@chiquichops and I are playing (testing) this as a one-on-one mini campaign.
It's a fun, simplified FOG: Medieval campaign based on the 15th Century English dynastic civil war known as the War of the Roses pitting the House of Lancaster against the House of York.
We're at the point of doing the initial set up.
Armies used will be:
English (Lancastrian) 1455 - 1460
English (Yorkist) 1455 - 1560
For foreign meddling:
Scots (Britain) 1450 - 1500
French 1445 - 1465
Here are the rules of the campaign (hope it works -- there might be a few amendments/additions as we go along) :
WARS OF THE ROSES
CAMPAIGN RULES
Two-player campaign of 6 to 8 turns.
One side is the reigning KING, the other the CHALLENGER.
The aim of each side is to have a leader on the THRONE and control as much of England (+Calais) as possible.
SET UP
At start regions/cities are randomly drawn (this is for replayability -- no 2 starting setups are the same):
4 Yorkist
4 Lancastrian
3 Neutral
+ Calais (which always starts neutral)
1. The starting side that controls London holds the throne (see large crown on map) and it becomes the Royal Capital.
2. If London is neutral, then whoever controls York holds the throne and it becomes the Royal Capital.
3. If York is also neutral, then it's by random draw and any region can become Royal Capital.
4. The Challenger player then selects a location for its capital from regions it controls.
LEADERS
Each side starts with THREE leaders or contenders for the throne, which are eliminated if they die in battle.
If a side runs out of leaders, it automatically loses.
TURN SEQUENCE
Only the player holding INITIATIVE performs actions during a turn.
(the player who won the battle in the previous turn, regardless of victory level, holds initiative)
TURN 1 Initiative -- the CHALLENGER player gets to attack first in TURN 1.
1. Political Phase:
Initiative player can use Prestige Points (PP) to change allegiances of neutral or enemy regions/cities one step in his favour:
Enemy --> Neutral --> Friendly
Cost:
Region - 2 PP
York, London & Calais: 3 PP
2. Foreign Intervention Phase:
Random 8 die roll determines Scottish or French intervention.
a) 1 -- Scotland attacks Northumbria
b) 8 -- France attacks Calais (if Calais neutral, then the Reigning King player fights this battle)
3. Battles Phase:
Initiative player launches a battle to capture an enemy region/city.
It can be a KING's Battle or a LORD's BATTLE (see battles)
4. Battle Results Phase:
Effects of battle results are applied.
BATTLES
All battles are fought in FOG: Medieval as "Remove The Head" battles -- if the C in C dies at any time during the battle, their army routes and loses.
There are two types of battles a side can fight: KING's Battles and LORD's Battles
KING's Battle:
All battles fought in or launched from a region/city connected to a side's Capital is fought as a KING's Battle - ie: the reigning King and/or the Throne CHALLENGER are in command of the armies.
LORD's Battle:
All battles fought in or launched from a region/city NOT CONNECTED to a side's Capital is fought as a LORD's Battle.
(defence of CALAIS is always a LORD's Battle, but armies are selected as per normal)
LORD's battles are also fought as "Remove The Head" battles -- but no major leaders are at risk.
NOTE: ARMIES for LORD's Battles are selected using "Auto Fill" when setting up the battle.
You can have a situation where one army is a LORD's Army and the other a KING's army.
(the KING's army is selected normally, the LORD's is "auto fill".)
Fighting a KING's Battle is obligatory if region/city of battle is connected to the side's capital.
BATTLE RESULTS
Any victorious battle results wins the attacker the region/city and gives that player initiative for the next turn. (only York vs Lancaster battles count towards initiative)
KING's BATTLES
MAJOR VICTORY (40%+) and/or King eliminated (any victory level) -- earns 3 PP, captures region/city and winning challenger side puts its leader on the throne as the NEW KING and selects a new capital city if appropriate
MAJOR VICTORY (40%+) -- no leader lost -- earns 2 PP, captures region/city
MINOR VICTORY (60%) -- no leader lost -- earns 1 PP, captures region/city
LORD's BATTLES
MAJOR VICTORY (40%+) -- earns 1 PP, captures region/city
Minor VICTORY (60%+) -- earns 0 PP, captures region/city
SCOTTISH INVASION
If the random die roll results in a Scottish invasion of Northumbria, the defensive battle is fought by whichever side controls it. (other player commands Scots)
(A KING's Battle if Northumbria is connected to the side's capital region/city)
If Northumbria is NEUTRAL, then Scottish occupation is automatic.
If Scot control Northumbria, then control can only be regained by force of arms, not political using PP's.
CALAIS
If the random die roll results in a French attack on CALAIS, the defensive battle is fought by whichever side controls it. (other player commands the French)
If neutral, then the reigning KING player fights the battle.
The battle for Calais is a normal Open Battle, not a "Remove The Head" battle and forces are selected normally.
Battle result:
French Major Victory (40%+) -- French capture Calais
French Minor Victory (+60%) -- Calais besieged -- another battle is fought (if inconclusive again, then French repulsed)
English Major Victory (40%+) -- French repulsed decisively
English Minor Victory (+60%) -- Calais besieged -- another battle is fought (if inconclusive again, then French repulsed)
Once CALAIS is LOST, it cannot be recovered by ANY means.
Successful REPULSE of a French attack on Calais earns the defending side 2 PP.
CAPITALS
If a side's capital is captured, they can just move their capital base to any other region under their control.
VICTORY CONDITIONS:
1. If one side runs out of leaders, then they lose immediately
2. If one side has no more regions in ENGLAND, they lose immediately. (even if they hold the throne at this point)
3. EXCEPTION: If one side has no more regions in ENGLAND, but control CALAIS and has at least one leader, they can launch a one-off attack in the next turn against Cornwall, Somerset, Essex or Sussex to try and regain a foothold in England. (even if they don't hold initiative)
4. If we come to end of TURN 8 and both sides still have leaders left and control regions/cities, then the side with more points gets a MINOR Victory.
Points:
Per region 1 point
London 3 pts
York 2 pts
Calais 2 pts
1pt per surviving leader
It's a fun, simplified FOG: Medieval campaign based on the 15th Century English dynastic civil war known as the War of the Roses pitting the House of Lancaster against the House of York.
We're at the point of doing the initial set up.
Armies used will be:
English (Lancastrian) 1455 - 1460
English (Yorkist) 1455 - 1560
For foreign meddling:
Scots (Britain) 1450 - 1500
French 1445 - 1465
Here are the rules of the campaign (hope it works -- there might be a few amendments/additions as we go along) :
WARS OF THE ROSES
CAMPAIGN RULES
Two-player campaign of 6 to 8 turns.
One side is the reigning KING, the other the CHALLENGER.
The aim of each side is to have a leader on the THRONE and control as much of England (+Calais) as possible.
SET UP
At start regions/cities are randomly drawn (this is for replayability -- no 2 starting setups are the same):
4 Yorkist
4 Lancastrian
3 Neutral
+ Calais (which always starts neutral)
1. The starting side that controls London holds the throne (see large crown on map) and it becomes the Royal Capital.
2. If London is neutral, then whoever controls York holds the throne and it becomes the Royal Capital.
3. If York is also neutral, then it's by random draw and any region can become Royal Capital.
4. The Challenger player then selects a location for its capital from regions it controls.
LEADERS
Each side starts with THREE leaders or contenders for the throne, which are eliminated if they die in battle.
If a side runs out of leaders, it automatically loses.
TURN SEQUENCE
Only the player holding INITIATIVE performs actions during a turn.
(the player who won the battle in the previous turn, regardless of victory level, holds initiative)
TURN 1 Initiative -- the CHALLENGER player gets to attack first in TURN 1.
1. Political Phase:
Initiative player can use Prestige Points (PP) to change allegiances of neutral or enemy regions/cities one step in his favour:
Enemy --> Neutral --> Friendly
Cost:
Region - 2 PP
York, London & Calais: 3 PP
2. Foreign Intervention Phase:
Random 8 die roll determines Scottish or French intervention.
a) 1 -- Scotland attacks Northumbria
b) 8 -- France attacks Calais (if Calais neutral, then the Reigning King player fights this battle)
3. Battles Phase:
Initiative player launches a battle to capture an enemy region/city.
It can be a KING's Battle or a LORD's BATTLE (see battles)
4. Battle Results Phase:
Effects of battle results are applied.
BATTLES
All battles are fought in FOG: Medieval as "Remove The Head" battles -- if the C in C dies at any time during the battle, their army routes and loses.
There are two types of battles a side can fight: KING's Battles and LORD's Battles
KING's Battle:
All battles fought in or launched from a region/city connected to a side's Capital is fought as a KING's Battle - ie: the reigning King and/or the Throne CHALLENGER are in command of the armies.
LORD's Battle:
All battles fought in or launched from a region/city NOT CONNECTED to a side's Capital is fought as a LORD's Battle.
(defence of CALAIS is always a LORD's Battle, but armies are selected as per normal)
LORD's battles are also fought as "Remove The Head" battles -- but no major leaders are at risk.
NOTE: ARMIES for LORD's Battles are selected using "Auto Fill" when setting up the battle.
You can have a situation where one army is a LORD's Army and the other a KING's army.
(the KING's army is selected normally, the LORD's is "auto fill".)
Fighting a KING's Battle is obligatory if region/city of battle is connected to the side's capital.
BATTLE RESULTS
Any victorious battle results wins the attacker the region/city and gives that player initiative for the next turn. (only York vs Lancaster battles count towards initiative)
KING's BATTLES
MAJOR VICTORY (40%+) and/or King eliminated (any victory level) -- earns 3 PP, captures region/city and winning challenger side puts its leader on the throne as the NEW KING and selects a new capital city if appropriate
MAJOR VICTORY (40%+) -- no leader lost -- earns 2 PP, captures region/city
MINOR VICTORY (60%) -- no leader lost -- earns 1 PP, captures region/city
LORD's BATTLES
MAJOR VICTORY (40%+) -- earns 1 PP, captures region/city
Minor VICTORY (60%+) -- earns 0 PP, captures region/city
SCOTTISH INVASION
If the random die roll results in a Scottish invasion of Northumbria, the defensive battle is fought by whichever side controls it. (other player commands Scots)
(A KING's Battle if Northumbria is connected to the side's capital region/city)
If Northumbria is NEUTRAL, then Scottish occupation is automatic.
If Scot control Northumbria, then control can only be regained by force of arms, not political using PP's.
CALAIS
If the random die roll results in a French attack on CALAIS, the defensive battle is fought by whichever side controls it. (other player commands the French)
If neutral, then the reigning KING player fights the battle.
The battle for Calais is a normal Open Battle, not a "Remove The Head" battle and forces are selected normally.
Battle result:
French Major Victory (40%+) -- French capture Calais
French Minor Victory (+60%) -- Calais besieged -- another battle is fought (if inconclusive again, then French repulsed)
English Major Victory (40%+) -- French repulsed decisively
English Minor Victory (+60%) -- Calais besieged -- another battle is fought (if inconclusive again, then French repulsed)
Once CALAIS is LOST, it cannot be recovered by ANY means.
Successful REPULSE of a French attack on Calais earns the defending side 2 PP.
CAPITALS
If a side's capital is captured, they can just move their capital base to any other region under their control.
VICTORY CONDITIONS:
1. If one side runs out of leaders, then they lose immediately
2. If one side has no more regions in ENGLAND, they lose immediately. (even if they hold the throne at this point)
3. EXCEPTION: If one side has no more regions in ENGLAND, but control CALAIS and has at least one leader, they can launch a one-off attack in the next turn against Cornwall, Somerset, Essex or Sussex to try and regain a foothold in England. (even if they don't hold initiative)
4. If we come to end of TURN 8 and both sides still have leaders left and control regions/cities, then the side with more points gets a MINOR Victory.
Points:
Per region 1 point
London 3 pts
York 2 pts
Calais 2 pts
1pt per surviving leader
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