for that turn. Raids may be conducted on any turn
and are especially lucrative during peace years. Preparations for a
raid must be made one turn in advance.
For each raid you will make decisions as follows:
1. Assign one army to the raid. The army assigned
must be located in a province adjacent to the one you are raiding. The
army assigned may be a provincial army of any size or an active
imperial army of eight troops or less. A raiding army will carry out
its assignment and then return to the province where it was located at
the start of the turn. If your provincial army contains more than
eight
troops, the eight most experienced will participate in the raid.
2. Decide whether to raid the whole province or
simply its trade routes. Raids on trade routes are less risky but more
damaging to the income of a far away kingdom than the one controlling
the province. If you attempt to raid trade routes and none are
present,
you will instead raid the whole province.
3. You may assign one of your characters to
command the raid. If you wish to place a character in command who is
not presently assigned to the raiding army, then you must issue a
command order on the same turn which assigns him to the raiding army.
4. Make a battle selection. You may choose
DISPERSAL, OPEN FIELD, or SET PIECE battle. Disperal means dividing up
and fleeing from engagements with defending troops. Raiders drawn into
open field or set piece battle tend to loose any loot which they have
gained unless victorious over the defenders.
All raiding armies will retreat from battle after sustaining LIGHT
losses (25%) while defending troops will only retreat after taking
HEAVY losses (75%).
Invasions
Invasions are full-fledged
military campaigns. A successful invasion
will result in your kingdom gaining control of the province which you
have invaded. The invasion and conquest of a province is in most cases
a three step (three- turn) process. Example: On Turn 1 you declare
intent to invade province XYZ. On turn 2 you will engage in the
strategic movement phase of the invasion of XYZ province by filling
out
an invasion commands form. This form will allow you to designate an
invasion commander, list the armies which will participate in the
invasion, etc. On turn 3 you will receive the results of the strategic
movement--whether your army was drawn into an open field battle, or
whether it remained in ranks to fight a set piece battle. If the
former, the results of the open field battle will be printed
immediately after the description of the strategic movement. The
winner
of the open field battle on turn 2 will be in control of the province
on turn 3.
If you are to fight a set piece battle against the troops currently in
control of the province you have invaded, you will fill out a set
piece
battle form on turn 3, arraying your troops and characters in battle
formation and casting fearsome battle magics. The winner of the set
piece battle on turn 3 will be in control of the province on turn 4.
Preparation: Preparation for an invasion is accomplished by using the
"Intent to Invade" declaration. On the turn following invasion
preparations, you will issue commands for the strategic movement
phase.
Strategic Movement: Strategic movement takes one turn and represents
the marching of your armies into the province under attack and the
consequent maneuvering of your forces prior to the onset of battle. In
this phase you will make the following decisions:
1) Assign armies to the invasion. Any number of armies may participate
in an invasion. At least one active imperial army or navy must invade.
Imperial armies must have at least eight troops. All invading armies
must be adjacent to the province under attack at the start of their
turn. Provincial armies assigned must also be adjacent to, or in the
same province as, and invading imperial army. Provincial armies
assigned are disbanded and become part of the imperial army.
Provincial
troops which might put an imperial army over the 30 troop limit will
detach and stay behind in their province of origin. Example: An
imperial army of twenty-five troops and a provincial army of ten
troops
are assigned to an invasion. The provincial army disbands; five of its
troops join the imperial army, bringing it up to its maximum capacity
of thirty troops. The remaining five troop units return to reform as a
new provincial army. You may wish to strengthen provincial armies
depleted by an invading imperial army on the same turn by assigning
troops to those provinces from your capital.
2) You may choose one character to be the invasion commander. The
character you choose may not be engaged in battle elsewhere and if not
presently with one of the invading armies, must be assigned to one of
them with a separate order. Characters with strategic magic should
prepare the spells on this turn.
3) Decide on stratagems. You will make a yes or no decision whether or
not to attempt either HIDDEN MOVEMENT or DECLINE BATTLE.
4) Choose a terrain for your army to maneuver towards. You may list
one
preferred terrain.
5) Dispatch patrols. You will designate the category, type and number
of troops (if any) you wish to send out on patrol.
6) Select a battle type. You may choose either OPEN FIELD, SET PIECE,
or COMMANDER'S DISCRETION. Your army will attempt to engage the enemy
in the type of battle you select or otherwise in the type of battle
which your invasion commander decides is appropriate. The advantage of
open field battle is that such battles actually take place immediately
after the strategic movement phase and thus quickly resolve the
campaign. Set piece battle has the advantage of maximizing your
personal control over the outcome of any battle by placing troops and
characters in the most advantageous position, and by allowing the use
of battle magic. Commander's discretion places the primary emphasis of
your maneuvers on reaching preferred terrain rather than a specific
type of battle.
All other factors being equal (which is rarely the case) there is an
even chance of getting an open field or a set piece battle.
Invasion Battle: On the turn in which a set piece battle is to take
place, both sides will receive a report called the Battle Intelligence
Summary. This report will contain numbered lists of all troops and
characters which you have present on the battlefield, a notation of
the
terrain on which the battle will be fought, and an estimation of the
number and type of troops in the army which opposes you.
Multiple Player Invasions: On any turn in which more than one player
invades the same province on the same turn all non-allied armies
present in the province will engage one another separately in order
based upon the maneuvering effectiveness of each army until the forces
of only one kingdom or group of allied kingdoms remains in the
province. The kingdom whose forces are victorious in the final battle
is granted control of the province. If the invading kingdoms are not
formal allies, they will engage in battle with one another for control
of the province. Note also that under no circumstance can the troops
of
one kingdom combine with the troops of another kingdom for battle.
Formal allies do not battle each other; they also do not fight
together. All kingdoms fight their own separate battles against
individual separate opponents. If the same kingdom assigns more than
one army to participate in an invasion, all of that kingdom's armies
will combine to fight as a single force in the invasion battle.
For defending players: If you will be defending against more than one
invasion on the same turn, your report may include a list of troops
from a nearby defensive imperial army that may be able to reach more
than one battle during that war season if they survive.
The special case noted above represents extreme circumstances in which
a kingdom is hard-pressed to defend itself and fighting several
defensive battles at once. For those battles where the defense is
uncertain as to the actual troops which will be able to arrive, the
defensive player will issue much abbreviated orders for the battle
(loss acceptance and battle magic only). In these cases, the majority
of battle decisions will be made by on- site characters, one of whom
will assume responsibility as your army commander.
Aside from the special case noted above, both participants in a set
piece invasion battle will make decisions for the battle as follows:
1) Troop and character dispositions. You will assign each of your
individual troops and characters to positions in the battle lines. All
characters must be placed with a troop unit. If you do not assign them
to a unit the computer will place them in one randomly.
2) Loss Acceptance. You will decide how many routed and destroyed
troops your army will accept before attempting to withdraw from the
battle field. You may choose one of either LIGHT (25%), STANDARD
(50%),
HEAVY (75%), or TOTAL (100%) losses.
3) Commander assignments. If during strategic movement you did not
assign an army commander, you will now have another opportunity to do
so. You may also assign characters to any of the following command
positions: Right Flank Commander, Left Flank Commander, Cavalry
Commander, or Archery Commander. The Army Commander may hold a second
command post (such as Cavalry Commander) if you desire.
Your army commander will use his abilities to oversee troop movements
during the battle. He will order troops up from the back lines to fill
gaps which appear in the front lines of the conflict. Your army
commander may be assigned to any position in the battle lines.
However,
he will retain his effectiveness to oversee the entire battle only so
long as he is not drawn into the front line.
A Flank Commander will enhance your armies' effectiveness in flanking
maneuvers, (see flanking below). Flank Commanders must be placed with
a
troop unit on either the first or second battle line of the flank
under
their command.
An Archery Commander will use his abilities to enhance your army's
ability to gain superiority in missile fire (see "MISSILE FIRE"). If
you designate an Archery Commander, he must be placed with an archer
troop unit in the second battle line.
A Cavalry Commander may only be assigned to the second battle line and
must be placed with a cavalry, mammoth, or chariot troop unit. He will
lead a counter-charge as the opportunity to do so arises. A Cavalry
Commander greatly increases the charging ability of the troop unit he
is placed with.
In addition to filling command positions, all characters will also
have
an inspirational effect on the troop unit which they are placed with.
All characters increase the melee and morale abilities of the troop
they are with in proportion to the character's heroism.
4) Select battle magic. All characters that are with your army at the
site of a set piece battle will have the opportunity to use any battle
magic that they posess. Characters with magic ability may cast spells
in addition to any other battle assignments which you give them. You
will select the spells which your characters will attempt to cast.
Each
character may cast a maximum of two spells. Some spells may not be
cast
in conjunction with other spells at the same battle by the same
character. For a listing of all spell casting limitations see SPELL
CHART.
5) You may, if you wish, order a special disengagement and advance.
This simply means that you can order some or all of the troops in your
front battle line to "trade places" with your second battle line at a
specified point in the battle. An example of this is the army which
places archers in their front battle line who, as the armies close on
each other, fade back to the second battle line to be replaced with
heavy infantry. This does NOT move your front line to the rear of the
battle, nor is it an order to retreat.
Sequence of Battle
The results of all battles in
which you participate will be reported to
you in blow-by-blow detail. You will read of the fanfare of trumpets,
the shriek of sword against shield, the dust and thunder of horses
charging upon an open plain; and taste for yourself the fruits of
victory and defeat. All set piece battles can be divided into four
critical stages: flanking maneuvers, missile fire, the charge, and
close combat. As the two opposing armies close on one another from a
distance they will each attempt to envelop the flanks of the other,
and
if successful, will gain a significant advantage. The speed of your
troop units on the flanks will have the greatest impact on your
ability
to outflank your opponent.
At the same time that flanking maneuvers take place, the armies will
engage in missile fire. Both sides will fire solid blasts of arrows,
spears, darts, and other missile weapons to wreak as much havoc as
possible among the enemy's ranks. As the armies close upon one
another,
all troop units in the first battle line and all archers in the second
will fire missiles. After the armies close, missile fire will only
occur between the front battle lines.
The charge is that stage of battle where the armies close, leading to
the close combat stage. Those troop units better suited to the
charge--cavalry, chariots, mammoths, and heavy infantry, will do the
most damage here. The best defense against charging troops are troops
armed with pikes. No troop may expect to have an advantage when
charging against this type of weapon!
The final stage of battle is that of close combat. During close
combat,
battle takes place only between the front battle lines. Troops on the
front line will engage each other with both melee, and missile fire.
As
troops are destroyed or routed from the front lines, troops from the
ranks behind will endeavor to fill the gaps left by the retreating (or
dead) troops. While it is up to you to ensure a strong initial troop
formation, a good army commander can do much to make sure the front
line stays strong and any holes are filled quickly. Troop units that
are destroyed or routed during battle are counted against the loss
acceptance level each army has previously selected. Routed units are
those troops whose morale has been broken and have scattered or fled
the battlefield. After the battle, some routed troops counted against
your loss acceptance may return--others may not.
Combat is reported in a series of rounds, each representing one hour,
except in fort battles, where each round represents a week of siege.
Battles rarely proceed past nightfall, but if no decisive victor is
determined on the first day, battle may continue the next day, or even
longer. If the battle is broken off with no clear victor, the
defending
kingdom maintains control of the contested province. Most battles
continue until one side is victorious.
Victory results when one army attempts to withdraw after having
exceeded its loss acceptance level. An army whose loss acceptance
level
has been exceeded will attempt to make an orderly withdrawal to the
nearest friendly province.
Unfortunately the realities for retreating armies are not pleasant,
and
in many instances a withdrawal may turn into a general rout of the
entire army.
On the turn in which a set piece battle occurs the possibility exists
for both sides to bring additional forces to bear on the outcome of
the
battle. Either side may assign additional troops from the capital to
an
army involved in the battle. Additionally, the defending player may at
his option move an active imperial army to the province in which the
battle is to take place. In either case the additional forces may or
may not arrive in time to aid in the battle. Those forces which do
arrive on time will be assigned to the reserves or may alternately
become engaged in conflicts on the fringes of the main set piece
battle. Remember the great costs which may be associated with
stationing vast numbers of troops within the same province.
Simulated Reality
In everyday reality, the
factors influencing the outcome of any
particular event are numerous and sometimes unpredictable. The same
can
be said for Hyborian War. This rulebook contains all the orders
possible in Hyborian War: it does not and cannot provide examples of
the hundreds of possible outcomes of these orders. We hope the single
following example will provide a helpful guide for thought as each
player contemplates the potential influences and consequences of his
or
her actions in the game. As our illustration let us examine the
affects
of loss acceptance level on troop morale and retreat capability.
* An army which is ordered to retreat
after light losses will suffer a reduction in morale. The warriors
know
that their commanders do not expect victory. At the same time, each
troop's ability to retreat from the battlefield is increased. The
troops are prepared in advance to make such a retreat. If during the
strategic movement phase the army had attempted to decline battle, the
effective ability of each troop to retreat would be even greater.
After
all, the army has already spent months attempting to minimize contact
with the enemy. The sum affect of a light loss acceptance level is to
greatly reduce an army's losses at the expense of battle
effectiveness.
* At the other end of the spectrum, an
army which is ordered to accept total losses will receive an
improvement to morale. The warriors know that the upcoming battle will
be fought to the death. Each troop's ability to retreat will be
significantly reduced. The army is "committed" and, should the battle
weigh against them, few troops will be able to extricate themselves.
The sum effect of a total loss acceptance level is to increase battle
effectiveness at the risk of losing most or all of the army if
defeated.
* Loss acceptance may affect the morale
of opposing troops. An enemy force prepared to stand to the last man
can be a sobering sight. Conversely, a force prepared to retreat may
seem easy prey.
* Loss acceptance levels in between
light and total have the same effect but to a lesser degree.
* This listing has detailed only the
effect of loss acceptance on morale and retreat capability. The
presence of characters at the battle, terrain, troop type, success or
failure in previous battles, magic, as well as other less significant
factors, may all play a part in determining a particular troops'
morale
and retreat capability.
THE COMMAND SHEET
SAMPLE COMMAND SHEET
EXAMPLE COMMAND SHEET
THE HYBORIAN WAR COMMAND SHEET
Orders For Amazonia
Turn: 1 Date Due: A.S.A.P.
Account _1____ Player Name _Bob_Smith_______ Signature _Bob
Smith_______
The last turn was a Winter Warseason, this turn is a time of Peace
Years
Provinces owned: 11
I Command Bisal Mangwa AMAZ-CHA to
(_A)ctively__(____R___)ule_____(________)________(________)
I Command Dambago Kazemba AMAZ-ADJ to
(_J)oin______(_IA-1___)________(________)________(________)
I Command Tulari Nzinga AMAZ-1 to
(_A)ctively__(____R___)ule_____(________)________(________)
I Command Lady Tuta Nzinga AMAZ-2 to
(_P)rotect___(____P___)rovince_(___11___)________(________)
( Currently with IA-2 )
I Command Dajuri Kazemba AMAZ-3 to
(_P)rovince__(___68___)________(____K___)idnap___(_JUMA-21)
( Currently with IA-2 )
I Command General Sutha Nzinga AMAZ-4 to
(_A)ctively__(____R___)ule_____(________)________(________)
( Currently with IA-2 )
I Command Manamajaba Nzinga AMAZ-5 to
(_S)py_______(____C___)ourt____(__TOMB__)alku____(________)
( Currently with IA-2 )
I Command Tambaza Nzinga AMAZ-6 to
(_C)ounterspy(____K___)ingdom__(________)________(________)
I Command Nagori Nzinga AMAZ-7 to
(_A)ctively__(____R___)ule_____(________)________(________)
( Currently with IA-2 )
I Command Sukuju Kulari AMAZ-8 to
(_A)dventure_(________)________(________)________(________)
I Command 1st Imperial Army in province 11 to(M)ove to (P)rovince
(_________)
Address Requests 1)_TOMB___ 2)_CORI___ or (__) Privacy Option
I Declare
(____5____)_________(_T_)roops____(_____1____)__________(____R____)aised____
I Declare
(____5____)_________(_T_)roops____(_____2____)__________(____R____)aised____
I Declare
(____F____)ar_______(_S_)ight_____(_____S____)pell______(_AMAZ-ADJ)_________
I Declare
(_AMAZ-5__)_________(_M_)ove______(_____P____)rovince___(___11____)_________
I Declare
(____C____)hange____(_S_)tatus____(___IA-2___)__________(_________)_________
I Declare
(____I____)ntent____(_I_)nvade____(____358___)__________(_________)_________
I Declare
(____I____)ntent____(_R_)aid______(____358___)__________(_________)_________
I Declare
(____T____)errain___(_OP)en_______(_____11___)__________(_________)_________
I Declare
(_________)_________(___)_________(__________)__________(_________)_________
I Declare
(_________)_________(___)_________(__________)__________(_________)_________
I Declare
(_________)_________(___)_________(__________)__________(_________)_________
I Declare
(_________)_________(___)_________(__________)__________(_________)_________
I Declare
(_________)_________(___)_________(__________)__________(_________)_________
I Declare
(_________)_________(___)_________(__________)__________(_________)_________
I Declare
(_________)_________(___)_________(__________)__________(_________)_________
I Declare
(_________)_________(___)_________(__________)__________(_________)_________
I Declare
(_________)_________(___)_________(__________)__________(_________)_________
I Declare
(_________)_________(___)_________(__________)__________(_________)_________
Nation 2
Page 6
61524147
HYBORIAN WAR E-MAIL TURNS
A GUIDE
The two most important things to remember when e-mailing your Hyborian
War turns are to send them to hw@reality.com and to include your
authentication code.
What is an authentication code, why is it necessary, and, for that
matter, where is the bloody thing? Well you may ask. An authentication
code is a unique number associated with a specific game, kingdom, and
turn number. It is used as a kind of electronic signature to verify
that e-mail orders are coming from someone who actually has a copy of
the turn in their possession. You will find you authentication code at
the top of your turnsheet (the sheet you would send in if you were
snail mailing your orders). It is an eleven digit number found
directly
under your game number, turn number, and date due. You must type this
number exactly right! If you make a typo on your authentication code,
the program that processes the turns will not recognize it and will
notify you that your code is missing. If you have time, you can, of
course, resend your orders with the corrected authentication code.
You will get two separate messages regarding your turn. The first is a
computer generated message simply acknowledging reciept of your turn.
You will later also receive a message listing all the orders we
received from you. If your orders are incomplete, or if you wish to
amend your orders, your can resend your orders. If you do have
occasion
to resend corrected orders, you must resend all of your orders.
1. Send your turn to hw@reality.com . Please don't
send it to any other address.
2. It is best to submit your orders a few days
early. Email turn entry is not yet automated, so if you send your
orders at the last minute, you may miss the turn.
BE WARNED! If you
don't get confirmation within 24 hours, please e-mail our Customer
Service department to let us know there's a problem and resend your
turn. We will always send you a confirmation when we've received your
turn, so if you get no confirmation, make sure you resend it!
3. If you submit changes to previously submitted
orders, please list your changes at the top of your email. This makes
it much less error-prone if the first turn has already been input.
4. Make sure you include the following on the top
of each e-mail:
Your
name,
Your
account number,
Your
authentication code,
Your
game number and kingdom name (e.g., "Vendhya, HW 603"),
--
and --
Your
e-mail address (in case there are problems).
5. Type in your commands in the order they appear
on the turnsheet. Please!
6. Do not skip any characters if they are listed
in the character command section, even if you intend to give them no
order (if you do, it is difficult to input). E-mail your turn as if
you
would be phoning it in. If they aren't listed in the character command
section, however (if they are in set piece battle or are dead), please
do not add them.
7. Same goes for armies: Do not skip any armies if
they are listed in the army command section, even if you intend to
give
them no orders. But again, if they are not listed (if they are in set
piece battle or are inactive), do not add them.
8. If you intend to cancel a raid or invasion
order, write something like this "Raid #1 on Province 11: Cancel."
Don't just skip it or the computer (when we do get this automated)
will
get confused. And it helps keep the humans from being confused, too.
9. Use spaces rather than tabs to move across the
page. (This makes it print better.) Also, use only ASCII characters.
Make sure your email program sends your email in Text mode, not
HTML-encoded. In many mailers this means that you have to set the
recipient to receive mail in plaintext (text/plain) and US-ASCII (NOT
ISO-8859-1 or other wierd character sets). If you don't do this, we
may
not be able to read your orders, and thus would not be able to enter
them.
10. Be sure to type everything correctly. We're good, but
we're not psychic!
11. See the example below.
Good luck in the game! -- RSI
* * * * * * * * * * * * * * * * * * * * * * *
Sample Hyborian War Email Turn
Orders for Shem in HW 123, turn 58
Authentication: 75083971097
Name: Joe Bob Higgledorf
Account: 43678
I command:
SHEM-CHA
Actively
Rule
SHEM-ADJ
Counterspy Court
SHEM-1
Actively
Rule
SHEM-3 (no
orders--stay with army)
SHEM-4
Protect
Province 138
SHEM-5
Join
PA-136
SHEM-7 Adventure
SHEM-8 (no
orders--stay with army)
SHEM-9
Actively
Rule
SHEM-10
Far
Sight
141
SHEM-12
Bless
140
Armies:
IA-1 (no orders)
IA-3 move to province 74
IA-4 (no orders)
Troops:
1-5 Join IA-3
6-13 Join PA-193
Rest Join IA-5
Address Requests: TURA HYPE
Set Ransom for Jodpuras Ninus: Superior
I declare:
SHEM-9 Rule Province 136
Good Ransom Shem-9
100 Troops type 2 Raised
10 Troops type 1 Raised
Shem-9 Move to Province 136
Intent to Invade 32
Intent to Invade 125
Force March Spell for AQUI-4
Intent to Ally AQUI
Province Defense Orders For Grasslands of Amazonia (Province #357)
Ambush
Preferred Terrain: OP
Battle selection: Set Piece
Province Defense Orders For Keshian Jungle (Province #76)
Hidden Movement
Preferred Terrain: FO
Battle selection: Commanders Descretion
Raid Orders for Raid #1 on Khemi (Province #142)
Province
Dispersal
Army: PA-136
Commander: SHEM-4
Raid Orders for Raid #2 on Luxur (Province #141)
Trade Routes
Dispersal
Army: PA-13
Commander: none
Raid Orders for Raid #3 on Luxur (Province #141)
Cancel Raid
Raid Orders for Raid #4 on Khemi (Province #142)
Province
Dispersal
Army: PA-137
Commander: none
Invasion Orders for Invasion #1 into Eastern Amazonia (Province #358)
Commander: SHEM-8
Armies: IA-1 IA-4
Battle type: Set Piece
Preferred terrain: OP
Patrols: none
Invasion Orders for Invasion #2 into Savannah (Province #353)
Cancel
Battle Orders For Battle #1 in Xachotl (Province #354)
[ 10 ] [ 1 ] [ 2 ] [ 8 ] [ 9 ]
[ 3 ] [ 4 ] [ 13 ]
[ 11 ] [ 5 ] [ 6 ] [ 7 ] [ 15 ] [ 17 ] [
18 ] [ 14 ]
[ 12 ] [ 21 ] [ 22 ] [ 23 ] [ 24 ] [ 25 ] [ 26 ] [ 27 ]
[ 28 ] [ 29 ] [ 30 ] [ 31 ] [ 32 ] [ 33 ] [ 34 ] [ 35 ]
[ - ] [ 37 ] [ 36 ] [ 19 ] [ 16 ] [ 20 ] [ 38 ] [ -
]
[ - ] [ - ] [ - ] [ - ]
[ - ] [ - ] [ - ] [ - ]
Disengage and advance: Left Flank & Right Flank
When: Closing
Assign SHEM-11 to troop 13
SHEM-2 to troop 10
SHEM-6 to troop 13
Army
commander:
1
Archery commander: -
Cavalry commander: 1
Right flank commander: 3
Left flank commander: 2
SHEM-2 casts Firewall
SHEM-11 casts Missile Shield, Phantom Warriors
Loss acceptance: Total Loss
THE COMMAND SHEET
Each turn you will receive your Kingdom Report and a Command Sheet for
issuing orders for the next turn. Your name, account number, the name
of your kingdom, the game number, and the turn number of your game
will
appear at the top of each Command Sheet. Once you have decided upon
what actions you wish to perform for the turn, fill out and sign the
turn sheet, then return it to us for processing. We will use your and
other turn sheets to determine the turn results.
There are two types of orders used in the game. These are commands and
declarations. Only one command may be issued per turn for each troop,
character or army. Declarations are additional instructions, several
of
which may be given each turn to any one of the above. However, no more
than one of each type of declaration may be issued for each character,
army etc. For instance, while you may only command a powerful wizard
to
cast one spell per turn, you may also declare that he move to a safer
location and declare him the ruler of a province.
On the turn sheet, a command line will be provided for each troop,
character or army that you may command. The command line will include
for you the names of those you command; you simply fill in which
command you want for each of them. After that, several lines will be
provided for declarations. Unlike commands, where only one is issued
for each recipient each turn, there may be some turns where you will
run out of room for all the declarations you wish to make. Simply list
the additional declarations (neatly, please) on a separate sheet of
paper and include it with your Command Sheet. If such lists cannot be
read, or are not written in the same format as Command Sheet
declarations, there is no guarantee they will be processed with your
other orders.
Characters and armies involved in set piece battle may not be issued a
command order. All commands for characters or armies in set piece
battle are issued on the battle orders form. Characters who are
imprisoned may be issued orders. If the character is ransomed, or
rescued that turn, the character will carry out your orders for that
turn.
Hyboria can be a deadly place and characters assigned to dangerous
missions who are lacking in ability will almost certainly suffer
either
death or capture. Dangerous missions are Adventure, Kidnapping,
Assassination, Spying, Foment Unrest, Dispel Magic, and Rescue. It is
not a good idea to send your wizard who has Superior magic but Poor
personal combat and Poor heroism adventuring. Only one form of spying
is non-dangerous and that is world spying. On all other types of
spying
missions your characters will definitely be risking life and limb!
On the other hand, realize that each of your characters is an
important
resource to be used to the best advantage of your kingdom. You should
command ALL of your characters to do something every turn except for
those characters who are stationed with an army. (If a character is
assigned to an army and you wish that character to remain on
assignment
with that army, you should just leave that character's command line
blank). You are not required to give any of your characters a command
i.e. fill in that character's command line, however, it is usually in
your best interest to do so.
Often you will see what we call "order prompts" on your command sheet.
These are order lines halfway filled out for declarations that the
computer thinks that you may which to issue. The order prompt is meant
as a convenient reminder only. If, for example, you do not wish to
move
one of your active imperial armies on a given turn then you may simply
leave the movement order prompt for that army blank.
Remember to make sure and use the exact format for whatever orders you
are trying to issue when filling out your command sheet. The exact
format for most orders can be found in the Order Codes section of the
Hyborian War Rules. Check all your orders against this list before
sending in your command sheet to be processed. Although we will do our
best to process all your orders, if you leave a critical piece of
information off of your turn sheet, the province number, the ID number
of a character, etc., it may not be possible for us to process one of
your orders. A little extra care on this point can go along way to
making sure that your commands are always processed smoothly and as
you
desired. You may write out your orders in full, or use the
abbrieviations from the Order Codes chart. All character and province
identification numbers, however, must be written out completely in the
appropriate box. Examples of orders in these rules will be given in
the
following format:
ALL CAPITALS = Pre-printed portion of the order.
(IN PARENTHESES, CAPITAL LETTER) = This is the first letter of the
command, which you write inside the box. Since we only use the first
letter, you need only fill that much out, unless you prefer writing
the
entire word.
(character ID) = fill in the identification number of the character
who
is either doing the action or is the target of the action.
(XYZ) = fill in the MAP NUMBER of the province that is targeted by the
action.
(Army ID) = fill in the identification number of the army which is
targeted by the action.
(Kingdom abrv) = fill in the abbreviation for the KINGDOM which is
targeted by the action.
COMMAND ORDERS
There are various kinds of commands at your disposal. Rulership orders
are those orders concerned with the general welfare of your Kingdom
and
its provinces. A prosperous and well-ruled Kingdom provides an
excellent base from which to begin travelling the road to empire.
RULERSHIP
Active Rule: While a province Ruler or Monarch will help the welfare
of
your Kingdom regardless of what he may do otherwise (a character may
be
a ruler in name only and spend most of his time away doing other
important tasks for the Kingdom), he may be especially good for the
welfare of your provinces if concentrating solely on his duties to his
subjects. To order a character to spend a turn actively ruling a
province, you will use a command order. Example:
I COMMAND LORD HAN TO (A)ctively (R)ule
HEROISM
The Hyborian Age is an age of Heroism when a strong warrior with
little
more than a sword and his courage may travel the world over in search
of glory, adventure and treasure. Although no greater hero exists in
the world than the grim-faced slayer Conan the Barbarian, there are
many heroes of the Hyborian Age who follow the often bloody path of
fortune-seeking, ever willing to take on missions worthy of their
calling. Heroic missions are those character actions which bring to
life this aspect of the Hyborian Age. The entire world of Hyboria
awaits them.
All Heroic Missions are ordered by using the command line for the
character that you wish to assign to the mission. Heroic missions are,
need we say, a specialty of all Heroes.
Adventure: Any character may set forth to adventure across the face of
the Hyborian world. This includes characters who are province Rulers
or
Monarchs. All HEROES are imbued with wanderlust and a love of
adventure
so strong that they have a disturbing tendancy to go adventuring
regardless of what you assign them to do. Adventuring can be dangerous
and will undoubtedly lead to many life-and-death situations for the
adventuring character. The rewards can also be great, both in terms of
wealth for the Kingdom and in experience (increased ability) for the
character. As in the Conan stories, just about anything can happen on
an adventure! Example:
I COMMAND KARTH STRONGBLADE TO (A)dventure
Attempt Rescue: Was one of your characters captured or kidnapped by a
foreign Kingdom? It may be time to call in one of your HEROES. You may
order any of your characters to attempt to rescue any one of your
characters who is in the grasp of a foreign power. Certainly blood
will
be spilled, but if the rescuer is successful there will be no need to
pay a ransom and you will have shown clearly the ineptness of your
character's former captors! A character may attempt to recue himself
if
he has been captured. Example:
I COMMAND KARTH STRONGBLADE TO (P)rovince (XYZ) to (R)escue (character
ID)
Protection Duty: Powerful individuals the world over often have need
of
protectors. Hyboria can be a dangerous place to live, especially with
all the would-be assassins and kidnappers who seem to infest every
dark
corner awaiting an opportune moment to make a name for themselves. You
may assign any of your characters to protection duty in one of your
provinces. A character so assigned will try to protect all of your
other characters in that province from any kind of harm. Protecting
your capitol province provides extra security against those annoying
heroes who try to rescue your prisoners. You CANNOT protect your court
or the kingdom as a whole, only individual provinces. Example:
I COMMAND KARTH STRONGBLADE TO (P)rotect (P)rovince (XYZ)
INTRIGUE
Intrigue orders are for those character actions concerned with the
secret and less "official" means of dealing with other kingdoms. If
you
find your dreams of conquest are not being fulfilled merely by the
sending invasion forces into other kingdoms, these orders can give you
the extra edge you may need. Any character can be assigned to tasks of
intrigue, but your agents are generally best suited for this type of
activity. Spies are the eyes and ears of your kingdom. You may assign
any of your characters to duty in either a world, kingdom, provincial,
or court spying network. With kingdom and provincial spying, a
character must be assigned to ferret out specific sorts of
information.
In a world or court spy network, your characters will simply provide
you with information as it comes to them. At the end of that turn you
will receive a report of the information gathered. Remember that all
commands cover only one turn. To keep a spy spying, so to speak, you
would have to issue that command for him each turn.
Spy Kingdom: Within a kingdom spy network, a character may be
commanded
to seek out information about either the royal treasury or military
strength of another kingdom. Example:
I COMMAND KUES TRALS TO (S)py (K)ingdom, (M)ilitary of (Kingdom abrv)
I COMMAND KUES TRALS TO (S)py (K)ingdom, (T)reasury of (Kingdom abrv)
Spy Province: Within a provincial spy network, your character may be
used to study and report on the terrain of a given province, or to
evaluate the military forces that are there. Example:
I COMMAND KUES TRALS TO (S)py (XYZ) (T)errain
I COMMAND KUES TRALS TO (S)py (XYZ) (M)ilitary
World Spy: World spying can bring you a wealth of information. Through
it you may learn of virtually everything taking place in Hyboria.
While
some of the information your world spying may bring in may not be
useful directly to you, it may be worth something to others, and they
may be willing to pay for it. Example:
I COMMAND KUES TRALS TO (W)orld (S)pying
Court Spying: Since each kingdom's court is little more than the sum
of
its characters, court spying will bring information about specific
characters in other kingdoms. Knowing how capable your characters are
is important, but knowing the capabilities of other players'
characters
may be equally important. Disciples of Sun Tzu, take heed! Example:
I COMMAND KUES TRALS TO (S)py (C)ourt of (Kingdom abrv)
Counter-spy: Counter-spies are the guardians of your Kingdom's most
important secrets and intentions. It is the job of a counter-spy to
use
both intrigue and combat ability to keep spies from other kingdoms
from
doing their jobs. You may assign any character to counter-spy for your
kingdom at large, any province under you control, or the royal court
itself. These areas of counter-spying are designed to protect against
enemy spying in the same area. There is no protection against world
spying. After all, who can stop the winds that carry the whisper of a
caravan trader to the ear of a travelling stranger in a dark cloak?
Although counter-spies will guard most closely the area they are
assigned to, it is possible that a counter spy for a province may
uncover a character sent on a kingdom or court spying mission, and so
on. Examples:
I COMMAND KUES TRALS TO (C)ounterspy the (K)ingdom
I COMMAND KUES TRALS TO (C)ounterspy (P)rovince (XYZ)
I COMMAND KUES TRALS TO (C)ounterspy the (C)ourt
Assassination: Have you considered that those infidels on your borders
might be slower to invade you if a certain powerful wizard did not
ride
with them? An assassin might be just what you need. You may command
any
of your characters to attempt to assassinate any other character in
the
world. Naturally, however, your assassin will need to know the
identity
and whereabouts of his intended victim so some court spying may be a
necessary prelude to the mission. Assassination orders are not allowed
on turn one for reasons of game integrity. Example:
I COMMAND KUES TRALS TO (P)rovince (XYZ) to (A)ssassinate (character
ID)
Kidnapping: A popular means of garnering wealth to fill the coffers of
the royal treasury is through kidnapping. A kidnapped character may
later be ransomed back to the kingdom he was taken from or simply be
held to languish in your imperial dungeons. You may command any of
your
characters to attempt to kidnap any other character in the world, so
long as you know the location and identity of your target. Kidnapping
orders are not allowed on turn 1 for reasons of game integrity.
Example:
I COMMAND KUES TRALS TO (P)rovince (XYZ) to (K)idnap (character ID)
Foment Unrest: One of the more subtle means of harming a neighboring
kingdom while maintaining an outward appearance of friendly relations
is through political subversion--specifically by attempting to foment
unrest in one of a foreign kingdom's provinces. Unrest in a province
can decrease its productivity, reduce its loyalty, and possibly cause
its population to rebel against the kingdom which controls it. You may
command any of your characters to attempt to foment unrest in any
province in the world. The character you assign will attempt to keep
his activities as secret as possible. Example:
I COMMAND KUES TRALS TO (F)oment (U)nrest in (XYZ)
DIPLOMATIC MISSIONS
Despite the continual war which rages across the face of Hyboria, the
world is not without diplomacy. Diplomatic missions are concerned with
preventing or breaking off war, or allying with another kingdom in
preparation for a war. A good diplomat can be as useful as any army,
as
he may be able to turn aside the blades of your enemies before they
cross your borders. All major forms of diplomacy can be performed by
your characters within the context of the game itself, thus freeing
you
from any necessity to engage in outside "player-to-player" diplomacy.
Negotiate Peace: You may command any of your characters to act as
emissaries between your kingdom and another kingdom to negotiate a
peace treaty. If your character is successful, the kingdom that you
send him to will sign a peace treaty forbidding an invasion of your
kingdom. Such peace treaties last until the next peace years turn,
after which all peace treaties expire. Nothing prevents your kingdom
from invading a kingdom which has signed a treaty with you, though
that
effectively breaks the treaty. It is much more difficult to negotiate
a
peace treaty with a kingdom that already has an invasion force in one
or more of your provinces. Note that peace treaties do not affect
seazones. Example:
I COMMAND TERSAL REYUS TO (N)egotiate (P)eace with (Kingdom abrv)
Break Foreign Alliance: It is possible for a character using diplomacy
to break a Formal Alliance between two outside Kingdoms. You may
command any of your characters to spread lies and rumors between the
two allied Kingdoms in an effort to disrupt their alliance. Even very
good diplomats and Agents will find it very difficult to break up a
foreign alliance. Example:
I COMMAND TERSAL REYUS TO (B)reak the (A)lliance between (Kingdom
abrv)
and (Kingdom abrv)
Disrupt War Pact: If more than one kingdom invades provinces under
your
control, they are automatically considered to be in a WARPACT. For
purposes of the "Disrupt Warpact" command, all armies invading the
same
kingdom on the same turn are considered to be in a WARPACT. You may
command any of your characters to attempt to disrupt relations between
the separate members of the WARPACT, causing one or more of the
invading kingdoms to recall its armies and return to its own land. A
character may achieve this by using diplomacy and intrigue to play the
suspicions and fears of the various kingdoms against one another.
Example:
I COMMAND TERSAL REYUS TO (D)isrupt the (W)arpact.
Avoid Diplomatic Influence: You may command any of your characters to
direct his attention towards avoiding diplomatic attempts from a
specific foreign kingdom. Your character may do a variety of things,
including stirring up local opinion against that kingdom and rebuffing
emissaries and diplomatic delegations. Avoiding diplomatic influence
is
not as easy as it may appear. However, it is long-lasting once
successfuly achieved (i.e. your subjects will develop and maintain a
distaste for the silver-tongued diplomats of a foreign kingdom). On
any
turn following this command you will receive a report on how well your
character did. Your level of success in avoiding the diplomatic
influence of another kingdom will provide immunity against all future
attempts from that kingdom until the next peace years turn. On the
next
peace years turn, your level of avoidance will return to its original
level. Example:
I COMMAND TERSAL REYUS TO (A)void the (I)nfluence of (Kingdom abrv)
SPELL CASTING
Note that many of the spells available can be used differently in
different situations, and thus may be used as either commands or
declarations. A spell used as a command does not need to be declared
as
well.
Bless - The bless spell will increase the productivity (both wealth
and
troops) of any province on which it is cast. It will also increase
satisfaction and the loyalty of the local population of that province
to your kingdom. This spell may be cast upon any single province or
seazone in the Hyborian world. A bless spell lasts for one turn and
may
be cast from any location. Example:
I COMMAND ALKAR MAGEHAND TO (B)less (XYZ)
Curse - The curse spell is the opposite of the bless spell. A curse
will decrease productivity as well as the satisfaction and loyalty of
the people in the province being cursed. A character with this spell
may, from any location, place a curse on any province in the Hyborian
World. The curse will last for one turn. Example:
I COMMAND ALKAR MAGEHAND TO (C)urse (XYZ)
Rains - This spell in addition to its use as a strategic spell may be
used as province magic. The rains spell allows a character to summon
great rain storms at will. When used as province magic, the rains
spell
will tend to be helpful to dry desert provinces and cause ruin to
swampy or heavily rivered provinces. Example:
I COMMAND ALKAR MAGEHAND TO (C)ast (R)ains on (XYZ)
Sunbane - This spell, in addition to its use as a strategic spell, may
be used as province magic. The sunbane spell allows a character to
summon burning heat from the sun, banishing the fiercest storms. When
used as province magic, the sunbane spell will tend to be helpful to
cold, snowy provinces and harmful to hot, desert provinces.
I COMMAND ALKAR MAGEHAND TO (C)ast (S)unbane on (XYZ)
Long Life - The long life spell may only be cast during a peace years
turn and may only be cast upon one of your own characters. Each time
that a long life spell is cast upon any particular character, that
character will begin to age less and may even become younger! The long
life spell places a tremendous drain upon the life energy of the
spellcaster and thus may only be cast a limited number of times by a
character who knows the spell. A character may cast this spell on
himself; indeed, an aged wizard may ignore other commands to use it to
preserve his own life. Long life does not restore used-up spells.
Example:
I COMMAND ALKAR MAGEHAND TO (C)ast (L)ong (L)ife on (Character ID)
Reincarnation - The reincarnation spell is only usable on one of your
characters who has died on the previous turn. If the spell is
successfully cast, it will bring the dead character back to life at
the
same age as when he died. The reincarnation spell places a tremendous
drain upon the spellcaster and a character may only cast it a limited
number of times in his lifetime. A reincarnated character will not
regain used-up spells. Example:
I COMMAND ALKAR MAGEHAND TO (C)ast (R)eincarnation (S)pell on
(Character ID)
Far Sight - Besides its use as a strategic spell, the far sight spell
allows the spellcaster to see (and sometimes hear) events which are
happening in any particular province. Information gathered in this
manner is sometimes more detailed than that even the best of spies can
collect. To cast the far sight spell to gather information on a
province write:
I COMMAND ALKAR MAGEHAND TO (F)ar (S)ight into (XYZ)
Prophecy - With the prophecy spell, a character will be able foretell
with great accuracy important events of the future. No one can say
what
the gods will reveal to a character in the midst of the trancelike
state of prophecy, but it is certain the knowledge will be great. The
prophecy spell may ONLY be cast on a peace years turn, never during
war
seasons. Prophecy may be directed either at an kingdom's future or at
the Hyborian world at large. Example:
I COMMAND ALKAR MAGEHAND TO (P)rophesy (K)ingdom (Kingdom abrv)
I COMMAND ALKAR MAGEHAND TO (P)rophesy (W)orld
Diplomacy: This spell is used to enhance the appearance, speaking
ability, tact, etc. of a character who is about to undertake a
diplomatic mission. The diplomacy spell can be cast upon any of your
characters to increase his/her diplomatic ability for the turn in
which
the spell is cast. A spellcaster may not cast diplomacy on himself.
Example:
I COMMAND ALKAR MAGEHAND TO (C)ast (D)iplomacy (Character ID)
Dispel Magic - Dispel magic may be cast upon any character from
another
kingdom who has magic ability. If dispel magic is successful cast, the
character it is cast upon will be unable to use any of his magic for
that same turn (useful against that foreign wizard who knows the
incantation for black death!) You must know the location and ID# of
any
foreign character upon whom you wish to cast this spell. Note: Because
this spell requires your wizard to travel into the stronghold of his
enemy in order to cast it, it is considered as dangerous as a spying
mission, and there is a chance that your wizard may be captured or
killed in carrying it out. Example:
I COMMAND ALKAR MAGEHAND TO (P)rovince (XYZ) to (D)ispel (Character
ID)
PERSONAL COMBAT MAGIC
You will never need to write an order on your command sheet for
personal combat magic. All characters with magic of this type will
automatically use it when involved in personal combat with another
character, monster, etc. Note that personal combat magic is an aid
above and beyond a character's natural personal combat ability rating.
Arcane Blasts - With a flick of the hand, the holder of this spell can
unleash a blast of power upon a foe!
Magic Armor - Magic Armor provides the character with special defenses
in hand to hand combat, making him more difficult to strike.
Magic Weapon - The wielder of a magic weapon can be a deadly opponent
in personal combat situations. A magic weapon may be any type of
weapon, sword, axe etc.
Mesmerism - The gleaming eyes of a character with this spell may
temporarily mesmerize a foe, leaving him helpless. Mesmerism can be a
powerful tool in combat and especially useful to agents.
The Open Hand - Knowledge of this spell signifies membership in the
dread Open Hand Society. A master of the Open Hand of power can break
down strong doors and kill instantly.
Strength - This spell allows a character to draw upon energy resources
in the realm of magic to provide him with unusual strength for short
periods of time. It is useful in combat and in other situations where
extra strength can help.
GENERAL ASSIGNMENTS AND MOVEMENT COMMANDS
Assign Character to Army: You may assign any of your characters to
duty
with any of your armies. A character assigned to an army will stay
with
that army wherever it moves to (even on the same turn the character is
assigned) and fight in any battles the army becomes involved in until
the character is given a different task. However, you will not be able
to reassign a character on any turn in which his army is about to
fight
in a set piece battle. Remember, if you give a character in an army
ANY
OTHER COMMAND ORDER they will leave the army to carry out that command
and will need to be reassigned to the army on the following turn.
Example:
I COMMAND LORD KAUL TO (J)oin (army ID)
Assign Troop to Army: All new troops that you train and outfit will be
mustered at your capital province to await assignment to an army. For
each such troop unit that you form, a command order line will be
automatically printed out on your command sheet with the name of the
newly formed troop. You may assign new troops to any of your imperial
or provincial armies you wish. Note that a troop must have a clear
path
of friendly provinces between it and the army you assign it to, in
order to get to that army. Land troops may not move over seazones in
order to reach their army assignment nor may naval troops move over
land provinces in order to reach the navy they have been assigned to.
Note also that a troop assigned to an army about to engage in battle
may arrive at the battle field too late to participate in the
engagement.
Whenever new troops are raised they are listed at the capital province
on the turn following the one on which they were ordered. In the case
of naval troops they show up in the province where the imperial harbor
is located. At the capital province or harbor, troops await assignment
to a provincial or imperial army (or navy in the case of naval
troops).
Any troop not assigned on the turn after it is raised automatically
becomes a part of the provincial army in the capital. Remember that
under ordinary circumstances, only 30 troops may be assigned to any
army. Example:
I COMMAND THE KOTHIAN REDSWORDS TO (J)oin (army ID)
Move Army: Since most orders for armies are issued with special battle
orders and raid order forms on the turn sheet "Move Army" is the only
time you will issue a command order to an army. provincial armies and
defensive imperial armies do not even have pre-printed command lines
on
the command sheet since they may not be moved. Active imperial armies
may be moved on any turn in which they are not in battle or beginning
strategic movement. They may move through as many provinces as the
movement rating of their slowest troop type. On the peace years, an
active imperial army may move up to twelve provinces.
An imperial army may not move if it is engaged in a set piece battle
or
a raid, or if it is on defensive status. A clear path of friendly
provinces must exist between an army and its destination in order for
it to move. Active imperial armies may move freely through provinces
controlled by a formal ally. There are a few special cases, however.
The Ice Demon glacier prohibits army movement from Virunian (province
22) to The Eiglophian Mountains (province 308) and Njal's Lands
(province 18) as well as visa versa. Lake Zuad and its tributaries
prohibits all army movement between the Zuads Tribes Region (province
109) and Ghanatan (province 44). A barrier laid by the Wizard
Thoth-Amon prohibits army movement from Sabeaa (province 66) to the
Land of No Return (province 365). Example:
I COMMAND THE FIRST ARMY TO (M)ove to (P)rovince (XYZ)
DECLARATION ORDERS
RULERSHIP
Assign Monarch: Every kingdom must have one character as the monarch.
A
good monarch can go a long way to improve the productivity and loyalty
of all your provinces. Whenever a monarch dies, you must select a
successor to take his place. Tradition constrains those whom you may
choose as a new monarch as follows: 1) The monarch must be either a
NOBLE of your kingdom or else a character from the same family as the
previous monarch (have the same last name). 2) If their are no nobles
or royal family, you must choose from among your PRIESTS, HEROES, and
GENERALS. 3) If you have none of those characters, you may choose
either a WIZARD, AGENT or your ADJUTANT-GENERAL. If you do not choose
a
new monarch or attempt to break tradition, then the royal court will
select the new monarch using rules 1,2,3 above. Remember, monarchs
have
LIFETIME assignments. Thus it is not necessary to use a declaration
order assigning a character to be a monarch if that character is
already a monarch. It is required that each kingdom have a monarch at
all times. Thus if your original monarch dies you will need to assign
a
new monarch on the turn in which the old monarch dies. If no such
declaration order is issued your Chancellor will automatically select
a
new monarch for the kingdom. The monarch may be commanded to "Actively
Rule" on the same turn in which they are assigned a rulership
position.
Example:
I DECLARE (character ID) (M)onarch
Assign Province Ruler: Provinces are more productive and loyal when
they have an effective character as their ruler. Any type of character
may rule a province. A province ruler must be picked from among those
of your characters who were born in that province. If none of your
unassigned characters were born in that province, you may assign the
character of your choice. You may not assign the tasks of ruling more
than one province to a single character. Your Chancellor is
pre-assigned as the ruler of your capital province. Remember,
provincial rulers have LIFETIME assignments. Thus it is not necessary
to use a declaration order assigning a character to be a province
ruler
if that character is already a province ruler. It is not required that
each province has a province ruler, however, provinces without
rulership will suffer for the lack. The provincial rulers may be
commanded to actively rule on the same turn in which they are assigned
a rulership position. Example:
I DECLARE (Character ID) (R)ule (P)rovince (XYZ)
Note: Neither a province ruler nor monarch may "retire". Rulership is
a
lifetime assignment. However, a province ruler may abdicate his title
to become a monarch. In such cases you may assign a new province ruler
to the province vacated on that same turn.
GENERAL ASSIGNMENTS AND MOVEMENT
Move Character: This order will cause a character to change his
permanent residence to a different province. characters that are not
assigned to an army will always return to the province where their
permanent residence is located after performing whatever actions they
are assigned on a given turn. A character may move to any province
under the control of your kingdom. Note that all move orders take
place
after the assassination, kidnapping and dispel magic attempts are made
on a given turn. Example:
I DECLARE (character ID) (M)ove to (P)rovince (XYZ)
Raise Troop: You may raise new troops on any turn that you wish.
Newly-formed Troops will appear at your capital province on the
following turn for assignment (see General Assignments and Movement
Commands). You may attempt to form any number of troops on the same
turn, however, the more troops that you attempt to raise on the same
turn, the harder it becomes. Your Adjutant-General will attempt to
recruit, train, and outfit as many soldiers as he can to form the
number of troops that you order. If he is unsuccessful he will inform
you of the total that he was able to form on the following turn. Note
also the limitations on the percentage of each type of troop you can
have in your armies as listed in your Kingdom Report. You must keep a
minimum percentage, as well as no more than a set maximum percentage
of
each troop type among your forces. You will only need to write a
separate order for each different type of troop that you order.
Just as you may form new troops, some Kingdoms may also hire
mercenaries (see your Kingdom Report) within the above mentioned
limitations. Mercenaries cost you nothing to form but they cost about
four times as much to maintain as do other troops.
Two things should be kept in mind whenever you are raising troops.
Firstly, your Adjutant-General will always attempt to keep the troops
of your nation in keeping with the minimum and maximum percentages of
each troop type for your kingdom. Thus if you order 10 troops of Type
1
but 0 troops of Type 2 you might well end up with 9 troops of Type 1
and 1 troop of Type 2 if this will keep your kingdom's military in
adherance to the minimums and maximums. The second thing to keep in
mind is that all troops are raised in order of priority as they are
listed on your command sheet. If you order more troops than your
kingdom can raise, your Adjutant-General will attempt to raise the
first listed troop type first, the second listed troop type second,
etc.
No troop may ever participate in battle on the same turn in which it
is
raised or conscripted. Thus newly raised or conscripted troops will
not
defend a kingdom's capital if it is attacked on the same turn. If the
capital falls the troops will appear at the site of the kingdom's new
capital.
I DECLARE (number of troop units) (T)roops of (Troop type number)
(R)aised
Example:
I DECLARE (4) (T)roops of (type M7) (R)aised
Conscript Provincial Troops: Provinces levy provincial troops for
purposes of their own defense and to maintain order within the
province's own territorial borders. Provincial troops normally may be
brought into the ranks of an imperial army only when an imperial army
occupies the province and is engaging in an invasion of an adjacent
province. It is possible, however, for the central government to
DEMAND
that troops be sent from the provinces to the capital in order to
swell
the overall strength of the kingdom's armies.
The "Conscript Provincial Troops" declaration orders the specified
province to send all of its available provincial troops to the capital
in order to await re-assignment elsewhere on the following turn. The
declaration is most useful for removing large troop reserves from
provinces in the interior i.e. those provinces which have little
likelihood of coming under attack.
This action is potentially damaging to the relationship between a
province and the throne and may even result in a serious disaster such
as provincial revolt. In the Hyborian Age the relationship between the
provinces and the central government is often tenuous. The success of
a
conscript declaration will therefore depend in large measure upon the
ability of a kingdom's monarch as well as the ability of that
character's direct subordinate, the provincial ruler. (Ideally, a
provincial ruler will attempt to implement your orders smoothly with
the minimum of disturbance in the province which that character has
been given to govern.) The more successful your conscription is, the
more provincial troops will be sent to your capital. If the
conscription is unsuccessful, the troops will remain in the provincial
army, or, worse, rout and disappear.
Troops may not be conscripted from provinces on the same turn in which
the province is the site of a set piece battle.
Seazone navies may be conscripted from a seazone to the imperial
harbor
by using this declaration. In fact, the conscript troops declaration
is
the only manner in which naval troops attached to a seazone navy may
be
moved from out of a seazone (excepting raids). Examples:
I DECLARE (C)onscript (T)roops from province (XYZ)
I DECLARE
(C)
(T)
(123)
Disband Mercenaries: The advantage of mercenaries is that you can
disband them when you don't need them anymore. Disbanded mercenaries
will leave your kingdom to find employment elsewhere. On the turn in
which an imperial army is engaged in set piece battle it may not
disband mercenaries. The effect of the declaration is to disband all
mercenaries of a specified type from a specified army.
Format:
I DECLARE (troop type #) (D)isbanded
from (army ID)
Example:
I DECLARE (M4) (D)isbanded from (IA - 1)
Detach Troops from Army: On any turn you may detach troop units from
those of your imperial armies that you wish to. The units detached
will
become provincial army troops in the province where the detaching
imperial army begins the turn. If no provincial army exists at the
time
that the "Detach Troop" declaration is issued, as with newly conquered
provinces, then the troops will be considered to be the beginning of a
new provincial army in that province. Only an imperial army may issue
a
"Detach Troop" declaration. Each imperial army may only issue one
detach troop order per turn. Imperial navies may not detach troops
while occupying a coastland province. The order is the same for both
regular troops and mercenary troops. On the turn in which an imperial
army is engaged in set piece battle it may not detach troops.
Provincial armies may not detach under any circumstances. Example:
I DECLARE (number of Troop units) of (Troop type number) (D)etached
from (army ID)
Change army Status: On any turn you wish, you may order an imperial
army to change its status from either active or defensive. All armies
will undergo a one-turn period of transition before achieving their
new
status. The order is the same regardless of which status your army is
changing to. An active imperial army which has been ordered to raid,
invade, or is engaged in set piece battle can not be ordered to change
status on the same turn. A defensive imperial army can always be
ordered to change status. Example:
I DECLARE (C)hange (S)tatus (army ID)
DIPLOMACY
Intent to Ally: This declaration announces the necessary preparations
for your kingdom to become formally allied with another kingdom. Two
kingdoms wishing to become formally allied must declare this order on
the same turn, otherwise they will not become allied. The armies of
formal allies may jointly occupy the same provinces without fighting
each other and may travel freely through each others' provinces.
Armies
travelling through a province controlled by a formal ally are always
partially disarmed and given an "honor guard," making them extremely
vulnerable if the alliance is broken. Note that there are ways for
outside kingdoms to break up alliances and so it is ALWAYS RISKY to
have your forces in a formal ally's province. Formal alliances will
last until deliberately broken; they do not expire as peace treaties
do. You are allowed to declare one "Intent to Ally" per war season;
three on a peace years turn. Example:
I DECLARE an (I)ntent to (A)lly with (Kingdom abrv)
Intent to Break Alliance: This order begins the actions necessary to
break a formal alliance between you and another kingdom. For instance,
when two armies of different countries receive news that an alliance
has been broken, they are almost certain to become engaged in a fight.
Fortunately (perhaps, perhaps not) the alliance will not be considered
broken until the end of the turn so your forces will not attack, or be
attacked by the forces of a former ally in the same province until the
following turn. Example:
I DECLARE an (I)ntent to (B)reak (A)lliance with (Kingdom abrv)
TRANSFERS OF WEALTH
These orders are concerned with the direct transfer of wealth from one
kingdom to another (referred to as DIPLOMATIC PAYMENTS). Remember that
while tribute will aid you in negotiate peace attempts and ransom will
(hopefully) get a character back who has been imprisoned by another
kingdom, a gift order will have no direct effect whatsoever on any
other of your game actions. A player who receives a gift from you
might
take it kindly, however, that player is in no way obligated to do
anything in return. A gift is just that...a gift.
Pay Tribute: This order will increase the chance that you will be able
to successfuly negotiate peace with a foreign kingdom. Tribute may
only
be paid on the same turn and to the same kingdom that you attempt to
negotiate peace with. There are two levels of tribute, half tribute
and
full tribute. The exact amount of tribute that you pay will be
determined in the negotiations between your envoy and the foreign
kingdom. You may be certain, however, that any tribute payment you
declare will be expensive, between 10% and 40% of the total wealth in
your royal treasury. You may not pay tribute if the wealth in your
royal treasury is rated as either NONE or POOR. Examples:
I DECLARE (H)alf (T)ribute to (Kingdom abrv)
I DECLARE (F)ull (T)ribute to (Kingdom abrv)
Gift: Gifts represent gold, jewels, and other forms of wealth
transfered directly from the royal treasury of one kingdom to the
royal
treasury of another. You may give a gift to any other kingdom in the
game, but you are only allowed to give one gift per turn. You may not
declare a gift when your treasury is rated at either NONE or POOR.
There are five levels of gifts based upon the STANDARD rating scale as
follows:
* POOR - 1/40th of the total wealth in
your Treasury.
* ADEQUATE - 1/20th of your total wealth.
* GOOD - 1/10th
* EXCELLENT - 1/6th
* SUPERIOR - 1/4th
Example:
I DECLARE an (E)xcellent (G)ift to (AQUI)
Set Ransom: On any turn after you have kidnapped or otherwise captured
a character from a foreign kingdom, a special ransom declaration line
will be automatically printed out on your command sheet. With this
declaration you set the amount of wealth you are willing to accept to
ransom that character back to his home kingdom. This is the only time
that you will be able to set a ransom for that character. If you set
the ransom at "None," the character will simply be held in your
imperial dungeons until he dies or is rescued. If you do not set any
ransom, the computer will default to adequate. You may set ransom at
any of the five levels used for gift above by checking the appropriate
box which appears on your command sheet. Example:
_
_
_
_
SET RANSOM FOR KUES TRALS AT? |_| POOR |_| GOOD |_| ADEQUATE |X|
EXCELLENT _ _ |_| SUPERIOR |_| NONE
Pay Ransom: The turn after one of your characters has been kidnapped
or
otherwise captured by another kingdom, you will be told if that
kingdom
has decided to set a ransom for that character or whether your
character is being held without ransom. If a ransom has been set, you
may pay it and have the character returned to you by using the
pre-printed order which will appear. If you do not wish to pay the
ransom you may leave the order line blank. Example:
I DECLARE a (level of ransom) (R)ansom for (Character ID)
I DECLARE an (E)xcellent (R)ansom for (AQUI-21)
WAR PREPARATIONS
Before any army may either raid or invade, the proper war preparations
must be made. War preparations represent the accumulation of the
necessary suplies or the raising of a siege train to accompany the
troops going into battle. Intents to raid or invade may be declared on
any turn, even during peace years. You must declare the intent to raid
or invade one turn prior to either raiding or invading.
Formal allies may neither raid nor invade each other's provinces, and
certain provinces in the game may not be invaded under any
circumstances. These provinces, for reasons of size, geography, or
special protection, are not subject to conquest by any kingdom. The
non-invasion provinces are The Mysterious South (#363), Pathenia
(#364), The Land of No Return (#365), and the Barachan Isles (#201).
Intent to Raid: This declaration will cause the necessary preparations
to be made for raiding a specified province. It costs your treasury a
minor but noticable amount to make these preparations. If after
declaring this order you do not in fact raid on the following turn,
the
war faction at the royal court will have to be placated ("bought off")
at an additional cost to your treasury. If you want to raid a province
with more than one army, you must declare one raid intent for each
army. Example:
I DECLARE an (I)ntent to (R)aid (XYZ)
Intent to Invade: This declaration will cause a tremendous amount of
supplies and equipment to be made ready for an invasion of a specified
province. It costs your treasury about three times as much for these
preparations as it does to prepare for a raid. If after ordering these
preparations your kingdom does not in fact invade on the following
turn, your war faction at the royal court will have to be appeased at
an additional cost to your treasury. If you want to invade a coastland
province with both imperial navies and arnies, you need only one
intent
to invade that province. Example:
I DECLARE an (I)ntent to (I)nvade (XYZ)
STRATEGIC MAGIC
Spells of this kind are only used during the strategic movement phase
of an invasion or during raids. They may be used by both the offensive
and defensive player in such situations. Each character with knowledge
of strategic magic may prepare ONE such spell for use in any strategic
situation which arises. Any character who has prepared a strategic
spell and is assigned to an army will automatically cast that spell
every time it will help your army. A character MUST be in an army to
cast these spells successfully.
While characters may only have one strategic spell prepared at any one
time, you may change the prepared spell of those characters who know
more than one spell from one turn to the next simply by issuing a
prepare declaration for the new spell which you wish that character to
prepare for the next turn.
A character may be assigned to join an army on the same turn in which
that army is engaging in the strategic movement phase of an invasion.
In such a case the character will arrive to join the army in time to
use strategic magic on that turn and then take part in battle.
Characters assigned to join an army on the same turn in which that
army
is actually engaging in battle will ALWAYS arrive too late to join in
the combat. Only characters who are assigned to an army may prepare a
strategic spell. However, both a join army command and a "Prepare
Strategic Spell" declaration may be ordered for a character on the
same
turn. At any time that a character is given a command order other than
"Join Army," that character's prepared strategic magic spell (if any)
is no longer prepared. If a character does not have a strategic spell
prepared he will not under any circumstances use strategic magic. Any
character assigned to an army who also has a strategic magic spell
prepared will use strategic magic as often on the same turn as the
character has the opportunity to do so. For example, a wizard on
assignment with a defensive imperial army and prepared to use the
spell
Black Death, could well cast Black Death three times on the same turn
-
if the wizard's army responded to three different invasions. Each
casting would, however, subtract one from the total number of times
the
wizard is able to cast the spell. (Recall that some spells such as
Black Death may only be cast a limited number of times by the same
spellcaster.) While all strategic magic spells are useful in an
invasion, only Forced March and Far Sight are useful on a raid.
The Black Death - When prepared, the Black Death spell is cast on any
enemy army which marches in to invade one of your provinces where the
spellcaster is stationed. Casting this spell places extreme strain on
the life energy of the spellcaster and thus may only be cast a limited
number of times in a spellcaster's lifetime. The Black Death is a form
of virulent plague which will slay between 20% and 50% of the enemy
troops as they march to meet your forces in battle. The Black Death
spell may not be used offensively and only works in defense of
provinces under your control. Example:
I DECLARE a (B)lack (D)eath (S)pell for (Character ID)
Far Sight - The Far Sight spell allows the spellcaster to "see" an
enemy army at a distance and thus improve his army's ability to
outmaneuver them. Far Sight may be used by both the offensive and the
defensive kingdom during a raid or invasion. Example:
I DECLARE a (F)ar (S)ight (S)pell for (Character ID)
Force March - The Force March spell adds vigor to tired legs, aiding
soldiers to march longer and farther than is normally possible. It is
useful in helping an army outmaneuver its opposition in the strategic
movement phase of an invasion or during a raid. Example:
I DECLARE a (F)orce (M)arch (S)pell for (Character ID)
Rains - With this spell, a character can control weather so as to call
forth great rainstorms at will. The Rains spell, used strategically,
will cause rivers to overflow, create floods, and generally inhibit
the
maneuvers of enemy troops while allowing your troops to move about in
clear sunshine. It is useable by both sides during the strategic
movement phase of an invasion. Example:
I DECLARE a (R)ains (S)pell (P)repared for (Character ID)
Sun Bane - With this spell a character can control the sun and is able
to call forth great blasts of heat and burning. It can be a useful
spell to either side during the strategic movement phase of an
invasion. The wielder of Sun Bane will attempt to swelter the troops
of
the enemy as they march, blighting them with extreme heat and
sunstroke
as they move through dry or arid terrain. Example:
I DECLARE a (S)un (B)ane (S)pell for (Character ID)
WAR ORDERS
PROVINCE DEFENSE ORDERS
On any turn that you conquer a new province a special section will be
printed on your command sheet labelled Province Defense orders.
-----------------------------------------------------------------
PROVINCE DEFENSE ORDERS FOR (Name of the Province) (Province #)
__
__
__
AMBUSH |__| HIDDEN MOVEMENT |__| DECLINE
BATTLE |__|
PREFERRED TERRAIN: OP TU
OA ST HI DE MO FO
MA
BO SW RI FA
FB SO DO
__
__
BATTLE SELECTION: OPEN FIELD
|__| SET PIECE |__|
__
COMMANDERS
DISCRETION |__|
-----------------------------------------------------------------
Check the box for each of the stratagems that you wish that province
to
use in defending itself. Circle the abbreviation for the preferred
terrain you wish to select. Check one of the battle selection boxes to
indicate the type of battle your forces should attempt to engage the
enemy in. If you do not choose to fill out a province defense orders
sheet, the orders will be issued for you by your Adjutant-General.
You may change your province defense orders, in whole or in part, on a
later turn (at a small cost to your treasury). The declarations for
changing province defense orders are written in declaration statements
as listed below.
Ambush:
I DECLARE an (A)mbush in (XYZ)
I DECLARE (N)o (A)mbush in (XYZ)
Hidden Movement:
I DECLARE (H)idden (M)ovement in (XYZ)
I DECLARE (N)o (H)idden (M)ovement in (XYZ)
Decline Battle:
I DECLARE (D)ecline (B)attle in (XYZ)
I DECLARE (N)o (D)ecline (B)attle in (XYZ)
To change the preferred terrain use the appropriate terrain type and
abbreviations listed. The old terrain preferance for the province in
question will be automatically dropped when you write a new terrain
preference order for that province. Example:
I DECLARE (T)errain (terrain code) in (XYZ)
To change the battle selection of a province write one of the orders
below. The old battle selection order for the province in question
will
automatically be dropped when you write a new battle selection order
for that province. Examples:
I DECLARE (C)ommanders (D)iscretion in (XYZ)
I DECLARE (O)pen (F)ield in (XYZ)
I DECLARE (S)et (P)iece in (XYZ)
You need only write province defense orders for those that you wish to
change. All other standing province defense orders will remain in
effect from turn to turn.
RAID ORDERS
On the turn after you have declared "Intent to Raid," a special raid
commands section will be printed out on your command sheet.
-------------------------------------------------------------------
RAID ORDERS FOR (RAID #XX) ON (PROVINCE BEING RAIDED)
__
__
RAID
TYPE:
PROVINCE |__| TRADE
ROUTES |__|
__
__
__
BATTLE SELECTION: DISPERSAL |__| OPEN
FIELD |__| SET PIECE |__|
RAID
ARMY:
(Army ID)
RAID COMMANDER: (Character ID)
------------------------------------------------------------------
Check one box to indicate the type of raid you wish your forces to
make. Check one box to indicate your battle selection in the event
that
your forces are engaged by enemy troops. Indicate the identification
number of the army that will raid in the space provided. If you do not
assign an army to the raid, it will be cancelled automatically.
Indicate the identification number of the character (if any) that you
wish to make the commander of the raid.
INVASION ORDERS
On the turn after you have declared "Intent to Invade," a special
invasion commands section will be printed on your command sheet.
-----------------------------------------------------------------
ORDERS FOR (INVASION # ) (Province of Invasion)
INVASION COMMANDER: (Character ID)
INVASION ARMIES: (Army ID)
(Army ID) (Army ID)
(Army
ID) (Army ID) (Army ID)
__
__
BATTLE TYPE: COMMANDERS
DISCRETION |__| OPEN FIELD |__|
__
SET
PIECE |__|
PREFERRED TERRAIN: OP TU
OA ST HI DE MO FO
MA
BO SW RI FA
FB SO DO
PATROLS:
(Troop Category) (Troop Type Number) (Number of
troop units)
(Troop Category) (Troop Type Number) (Number of
troop units)
(Troop Category) (Troop Type Number) (Number of
troop units)
(Troop Category) (Troop Type Number) (Number of
troop units)
__
__
HIDDEN MOVEMENT?
|__|
DECLINE
BATTLE? |__|
-----------------------------------------------------------------
The invasion orders section of your command sheet is used for the
strategic movement phase of each invasion. At the top of the invasion
form, there is an invasion number and the name and ID# of the province
under invasion. You will write in the Id# of the character to be
assigned to the position of army commander (who must first be assigned
to an army participating in the invasion).
You will also write in the ID#'s of all armies that you wish to assign
to the invasion. At least one of these MUST be an active imperial army
or imperial navy with at least eight troops; if not, the invasion will
be cancelled automatically. You must select one of the battle type
options and circle the code of the preferred terrain for the invasion
force. You may designate patrols composed of up to six different types
of troops simply by writing in the troop type number (see troops in
your individual Kingdom Report) followed by the number of troop units
of each type in the space provided. At the bottom of the invasion
orders section you may check one or both of the boxes for hidden
movement and decline battle if you wish to order your army to attempt
those stratagems.
BATTLE ORDERS
On the turn that a set piece invasion battle is to take place, you
will
receive a special battle orders section printed onto your command
sheet. You will also receive a Battle Intelligence Summary for each
battle which you will use to fill out the battle orders sheet.
After examining the Battle Intelligence Summary you will fill out the
battle orders section as follows: Assign all your available forces
from
the FORCE POOL into the battle line boxes by writing each troop's
force
pool number (from the Battle Intelligence Summary) into each battle
box. Assign all your available troops to the battle lines starting
with
the first rank until all the battle lines have been filled or you run
out of troops. Never assign the same troop twice. If you have troops
remaining after filling all six battle lines, then place the rest of
your troops into the reserves (see Example Battle Orders).
Assign all your available characters from your force pool to positions
in the battle lines. Place them with troop units by writing in the
force pool number (listed on the Battle Intelligence Summary) of the
troop you want each character assigned to next to the name of that
character on the battle orders sheet. You may assign several
characters
to fight with the same troop if you wish. All characters must be
placed
with a troop. No character may be placed with a troop in the reserves.
If you have not yet assigned an army commander you may do so by
writing
in his personal force pool number in the space provided. (Just write
it
in over the dashes; they simply mean that no one is assigned as yet.)
You may also assign characters to the various command positions (see
Example Battle Orders). To do this you will write their force pool
numbers in the space provided.
You must check one of the loss acceptance boxes to indicate the losses
you will be willing to accept before withdrawal. You may also check
those spells which you wish your characters with magic ability to
cast,
where they appear printed out next to the names of those characters
(maximum two spells per character). You may order a special
disengagement and advance by checking the box labled ALL (all troops
in
the front line switch with those troops in the second line) or by
checking any of the other boxes next to it (those sections in the
front
battle line switch with the corresponding sections in the second
line).
Also check the timing of the maneuver, either CLOSING (when the two
armies first close on each other) or HOUR 1 (after the first hour of
battle). You cannot disengage and advance at both closing and hour 1.
You need not check any of the boxes if you do not wish to order a
special disengagement and advance.
BATTLE MAGIC
Spells of this type are extremely powerful and capable of protecting,
improving, or shattering whole armies. Battle magic is only useable in
set piece battles which result from invasions. You will not need to
write a declaration or a command order to use battle magic. The list
of
battle magic spells available to your spellcasters at the scene of a
battle will be printed out automatically next to each character's
name.
To order a particular spell to be cast you will simply check the box
which appears next to the spell that you wish cast. Characters may
cast
a maximum of two spells in a battle and there are some limitations on
the types of spells which a single spellcaster may cast in combination
at the same battle. For a complete listing of all such limitations see
the Spell Chart.
Earth Demon - The Earth Demon spell is a very potent and terrifying
form of magic! With a word of command, the holder of this spell may
summon the very power of the earth to do his bidding, causing the
earth
to shake, cliffs to topple onto the armies of his enemies and the
walls
of fortifications to come crashing to the ground in the space of a
moment. The Earth Demon spell is only effective in mountain, hill, or
fort terrain.
Fanaticism - The Fanaticism spell makes the spellcaster's army fight
with increased bravery and heroism (improves morale). The Fanaticism
spell is of great value to armies known for their lack of courage or
discipline.
Fear - The Fear spell is used to make an enemy army uncertain and
afraid (decreases morale). It can be of great value when cast upon
troops known for their lack of courage or discipline.
Firewall - This spell causes a wall of flame to leap up in obedience
to
the will of the spell caster. A firewall can engulf and destroy entire
ranks of charging soldiers in an instant!
Magic Blast - A character with this spell can call upon the very
powers
of the heavens to aid his cause in battle. This spell will call forth
bolts of lightning to fall from the sky and blast enemy troops. Due to
the need to target specific troops or leaders, the spell works best
for
wizards who have some degree of military command ability.
Magic Sleep - With this spell, a character can call upon a child from
the chilling outer void (a being whose very touch can paralyze the
body
and numb the mind). If successful, the spellcaster may command this
creature to touch the commander of an enemy army. The commander
touched
in this fashion will become paralyzed and useless for the duration of
the battle.
Missile Shield - By using this spell, a character may cause most of
the
closing missile volleys from an enemy host to be misdirected and
deflected.
Phantom Warriors - This spell summons to the world of men a creature
or
creatures of Great Power. Such creatures can take many forms, perhaps
even appearing human, but each in its own way is a potent summoning.
The strain upon a character to summon and control such creatures is
great, and thus the spell may only be cast a limited number of times
in
a character's lifetime.
Summon the Dead - This spell allows the spellcaster to command the
dead
to rise from their graves and take up arms in battle. This spell will
cause a variable number of undead troops to shamble forth and fight on
the side of the spellcaster's army.
EXAMPLE ORDERS
Example Battle Intelligence Summary
Example Battle Intelligence
Summary:
_________________________________________________________________
BATTLE # 23 IN PROVINCE 1 - TARANTIA
The Battle will be fought in FOREST
The Supreme Commander of your forces is LERIC IDRAK
You stand in opposition to a force of NEMEDIANS believed to be
in strength as follows:
4 Troops Heavy Cavalry
8 Troops Medium Infantry Archers
5 Troops Heavy Infantry
The Wizard ALKAR MAGEHAND (NEME-26) has been sighted riding with
the forces arrayed against us.
YOUR
FORCE POOL
The following troops and characters are available for the battle:
TROOPS
Force Pool
# Troop
name
Category Troop Type #
1
Lord Kall's Knights
HC
2
2
1st
Knights
HC
3
3
1st
Redspears
MI
8
4
9th
Spear
MI
7
5
17th Foot
Archers
LIA
6
6
19th Foot
Archers
LIA
6
7
21st Foot
Archers
LIA
6
8
Redon's Light
Bow
LIA
5
9
1st
Mammoths
MAM
4
10
Count Surat's
Foot
HI
9
CHARACTERS
Force Pool#
Name
Class
1
Leric
Idrak
General
2
Porthel
Dash
General
3
Halsa
Tor
Wizard
4
Lord
Hallsom
Noble
5
Zan
Rek
Hero
6
Kral
Ironfist
Hero
7
Ilac the Blessed
Priest
Example Battle Orders Sheet
Example Battle Orders Sheet:
_________________________________________________________________
BATTLE ORDERS BATTLE #23 In Tarantia
FORREST
TERRAIN
L-FLANK L-LINE CNTR. R-LINE
R.FLANK
___
___
___
___ ___
| 1 | | 3 | |
10| | 4 | | 2 |
|___| |___|
|___| |___| |___|
___
___
___
___ ___
| 6 | | 8 | | 9
| | 7 | | 5 |
|___| |___|
|___| |___| |___|
___
___
___
___ ___
| | |
| | |
| | | |
|___| |___|
|___| |___| |___|
___
___
___
___ ___
| | |
| | |
| | | |
|___| |___|
|___| |___| |___|
___
___
___
___ ___
| | |
| | |
| | | |
|___| |___|
|___| |___| |___|
RESERVES:
DISENGAGE AND
ADVANCE?
WHEN?
_
_
_
_
|_| ALL |_| LF FLANK |_| RT
FLANK | |_| CLOSING
_
_
_
|
_
|_| CENTER |_| LF LINE |_| RT
LINE | |_|
HOUR 1
ASSIGN EACH CHARACTER TO A TROOP (by Force Pool Number of Troop)
1 Leric
Idrak
AQUI-17 ___6__
2 Porthel
Dash
AQUI-43 ___2__
3 Halsa
Tor
AQUI-12 ___1__
4 Lord
Hallsom AQUI-
9 ___5__
5 Zan
Rek
AQUI-22 ___4__
6 Kral
Ironfist
AQUI-35 ___6__
7 Ilac the Blessed
AQUI-75 ___5__
ARMY
COMMANDER
: LERIC IDRAK
ARCHERY COMMANDER :__4__
CALVARY COMMANDER :__2__
RIGHT FLANK COMMANDER :__7__
LEFT FLANK COMMANDER :__6__
AVAILABLE SPELL CASTERS AND BATTLE MAGIC
_
LORD HALLSOM |X| FIREWALL
|X|
MAGIC BLAST
|_|
SUMMON DEAD
_
HALSA TOR |X| MAGIC
SLEEP
|X|
FIREWALL
_
_
_
_
LOSS ACCEPTANCE: |_| LIGHT |_| STANDARD |X| HEAVY |_| TOTAL
----------------------------------------------------------------
Sometimes when you are the defending player in a set piece battle, you
will only be able to make a limited number of decisions for the battle
(i.e. only loss acceptance and battle magic). Your characters on the
battle field will make the battle decisions that you are not able to
make. This occurs since there is no time for orders to arrive from
your
capital to the battle field. The Battle Intelligence Summary and
battle
orders sheet for this type of battle situation look like this:
----------------------------------------------------------------
BATTLE # 23 IN PROVINCE 1 - TARANTIA
The Battle will be fought in FOREST
The Supreme Commander of your forces is LERIC IDRAK
You stand in opposition to a force of NEMEDIANS believed to
be in strength as
follows:
5 Troops Cavalry
11 Troops Infantry
FORCE
POOL
The following troops and characters are available for the battle:
PROVINCE
TROOPS
|
TROOPS FROM DEFENSIVE ARMIES
|
|
Troop name
Category Type # | Troop Name
|
Lord Kall's Knights
HC
2 | 15th Heavy Chariots
1st
Redspears
MI
8 | 45th Light Infantry
etc.
|
etc.
|
|
PROVINCE
CHARACTERS
| DEFENSIVE ARMY CHARACTERS
|
|
Name
Class
|
Name
Class
|
Leric
Idrak
General |
Toren Mar
General
Lord
Hallsom
Noble
| etc.
etc.
|
|
-----------------------------------------------------------------
Example Battle Orders Form:
-----------------------------------------------------------------
_
_
_
_
LOSS ACCEPTANCE: |_| LIGHT |X| STANDARD |_| HEAVY |_| TOTAL
AVAILABLE SPELL CASTERS AND BATTLE MAGIC
_
LORD HALLSOM |X| FIREWALL
|X|
MAGIC BLAST
|_|
SUMMON DEAD
-----------------------------------------------------------------
AN INVASION SEQUENCE ILLUSTRATION
AN INVASION SEQUENCE ILLUSTRATION
What follows is a step-by-step example of an invasion. It details the
order in which certain actions should occur while also outlining some
basic strategy.
Turn 1 - Hyrkania decides to invade Rhamdan. Hyrkania orders:
Command:
IA-1 M)ove (P)rovince (50)
Command:
HYRK-3 S)py (209) (M)ilitary
Declare:
I)ntent to (I)nvade (209)
Declare:
10) (T)roops of type (1) (R)aised
Hyrkania knows what the terrain is like in Rhamdan from the map
provided with the Kingdom Set-up. Hyrkania therefore decides not to
send another spy in order to "Spy Province Terrain." Hyrkania decides
not to assign any characters to IA-1 this turn as they can just as
well
be assigned next turn. Characters assigned to IA-1 would only be
useful
if an enemy invaded the Hyrkanian Heartland this turn. Since Hyrkania
judges an invasion of province 50 to be unlikely, the characters can
be
put to better use on other assignments. Note that the "Move Army"
command was to province #50 (Hyrkanian controlled and adjacent to the
province to be invaded), NOT to Province #209. The "Move Army" command
can only move an army within provinces which the issuing kingdom
controls.
Turn 2 - Based on a spy report of Rhamdan, Hyrkania decides to assign
3
of the troops raised last turn to IA-1. Hyrkania also decides to
include the provincial armies of the Hyrkanian Heartland and Theggir
in
the invasion. So that these two provinces are not left undefended,
Hyrkania assigns the remaining 7 troops that were raised last turn, 3
to the Hyrkanian Heartland and 4 to Theggir. These troops will become
the new PA-50 and PA-53. Hyrkania orders:
Command:
HYRK-6 J)oin (IA-1)
Command:
HYRK-2 J)oin (IA-1)
Command:
HYRK-4 J)oin (IA-1)
Declare:
F)orce (M)arch (S)pell for (HYRK-2)
On the strategic movement form for the invasion of Rhamdan, Hyrkania
assigns HYRK-6 to be the invasion commander; assigns IA-1, PA-50, and
PA-53 to the invasion; sets the battle type at commander's discretion;
and selects a preferred terrain of steppe (ST). As HYRK-2 has the
Force
March spell, Hyrkania has ordered him to prepare it on the same turn
that HYRK-2 has been assigned to IA-1. HYRK-2 will use the spell as
the
army maneuvers into Rhamdan. HYRK-4 is a hero whom Hyrkania thinks
will
be an asset in the upcoming battle.
Turn 3 - Based on the Battle Intelligence Summary received with this
turn, Hyrkania fills out the battle form for a set piece battle
against
the defenders of Rhamdan. Hyrkania assigns his troops and characters
to
positions in the battle lines. As Hyrkania feels quite confident of
victory in the battle, he lays plans to continue the campaign by
making
preparations for an invasion of the adjacent Hyrkanian Free City
States. This is a risky move which may cost Hyrkania if the battle at
Rhamdan is lost. Hyrkania orders:
Command:
HYRK-3 S)py (208) (M)ilitary
Declare:
I)ntent to (I)nvade (208)
Declare:
10) (T)roops of type (2) (R)aised
If all goes as planned Rhamdan will fall this turn--and next turn IA-1
can immediately be ordered to invade 208. Hyrkania has raised more
troops to replace losses at the battle and also to assign as a new
provincial army in Rhamdan. As always, Hyrkania is spying ahead so as
to appraise the strength of enemy forces.
ENDING THE GAME
There are two ways in which a game of Hyborian War can end. One is
when
anywhere from one to six players have so dominated the world that they
are, effectively, the only powers left in the game. The second is by
the onset of an Ice Age. The Hyborian Age is ended as great sheets of
ice encroach further and further from the northlands into the lands
below. At this time life as the ancient Hyborians know it comes to an
end. You may be forewarned of the onset of an Ice Age through prophecy
and by noticing a continually increasing severity of the winter
seasons.
Regardless of how the game ends, you will be informed, and told your
overall rank in relation to all players who have controlled your same
kingdom in different games. All standings at the end of the game are
evaluated and determined impartially by computer.
CHARTS
TROOPS/TERRAIN
TERRAIN:
ADVANTAGE
AT DISADVANTAGE
OPEN/TUNDRA/OASIS N/A
N/A
STEPPE
N/A
Infantry
HILLS
N/A
Chariots & Cavalry
DESERT
N/A
Infantry
MOUNTAINS
N/A
Chariots, Heavy Armor
FOREST
N/A
Heavy Armor, Cavalry, Chariots, Missile Fire
MARSH/BOG/SWAMP N/A
Heavy Armor, Cavalry, Chariots
RIVER
Defending Missile Fire
Heavy Armor, Chariots
FORT CLASS A
Defending Missile
Fire
All except Heavy Infantry
FORT CLASS B
Heavy
Infantry
All except Infantry
SHALLOW OCEAN
N/A
Heavy Naval Vessels
DEEP OCEAN
N/A
Light Naval Vessels
TERRAIN TYPES AND ABBREVIATIONS
Type
Description
Abbreviation
OPEN
Flat open grasslands
OP
TUNDRA
Flat and icy wasteland
TU
OASIS
Flat desert area near water
OA
STEPPE
Cold desert
ST
HILL
Gently rising
ground
HI
DESERT
Arid sandy ground
DE
MOUNTAIN
Steeply rising rocky
ground
MO
FOREST
Heavily wooded area
FO
MARSH
Wet, soft ground
MA
BOG
Spongy, sinking
ground
BO
SWAMP
Very wet, muddy ground
SW
RIVER
Broad area of running water
RI
FORT A
Large walled city
FA
FORT B
Small city with pallisades
FB
SHALLOW OCEAN
Water
SO
DEEP OCEAN
Lots more
water
DO
SPELL LIMITATIONS CHART
Spell Limitations: A character may only cast one spell from any of the
following four categories in the same battle.
1. Firewall / Earth Demon
2. Magic Sleep / Fear / Fanaticism
3. Missile Shield / Magic Blast
4. Summon the Dead / Phantom Warriors
TROOP TYPE ABBREVIATIONS
HC - Heavy Cavalry
HI - Heavy Infantry
MC - Medium Cavalry
MI - Medium Infantry
LC - Light Cavalry
LI - Light Infantry
HCA - Heavy Cavalry Archers
HIA - Heavy Infantry Archers
MCA - Medium Cavalry Archers
MIA - Medium Infantry Archers
LCA - Light Cavalry Archers
LIA - Light Infantry Archers
HCH - Heavy Chariots
HIP - Heavy Infantry Pikemen
LCH - Light Chariots
MIP - Medium Infantry Pikemen
HCHA- Heavy Chariot Archers
MAM - Mammoths
LCHA- Light Chariot Archers
WR - Winged Reptiles
HN - Heavy Naval
HNA - Heavy Naval Archers
MN - Medium Naval
MNA - Medium Naval Archers
LN - Light Naval
LNA - Light Naval Archers
UI - Undead Infantry
PW - Phantom Warriors
BATTLE CONFIGURATIONS
In the diagrams below, each dashed section represents space for one
troop unit. The strategic components of each battle configuration are
noted. Those strategic components not labeled above any particular
diagram do not exist in the battle configuration which the diagram
represents.
Open, Tundra, and Oasis Terrain:
LF FLANK LF
LINE
CENTER RT
LINE RT FLANK
______ | ______ ______ | _____ _____ | _____ _____ | _____
Steppe Terrain:
LF
FLANK
LF
LINE
CENTER
RT
LINE
RT FLANK
____ | ____ ____ ____ ____ | ____ ____ | ____ ____
____ ____ | ____
Hill Terrain:
LF FLANK LF
LINE
CENTER RT
LINE RT FLANK
______ | ______ ______ | ______ | ______ ______ | ______
Desert Terrain:
LF FLANK LF
LINE
CENTER
RT LINE RT
FLANK
____ | ____ ____ ____ ____ | ____ | ____ ____ ____ ____ |
____
Mountain, and Forest Terrain:
LF FLANK LF LINE CENTER RT LINE
RT FLANK
______ | ______ | ______ | ______ | ______
Marsh, Bog, and Swamp Terrain:
LF FLANK
CENTER RT FLANK
______ | ______ ______ | ______
River Terrain:
LF LINE
CENTER RT
LINE
______ | ______ ______ | ______
Fortified Terrain (Fort class A):
LF LINE RT LINE
______ | ______
Fortified Terrain (Fort class B):
LF
LINE
RT LINE
______ ______ | ______ ______
Shallow Ocean and Deep Ocean Terrain = Automatic Open Field battle
THE KINGDOMS OF HYBORIA
Player Kingdoms
Abbreviation
Provinces
Owned
Number
1 Aquilonia
AQUI
1 through 10
10
2 Amazonia
AMAZ
11
1
3 Argos
ARGO
12 through
16
5
4 Asgard
ASGA
17 through
20
4
5 Border Kingdom
BORD
21 through
23
3
6 Brythunia
BRYT
24 through
31
8
7 Cimmeria
CIMM
32 through 36
5
8 Corinthia
CORI
37 through
41
5
9 Darfar
DARF
42 through
44
3
10 Hyperborea
HYPE
45 through 49
5
11 Hyrkania
HYRK
50 through 57
8
12 Iranistan
IRAN
58 through
67
10
13 Jumas Kingdom
JUMA
68
1
14 Kambulja
KAMB
69 through 72
4
15 Keshan
KESH
73 through
76
4
16 Khauran
KHAU
77 through 78
2
17 Khitai
KHIT
79 through 93
15
18 Khoraja
RAJA
94
1
19 Kosala
KOSA
95 through
97
3
20 Koth
KOTH
98 through
104
7
21 Kusan
KUSA
105
1
22 Kush
KUSH
106 through
109
4
23 Nemedia
NEME
110 through 115
6
24 Ophir
OPHI
116 through 120
5
25 Pictland
PICT
121 through 132
12
26 Punt
PUNT
133 through
135
3
27 Shem
SHEM
136 through
140
5
28 Stygia
STYG
141 through
149
9
29 Tombalku
TOMB
150
1
30 Turan
TURA
151 through
158
8
31 Uttara Kuru
UTTA
159 through 161
3
32 Vanaheim
VANA
162 through 164
3
33 Vendhya
VEND
165 through 178
14
34 Zamora
ZAMO
179 through
183
5
35 Zembabwei
ZEMB
184 through 188
5
36 Zingara
ZING
189 through 194
6
Non Player Kingdoms
Abbreviation
Provinces
Owned
Number
37 Afghulistan
AFGH
195
1
38 Atlaia
ATLA
196
1
39 Azweri
AZWE
197
1
40 Bakalah
BAKA
198
1
41 Bakharus Tribes
BAKH
199
1
42 Bamula
BAMU
200
1
43 Barachan Isles
BARA
201
1
44 Drujistan
DRUJ
202
1
45 Eastern Shemish Nations
ESHE
203 through 206
4
46 Eastern Talakamas
ETAL
207
1
47 Eastern Vilayet Cities
EVIL
208 through
210
3
48 Himelians
HIME
211
1
49 Ilbars Mountains
ILBA
212
1
50 Jaga Tribes
JAGA
213
1
51 Jimiji
JIMI
214
1
52 Jungle Kingdom
JUNG
215
1
53 Kchaka
KCHA
216
1
54 Kezankian Mountains
KEZA
217
1
55 Kharamun Tribes
KHAR
218 through 223
6
56 Khorbul
KHOR
224
1
57 Kordafa
KORD
225
1
58 Kuigar Nomads
KUIG
226 through
228
3
59 Meru
MERU
229 through 235
7
60 Northern Kozaki
NKOZ
236 through 238
3
61 Southern Isles
SOUT
239
1
62 Southern Kozaki
SKOZ
240 through 242
3
63 Wamadzi
WAMA
243
1
64 Western Himelians
WHIM
244
1
65 Wigur Nomads
WIGU
245 through 247
3
66 Zamboula
ZAMB
248
1
67 Zaporoska
ZAPO
249
1
68 Zhaibar Tribes
ZHAI
250
1
69 Zuagir Tribesmen
ZUAG
251 through 258
8
70 Vilayet
VILA
259 through
264
6
Non Unified Areas
Abbreviation
Prov.
Encompassed
Number
71 Cold Lands
COLD
265 through
273
9
72 Colchian Mountains
COLC
274
1
73 Desert Steppes
DESE
275 through 282
8
74 Eastern Deserts
EDES
283 through 296
14
75 Eastern Ocean
EOCE
297
1
76 Eastern Jungles
EJUN
298 through 304
7
77 Eastern Hillands
EHIL
305 through
307
3
78 Eiglophian Mountains
EIGL
308
1
79 Sinhalese
SINH
309
1
80 Southern & Endless Ocean
SOCE
310 through
322
13
81 Sumero Tso
SUME
323 through
324
2
82 Western Jungles
WJUN
325 through 338
14
83 Western Ocean
WOCE
339 through 352
14
84 Western Savannah
WSAV
353 through 362
10
85 Mysterious South
MYST
363
1
86 Pathenia
PATH
364
1
87 Land of No Return
LAND
365
1
ORDER CODES
This chart is given for your convenience. It shows the single letter
codes for all orders in the game. You may use either these codes or
the
word commands listed throughout the rules. Each single letter code is
written in a separate space of an order line. (cid) = Character
Identification number; (aid) = Army Identification number; (xyz) =
Province map number; (kac) = Kingdom Abbreviation code; (tt#) = Troop
Type number; (ntu) = a number of troop units; (gl) = Gift Level
(P,A,G,E & S).
COMMAND ORDERS
Active Rule A R
Adventure A
Assassinate P (xyz) A (cid)
Assign to Army J (aid)
Avoid Influence A I (kac)
Bless B (xyz)
Break Alliance B A (kac) (kac)
Counterspy (King.) C K
Counterspy (Prov.) C P (xyz)
Counterspy (Court) C C
Curse C (xyz)
Diplomacy C D (cid)
Dispel Magic P (xyz) D (cid)
Disrupt Warpact D W
Far Sight F S (xyz)
Foment Unrest F U (xyz)
Kidnap P (xyz) K (cid)
Long Life C L L (cid)
Move Army M P (xyz)
Negotiate Peace N P (kac)
Prophecy (World) P W
Prophecy (Kingdom) P K (kac)
Protection P P (xyz)
Rains (prov.) C R (xyz)
Reincarnation C R (cid)
Rescue P (xyz) R (cid)
Spying (World) W S
Spying (King. Tres.) S K T (kac)
Spying (King. Milt.) S K M (kac)
Spying (Prov. Terr.) S (xyz) T
Spying (Prov. Milt.) S (xyz) M
Spying (Court) S C (kac)
Sunbane (prov.) C S (xyz)
DECLARATION ORDERS
Asn. Prov. Rule (cid) R P (xyz)
Asn. Monarch (cid) M
Black Death B D S (cid)
Change Army Status C S (aid)
Detach Troops (ntu)(tt#) D (aid)
Disband Mercs. (tt#) D (aid)
Exile E
Far Sight F S S (cid)
Force March F M S (cid)
Raise Troop (ntu) T (tt#) R
Gift (gl) G (kac)
Intent to Raid I R (xyz)
Intent to Invade I I (xyz)
Intent to Ally I A (kac)
Intent, Break Alli. I B A (kac)
Move Char. (cid) M P (xyz)
Pay Tribute (Half) H T (kac)
Pay Tribute (Full) F T (kac)
Pay Ransom (gl) R (cid)
Rains R S (cid)
Sunbane S S (cid)
Ambush A (xyz)
No Ambush N A (xyz)
Hidden Movement H M (xyz)
No Hidden Movement N H M (xyz)
Decline Battle D B (xyz)
No Decline Battle N D B (xyz)
Preferred Terrain T (terrain code) (xyz)
Commander's Discretion C D (xyz)
Open Field O F (xyz)
Set Piece S P (xyz)
HYBORIAN WAR ERRATA
Nov 21, 2005 edition
- Any army (with the exception of your capital provincial army)
may generally hold only thirty troops. A commanding general with
Superior military command may be able to fit a few more troops in.
- To invade a coastal province with an imperial navy, declare an
intent to invade. An imperial navy, like an imperial army, must
have at least 8 troops to invade any coastal province. Imperial
navies and imperial armies can fight together in one invasion. The
large island of Sinhalese is considered a coastal province; all
the other smaller islands are seazone provinces.
- Imperial armies on defensive status will not respond to an
invasion all of the time, even if it is in the province where they
are stationed, because they may not hear about the impending
invasion in time to mobilize. The chance that a defensive army
will respond decreases the farther they are from the province
being invaded.
- If you assign characters and/or newly raised troops to a
provincial army on the same turn that you assign that provincial
army to join in on an invasion, those characters and troops will
stay in that provincial army to help protect the province.
- When the Ice Age comes, the Barbarian nations (Cimmeria, Asgard,
Vanaheim, Pictland) will be forced to migrate southwards by the
advancing glaciers. In game terms, this means that each Barbarian
nation will be assigned a large kingdom, which becomes an
additional victory condition. Because of their desperation to find
a new home, their armies move at double speed through any
province, and they cannot be affected by peace treaties. They can,
however, be affected by Disrupt Warpact.
- On the final turn, you will receive a victory point ranking of
all 36 player nations. The victory points you accumulate over the
course of the game count for half of your final total; the other
half is determined by your rank on the final turn.
- The Exile declaration is now available. You must be down to only
one province to declare exile. You still cannot take the last
province of an actively played player kingdom.
- To hold a prisoner without ransom, check "No Ransom." If you
leave the ransom line blank, it will default to "Adequate."
- Peace treaties never affect seazones.
- Imperial armies may not change status when engaged in battle.
- You may not kidnap, assassinate, or dispell magic on turn 1.
- Peace treaties expire at the close of a time of war, right
before the peace years begin. Since Turn 1 is a peace years, this
means that all peace treaties shown in your setup reports will not
expire until the start of the second peace years.
CONAN CONNECTIONS
The grim Cimmerian is taking the world by storm! For those of you who
would like to read or find out more about Conan and the World of
Hyboria, we have listed some excellent "Conan Connections" for you
below. We highly recommend all the CONAN novels. The following CONAN
novels are available from TOR Books at bookstores everywhere, or write
and order direct from:
TOR BOOKS
8-10 West 36th Street
New York, New York 10018
CONAN TITLES:
CONAN THE DESTROYER
CONAN THE DEFENDER
CONAN THE MAGNIFICENT
CONAN THE TRIUMPHANT
CONAN THE UNCONQUERED
CONAN THE VALOROUS
CONAN THE VICTORIOUS
CREDITS
DESIGN
Edward Schoonover -- Game Design
Charles Kraver -- Systems Design
Paul W. Brown III -- Game Development
INSPIRATION
Robert E. Howard
ART
Richard Becker -- Folder Cover Art
Brian McCrary -- Illustrations
Liz Danforth -- Maps
Dunn & Hill -- Graphic Design
PROGRAMING
William Young
John Rundle
Gloria Schoonover
Michael Webb
Lee A. Kline
Markus Roberts
Jon Kline
IMPLEMENTATION
Jim Cooper -- Staff Writing
Linda Tewell -- Staff Writing
Rick Lambert -- Processing Systems
John Jordan -- Data Proofing
John Myler -- Data Proofing
Barbara Cummings -- Second Edition Revisions
Judith Solberg -- Second Edition Revisions
WEB SITE
Sue Solberg
Game Design 1985, 1993 Reality Simulations Inc. All rights
reserved.