PnPv2 A4 RulesText
PnPv2 A4 RulesText
PnPv2 A4 RulesText
Version 2.0
2009 James Roach
James Roach
June 2009
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Contents
Page
1.0 Basic Rules
Winning A Campaign
Special Rules
War Chests
Definitions
Diplomatic Status
10
10
4.0 Reinforcements
11
11
11
12
12
Territories
12
13
Sea Areas
13
14
14
14
15
Setting Up
15
16
Overview
16
16
17
17
Moving Armies
18
18
19
19
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20
Diplomatic Action
20
Siege Resolution
21
22
23
23
24
Battlefield Terrain
24
Battlefield Objectives
25
Battlefield Posture
25
Battle Duration
26
26
26
Victory Points
27
28
Battlefield Postures
28
Authors Notes
29
Abbreviations
31
Percentage Table
32
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1.1
Winning A Campaign
The object of the campaign is to amass the most victory points (VP). If there is a tie with two or more
players with the same number of VPs then the winner is the player holding the first territory in this
ordered list:
Milan Naples Florence Bologna Turin Sienna Modena Ferrara Genoa.
So if two players tie on 47 VPs and one holds Florence, the other Turin, and neither hold Milan or
Naples, then the player holding Florence wins the campaign.
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besiege successfully and the map is marked accordingly. Venice has the most powerful navy in Europe,
and so adds 2 to all Control the Seas dice rolls.
The Papal State: The player with the worst fiscal position of all. It has a strong central strategic
position and in many ways is the key to Italy allowing rapid movement north and south. The strongest
element of the Papal State is the Pope himself; his diplomatic network of Bishops and Cardinals; and
his spiritual influence. The Papal State adds 1 to all dice rolls involving diplomacy.
Where there are more players than parts I suggest that Venice should, as was historically the case,
have two heads of state making room for one more - The Doge and Council. It was a Republic after all.
One thing to bear in mind, when running any campaign, is the availability of the players to take part
on a regular basis. This is the thing that will keep it ticking over. There is nothing worse than finding
that France is ill, or too busy to attend, on campaign night. Allocating roles to groups of players who
can cover each others absences is an idea worth considering. With groups each player could take role
of one of the generals in the groups armies, and act as C-in-C for those tabletop encounters in which
their general is involved. This converts Pike and Plunder to a campaign for 12 players plus an umpire.
Only allow deals when players counters (either army or agent) occupy the same territory,
Force deal makers to inform third parties when a deal has been struck, but not the type of
deal, if the third party has a agent in the territory who is assumed to know of the various
comings and goings,
Not allow the map position of armies and agents to be kept secret under any circumstances as
such information would be common knowledge.
If the umpire is to be a player, I suggest they should be Pope. He, of all the men in Christendom, is
most likely to know what is going on due to his religious & political network. This will also bring the
true power behind the Papal throne into being.
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Alliance - Full military access to lines of communication (LOC) and territories. Passage
through army occupied territories. Sheltering in territories. Landing & embarkation by sea.
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Warrior Pope: At the start of the campaign when a Pope is created or when the previous incumbent
dies a Papal State player may roll to become a Warrior Pope. A result of 6 on D6 means the Pope may
lead his army into battle [2].
2.
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Garrisons: These help players control territories. If a territory is lost its garrison is lost. Players may
only garrison territories they hold. Each garrison costs 10 florins paid for by an army already in the
territory. Garrisons can be dropped off and picked up by any of the owners generals.
Agents: Each player may employ up to three agents at any one time and cost 20 florins each. New
agents can only be created with the mandatory Create, Reinforce Army or Hire Local Mercenaries
event card. Agents are used to perform several event options on campaign cards and in an email
campaign they may also serve as spies.
3.
3.1 Definitions
By definition, the Republic of Venice and the Papal State are Non Playing States (NPS) if not Principal
Combatants. The following are always Non Playing States:
The territories belonging to each Non Playing State (NPS) are shown on the map in a single colour.
Each has a box in the same colour in the NPS Tracker on the map; the number in this box is the Trade
Rights value of the state. Trade Rights apply providing at least one territory remains under the NPSs
control.
A Neutral Non Playing States army cannot attack the Principal Combatant.
The treaty holder may trace lines of communication through the Non Playing States
territories and cannot be blocked by the NPS army,
A Principal Combatant allied to an NPS can downgrade the diplomatic level of the NPS with
any other PC to At War,
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An allied Principal Combatant may raise the Non Playing States army and move it around
the NPS and or up to one territory outside the NPS, to uphold its territorial integrity or to
attack armies or territories with which the NPS is At War,
An allied Principal Combatant cannot attack an NPS, or its army, whilst an alliance is in
place. The alliance can only be cancelled using an agent acting on a Machiavelli campaign
event card.
At War:
A Non Playing State will automatically declare war on any Principal Combatant that attacks
its army or any of its territories,
The Non Playing State automatically blocks lines of communication through its territories
and army to any Principal Combatant with which it is At War.
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4.
Reinforcements
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5.
5.2 Territories
The map shows Italy and its various territories connected by land lines of communication. Each
territory is denoted by a coloured square with a coloured border and a large number in the centre.
Territory squares may also display improved fortification and port markers:
Colour denotes the natural allegiance of the territory and territories with two colours are
contested by two other states,
Large number denoting the VP value of the territory and the amount of revenue it produces
in florins,
Border colour denotes the terrain density of the territory and can be white, black or red
border indicating light, moderate, and heavy terrain density respectively,
Lower right cross denotes a States home territories and these may only be used by that
State and no other.
Lower right number denotes improved fortifications which provides a defensive bonus if
besieged and for Venice a reminder that you cannot successfully besiege the territory,
Anchor symbol denoting that an army may travel through them by sea and can be used to
establish a naval line of communication.
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Port symbol.
Kingdom of France
Red
Kingdom of Spain
Yellow
Republic of Venice
Mid green
Kingdom of Naples
The Romagnol
Brown
Dark Blue
Duchy of Milan
Pink
Republic of Genoa
Orange
Duchy of Modena
Dark green
Duchy of Ferrara
The Ligurian Sea, stretching from Nice to Civitavecchia and containing France and Spain,
Lines of communication can be traced through any port controlled by a Principal Combatant
providing there are open land lines of communication to and from the port.
Sicily is an exception: to prevent Spain being kept out of Italy altogether Spain may always trace lines
of communication to Sicily via the Ionian Sea even another player controls the Ionian Sea.
Armies move by sea, directly from one port to another, using March cards. Sea moves cost 30% the
armys value in florins.
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For the purposes of the campaign naval transportation of armies must follow the coast and the moving
player must control each sea that the army passes through. Again, the only the exception to this is
Sicily where Spain may always raise new armies irrespective of their control of the sea.
any number of PCs but can only have one PC as an Ally. The status may be changed for one PC
by one level (see section 3.2) on each successful Machiavelli event card.
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The revenue of a territory taken by a Principal Combatant (PC) is added to the total. If the territory is
taken from another PC the revenue is deducted from the defeated PCs total. See section 1.8 for the
special rules associated with the Romagnol.
Death of Ferdinand II, King of Aragon, Sicily, Naples, Castile and Len,
The timing of all four events is governed by mandatory events cards. When all four events have
occurred the campaign is over.
5.9 Setting Up
War chests: each player is given the following amounts in florins: France 120; Spain 100; Venice 100
and the Papal States 80. All players are given 2 influence chips except the Papal Sates who receive 5.
Generals: each player places 3 general markers into their army boxes and each general is assigned a
strategic ability by rolling a D6:
The King of France must always lead army A1 and cannot be less than 2nd rate; re-roll all 1-2 results. If
the King of France dies for any reason, he immediately reappears in the army box. This costs nothing.
The King is dead, long live the King!
A marker indicating the generals ability is placed in the appropriate army box. These generals are
free. Subsequent field generals cost 20 florins.
Armies: each player may place up to 2 army markers on the map as follows:
Venice: 0-2 armies in any of the Venetian areas outside the Romagnol.
Papal States: 0-2 armies in any of the Papal State territories outside the Romagnol.
Territories: France controls Naples and Gaeta whilst Spain controls Cosenza, Barletta and Pescara.
Agents: each player has one agent in their home capital.
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Florins Track: Markers are placed on the track for all Principal Combatants. The Papal States starts
with 23 florins, Venice 20 florins, whilst Spain and France have 10 florins each.
Controlled Seas: Initially Spain controls the Ionian; Venice the Adriatic; France the Tyrrhenian and
Papal State controls the Ligurian Sea.
NPS Track: 28 control markers, one for each player for each of the seven NPS political status tracks
are placed on the track. All must be Neutral.
6.
6.1 Overview
Pike & Plunder uses a card driven system using two decks of cards: a deck of 48 Campaign cards and a
deck of 36 Ruse de Guerre cards. In a two or three player game the last twelve campaign cards
(numbers 37 48) should be removed.
There are no circumstances players may trade or transfer any of these cards.
Events: these allow for the campaign to tackle things other than military strategy.
Influence: these are used to adjust the outcome of certain diplomatic actions.
Number: each card is numbered 1 48 to allow easy removal of cards in a 2 - 3 player game
and facilitate use in a postal or email campaign.
When playing a card, the player must state exactly what the card is to do or if the card is being
discarded unused. Retrospective action is not permitted.
Example: a player with campaign card #21 has four options:
The player chooses to play the card as an event card improving the fortifications in one of his
territories and places the card in the discard pile.
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Mandatory event cards are the exception. They have a red heading and are number 1-7. These must be
used for the mandatory event but can also be used for one other purpose. Mandatory events take place
at the end of the campaign phase, in numerical order.
Example: a player with campaign card #6, which features the mandatory event Head of State Plays
Tennis, may also choose one of three other options on the card a move or battle option or draw Ruse
de Guerre (RDG) card. The player chooses to draw a RDG card putting the original card to one side
until the end of the phase when the mandatory events are all resolved and the card is discarded.
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In all other situations the army must stop or force a battle. The latter locks both armies for the
remainder of the phase. An army that is locked cannot move unless it is acting on a brilliant stratagem
RDG card effectively evading contact.
A third army may not enter a territory containing two locked armies unless using a brilliant stratagem
RDG card to bypass them, or reinforce one of the armies before the table-top battle ensues.
If at the start of a phase, two armies are in the same territory, and a battle has not yet occurred, then
they may move as normal.
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When armies are amalgamated in this way the junior generals counter is placed in the senior
generals army box and the junior generals army value stays in its army box.
When a Principal Combatants (PC) and Non Playing States (NPS) army are stacked together
the NPS army general is placed in the PC generals box and the NPS army value stays in its
army box.
The only way that army value may be transferred between armies in the same territory is to
temporarily relieve a general of command, sack the general; or if a general has been killed:
Generals that have been relieved of command to effect amalgamation are automatically
moved back to their army box and their army value transferred.
Sacked or assassinated generals cannot be replaced until the next mandatory Create,
Reinforce Army or Hire Local Mercenaries card and a new general costs 20 florins.
May not move; force engagements or begin a siege; and is counted as 3rd rate by armies
wishing to force battle. They may continue an existing siege.
Must be marked on the map with a flipped general counter showing the army number 1, 2 or
3.
Will immediately disband if the next available replacement general is sent to an army with
lower seniority. So if there are two armies without generals, the first available replacement
general should be sent to the most senior army or else it will disband.
Moving a generals counter from the army box to the map is achieved with the Move Agent cards as is
moving an unaccompanied general. Newly raised armies must start in Principal Combatants capital
territory i.e. France or French ports, Spain or Sicily, Venice, or Rome.
Seniority (the army number and general letter) may only be changed by sacking or death and must
occur immediately. When a senior vacancy occurs, the next general down can be switched into it, but
he must take his army with him. So when General A is killed leaving Army 1 without a general,
General B with Army 2 is promoted to A1 whilst Army 1 is demoted to Army 2 and on down the chain
of command. Remember, generals will not give up their own troops willingly.
The defender and the active Principal Combatant each roll a D6.
They may add 1-3 points to their score at a cost of 5 florins per point.
Venice adds 2 points to their roll without expenditure but still has a maximum of +3.
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If a sea changes hands the winner tales 3 VPs from the defender.
6.9 Excommunication
Except in the case of Rome (see below), a player might be excommunicated for attacking any territory
belonging to the Papal State. To lessen the chance of this the attacking player may spend influence
chips when he attacks. These are placed in the attacked territory. At the start of the Papal States next
campaign phase the Papal State may spend influence chips to increase the chance of
excommunication. Both sides now roll one D6 each, adding the number of influence chips they spent
to the result. The two results are compared and a player is excommunicated when the Papal State:
Core territories are coloured mid green on the map and exclude the Romagnol (see below).
An excommunicated player:
Looses all alliances and treaties with Non Playing States which become Neutral,
By treating directly with the Pope. If the Papal State is not a player, this will require the
return of the territory and a cash payment of 5 times its value, or a cash payment of 20 times
its value. Both options also demand a one sided, 2 turn non aggression pact.
By taking Rome and automatically forcing the Pope to reverse the excommunication. In
return Rome reverts to a Papal possession.
By missing a complete campaign phase by discarding their campaign cards and calling a
Council of Cardinals. A result of 3 6 of a D6 results in the Cardinals forcing the Pope to
reverse the excommunication.
The Pope or Head of State dies in battle or of natural causes. In the case of Spain this
requires the mandatory event cards that signal the deaths, by natural causes, of either
Isabella or Ferdinand.
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Before any dice are rolled, all players agents in the NPS may modify the result by spending
one influence chip to move the result up or down 1.
Any number of influence chips may be invested but once invested they are spent regardless of
result.
A successful agent changes the political status of one NPS to one PC by one level, and the
agent earns 1VP for his patron.
Example: France plays a Machiavelli event card attempting to change Florences stance to Spain from
Treaty to Neutral. Both have agents in the NPS. Frances agent is in Florence, Spains is in Pisa. Both
players may spend influence chips. France spends 3 to add 3. Spain spends 2 to deduct 2. France rolls
2 giving a total of 2 + 3 - 2 = 3. France fails.
For a Prior Savonarola card:
Before any dice are rolled, all players agents in the territory may modify the result by
spending one influence chip to move the result up or down 1.
Any number of influence chips may be invested but once invested they are spent regardless of
result.
The active player rolls a D6. If the unadjusted score is 1 the players agent is caught and
executed irrespective of the final outcome.
On an adjusted score of 9 or more the territory revolts and reverts to its natural allegiance,
any garrison is lost, and any sheltering army is ejected from its fortified site.
Example: Spain plays a Prior Savonarola event card attempting to ferment revolt in Milan a newly
acquired French territory. France garrisoned Milan and there is a France army present adding 3 to the
score required by Spain. Only Spain has an agent in Milan. Unfortunately Frances agent is in Pavia
Milanese but not Milan. Spain spends 11 influence chips to make certain of the result. Spain rolls 1
giving a total of 1 3 + 11 = 9. Milan revolts and becomes Milanese again but the French catch Spains
agent red handed and hang him. Spain loses its agent.
As much real diplomacy is carried out behind closed doors the easiest way to do this during open play
is for each player to take all influence chips from the war chest and secretly distribute the contents
between their fists. When all the players concerned have done this, all players open a fist at the same
time with the right fist adding to the result and the left fist reducing the result [7].
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The besieging army has an army value at least four times greater than the territorys value.
A campaign card with a siege symbol can be played against the territory.
If these conditions are met then a siege marker is placed on the territory and the siege has begun. If,
at any time, the army value falls below four times the territory value the siege is lifted and must begin
again.
There are two ways to resolve a siege: by attrition or by storm.
Attrition works by placing further siege symbols on a territory each time a campaign card with a siege
symbol is played. When the territory accumulates a sixth siege marker the siege succeeds and the
territory falls. Any sheltering army or garrison is captured or put to the sword.
Storming is allowed only after a siege marker is placed and only once per phase. To resolve a siege by
assault the attacker commits a portion of the besieging army to the assault and both the attacker and
defender roll a D6 each adjusting the scores as follows:
Attacker
Factor
Defender
Factor
+1
+1
+1
+1
+2
+2
French.
+2
Garrison.
+2
If the attackers score more than the defenders the territory falls and any garrison or sheltering army
surrenders. Otherwise the territory holds out. In any event, the attacker take casualties equal to the
troops committed factor multiplied by the original defence dice score [8].
Worked example:
The French, with an army value of 70, besiege Milan which is garrisoned.
After placing the first siege counter the French choose to assault with a value of 38.
The French roll 4 adding: 4 for troops committed; 2 for being French; 1 for siege marker for a
total of 11.
In reply Milan rolls 5 adding: 5 for area value; 2 for garrison for a total of 12.
So Milan holds and the French lose 20 army value points calculated as 4, for troops
committed, multiplied by 5, the original defenders dice score.
The French have an army value of 50 left, which is enough to continue the siege as Milan has
a value of 10 and requires an army value of 40+ to besiege it.
You may wish to fight out every battle regardless of odds, and this can be an enjoyable for both sides,
but where one side is outnumbered by three to one or more, the outcome is probably inevitable and
the battle will only be played to decide casualties.
So, providing the outnumbered player has not initiated the battle you may choose to resolve the
outcome as follows:
The outnumbered player looses his army, consigning its general to his army box,
The victor also looses army value equal of that of the outnumbered army.
This trade off might seem lop-sided at first, but remember, it may be some time before the
outnumbered general has another army to command and will probably require the mandatory Create
Army event card to be played.
7.
Set Up: to have an effect these cards must be turned face up during the appropriate stage of
the battle set up sequence. Unused cards cannot be used retrospectively.
Secret: these are always kept face down and only turned over at an appropriate point after
battle has commenced.
Example: The Very Strong Position card, RDG #12, is a set up battle card. It allows a player to add two
extra terrain features to the table-top prior to the commencement of battle. This card must be turned
face up when battlefield terrain is being decided.
Example: The Ambush card, RDG #13, is a secret battle card. It allows a player to hide up to 20% of
their army value in or behind visually obstructive terrain anywhere outside the enemy deployment
area. As their presence would be unknown at the outset, the card is only turned face up when the
enemy discover their presence during the battle.
Example: The French are fighting the Spanish. The French play two set up RDG cards: RDG #15,
Reinforcement and RDG #12, Very Strong Position. RDG#15 is turned face up when army values are
being converted in to table-top troops and requires the French player to secretly note the amount of
extra reinforcement he is going to pay for. In fact the French player secretly notes down zero. RDG
#12 may only be turned face up at the battlefield terrain stage, but the French player chooses not to
use it and the card is discarded and left face down. What is the Spanish player to think after the
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deployment stage? Is there a body of French lying in ambush? Is there a body of French marching
unseen, off table behind his flank? Or are the French bluffing?
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Class
Value
Contested if
Primary
Within 12
Bridge
Primary
3
2
Ford
Primary
In contact
Crossroads
Secondary
Within 12
Secondary
1
1
Fieldworks
Secondary
In contact
Secondary
On or inside
In contact
Within 12
The value is the number of battlefield victory points assigned to each feature [10] and are used, along
with battle losses, to determine victory at the end of the battle.
Each player selects any three features nominating them as Battlefield Objectives (BO) one at a time,
alternating with the other player and starting with primary features. Once all primary features have
been nominated secondary features may be chosen. Players can share the same objectives thus
doubling their value. A simple marker should be placed on each key feature
At the end of the battle, the side in or on the feature; or the last side to contact or pass through the
feature; or the side closest at the end of the battle is considered to hold the feature. However, if the
other side is within the contested distance, or also in contact etc, both hold the feature and associated
VPs.
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All units that have left the table, except in pursuit, are lost.
All units destroyed or that suffered significant casualties [11] are lost.
After victory has been determined the casualty suffered should be converted back into florins
reversing the process of section 7.2 and deducted from the army value.
The player with the higher score is the winner and they may reclaim 30% of their casualties reflecting
the spoils of war: holding the field; lightly wounded returns, rallied routers, turncoat prisoners, etc.
If the scores are tied both sides must withdraw from the territory. If however, one player held the
territory at the beginning of the battle, or is an ally, when they may seek shelter in the territory.
Casualties remain unaltered and both claim a marginal victory.
If the losers score is half the winners, they must withdraw. If however, they held the territory at the
beginning of the battle, or are an ally, then they may seek shelter in the territory. The withdrawing
army loses 50% of the remaining force in the rout as additional casualties and the winner claims a
crushing victory.
If the losers score is more than half the winners he must withdraw from the territory. If however,
they held the territory at the beginning of the battle, or are an ally, then they may seek shelter in the
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territory. The withdrawing army loses 30% of the remaining as additional casualties and the winner
claims a decisive victory.
A withdrawing army can move up to five territories away from the battle. This movement is immediate
and free of cost and attrition. A withdrawing army can move through any army that would normally
block its path but it cannot end its move in that territory. If the withdrawal is more than three
territories the army must end its withdrawal in a controlled or allied territory. The army can end its
withdrawal by sheltering in a friendly territory.
If any army is reduced to an army value below 15 the army is disband. The money is returned to the
players war chest and the general moved back to his army box.
> 2.00
>1.50
Even
< 0.66
< 0.50
Crushing
10
Decisive
Marginal
Worked example: Army A (40 points) beats Army B (30 points) in battle claiming a decisive victory.
Army A gains 4 VP as the ratio is 40/30 = 1.33.
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Battlefield Postures
The blue zone(s) belongs to the player who played the highest RDG card. The red belongs to the other
side. Diagrams are not to scale.
Encounter Battle
Surprise Attack
Pitched defence
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Authors Notes
[1] I have included No Treaty as this will probably be the standard state of affairs between players and
it is useful for email campaigns as the default position. Having spelt this out, players should not feel
picked on if no one seems to like them much this is war after all. When playing Pike and Plunder my
advice is that they should not undertake treaties or alliances lightly, and break them gently. A rash
moment of opportunism against a ally might colour any dealings with other players in the future
and the adage vengeance is a dish best served cold might come back to haunt you.
[2] It will largely depend on the table-top rules in use as to how a Warrior Pope will affect the troops
under his command. I suggest that, if your chosen rule set covers it, he is treated as a Sacred Relic, or
something similar.
[3] Nearly all actions carried out on sequence cards require the expenditure of florins. Florins are
used to put men into the field, to supply troops on the march, and pay troops when the need arises.
They are used to carry out diplomatic actions, assassinations, and many other actions; florins are the
sinews of war. To win a campaign, players must balance finances and military strategy. There is
nothing more disheartening than to see a strong military force on the brink of significant gain,
dissolve before one's eyes due to lack of funds.
[4] To add flavour to the campaign it is a good idea to give each general a name. General A is
advancing on Bologna is a little impersonal and characterless.
[5] Though abstract this method of representing the value of an army simplifies everything and allows
the campaign system to be used with almost any set of table-top rules. Most tabletop rules have a
points system with their army lists and it is very easy to multiply the Florin value of the army to fit
with it.
[6] I did not intend for naval battles to be fought out on the table-top but there is nothing to stop
players from doing so. All that is required is a simple mechanism to transfer the action from board to
table-top and back again with the odds slightly stacked for the defending player who would normally
maintain control in the event of a tie.
[7] In an email campaign each player with an agent in the NPS should be contacted and asked how
many influence they wishes to spend, and how.
[8] It may seem counter intuitive to penalise the overwhelming use of numbers in an assault. My
thought process, when devising this mechanism, was that too many troops trying to force their way
into a breech would cause confusion, a log jam, and unnecessary casualties. You may stack the odds,
but you may pay dearly for it.
[9] One of the chief reasons I decided to use the florin value system, and to keep the values relatively
low, was to enable as much flexibility as possible. Where two small armies meet it is possible to
increase the multiplier to give more units, or in large battles where insufficient miniatures are
available to decrease it. Two observations I would like to make: Firstly, it is not a good idea to play
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around with the chosen multiplier / divisor too much, just so you can get all of your figures onto the
table-top on every occasion - this will just make all of the actions feel very samey. Secondly, remember
that this is a campaign it is a marathon not a sprint and there will, in all likelihood, be lots of
battles to fight before it is over; this being so, try to set your multiplier so that most games will be over
in an average sessions play, with only the very big ones taking more time than that.
[10] Grand tactical manoeuvre, the process by which an enemy army is strategically met then cornered and
forced to fight at a disadvantage, is a very difficult thing to simulate. Several methods of doing this have been
proposed but I found them contrived and wanting, not to mention time consuming and a little tedious. Therefore
I prefer to do away with pre-battle manoeuvring and represent its essence on the table-top by the use of
battlefield objectives.
[11] I cannot say exactly what percentage of casualties a unit must suffer before they equate to
significant because casualties reflect different things in different rules. But, as a rule of thumb, if the
unit has a fair chance of being routed they are significant.
[12] You may view things with a different eye and amend the post battle casualty assessment which
you are free to do of course but do not do this lightly or you will find Italy stacked with big armies,
and find that winning a pitched battle does not reap the rewards it should. Also, if one player keeps
winning battles, the others will be forced to league together against it just to survive which is very
much in period.
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Abbreviations
VP
Victory Points
LOC
Lines of communication
PC
Principal combatant
D6
NPS
HRE
SC
Swiss Confederation.
RDG
Ruse de Guerre.
BO
Battlefield Objective.
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Percentage Table
For those who hate mathematics (shame on you), and for those who asked for one (double shame),
here is a simple percentages calculator:
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
10
10
20
10
12
14
16
18
20
30
12
15
18
21
24
27
30
40
12
16
20
24
28
32
36
40
50
10
15
20
25
30
35
40
45
50
60
12
18
24
30
36
42
48
54
60
70
14
21
28
35
42
49
56
63
70
80
16
24
32
40
48
56
64
72
80
90
18
27
36
45
54
63
72
81
90
100
10
20
30
40
50
60
70
80
90
100
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