DBA Ancients Campaign Rules
for the Mediterranean at ‘Rise of Rome’
BACKGROUND
These campaign rules
can be adapted to any period or location.
Clearly where large bodies of water are not present then the idea of
Ships and Trade may be altered and changed (e.g. caravans replace ships for the
purposes of Trade).
The Campaign is based
around the Mediterranean at the time of the Rise of Rome – where Carthage and
the Successors fight for domination with the Romans.
THE MAP
Campaign Objectives
Whichever Empire has – at the end of 20 years (i.e. 80 seasons) or a specified time period – got the largest collection of Prestige Points is the winner. This will be after all Food has been allocated at the end of Winter and all Troops have been paid.
Note that any ‘assets’ such as Ships, Troops etc. cannot be sold
or left to perish in some far flung field in the last 4 turns (so an Empire
cannot choose to not feed or pay his Armies in the Last Year). Ordinary mercenaries can be ‘let go’
in any season of the Last Year.
At the end of the 20th Year, conversions into Prestige Points are
made in the following manner
- For each Gold Token left :1
PP
- For each Food Token left :1PP
- For each Ship owned : 5PP
- For each Army : 3PP per stand
regardless of Troop Type
- For each City : Seasonal Gold
Value in PP
- For each Territory : Seasonal
Food Value in PP
- For each Port held : 50PP
- For each Treaty Card held
: 25PP
- For each Empire you are at
war with : 50PP
- For each Empire you have
utterly defeated : 500PP
- For each Capital City
captured : 200PP
Notes
Acts of War in the 20th Year do give 50PP AND the Seasonal Value
of Territories gained in the Last Year will count.
You can enter into a Treaty in the final year to secure extra
points
1. THE EMPIRES
Each player randomly selects an Empire by selecting an Empire
card. The empires are Rome,
Macedonia, Carthage, Egypt (Successor) and ‘Persia’ (Selucids). Each Empire has a Capital City : Roma,
Carthage, Damascus, Macedonia and Memphis.
1.1.Unallocated Empires
Any Empires not allocated will be played as Neutral by the referee
– not seeking any particular advantage but aggressively defending its borders
and taking advantage of obvious weaknesses. It will sell Food (see below) at the
best price it can obtain, enter Treaty with other Empires and upkeep its Army.
1.2 Starting Points
Each Empire starts with 2 Cities and 1 Port. Any Empire that loses its Port cannot trade with other Empires OR make
Ships. The player must reconquer their own Port or another Empire’s Port
before trading (and Shipbuilding) can recommence.
Empire armies MUST start in their Capital City
1.3 Cities
Capital Cities cost 30 Food each season, other Cities cost 20 Food
each and Ports 5 Food each season and will generate a specific amount of Gold
each season. Capital Cities will
generate considerably more Gold than ordinary Cities.
1.4 Ports
Ports are unique in that they generate a random amount of Gold and Food each Season
(d10 x 10 for both Gold and Food). The
Player dices for each Port each season and receives Food and Gold based on the
result.
1.5 Territories
Any area not containing a City or Port is a Territory. These ONLY produce Food.
1.4 Capturing Capital Cities
In the event that a Capital City is captured, the defending Empire
can nominate any other City in a Territory under his
control as his new Capital. This will
generate the same amount of Gold and require the same Food as the original
capital city but not until the end of that Year.
1.5 Losing Territories
If an Empire loses a
City, they lose the Gold generated by that City in every subsequent season
until such time as they take it back.
Similarly, if an Empire loses a Territory which produces Food, they lose that Food in every subsequent season until such time as they take it back.
1.6 At War
Empires are considered ‘at war’ should any of the following ‘Acts
of War’ take place.
- One Empire invades another
- An Empire breaks a Treaty with another Empire and
does not pay a 50 Gold (or 50 Food) tribute.
In the event of being
‘at war’ the following must happen.
Regardless of other objectives, for at least 1 Season, both parties must aim to attack the others’ Empire at whichever point they choose. This means they must enter the others’ Territory with at least 1 Army of at least 4 Stands. After that – both sides may withdraw, enter a Treaty etc. – or keep on bashing at each other as long as they like.
1.7 Ending a war
Players can end a state of war by issuing of Treaties. Or by
fighting to the death, setting up Treaties with Allies to fight the invader –
or inflicting damage on the Invader that he sues for terms and forms a
Treaty. Or it can just
peter out as both sides weaken each other and the other Empires take advantage…
1.8 Capturing an
Empire’s Territory
To capture an opposing Empire’s Territory, the Player must enter with an Army in any Season except Winter.
The Army can be of any size but the Minimum size is of at least 4
Troops (of any kind) – one of which MUST be a General stand. This is considered sufficient to quell
any opposition in an unoccupied Empire’s Territory. Once in, at least 4
Troop stands must stay at least 1 Season before that Territory is added to the Empire
(to account for mopping up, administration set up etc.) – and to defend from
counter attack.
Note that Empires do not need to capture a Territory adjacent to
their own. Using Ships they can move to any part of the Map with a coastline –
assuming they have sufficient ships to carry the troops.
Note that this is an Act of War!
1.9 Invading Neutral
Territories
Should an Empire attack a neutral Territory, then they will have to overcome the defenders of that Territory.
All Neutral Territories have a set number of defending Stands
(based on the specified Troop Type for each Territory).
The number of stands is commensurate with the wealth of the
Territory it defends (so poor areas will have small armies, large rich
territories will have large, tough armies).
But there will be a random factor that may give the invader (or
defender) an edge.
The defending armies will be pre-determined and consist of the
core troops of that territory. No
defending army can be greater than 16 stands in any event.
If – on invading – the Empire Army finds that it outnumbers the
defending Army by 2:1 or more then the Defenders will automatically
withdraw into a neighbouring ‘friendly’ territory (if there is one) and bolster
that new territories defenders by +2 stands.
Otherwise they will surrender.
To invade by sea, Armies MUST move from a Territory on a coastline
they own and there must be sufficient ships to transport the Stands
across.
1.9 Failed invasions
If an Army intends to
invade a Territory but lacks the numbers to do so (such as if the Army loses
ships in the crossing or stands to Desertion or Plague) OR it discovers that it
faces much tougher opposition than expected then the choices are :-
a) If a land-based invasion, retreat and lose 1 stand of the slowest type
b) It a naval invasion, sails back to the Port it sailed from (taking on the risks of another sea crossing) OR
c) It sails to the nearest ‘friendly’ coastline – i.e. it MUST be owned by the Empire it fights for and disembarks any surviving troops.
2. FOOD AND GOLD
2.1 Gold
Gold is only generated by Cities (who essentially convert food
into cash) and Ports. Cities
are denoted by black circles on the map. A Territory with a City in it is
denoted as a City – all other Territories are just that – territories (mainly
open land with some towns and villages scattered about).
2.2 Food
Food is generated by Cities, Ports and Territories. However, Cities and Ports also consume Food in large amounts and this must be ‘paid’ for from the Player’s stock of Food. It is usual that a City will consume AT LEAST the amount of food it generates – and often exceed it.
Food is generated by Cities, Ports and Territories. However, Cities and Ports also consume Food in large amounts and this must be ‘paid’ for from the Player’s stock of Food. It is usual that a City will consume AT LEAST the amount of food it generates – and often exceed it.
Failure to feed a City means it ‘dies’ – it no longer produces
Gold until a full Year has passed (4 seasons). If the Player fails to ‘feed’ the city
in the 4thSeason, the City is dead for another full year. This is why Cities are given priority
in allocation of food.
Territories are considered self-sufficient all year round and they
generate a surplus which is used to feed the Empire.
2.3 Storage
Both Gold and Food can be stored indefinitely (it is assumed that Food stores are replaced over time to maintain stocks).
Both Gold and Food can be stored indefinitely (it is assumed that Food stores are replaced over time to maintain stocks).
2.4 Initial Allocations
Each Empire is – at the start of the campaign – given tokens for
the Food and Gold generated by the Cities and Territories under their control
in Spring (considered a surplus from the previous year). They then (after paying out Food and
Gold for the upkeep of Cities and Armies) receive their Spring ‘budget’. So each Empire should start with a
surplus which they can blow on ships, troops etc. – or sensibly hold some back
to cover emergencies.
2.4 Subsequent allocation of resources
The order of Food allocation MUST be in the order of :-
a) Cities
b) Empire Troops
c) Mercenaries
The allocation of Gold MUST be
a) Empire
Troops
b) Ships
b) Ships
c) Mercenaries
d) Other expenses (e.g. Spies)
d) Other expenses (e.g. Spies)
2.5 Seasonal variation
Territories
only produce Food in Spring, Summer and Autumn. No Territory produces Food in Winter –
and the Empire must have sufficient stocks to feed its Cities, Mercenaries,
Troops, Ships and Spies.
Cities produce Gold
all year round.
Food cannot be simply substituted for Gold. The Player must have sufficient stocks of food to feed its cities and armies. It can arrange to buy food from other players (at 1:1 or greater ratios) if short but if no-one sells then the player must make decisions accordingly as to what to ‘let go’.
Ports produce Gold and
Food only in Spring, Summer and Autumn (as
shipping does not travel during winter).
2.6 Insufficient
Resources
If there is
insufficient food available, an Empire can buy food from other Empires. The Player must ask any Empires he is
not at war with to supply him with the necessary Food to meet his
shortfall. The price is up
for negotiation – best deal wins.
Food can be traded for Gold only from other Empires (who it is determined controls most with a surplus (at a rate determined by both parties). If no Empire chooses to trade, the Player must decide what he’s going to have to lose (such as Mercenaries and Troops).
2.7 Unfed armies
Note that if Troops are not fed, they are returned to the Reserve
and – if they are to be replaced in the future – the Player must ‘buy’ the
Troops back (using Gold) AND pay feed them each Season.
3. TREATIES
3. TREATIES
3.1 Entering Treaties
Empires can enter into Treaties to become nominal Allies. These can be declared at the start of
any Season and are considered in force until one or both parties cancel the
Treaty. Both hand over a
Treaty Card. Empires can be
in Treaty with any number of Empires.
3.2 Treaty Obligations
The holding of a Treaty comes with certain obligations.
a) Neither Party can attack any Territory of the other Empire it is in Treaty with.
b) You MUST offer to sell surplus Food (assuming stocks are available) to Empires you are in Treaty with at the price of 1Food for 1 Gold.
c) Empires in Treaty can (but are not obligated) to provide Troops in support for mutual defence (or attack). Such Troops stay under the Players’ control (in the event of battle) and must be in the Territory in which battle takes place. Losses to the supporting Empire must be made good by the Empire that holds or conquers the Territory at 1x the original cost for Ships and 2 x the original cost for Stands. Failure to pay compensation results in both parties being immediately ‘at war’.
3.3 Cancelling a Treaty
When cancelling a Treaty, the Empire hands back the Treaty Card. They then have 2 options :
When cancelling a Treaty, the Empire hands back the Treaty Card. They then have 2 options :
a) they MUST attack a territory of the Empire they have handed the
Treaty Card back to OR
b) they must pay a Tribute of 50 Gold or 50 Food to ‘lessen the
blow’.
Note that if an Empire does not have sufficient Gold / Food in its
coffers to make such a payment they must either stay in Treaty OR attack.
4. TROOPS AND MERCENARIES
4.1 Troops
Players can generate new troops from any Territories they
control. A maximum of 2 bases per
Territory per Season can be generated but only core troops from each Territory
can be recruited.
Troops must be paid for and then paid and fed for the initial turn
they are generated. After that, the
player must pay and feed his troops each season or lose them.
4.2 Mercenaries
Empires can hire Troops to fight for them in battles. They can hire Troop Types from
Territories that adjoin their Empire and which they are not in conflict with.
Mercenaries must be transported to the Territory in
which they are expected to fight or defend from the Territory they were hired
from.
When hiring, the Player must pay the cost to hire them, to pay
them and feed them each Season. Failure
to pay or feed them means they are lost
Ordinary mercenaries can be ‘let go’ by the Empire at any time (i.e. they stop paying and feeding them).
Rather than taking the time to move an Army across seas and
occupied terrain, Empires can hire Mercenaries from adjoining Territories OR
from Empires they are in Treaty with.
A maximum of 2 Stands are available from each Territory.
Players can only hire the Core Troop Types available in each
Territory.
4.3 Armies
An Army consists of 4 or more bases of Troops of which 1
must be a General as defined by the Army list.
Therefore an Army cannot be automatically created in one Territory in
one Turn – first a General unit and one other needs to be created and then (in
a subsequent Season) two more stands can be recruited and added OR the General
+1 stand can move into an adjoining controlled Territory where existing troops
are waiting or new troops can be recruited.
This does not stop troop stands being recruited in
Territories and moving to join an existing army (or armies) but they do not
count as Armies until they reach 4 stands AND have a General stand.
Armies cannot exceed 16 stands in size. In the event that an army reaches this size,
then it must ‘drop off’ surplus stands to be picked up by other armies or moved
to join them.
Players can have an unlimited number of armies provided
they meet the specifications above and can be fed and paid.
4.4 Combining Armies
Players can combine armies at any time provided they do
not exceed 16 stands. If they do, a
second Army is formed (with one General as its core). If this new group is less than 4 bases, it does not constitute an
Army.
4.5 Paying and feeding armies
Each Season the troops must be paid (each Troop Type has
a set value, equivalent to their damage potential against Foot, so Blades cost
5 Gold to recruit and equip, and 5 Gold per season to maintain. Each Troop
must be fed, and the Food requirement of each Troop is equal to their damage
potential against Mounted. So
a Troop of Blades needs 3 Food per season, whereas Knights need 4 Food.
4.6 Starting armies
Empire Starting Armies must comprise the Core Troops of the DBA
Rule Book. As Territories
are captured, the Player can choose which types of troops to train and recruit,
but only core troops from each Territory owned.
5. SHIPS AND TRADE
5.1 Starting fleets
Every Empire starts with 4 ships.
5.2 Acquiring ships
Extra Ships can be ‘built’ for 30 Gold each provided the Empire
owns a Port. No Port, no ships.
Ships ordered in one season will be
delivered in the following season. Note
that ships cannot be used in Winter but can be ordered in Autumn.
5.3 Using ships
Ships can be used for Trade or
War.
For invasions, each ship can carry 1 Troop stand (so 4 ships are
needed to carry 4 Troop stands). If the
ship is lost, the stand is lost.
5.4 Special Rule : Plague Ships.
In the event that an Event Card for Plague or Epidemic is pulled
for a PORT, then all Ships currently in that Port can become Plague
carriers. The controlling
Player can choose to sail any or all such ships to other Ports to inflict the
Plague or Epidemic on the Port they sail into. This does NOT constitute an Act of War
– but will still be good fun! This
is also counted as a Trade shipment so the carrier can also make a profit on
the trip!
Note that the controlling Player must make all necessary rolls for
seas the Plague Ships enter. Once
the Plague or Epidemic has passed on, the Ships can aim to sail home. On the return journey they are no
longer Plague Ships.
5.5 Trade
To conduct trade, a ship must journey from their home Port to the home Port of another Empire – except for an Empire they are at war with or an Empire is in Treaty with and Empire they are at war with.
To conduct trade, a ship must travel to another Port and back
again. For each sea it enters the ship
‘earns’ 5 Gold OR 5 Food (player choice).
So longer journeys can be more lucrative – but also more dangerous.
Only one Trade journey per ship (out and home) can take place per
Season. The Empire can use
as many Ships as they want for Trade but must start from the Home port (so
ships not in the Home port must travel there before starting out on a Trade
journey – again dicing for every sea they enter).
5.6 Protecting Ships
Players can choose to add Troop stands to protect ships from
Pirates. These MUST be in the Port and
allocated to specific ships (so a 4 ship fleet can have 1-4 Troop stands with
it but a ship without Troops that meets Pirates is lost). So if the player wants to protect all his
ships each must have a stand on board.
These do NOT constitute an Army and do not need a General for the
voyage. On return they can be added to
the player’s roster.
Troops to protect ships must be Blades, Auxilia, Warband or
Spears.
Alternatively, the Player can make a ‘Sacrifice to the Gods’ (in
the form of Gold and Food) to the tune of a mixture of 20 Gold and Food. This will protect any 1 ship from loss to
storm or piracy (so the first roll of 5 or 6 for a ship is ignored). Any subsequent rolls are made as
normal. The Player can make multiple
sacrifices if they choose – each will buy immunity for 1 ship for the first
roll of 5 or 6.
5.7 Entering Seas
Each ‘sea’ they travel through (see Map) has to be diced for on
the Sea Travel
table. If they
are not carrying Troop stands of the right type, any ‘Pirate’ result means an automatic
loss of the Ship.
Note that ships
transporting Pike, Cavalry, Chariots etc. in a martial capacity roll a 5 on the
Sea Travel table, that ship is lost (as the wrong troops are aboard to defend
the ship).
Note that this means a
sea they enter. Leaving port counts as
entering a sea. So a trade route that
is two ‘seas’ wide requires 4 rolls of the dice.
5.8 Sea Travel Table
Every time a ship
enters a sea, use this table for results.
1-3 : all is good.
4 : becalmed. Roll again.
5 Pirates! If the ship has a Troop Stand with Blades,
Auxilia, Spears or Warband it is safe.
If not it is lost.
6 : Storm. The ship is lost. Any Troop Stands, Gold or Food on the ship is lost.
6. EVENTS
6.1 Event Territory Cards
Nothing stands still in any Empire. Bad harvests, plague, civil unrest –
all can happen during a year.
To reflect this, each
Territory is allocated a card and these are kept in the Territory Deck. Alongside this is the Event Table (see
below) that cover different events (good and bad) that can affect the fate of
that Territory.
Each Season, each
Player draws one Territory card from the deck then rolls 3d6 and consults the
Events Table.
The Event is then
allocated to the Territory and the effect noted. In the event that no
Empire ‘owns’ the Territory (or adjacent Territories in the event of Famine or
Plague), the Event is ignored unless otherwise specified.
6.2 Event Table
For each Territory drawn roll 3d6 and read off the result
below.
3
|
You have displeased the Gods!
|
Terrible omens mean you must appease the Gods. Build a temple to keep them happy. 100 gold should do it! Can’t pay? Then sell your ships (at 20 Gold each) or disband your armies
(for the Gold you would otherwise pay them) until the cost is met.
|
4
|
Famine
|
No Food from this and all adjacent (connected by land)
Territories this season.
|
5
|
Invasion
|
Territory is invaded by an adjoining Territory. The invader consists of 6+d6 Troop
Stands. If a Neutral Territory the
larger army ‘wins’ but reduces strength by 2 stands. If an Empire Territory
it is lost until recaptured (by the Player or another Empire)
|
6
|
Bad Harvest
|
Reduce Food by 50% for 1 season.
|
7
|
Volunteers
|
2 free stands of core troops (paid for and fed for 1
season). If Neutral Territory, add +2
to the defending army.
|
8
|
Plague
|
No Food or Gold for 1 Season
|
9
|
Bumper Harvest
|
2x Food only for 1 Season.
|
10
|
Unrest
|
No Food or Gold this season or until at least 2 Troop Stands
enter OR 20 Gold paid on ‘bread and circuses’.
|
11
|
Mercenaries
|
2 stands of troops from an adjoining Territory are available
(Player choice) and only need to be paid and fed. If Neutral Territory, add +2 to the defending Army
|
12.
|
Bonanza
|
Any Trade journey this turn delivers 2x profit.
|
13.
|
Desertion
|
If an Empire Army is in this Territory, reduce the strength by
1d4 units chosen by random (except the General). If Neutral, decrease the defending army size by 2.
|
14.
|
Fire!
|
Pay 30 Gold to replace losses.
Failure to pay means no Gold or Food until the 30 Gold is paid.
|
15.
|
The Gods Smile Upon You
|
Double the Food and Gold for this and all adjacent (land
connected) Territories for 1 season
|
16.
|
Open Revolt
|
No Food or Gold until at least 4 Troop Stands enter the
Territory or 50 Gold spent on bread and circuses
|
17.
|
Epidemic
|
No Food or Gold from this and all adjoining (land connected)
Territories for 1 season and any Armies in affected territories reduced to ½
strength (round down)
|
18.
|
You have pleased the Gods.
|
Choose an opposing Empire Territory
|
‘Adjacent’ Territories are those with a land border only. A Famine in Illyria would affect 7 Territories in total – that can really ruin your day.
7. SPIES
7.1 Spying Missions
In order to keep an eye on proceedings, Empires can spy on each other (including Empires they are in Treaty with). Spies cost 20 Gold a time (paid to the Umpire) and can spy on 1 Territory per mission (although the number of missions is unlimited). Spies can provide information only on the following:
In order to keep an eye on proceedings, Empires can spy on each other (including Empires they are in Treaty with). Spies cost 20 Gold a time (paid to the Umpire) and can spy on 1 Territory per mission (although the number of missions is unlimited). Spies can provide information only on the following:
a) the
size and composition of the Army in a particular Territory
b) the
reserves of Gold OR Food an opposing Empire has in its respective ‘Pot’
Spies do not need to
travel to the Territory itself. It
is assumed each Empire has a network of spies in place that the 20 Gold pays
for.
In the event of a) the umpire will state what core troops are in
the territory (but not how many of each) and a general estimation as to army
size (‘Small’, ‘Medium’, ‘Lordy!’)
In the event of b) the umpire will look in the ‘pot’ and give a fair representation of the contents.
7.2 Sabotage and
Insurrection
Spies can also be used for sabotage and insurrection. These cost the same 20 Gold per attempt. Only 1 attempt is allowed on each Territory or City but the number of missions is unlimited. We suggest the targets / objectives are written down and passed to the Umpire.
Spies have a 1 in 3
chance of success (5 or 6 on the dice).
The missions are :
Fire (City only) – set fire to a City (which requires 50 Gold to repair)
Warehouse Fire – attack the food stores of the Territory (take 40 Food from the Player’s stock)
Insurrection – stir up trouble in a City or Territory. Same effect as the Unrest Event.
Desertion – force 1d3 Stands to defect from the standing army in that Territory.
I see no Ships – the spy sets fire
to 1d3 ships in a Port.
Note : spying missions are secret and only successful actions are reported (so if the Spy failed, the Attacked Player should be oblivious).
8. TURNS
8.1 Spring to Autumn
Each Turn (Season) comprises the following steps
a) Territory and Event Cards are drawn and played for each Player and the Events effects are noted.
b) The Gold and Food from Players Ports are determined (d10 x 10 for both)
c) The Umpire ‘pays’ each Player the requisite Food and Gold tokens for all their Territories (with the effect of Events factored in for affected Territories)
d) All Cities and Ports are allocated the required Food. Failure to feed them results in the City ‘dying’.
e) All existing Armies are given the necessary Food and Gold. Failure to pay or feed Stands means them returning to the Reserve.
f) New Troops are recruited and paid for in Territories (including Mercenaries).
g) Trade missions are
undertaken with existing ships (note that troops and sacrifices are allocated
before the trade missions set off).
g) Players write down their Spying / Sabotage targets and pay 20 Gold for each Spying Mission and the results are passed back to the Spying Player only.
h) Players then write down the movements for each Army in their command (including Empires ‘at war’). This includes the target destination of an Empire’s Attacking Fleet. Once all movements are planned the Umpire announces where each Army is moving to.
a. In the event of movement into a
Territory owned by another Player, those two Empires are immediately ‘at war’
UNLESS the Army is passing through on the mutual agreement of both parties
(e.g. marching to support a Treaty Party in a war with another Empire).
b. If
two Players move their Armies into the same Neutral Territory then all Armies
(including the Defending Army) are revealed (the Umpire dicing for the Native
Defenders including any modifiers). Players
can then decide to fight each other, try to ally with the Defender and fight
the other Empire’s Army (Umpire’s Choice) or withdraw. The Umpire will ask both Players to
announce their intentions at the same time (following discussion with the
Defending Army)
j) Any battles are fought. Stands lost are returned to the
Reserve. The Losers Armies
are withdrawn to the Territory they invaded from. If the Army invaded by sea then they
must make the journey back to a Home Territory (making all dice rolls as
required). The Season is
now over.
For Winter,
a) Territory and Event Cards are drawn and played for each Player and the Events effects are noted.
b) The Umpire ‘pays’ each Player the requisite Gold tokens for all their Territories (with the effect of Events factored in for affected Territories). Note no Food is generated in Winter – the Empire must feed its Cities and Armies from its stores.
c) All Cities and Ports are allocated the required Food. Failure to feed them results in the City ‘dying’.
d) Troops are given the necessary Food and Gold. Failure to pay or feed Armies means them returning to the Reserve.
e) Ships are bought.
f) Players write down their Spying targets and pay 20 Gold for each Spying Mission and the results are passed back to the Spying Player only.
g) Winter is over – lets get it on!
