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Pike & Plunder

Wargames Campaign Rules for the Italian Wars

Version 2.0
2009 James Roach

Pike & Plunder v2.0


Wargames Campaign Rules for the Italian Wars
Introduction
This is game for two, three or four players wishing to fight a map and table-top wargames campaign
set during the early Great Italian Wars of the 16th century. Although the campaign is not a historical
refight of the wars I have tried to include many of the elements that characterised them. Pike and
Plunder could, with a little work, be transformed into a board game but that was not my intention.
The campaign mechanisms are designed to be usable with any table-top war game rule set.
The prime objective of the campaign is to put a series of table-top battles into a narrative context.
Several other factors, such as diplomacy, have been written into the rules to add spice, interest and
uncertainty but the table-top military aspect is the driving force. There will undoubtedly be more
major battles than ever took place historically but I see this as all to the good. Pike and Plunder has
been devised as a fun game, rather than a historical treatise on 16th century warfare and politics. The
latter would require much more work than can reasonably be expected from anyone trying to relax
after a hard days work.
The core game mechanism is driven by a deck of cards. They allow forces to be raised and
manoeuvred to attack enemies on land, or at sea, as well as the laying and relieving of sieges. They
require armies to be paid and revenue to be raised. Finally, they cover diplomacy, assassinations and
the general underhand sneakiness so typical of the period. Where possible, I have tried to detail most
of the rules concerning the campaign cards on the cards themselves to avoid the need of constant
reference to the rules.
Throughout, I have attempted to allow the campaign to proceed at pace. As a result several of the
mechanisms have been abstracted into simple tables, trackers or dice rolls. There is also no need for
an umpire to co-ordinate all of the action as you will see everyone has a stake in the game.
Pike and Plunder is the product of more years than I care to remember devising and running various
historical campaigns; some successful, others not so. I have tried to apply the three main lessons I
learned. Firstly, keep it simple stupid; so I have minimised complexity wherever possible. Secondly,
I have tried to keep all of the players involved at every stage of the map campaign to avoid players
becoming bored and dropping out half way through. Finally, I have steered clear of the dreaded
paperwork normally associated with campaign wargaming.
For the first time, this version includes authors notes to help those who embarking on their first
campaign and to explain the rationale behind the various mechanisms used.
I hope you enjoy playing Pike and Plunder. I am always happy to receive feedback, talk about the
rules or provide more detailed explanations. To do this, contact me via the Pike and Plunder blog at
www.pikeandplunder.blogspot.com.

James Roach
June 2009

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Contents
Page
1.0 Basic Rules

Winning A Campaign

Starting & Ending A Campaign

The Principal Combatants

To Umpire Or Not To Umpire

Deals & Contracts

Territory & Sieges

Special Rules

2.0 Rules For Principal Combatants

War Chests

Generals, Seniority, Army Numbers & Ability

Armies, Garrisons & Agents

3.0 Rules For Non Playing States

Definitions

Diplomatic Status

Generals & Armies

10

Conquest & Dominion

10

4.0 Reinforcements

11

The Holy Roman Empire

11

The Swiss Confederation

11

5.0 The Playing Board

12

The Basic Layout

12

Territories

12

Territory Colour Coding

13

Sea Areas

13

Diplomatic Status Tracker

14

Victory Points Tracker

14

The Italian Revenue, Or Florin, Tracker

14

End Of Turn Tracker

15

Setting Up

15

6.0 Playing The Game

16

Overview

16

The Campaign Deck

16

Ruse De Guerre (RDG) Cards

17

The Campaign Turn Sequence

17

Moving Armies

18

Moving Generals And Agents

18

Stacking, Sacking, And The Lack Of A General

19

Controlling The Seas

19
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Contents Continued
Page
Excommunication

20

Diplomatic Action

20

Siege Resolution

21

Forcing Battle & Map Results

22

7.0 Table-Top Battle Sequence

23

Play Ruse De Guerre Cards

23

Converting Army Value Into Table-Top Troops

24

Battlefield Terrain

24

Battlefield Objectives

25

Battlefield Posture

25

Battle Duration

26

Post Battle Casualties

26

Winners & Losers

26

Victory Points

27

Appendices & Diagrams

28

Battlefield Postures

28

Authors Notes

29

Abbreviations

31

Percentage Table

32

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1.

The Basic Rules

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.

1.2 Starting & Ending A Campaign


A campaign starts between 1495 AD and 1502 AD to allow a more balanced initial deployment. It ends
with the accession of Charles of Spain as Holy Roman Emperor. I have chosen this as an end date
because from this point on the nature of the wars changed into a dynastic struggle between the
Hapsburgs and the Valois.
The end of the campaign is brought about by a chain of events driven by the campaign card deck and
the exact end of a campaign is unknown to prevent players basing their strategy on a last turn land
grab. During the course of a campaign, players will see the writing on the wall but will not be
wholly able to bank on a fixed turn to push for victory.

1.3 The Principal Combatants


In a two player game the Principal Combatants (PC) are France and Spain. In a three player game they
are France, Spain and the Republic of Venice. In a four player game they are France, Spain, the
Republic of Venice and the Papal State. Each player uses markers in a single colour: France is blue,
Spain is red, Republic of Venice is yellow and Papal State is green.
Kingdom of France: The most militarily powerful state. It has the best home tax base of all.
Initially it has the problem of trying to hold onto its possessions in The Kingdom of Naples, a difficult
mission as they are far from France and Frances navy is not strong. France has the best artillery in
Europe and so adds 2 to any dice rolls involving an assault on a besieged territory.
Kingdom of Spain: A powerful military player. It has a reasonably good strategic starting position.
Its possession of the Kingdom of Sicily (off the map) allows it to land troops in the Kingdom of Naples
without the need to control the seas. A blood relationship to the Holy Roman Emperor allows Spain to
draw on resources from north of the Alps.
Republic of Venice: A rich state. It gains much of its wealth from possessions and trade in the
Adriatic and eastern Mediterranean. As Venice is built on an island in a lagoon it is impossible to

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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.

1.4 To Umpire Or Not To Umpire


Pike and Plunder was devised to be played without an umpire. I have tried to cover every eventuality,
but if situations arise outside the rules arguments are best decided in true Machiavellian style: players
may bid florins and influence chips (worth 5 florins each) with the highest bidder winning the
argument.
Player location may prevent bidding or mean they have limited time to fight table-top battles. In these
circumstances the map campaign side of the game can be run by an umpire using email. Indeed, this
method of is often the easiest. It also allows for many things to be done secretly; including deals, army
values, war chest expenditure, etc. So umpires should:

Only allow deals when players counters (either army or agent) occupy the same territory,

Allow agents to be spies gathering basic information such as army values,

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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1.5 Deals & Contracts


Players may offer any deals to one another they think fit, except swapping cards which is strictly
prohibited. As befits the period players are not bound to honour them. For deals with Non Playing
States see section 3.2.
To keep things simple as much as anything else, players should only offer or cancel deals during their
own turn in the campaign phase. To begin with, and especially for email campaigns, I suggest the
following types of contracts be used for deals between players:

Alliance - Full military access to lines of communication (LOC) and territories. Passage
through army occupied territories. Sheltering in territories. Landing & embarkation by sea.

Treaty - Access to LOC. Passage through army occupied territories.

Supply Treaty - Access to LOC only.

No Treaty [1] - Always blocks access and deny everything possible.

1.6 Territories & Sieges


Each territory on the map represents a large area of land, it is considered to have one or more fortified
sites and its own defence forces; though neither is deployed on the map. In these rules the process by
which each territory is denuded of its will and capability to resist is termed a siege. Although no
formal siege may actually take place, all territories must be besieged before they fall.
Taking territory is the surest way to win the campaign; it is not the only way but it is the surest.
Whenever a player takes possession of a territory it becomes part of their state. Victory points are
taken for its seizure and the player gains its resources by taxation. Whenever a territory is taken the
player places a control marker on it.

1.7 Special Rules


The Romagnol: Bologna and Ravenna are territories disputed by Venice and Papal State. If taken,
the Romagnol States are worth 3 florins and 3 VP; otherwise they provide Venice and the Papacy with
2 florins each in revenue but, being disputed, no VP.
The Kingdom of Naples: Not a Non Player State (NPS) because any hope it had of independence
has been repeatedly quashed by its two chief claimants; France and Spain. If a Neapolitan territory
revolts when held by France or Spain then it declares for the other. Otherwise a revolt results in a
declaration for France or Spain depending on which of the two held it last.
The City Of Rome: The Holy City is viewed throughout Europe as sacred. If taken from the Papal
State the taker is automatically, and without exception, excommunicated. At the end of each campaign
turn, if Rome is still occupied, the occupier loses 2 VPs. If Rome is vacated by a non-Papal State army
it automatically reverts to a Papal possession. Only the Papal State can garrison Rome without the
presence of an army.

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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.

Rules For Principal Combatants

2.1 War Chests


Each player has a war chest in the form of a box on the campaign map. Whenever revenue is collected
it is placed into the appropriate war chest. Players with an empty war chest will find it difficult to
campaign. The war chest is also used to store influence chips.
Any expenditure must normally be taken from the war chest. However, if the war chest is empty it
must be taken from the army boxes. A player unable to meet their financial obligations due to an
empty war chest and empty army boxes may not act on any campaign cards except to collect revenue
[3].

2.2 Generals, Seniority, Army Numbers & Ability


Each player may field up to three generals each with an army. The generals seniority is indicated by
the letters A, B & C with A being the most senior. Likewise the armys seniority is indicated by the
numbers 1, 2 or 3 with 1 being the most senior. Army 1is always associated with the most senior
general etc.
Each general has his own army box, numbered A1, B2 and C3 on the map which holds counters to the
value of his army [4]. Each general also has a counter (again A, B, C) used to indicate both his and his
armys position on the map with the army number (1,2 or 3) on the reverse.
A generals ability is important and each general is assigned a strategic rating: 1st, 2nd or 3rd rate.
Better generals find it easier to move around the map and are able to avoid having battles forced upon
them. Each generals rating is determined when he is first assigned (see section 5.11, Setting Up).

2.3 Armies, Garrisons & Agents


Armies: Each army has a value expressed as a stack of florins.. The value of an army is used to buy
table-top units in table-top battles and to determine base siege factors [5]. Army values will fluctuate
during a campaign owing to battle casualties, attrition, lack of pay, availability of reinforcements, etc.
Most of these changes are due to events initiated by campaign cards but not all.
At the outset, florins are taken from the war chest to pay for the army and placed in the appropriate
army box. All armies must have a value of 15 florins or more. When the Army Value falls below 15
florins the army is immediately disbanded, the florins returned to the players war chest and the
general to his army box.

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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.

Rules For Non Playing States (NPS)

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 Duchies of Milan, Ferrara, and Modena.

The Republics of Florence, Sienna, Genoa.

Saluzzo, Turin and Nice combined.

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.

3.2 Diplomatic Status


Each Non Playing State has four possible diplomatic levels: Neutral, Treaty, Alliance and At War.
Each NPS may only have one Principal Combatant as an ally at any one time. Diplomatic levels are
change as a result of actions by PC Agents using Machiavelli campaign event cards. All diplomatic
statuses other than At War involve certain benefits and protections as well as limitations:
Neutral:

A Neutral Non Playing States army cannot attack the Principal Combatant.

Treaty as Neutral plus:

The treaty holder may trace lines of communication through the Non Playing States
territories and cannot be blocked by the NPS army,

The treaty holder can embark or disembark an army by sea,

The treaty holder is granted Trading Rights.

Alliance as Treaty plus:

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.

3.3 Generals & Armies


Generals from Non Playing States are provided free and they are always 2nd rate. These generals
can be the subject of assassination but are automatically replaced on the next mandatory Create,
Reinforce Army or Hire Local Mercenaries card. They cannot be sacked or relieved.
Armies of Non Playing States can only be created in an NPS territory. Their original strength is triple
the NPS trade rights value. The initial cost of raising the army is met by the NPS; but the cost of
maintaining it must be met by the allied PC. The army will automatically disband if beaten in battle or
it falls below 15 florins in value.

3.4 Conquest & Dominion


A Non Playing State that has all of its territories taken by one player ceases to be. All remaining NPS
forces are removed from play until a territory is liberated by another player or retaken by revolt.
A conquered NPS no longer provides any trade rights to allies with treaties or alliances. Lines of
communication are governed by whosoever occupies the territory.
A Principal Combatant may liberate a territory from another PC and hand the territory back to the
Non Playing State and must do so if allied to the NPS.
Diplomatic efforts between an NPS Government in exile and a player not holding NPS territory are
always possible. The Government in exile will be considered to be At War with the usurpers of its
territories until such time as they are no longer in possession of its territories and engage in successful
diplomatic action.

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4.

Reinforcements

4.1 The Holy Roman Empire (HRE)


The Holy Roman Empire (HRE) is not a Non Playing State as its army can only be activated by Spain.
It also differs from NPS armies in that it can operate up to three areas outside the HRE territory, can
attack any PC, and take any territory. HRE generals are the same as NPS generals and HRE territory is
accessible only by HRE armies and generals.
The HRE will not fund this army in any way and consequently it costs double its value in florins to
create and it can be of any size. It cannot be reinforced but does require pay in the usual way. The
army will automatically disband if beaten in battle or it falls below 15 florins in value.
Apart from any advantage gained as a by product of its activities, Spain counts the HRE army and its
possessions as politically separate and Neutral.

4.2 The Swiss Confederation


The Swiss Confederation (SC) is not a Non Playing State. Its army can be activated by any PC on a Call
to Arms card becoming the property of that PC. It also differs from NPS armies in that it can: operate
up to three areas outside the CS territory; can attack any PC; and take any territory. Swiss generals
are the same as NPS generals and Swiss territory is accessible only by Swiss armies and generals.
The SC will not fund this army in any way and consequently it costs double its value in florins to
muster and it can be of any size. It cannot be reinforced but does require pay in the usual way. The
army will automatically disband if beaten in battle or it falls below 15 florins in value.
Apart from any advantage gained as a by product of its activities, the raising player counts the Swiss
army and its possessions as politically separate and Neutral.

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5.

The Playing Board

5.1 Basic Layout


The campaign map comprises all the elements required to run the campaign with the minimum of
paperwork. The elements are:

Map: a schematic map of Italy showing the major


cities, colour coded by State and the lines of
communication between them,

Victory Point Track: 14 boxes starting in the top


left hand corner running down the left edge,

End of Turn Track: on the left edge starting after


the Victory Point Tracker,

Italian Revenue Track: 14 boxes just to the right


of the Victory Point Track.

Diplomatic Status Track: nine colour coded


trackers in the top right hand corner; one for each
of the Non Playing States including Venice and the
Papal State if not Principal Combatants.

NPS Army Boxes: nine colour codes boxes in the


centre left of the board for the armies of the seven
Non Playing States and those of the Holy Roman
Empire & the Swiss Confederation.

War Chests & Army Value Boxes: four colour


coded areas, with one War Chest and three Army
Boxes for each of the Principal Combatants.

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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The following diagram illustrates many of these aspects:

The Papal State. Territory value of 7.

Territory border. Denotes terrain density.

Naples. Value 4. Contested by France & Spain.

Land line of communication.

Improved fortification value.

Port symbol.

5.3 Territory Colour Coding


Mid blue

Kingdom of France

Only France may enter a mid blue territory.

Red

Kingdom of Spain

Spain may enter the red territory.

Yellow

Republic of Venice

Mid green

The Papal State

Mid blue & Red

Kingdom of Naples

Contested by France and Spain.

Yellow & mid green

The Romagnol

Contested by the Papacy and Venice.

Brown

Duchies of Saluzzo and Savoy

Dark Blue

Duchy of Milan

Pink

Republic of Genoa

Orange

Duchy of Modena

Dark green

Duchy of Ferrara

5.4 Sea Areas


There are four sea areas:

The Ligurian Sea, stretching from Nice to Civitavecchia and containing France and Spain,

The Tyrrhenian Sea, stretching from Gaeta to Cosenza,

The Adriatic Sea, stretching from Venice to Barletta,

The Ionian Sea, containing the Sicily.

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.

5.5 Diplomatic Status Tracker


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.
The next row of boxes is used to show the diplomatic stance taken by each Non Playing State (NPS) to
the Principal Combatants (PC). Each NPS may be Neutral towards, At War with or have Treaties with

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.

5.6 Victory Points Tracker


This is used to keep track of each Principal Combatants (PC) Victory Point (VP) totals. Victory points
are gained or lost as a result of table-top battles, successful actions carried out using campaign cards,
and acquiring and losing territories.
As the track contains ten squares from 1 to 10 and four squares from 20 to 50 you will need two
coloured counters per player: 23 VP are shown by one counter on 3 and one on 20.
When a territory is taken the VP value of the territory is added to the attacking players total. If the
territory belonged to another PC the VP value is deducted from the losing players total. See section
1.8 for the special rules associated with the Romagnol.
When a territory is liberated the losing PC deducts the territories VP value. If the territory was
liberated by a PC army alone the liberating PC adds 2 VP to their total. If the territory was liberated by
a force including an allied NPS army, the liberating PC adds 1 VP to their total.

5.7 The Italian Revenue, Or Florin, Tracker


This is used to keep track of the Principal Combatants (PC) revenue from their Italian territorial
possessions. Revenue is collected when the appropriate mandatory event card is played. Any other
revenue is not tracked on the revenue tracker.
As the track contains ten squares from 1 to 10 and four squares from 20 to 50 you will need two
coloured counters per player: 23 florins are shown by one counter on 3 and one on 20.

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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.

5.8 End Of Turn Tracker


This counts down to the end of the campaign and follows the major historical events that lead to the
accession of Charles of Spain as Holy Roman Emperor in 1519:

Death of Isabella I, Queen of Castile and Len.

Madness of Joanna, Queen of Castile,

Death of Ferdinand II, King of Aragon, Sicily, Naples, Castile and Len,

Death of Maximilian I, Holy Roman Emperor.

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:

3rd rate - rolls 1 0r 2

2nd rate - rolls 3 to 5

1st rate - rolls 6

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:

France: 0-1 armies in Gaeta or Naples; 0-2 armies in France.

Spain: 0-1 armies in Cosenza, Barletta or Pescara; 0-2 armies in Spain.

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.

Playing The Game

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.

6.2 The Campaign Deck


All campaign cards may be used for more than one purpose. Each card is broken down into four or
five sections:

Movement: of armies or diplomats.

Battles: force a land or naval battle, or resolve a siege.

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:

March a 2nd or 3rd rate general and his army (movement),

Resolve a siege (battles),

Improve fortifications (event),

Papal Bull gain 5 influence chips (influence).

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.

6.3 Ruse de Guerre (RDG) cards


There are two types of RDG cards. The first can only be played during a campaign phase. The second
can only be played when setting up or fighting a table-top battle. The actions possible on each card
are written on the card. Sometimes, especially with regards to battlefield RDG cards, the actions on
the card are vague, and deliberately so, to allow players to adapt the card to the chosen table-top rule
set.
Each player may hold up to 4 Ruse de Guerre cards at any one time. Further Ruse de Guerre may be
drawn but those held in excess of 4 must be immediately discarded.
The Brilliant Stratagem card has been added to allow for those special grand tactical and strategic
manoeuvres that litter the annals of campaigns throughout history. The Brilliant Stratagem card can
be used as any card in the Ruse de Guerre or Campaign decks but cannot be used to play a mandatory
event. In effect, if used as a campaign card, it allows an extra action of choice. It can also be used to
avoid battle and anything else not covered by other cards and that can be backed by reasoned
argument.

6.4 The Campaign Turn Sequence


The deck of campaign cards is used to represent a turn in the campaign. Each campaign turn is broken
into phases when each player is dealt three campaign cards.
When all the cards in the deck have been used, or a Compulsory Reshuffle card is played, the turn is
over. All army paid and plague markers are removed at the start of each new turn and the deck is
shuffled. This is the only time the deck is shuffled
The order of play in each phase is decided randomly by drawing control counters out of a bag one t a
time. When their counter is drawn each player must play all of their cards in turn, declaring in order
any Resolve Siege and Force Battle cards last. All compulsory cards played are resolved in numerical
order after all players have completed their hands in the phase.

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6.5 Moving Armies


A general and his army can only move when the general is activated by a March card. The card
specifies which generals can move by their rating. Only one general, or stack of generals, can be moved
per card.
A general and his army may move one territory without penalty. They may choose to force a march
into a further territory but the army will loose 10% of its value to attrition.
Each time the army moves through a territory which is not already a possession, or allied to it, the
player loses the territorys value in florins. If a line of communication (LOC) can be traced to the
players home territory, the payment may be taken from the war chest or army value. If not it must be
taken from the army value.
An army entering a controlled or allied territory can shelter in it by taking advantage of its fortified
sites. A territory may shelter armies up to 10 times its territory value. For example Florence may
shelter an army value of up to 80. This is marked on the campaign map by placing a control or
garrison counter on top of the army counter. If a sheltering army is besieged it can only move out by
playing a sally or brilliant stratagem RDG card.
An army cannot bypass another army in a territory unless the:

Bypassed army belongs to the player, or an allied player or NPS,

The bypassing army is using a brilliant stratagem RDG card.

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.

6.6 Moving Generals and Agents


Unaccompanied generals and agents may move around the map on Move Agent cards. They have an
unlimited movement range and cannot be blocked; simply flitting from one location to another
including the army boxes.

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6.7 Stacking, Sacking, And The Lack Of A General


Once a general has been given an army he will not, willingly, give up any part of it except to provide
garrisons. Two or more generals may be moved together in a territory as a single stack using the rating
of the senior general:

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.

An army without a general:

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.

6.8 Controlling The Seas


Sea areas are taken by on Control the Seas cards [6]. To take control of a sea an active Principal
Combatant must pay 5 florins then:

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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The player with the highest score controls the sea.

If the result is tied the defender wins.

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:

Scores 3 or more for core territories.

Scores 5 or more for non-core territories.

The attacker is always excommunicated on an unadjusted score of 1.

Core territories are coloured mid green on the map and exclude the Romagnol (see below).
An excommunicated player:

Immediately loses 5 VPs,

Looses all alliances and treaties with Non Playing States which become Neutral,

Halves all revenue derived from captured Italian territories,

Deducts 1 from all diplomatic action rolls,

Looses 2 VPs at the end of every campaign turn.

Excommunication may be reversed as follows:

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.

6.10 Diplomatic Action


Diplomatic action is initiated by the Machiavelli and Prior Savonarola event cards. All diplomatic
action requires the presence of an agent in the NPS or territory concerned.

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For a Machiavelli card:

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.

All the players involved must pay 5 florins, regardless of result.

The diplomatic action has succeeded on an adjusted score of 4 or more on a D6.

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.

All the players involved must pay 10 florins, 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.

Deduct 1 if the territory is garrisoned and an additional 2 if an occupying army is present.

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].

6.11 Siege Resolution


Each territory on the map is considered to have one or more fortified sites. Consequently, to take
possession of a territory it must be besieged but only if:

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There no other States army in the territory unless it is taking shelter.

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

Every 10 army value points


committed; rounded up.

+1

Every 2 points of campaign


area value; rounded up.

+1

First siege marker.

+1

Every 30 army value taking


shelter; rounded up.

+1

Each siege marker except 1st.

+2

Every point of improved


defences.

+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.

6.12 Forcing Battle & Map Results


Battle may only be forced on another army if both armies occupy the same territory and a force battle
card of sufficient quality has been played. The army forced to battle may only avoid battle by playing a
Brilliant Stratagem RDG card. All battles take place at the end of the current campaign phase.
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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.

The victorious player gains 1 VP.

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.

Table-Top Battle Sequence

7.1 Play Ruse de Guerre Cards


If any Battle RDG cards are to be used during the forthcoming fight they must be played face down at
the outset of the table-top battle sequence. Once in play they may not be withdrawn but may be
discarded; in the latter case they remain unturned until the battle is over. There are two types of RDG
cards:

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?

7.2 Converting Army Value Into Table-Top Troops


This will largely depend on the rules you intend to use and how you view the implication of army
value. To a lesser extent it will depend on the size and number of the miniature armies available.
Assuming your rules have army lists with a points system, it will be easy to transpose campaign army
values to table-top value by applying a suitable multiplier to achieve a practical army size [9]. It is
just a matter of working out the multiplier that works best for your rules and armies.
Examples: if you were using WRG rules and lists by George Gush a multiplier of 25 would turn an
army value of 20 florins into a 500 point army. Likewise if you are using Maximilian by D.C. Johnson
a multiplier of 0.33 would turn an army valued at 47 florins into 16 elements.

7.3 Battlefield Terrain


All war gamers have a varying taste as to the amount of terrain they like to litter their table; I think
less is more. Consequently, I have kept the terrain definitions vague to suit everyone.
Do consider the following when laying out your terrain. Firstly, Italy is not famed for its forests.
Secondly, 16th century armies liked to fight in open fields and would seek out open terrain, even in
geographically rugged areas, in which to fight.
Each campaign territory has either a white, black or red border indicating light, moderate, and heavy
terrain density respectively. Use this to lay out suitable terrain using the terrain deployment system of
your chosen table-top rules.
Light terrain does not imply that it has few features and the others more: Rather, it implies that a
territory with light terrain has gently rolling hills or flat terrain with open woods, fordable rivers, etc.
Whilst territories with heavy terrain will have significant features such as steep hills, marshes, major
rivers and such like. Moderate terrain is somewhere in between.
All battlefields must have at least one road exiting each base line table edge. It is how each army got to
the battlefield in the first place, and is the primary line of communication for supply or, if things go
badly, retreat. If more than one road exit is present one must be nominated primary.
If any RDG Extra Terrain features or earthworks are to be used their type and presence must be stated
at this point. They are not deployed at this stage but, even though they are not yet on the table-top,
they are still eligible as battlefield objectives.

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7.4 Battlefield Objectives


After the terrain has been laid out, the key features of the battlefield are designated as either primary
or secondary objective from this list.
Feature

Class

Value

Contested if

Primary road exit at base table edge

Primary

Within 12

Bridge

Primary

3
2

Ford

Primary

In contact

Crossroads

Secondary

Within 12

Road exit at side table edge

Secondary

1
1

Fieldworks

Secondary

In contact

Hill, village, enclosures or woods

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.

7.5 Battlefield Posture


Before deploying any troops on the table-top each army must assume a one of five battlefield postures:
see the diagrams in the Appendix.
To determine both the posture and the choice of sides, both players may now play Battlefield Posture
RDG cards. The card with the highest value determines which posture is used. If no cards are played,
or two cards of equal value have been played the battle is always an encounter battle. RDG cards
indicate which side chooses which side of the table. In an encounter battle, or where the card says
dice for it, players roll a D6 and the winner chooses.
Once deployment areas have been established, any extra terrain features or earth works are placed
onto the tabletop and both sides are now free to deploy their troops commence battle.

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7.6 Battle Duration


This will largely depend on the rule set you are using. However the battle should be long enough to
achieve a result, but short enough to force action and give an outnumbered army the chance to fight
until nightfall and the chance to withdraw. I suggest that any unit or army that voluntarily leaves the
field before nightfall be classed as routed and lost.

7.7 Post Battle Casualties


Armies that lost battles in the Italian Wars frequently dissolved or dispersed. This allowed the victor,
providing they were able, to mop up the surrounding territory. The method of casualty assessment
reflects this.

All units that have left the table, except in pursuit, are lost.

All units destroyed or that suffered significant casualties [11] are lost.

All units currently in rout 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.

7.8 Winners & Losers


At first glance the casualty assessment below may seem a little harsh. In my view an Italian Wars
battle was a risky business where all could be lost and the results of a major pitched battle had long
term strategic implications [12]. So after post battle casualty assessment, each side sums the following
factors.

+1 for each Battlefield Objective held,

-1 for each 10% casualties to the army.

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.

7.9 Victory Points


At the end of every battle players claim any victory points for marginal, decisive and crushing victory.
The Victory Points vary according to the starting battlefield odds as reflected by the ratio of the
starting army values of the Winner divided by the Loser:
Winner/ Loser

> 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

Left or Right Flank, or Envelopment

Left or Right Dispersal

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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Pike & Plunder v2.0


Wargames Campaign Rules for the Italian Wars

Abbreviations
VP

Victory Points

LOC

Lines of communication

PC

Principal combatant

D6

A standard six-sided die.

NPS

Non Player State.

HRE

Holy Roman Empire.

SC

Swiss Confederation.

RDG

Ruse de Guerre.

BO

Battlefield Objective.

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Pike & Plunder v2.0


Wargames Campaign Rules for the Italian Wars

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

For 29 add the result for 20 and 9.

Page 32

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