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Been testing a little something... FOG Medieval: Kingdoms & Empires

There's a lot going on in the top example -- it's snapshot of the penultimate turn 11 of 12.

It starts slow and builds -- the campaign system is actually quite simple and designed so that each faction has to only fight TWO battles per turn (one attack, one defence)

There are SIX factions: Red, Blue, Green, Grey, Yellow & Green. (found some generic heraldic emblems to use for them :) )

At the set up, each faction gets SIX randomly drawn provinces and each faction places a capital in one of those provinces. (see sample below)
(Capitals are expensive and difficult for opponents to capture)

Medieval Empires NEW sample 1.jpg


TURN 1 is played differently from the rest of the turns: the six factions are drawn randomly into THREE battles for THREE randomly drawn "neutral" provinces. (see below)

The battles are randomly drawn battles with matching opposing armies.

So, for example, Battle 1 could be Byzantines vs Byzantines, Battle 2 could be Sword Brethren vs Sword Brethren ... or Battle 3 Normans vs Normans

Winners capture the provinces and the battle % scores will determine the INITIATIVE ORDER for TURN 2.

(to be continued...)

Medieval Empires NEW sample 2.jpg
 
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Play tested this again a bit over this last weekend ...and it works ... GREY Empire secured the win in the last few turns by holding on to FRANCE, denying closest rival YELLOW control of SPAIN and earlier cramping RED's style by invading and capturing IRELAND.

This definitely going to be the next epic FOG Medieval campaign -- and best of all, each faction only has to fight two battles each turn -- and you can use armies from across the whole range of FOG Medieval and the DLC's.
(and a dead simple set of rules)

Medieval Empires NEW playtest sample.jpg
 
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There's also a smaller version with 4 factions in the works -- fewer provinces to fight over different bonus points "regions" system ... and covers more of the east.

GyZnUU8.jpg
 
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