The foregoing points represent both practical experience based upon actual games and theoretical concepts which I have formulated through repeated readings of the rules. Even the theoretical concepts, I believe, represent hard facts and can be applied during the course of a game. In practice, however, it is unlikely that all of the foregoing will be applied by the players in any one game. One can add that players will naturally be most concerned about achieving the terms presented to them by their own individual task cards, rather than the strategies which are being adopted by their opponents. This is because players will find that the calendar and the geography of the mapboard combine with the fact that players have a maximum of three armies each and a limited budget, so preventing them from involvement in too extensive a self-imposed brief.
Players will find that the game is a challenging one - not because of rule complexity, although it is true that there are many rules - but rather because of the wide variety of situations which may arise during the course of a game. In particular, the core rules are logical and well-explained, and these lead naturally to any secondary ones. A player should attempt to formulate a clear strategy as soon as he knows his combination of task card and faction, but the strategy should be flexible rather than rigid. Try to think ahead, know the rules … and good luck!
Table I. Factions and Task Cards.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Note: Comments represent my own assessment of each faction/task card combination.
Table III. Extra Troops Available from Alliances.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
In addition, a small number of town cards produce no troops
at all, but give the advantage of sea movement instead.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
||
|
||||
|
||||
|
||||
|
||||
(6 Fiefs) (7 Fiefs) (4 Fiefs) (7 Fiefs) (11 Fiefs)
Note: Each faction’s holdings can raise 2,000 Knights
and have a total value of 100,000 marks.
Back to the main menue
Back to the homepage of Kuhlmann-Geschichtsspiele