[messages] [Opponents Wanted] Kingmaker ... Anyone?

Stiglr allendkrsn at yahoo.com
Mon Sep 8 03:12:36 CEST 2014


First a link to the volume 20 #4 issue of The General, downloadable in
.pdf:
http://www.ahgeneral.org/index/v20/AH_GEN_V20N4.PDF[1]

And another, to an earlier issue dealing mainly in Kingmaker:

http://www.ahgeneral.org/index/v14/AH_GEN_V14N2.PDF[2]

Here's a set of possible rule additions...

****************************************************
KINGMAKER RULES, CARDS & MAP IN ISHKIBIBBLE
****************************************************
• The 2nd edition (1981) rulebook, cards and map will be used. The
only differences from the 1st edition (1976) are three important map
changes:
	* Preston is a port.
	* There is a single sea space surrounding Penzance.
	* The London estuary is its own sea space, so ships must travel through
it to and from London.
• All Basic Game rules are used.
• Optional Rules being used: Initial Placement, Commission, Ambush,
Bishop Cards, Optional Parliament, Return from Parliament and Alliance.
• Advanced Rules being used: Components, Prepare for Play, use of
Edmund of Rutland and the Nobles Killed Table.
• NOTE: These rules may be altered as indicated below and in other
e-mails sent by me. The GM reserves the right to interpret any new rule
in any situation not already addressed.


*************************************
ORIGINS OF NEW RULES AND CARDS
*************************************
† = Expansion Deck by Avalon Hill.
‡ = “The Hazard of the Draw: New Options and Events for
Kingmaker,” an article by Tim Williams in The General, Vol. 20, No. 4,
Page 41, sometimes referred to as “The Second Expansion Deck.”
§ = “New Events for Kingmaker,” an article by Thomas Barnes in The
General (issue unknown at this time).
¥ = An online source or my own rule.


******************************
NEW RULES & MAP CHANGES
******************************

BLOCKADE†
A ship may blockade a port by occupying a sea space adjacent to the port
and naming the port being blockaded. If a ship (or ships) in the port
leaves to sail, the ship must stop in the sea space and battle the
blockading ship or ships as outlined in Ship Combat at Sea. A blockading
ship (or ships) which is forced into the unfriendly port as a result of
Storms at Sea and which is unable to successfully besiege the port
becomes prisoner in the port and can leave only by the permission of the
player controlling the port.

BOOTY†
A player whose faction successfully defeats a force of at least 100
strength points by open battle or siege takes the defeated player’s
next draw from the Crown deck.

CONTINENT¥
A noble or heir may move to the Continent only by play of the following
cards: Mutiny, Papal Diet, Refuge, Storms at Sea, Treaty with France and
War in Europe. It has unlimited port facilities. Combat is not allowed.

DUBLIN‡
Dublin is added as a major port city (garrison of 300 troops) in
Ireland. It does not count toward Parliament, and Parliament may not be
called there. If Edmund starts in Ireland, he is placed in Dublin. The
Lieutenant of Ireland gets free access to Dublin unless it becomes
unfriendly; anyone else must capture it by storm or siege. Land movement
is allowed between Dublin and Ireland.

EVENT DECK RESHUFFLING†
Each time an Embassy, Royal Death, Royal Visit or Scots Invasion card is
drawn at the beginning of a turn, the Event deck is reshuffled at the
end of the turn.

EXPANDED RANSOM†
When a player’s faction is defeated in combat and at least one noble
or royal heir is captured, the player may trade one or more of his
future draws from the Crown deck as a bargain for ransom. If the ransom
is agreed upon, the captured noble(s) or heir(s) may not be executed.
The capturing force may hold on to the ransomed noble(s) or heir(s)
until the ransom is fulfilled, and then the captive(s) must be freed.
The capturing faction is not required to hold the captive(s), who may be
freed at any time, but then any unpaid part of the ransom is ignored. If
left alone, the captive(s) is (are) freed, and any unpaid part of the
ransom is ignored. If the player recaptures his captive noble(s) or
heir(s) before all of the ransom is paid, the rest of the ransom may be
ignored. A noble or heir who has been captured may not be moved by more
than one faction in a turn.

FORCED AMNESTY IN PORTS†
If a force is trapped in a port town, city or castle because it has been
involuntarily forced there by storm or the port has changed hands, the
force may remain there indefinitely and without penalty, but it must
leave at the first opportunity.

IRELAND‡
At this time, Ireland had no central government, so just about anyone
could get refuge there. Thus, Ireland doesn’t require a Refuge card to
enter and stay there. It has unlimited port facilities. Land movement is
allowed between Dublin and Ireland. Combat is allowed.

PLANTAGENET LOYALTY AFTER DEATH IN COMBAT¥
If one of the Plantagenet nobles dies in combat, roll on the Loyalty
Table. If the roll fails, he does not return to the game until the
senior heir of that family dies or another faction controls the heir.

REVISED SIEGE†
An attacking force confronted with the task of capturing a town, city or
castle may choose one of two methods for its attack —
• The attacking force may attempt to storm the town, city or castle by
conducting an open battle against the garrison plus any defending nobles
within. If successful, the town, city or castle and any occupants are
captured.
• The attacking force may attempt to siege the town, city or castle. A
siege is never resolved on the turn it is announced; in effect, it is
treated as a Bad Weather Delays Attack result. On the next turn, an
Event card is drawn to resolve the siege. Of course, the defender may
attempt to lift the siege during this time.

SCOTLAND¥
A noble or heir may move to Scotland only by play of a Refuge card or
the Treaty with Scotland card. There are no port facilities; nobles
moving to and from Scotland must cross the Cheviots. Combat is not
allowed.

SEMIRANDOM ROYAL HEIR PLACEMENT‡
The following table is used to determine the placement of royal heirs at
the beginning of the game —
	Die Range = Location
Henry VI	1-3: London	4-5: Windsor	6: Bristol
Margaret of Anjou	1-2: Coventry	3-4: Newark	5-6: Conway
Edward of Wales	1-2: Kenilworth	3-4: Lancaster	5-6: Bamburg
Richard of York	1-3: York	4-5: Fotheringhay	6: Shrewsbury
Edward of March	1-2: Harlech	3-4: Plymouth	5-6: Carisbrooke
Edmund of Rutland	1-2: Dublin	3-4: Beaumaris	5-6: Dover
George of Clarence	1-2: Cardigan	3-4: Norwich	5-6: Newcastle (town)
Richard of Gloucester	1-2: Calais	3-4: Carlisle	5-6: Swansea

SHIP COMBAT AT SEA†
When one (or more) ship(s) of a faction enters a sea space occupied by
one or more ships of another faction, the moving ship(s) may choose to
attack. All ships in the same faction or alliance attack or defend
together. Each ship’s combat strength is represented by its capacity.
The strength of each naval force is calculated and an Event card is
drawn to determine victory as in land battle. If both forces are equal,
neither force wins, but the Nobles Killed Table is still used. If one
force is victorious, it captures all of the losing force’s ships and
their occupants, who may be executed or ransomed as in land combat. If
ransomed, a noble or heir still retains control of the ship that he or
she occupies, but the ship must return to a port on the next turn, at
which time control of the ship is relinquished to the victorious
faction. Any captured ship named on a ship card is immediately placed
under the control of the capturing faction and the ship card is awarded
to a noble in the victorious force.
A ship or ships of the Admiral of England or Warden of the Cinque Ports
remain under control of the capturing faction, but as soon as the
ship(s) reach(es) port, it (they) immediately revert back to the control
of the Admiral or Warden. The victorious force may choose to scuttle the
captured ship(s) of the Admiral or Warden, in which case the ship(s) can
be returned to play only as outlined for the Gales at Sea Event card.
A Vacillating Noble card drawn during ship combat is ignored unless the
vacillating noble is not the affected faction’s only noble in combat
and he forms the majority of a ship’s capacity. In this case, the odds
of the combat are recalculated and a die is rolled to determine the
vacillating noble’s action. If the “Return Home” outcome is
obtained, the ship goes to any port of the opposing player’s choice
and the noble returns home as outlined for the Vacillating Noble card;
if the “Switch Allegiance” outcome is obtained, the ship and the
vacillating noble join the opposing faction, any nobles or heirs aboard
are captured, the odds are recalculated and the combat continues.

TRADE AND GIFTS EMBARGO DURING SIEGES¥
Trading of Crown or Event cards is not allowed while a siege is in
progress. 

TOWN AND CITY FORCES†
Town cards provide 20 additional men. The Bristol card provides 30
additional men. (The card for Carisbrooke, which is a royal castle,
provides no additional men.) These men are useful only when attacking;
they have no defensive value. They can only be used on mainland England,
and they are not considered when calculating ship capacities. If one of
these cards is gained by capture, it must immediately be awarded to a
noble in the victorious force. 


******************************
NEW CROWN CARDS (1 of each)
******************************

IRISH KERNS‡
Has a troop strength of 50 outside of Ireland. When drawn, it is placed
to the side of the board by Ireland. Treated similarly to French Foot
soldiers, except: it may be awarded only to the Lieutenant of Ireland in
Ireland; it allows unlimited naval transportation to the controlling
faction one way from Dublin or Ireland to England; it may be used in
multiple combats without having to be discarded; and it is immediately
returned to the Crown deck if the Irish Revolt card is drawn at the
beginning of a turn or the Lieutenant is killed.

SCOTTISH MERCENARIES†
Has a troop strength of 50. The noble awarded this card must either be
in Berwick or in refuge in Scotland. Treated similarly to French Foot
Soldiers, except it does not allow unlimited naval transportation from
Scotland.


**************************************************
NEW EVENT CARDS (1 of each unless otherwise specified)
**************************************************

ASSASSINATION‡
Draw Event cards until one is drawn with a “Killed” section. The
noble at the bottom of this section has been assassinated by his butler
for nonpolitical reasons. All title, office, bishop and archbishop cards
belonging to the noble are lost to the Chancery. All of the noble’s
other cards must be immediately distributed to other nobles in the same
faction or they are lost to the Crown deck. The noble is treated as
having died from the plague. Additional markings: None.

BETRAYAL§
This card may be held until needed. Automatically subvert the garrison
of an unoccupied, neutral or hostile town, city or castle and
immediately gain control of it. The faction playing this card does not
need to have a noble in the space with the subverted town, city or
castle. Cannot be canceled by Siege Fails since no siege occurs.
Additional markings: None.

CATASTROPHE: 2 TURNS DURATION†
A natural catastrophe has occurred. While this card is in effect, all
troops given to nobles by titles, offices or bishoprics are temporarily
lost for two turns. Other attributes of these cards are not lost. If
another Catastrophe card is drawn, it also takes affect, but there is no
additional penalty. Additional markings: Majority Victory.

CATASTROPHE: 3 TURNS DURATION†
Same as Catastrophe above, except it lasts for three turns. Additional
markings: 3-2 Victory.

DEFEATISM RIFE‡
A sense of doom hangs over the faction drawing this card. Its duration
depends on a die roll — 1-2: one turn, 3-4: two turns, 5-6: three
turns. The faction may only move during this time; it may not attack,
ambush, besiege (any sieges in progress are lifted), call Parliament,
coronate a king, or play or trade held Crown or Event cards. Additional
markings: None.

EXCOMMUNICATION‡
The drawing faction has incurred the wrath of the Pope and is now under
the following restrictions:
	• All of the faction’s clerical and town cards held are returned to
the Crown deck.
	• Any of the faction’s nobles in towns or cities just lost are
immediately thrown out into the surrounding space.
	• None of the faction’s nobles may enter a city or town with a
cathedral or the spaces containing Salisbury, Wells or St. David’s.
These restrictions continue until the faction draws a clerical or town
card from the Crown deck. Additional markings: Bad Weather Delays
Attack.

EVADE BATTLE§
This card may be held until needed. When played during an open battle or
ambush, it causes the same result as a Bad Weather Delays Attack card.
The weaker force must immediately leave the space where the siege was
taking place and move to an adjacent space. Additional markings: None.

FORCE BATTLE§
This card may be held until needed. When played, it cancels any Bad
Weather Delays Attack card or the Evade Battle card. Additional
markings: None.

FRENCH TREACHERY‡
If the French Foot Soldiers are in play, they immediately go rogue and
sack the nearest unoccupied town or city (by alphabetical order, in case
of a tie) controlled by their former employer. The Foot Soldiers occupy
the town or city committing all sorts of atrocities. Due to this, the
faction that controlled the Foot Soldiers may not attend or call
Parliament or crown a king. The Foot Soldiers occupy the town or city
until either they die of the plague or the town or city is captured.
(The town or city garrison does not figure into the siege.) Additional
markings: Bad Weather Delays Attack.

GALES AT SEA†
All ships currently at sea (including the London Estuary) are sunk, and
all nobles and royal heirs aboard are lost. The counters of these ships
and heirs are removed from the board. All of the ships’ Crown cards
are returned to the Crown deck. Nobles are treated as having died from
the plague; their cards and awards are returned to the Chancery and
Crown deck as appropriate.
If the ships of the Admiral of England or the Warden of the Cinque Ports
are affected, they are removed from the board, but the office cards
remain in play. These ships can be returned to their offices in either
of two situations: the office is awarded or transferred to a new
faction; a vote in Parliament is taken at the request of any faction in
attendance to return one or more of the ships, and a majority of votes
cast in the House of Commons permits the ship or ships to be returned to
the port of origin under control of the appropriate office. Additional
markings: 4-1 Victory.

GALES AT SEA†
Same as Gales at Sea above. Additional markings: Bad Weather Delays
Attack.

HERESY‡
All bishops and archbishops must return to their home dioceses to put
down new heretical teachings. Additional markings: 5-4 Victory; Killed:
Bourchier, Hastings.

INFLUENCE HEIR§
This card may be held until needed. The player’s faction woos the heir
of an opposing noble. It may be played when a noble of an opposing
faction is killed due to a siege, open battle, ambush or Event card. The
noble’s heir immediately joins the player’s faction. All Crown cards
held by the noble are lost and returned to the Chancery or Crown deck as
appropriate. Noble castles belonging to the turncoat heir that are
occupied by nobles of his former faction may be besieged immediately by
them. If the nobles aren’t strong enough to besiege a castle, they are
expelled from it and are placed outside of the castle in an adjacent
space determined by their faction’s player. Additional markings: None.

MERCENARIES GO HOME: SAXONS‡
Additional markings: 3-1 Victory; Killed: Clifford, Mowbray, Stanley.

MERCENARY STRIFE‡
In all squares containing a stack with more than one mercenary card, the
mercenary card with the least strength is returned to the Crown deck.
The Irish Kerns are not affected. Additional markings: Majority Victory;
Killed: Audley, Talbot.

MUTINY: LE LUCAS‡
Le Lucas is removed from the board and its ship card is returned to the
Crown deck. If the ship is at sea with passengers, the passengers are
placed on the Continent or Ireland, whichever is closer (by alphabetical
order, in case of a tie). Additional markings: None.

MUTINY: LE MICHAEL‡
Le Michael is removed from the board and its ship card is returned to
the Crown deck. If the ship is at sea with passengers, the passengers
are placed on the Continent or Ireland, whichever is closer (by
alphabetical order, in case of a tie). Additional markings: None.

MUTINY: LE NICHOLAS‡
Le Nicholas is removed from the board and its ship card is returned to
the Crown deck. If the ship is at sea with passengers, the passengers
are placed on the Continent or Ireland, whichever is closer (by
alphabetical order, in case of a tie). Additional markings: None.

MUTINY: LE ROSE‡
Le Rose is removed from the board and its ship card is returned to the
Crown deck. If the ship is at sea with passengers, the passengers are
placed on the Continent or Ireland, whichever is closer (by alphabetical
order, in case of a tie). Additional markings: None.

MUTINY: LE SWAN‡
Le Swan is removed from the board and its ship card is returned to the
Crown deck. If the ship is at sea with passengers, the passengers are
placed on the Continent or Ireland, whichever is closer (by alphabetical
order, in case of a tie). Additional markings: None.

PAPAL DIET‡
All clergy get a free one-way trip to the Continent to meet with the
Pope. All must attend, even if under siege. Ships are not necessary to
attend. Clergy must provide their own transportation to return. King’s
Peace exists on the Continent, as well as in Calais, for one turn after
the diet. Additional markings: Majority Victory; Killed: Greystoke,
Grey.

PLAGUE: DUBLIN‡
Additional markings: 2-1 Victory; Killed: Pole.

PRETENDER§
A new claimant to the throne emerges. Return one eliminated royal heir
counter to the board to represent the pretender. If no royal heir has
been eliminated, then create a new royal heir counter to represent him.
The pretender is neither Yorkist nor Lancastrian, so all other royal
heirs must be eliminated before he can be the last remaining royal heir.
The pretender has strong local support in one region of the country,
which is determined by a die roll — 1: Devon & Cornwall, 20 troops; 2:
Wales, 20 troops; 3: between the Trent and Tees rivers, 10 troops; 4:
north of the Tees, 20 troops; 5: within four squares of Lynn, 10 troops;
6: within four squares of Plymouth. These troops move with him and are
added to the strength of any noble he is with or any garrison of a town
or city he is in as long as he is in the region where he has support.
The pretender appears in the largest or most central unoccupied,
neutral, fortified town, city, royal castle or unfortified town (in that
order of priority) in the region where he has support. There can be more
than one pretender on the board at the same time. The pretender can be
eliminated by the Pretender Revealed card. Additional markings: None.

PRETENDER REVEALED§
This card may be held until needed. Any pretender is revealed as a
fraud. Each non-Yorkist and non-Lancastrian royal heirs is immediately
removed from the board and treated as if he had been executed.
Additional markings: None.

REFUGE: 3 TURNS†
This card may be held until needed. Any nobles and royal heirs (with at
least one noble) belonging to the player’s faction may move to the
Continent or Scotland (but not both) and remain there for three turns.
Combat is not allowed in either location. Additional nobles and heirs
belonging to the faction may not subsequently take advantage of this
refuge. The number of turns of refuge is kept secret from the other
players and revealed only after (all of) the refugee(s) has (have)
returned. Any noble or heir (with a noble) may return prematurely. A
noble or heir who has left the refuge cannot return until another Refuge
card is played. Nobles in refuge cannot be summoned to Parliament,
although they may go voluntarily. Additional markings: None.

REFUGE: 5 TURNS†
Same as Refuge above, except it lasts for five turns.

REFUGE: 7 TURNS†
Same as Refuge above, except it lasts for seven turns.

RELIGIOUS DIET‡
A meeting of all bishops and archbishops is held in the location
indicated by a die roll — 1-2: Salisbury, 3-4: Wells, 5-6: St.
David’s. King’s Peace exists in that space for one turn after the
diet. Additional markings: 2-1 Victory; Killed: Roos, Percy.

ROYAL BIRTH§
A new legitimate claimant to the throne emerges. Return one eliminated
royal heir counter to the board to represent the pretender. If no royal
heir has been eliminated, then create a new royal heir counter to
represent him. Roll a die to determine which house he belongs to —
1-3: Yorkist, 4-6: Lancastrian. The new heir is last in line to inherit
if he is a Yorkist, and he is just before Beaufort to inherit if he is a
Lancastrian. Roll a die to determine where he appears — 1: Devon &
Cornwall, 2: Wales, 3: between the Trent and Tees rivers, 4: north of
the Tees, 5: within four squares of Lynn, 6: within four squares of
Plymouth. The new heir appears in the largest or most central
unoccupied, neutral, fortified city, town, royal castle or unfortified
town (in that order of priority) in the region. Additional markings:
None.

ROYAL DEATH†
A royal heir dies of natural causes. Roll two dice to determine which
heir dies — 2, 4: Edmund of Rutland; 3, 11: Richard of Gloucester; 5:
Margaret of Anjou; 6: Richard of York; 7: Henry VI; 8: Edward of March;
9: George of Clarence; 10, 12: Edward of Wales. If the heir chosen has
been eliminated already, do not roll again. Reshuffle the Event deck.
Additional markings: 3-1 Victory.

ROYAL HEIR ESCAPES‡
The lowest-ranking heir held by the drawing faction escapes to the
nearest neutral city, royal castle or town (by alphabetical order, in
case of a tie), which may be on an island. The heir will not escape if
he is king or the senior surviving heir of his family. Additional
markings: 4-1 Victory; Killed: Stanley, Stafford.

ROYAL HUNT‡
The king(s) want to go hunting. The sole king and any nobles that want
to attend are moved to the forest space one square west of Tickhill. If
there are two kings, then roll a die — 1-2: the Lancastrian king
attends, 3-4: the Yorkist king attends, 5: both kings attend, 6: it
rains and the event is canceled. There is no King’s Peace. Additional
markings: 3-2 Victory; Killed: Holland, Grey, Scrope.

ROYAL VISIT: KING TO IRELAND‡
The sole king is moved to Dublin if unoccupied, otherwise to Ireland.
The king’s party may travel with the king, but it must provide its own
transportation to return. Additional markings: 3-2 Victory; Killed:
Neville.

SCOTS INVASION‡
The Scots have invaded in force. Ends Treaty with France. The following
are called: Grey to Chillingham, Neville to Raby, Warden of the Northern
Marches to Bamburg or Berwick, Bishop of Carlisle to Carlisle, Bishop of
Durham to Durham, Marshal to the Cheviots, owner of Newcastle to
Newcastle. If a noble is called to multiple places, he is considered to
cover all places called if he can get to any of them. Places already
occupied by any noble are considered covered. Any town, city or castle
not covered is sacked by the Scots and must be recaptured by siege. As
long as the Scots hold any place, additional Scots Invasions can occur
if this card is drawn again. If the Scots fail to take any place on the
first drawing of this card, then the card is removed from play, since
the Scottish king is unlikely to repeat such a disaster. Reshuffle the
Event deck. Additional markings: 4-1 Victory; Killed: Neville, Percy,
Howard.

SIEGE FAILS§
This card may be held until needed. Automatically cause an attacker’s
siege to fail. The besieging force must immediately leave the space
where the siege was taking place and move to an adjacent space. Does not
cancel the Betrayal card since the latter requires no attacking force.
Additional markings: None.

TREACHERY: REMOVE 1 CARD FROM HAND†
A faction has been betrayed. The player drawing this card randomly loses
one Crown card in his hand to the Chancery or Crown deck as appropriate.
If the player holds no Crown cards, this has no effect. Additional
markings: 2-1 Victory.

TREACHERY: REMOVE 2 CARDS FROM HAND†
Same as Treachery above, except the player loses two Crown cards.
Additional markings: 5-4 Victory.

TREATY WITH FRANCE: KING TO CONTINENT‡
The sole king goes to France and signs a treaty with the French. Calais
becomes immune to the “French Siege” card as long as the treaty is
in effect. Calais is restored to English control and belongs to the
king’s faction, which gets unlimited access to the Continent. The
treaty remains in effect until the king dies or one of the following
cards is drawn: French Raid, French Siege, Scots Invasion, Scots Raid,
War in Europe. Additional markings: 3-1 Victory; Killed: Beaufort,
Cromwell, Bourchier.

TREATY WITH SCOTLAND: KING TO SCOTLAND§
The sole king goes to Scotland and signs a treaty with the Scots. This
cancels the Scots Invasion and any Scots Raid cards. The king’s
faction gets unlimited access to Scotland. The treaty remains in effect
until the king dies or one of the following cards is drawn: French Raid,
French Siege, Scots Invasion, Scots Raid, War in Europe. Additional
markings: Bad Weather Delays Attack.

VACILLATING NOBLE (7)†
If drawn at the beginning of a turn, the player drawing this card
randomly loses the use of one of his faction’s nobles for the turn. If
the noble is aboard a ship, the ship is becalmed and prevented from
moving.
If drawn while determining the result of any combat, one of the nobles
involved in the combat must immediately return home or switch allegiance
to the opposing faction before the combat is resolved. Roll a die to
determine the affected faction — 1-4: weaker force, 5-6: stronger
force. After a noble in the affected faction is randomly determined, the
odds of the battle are recalculated and a die is rolled to determine the
fate of the vacillating noble. If he is a member of the weaker force —
		Majority Victory	5-4	3-2	2-1	3-1	4-1
	Return Home	1-6	1-5	1-4	1-3	1-2	1
	Switch Allegiance	—	6	5-6	4-6	3-6	2-6
If he is a member of the stronger force —
		Majority Victory	5-4	3-2	2-1	3-1	4-1
	Return Home	1	1-2	1-3	1-4	1-5	1-6
	Switch Allegiance	2-6	3-6	4-6	5-6	6	—
If both sides are equal in strength, treat the Vacillating Noble card as
a Bad Weather Delays Attack Result and end the battle.
A noble who is to return home must immediately be placed in one of his
home castles; if none is friendly, then he is placed in the nearest
friendly town, city or castle (in that order of priority). A noble who
switches allegiance is immediately given to the opposing faction with
all of his awards, so he may be added to his new faction’s strength
for the battle, in which case the odds are recalculated. Regardless, the
battle continues.
This card is ignored if the affected faction has only one noble in play
at the beginning of a turn or has only one noble in combat. Additional
markings: None.

WAR IN EUROPE‡
There is a general war in Europe. Ends Treaty with France. All
mercenaries go home to fight, except for the French Foot Soldiers if
sacking a town or city and the Irish Kerns who don’t care. The
following offices are called to the Continent: Marshal of England,
Admiral of England and Captain of Calais. Additional markings: 5-4
Victory; Killed: Courtney, Howard, Fitzalan, Pole, Herbert.

[1] http://www.ahgeneral.org/index/v20/AH_GEN_V20N4.PDF
[2] http://www.ahgeneral.org/index/v14/AH_GEN_V14N2.PDF


_______________________________________________
Read this topic online here:
http://www.vassalengine.org/forum/viewtopic.php?p=46322#p46322


More information about the messages mailing list