KEITH'S SIMPLE CAMPAIGN RULES


Posted by Keith the Wyrd (matata@ozemail.com.au) on July 14, 1998


These rules are very simple, it save you from any book keeping which can be boring if all you want to do is have some good battles.

Chronopia :-Simple Campaign Rules

Aim of Campaign
Each Player has a secret objective, which is to capture an enemy Stronghold, while keeping their own intact. If the enemy Stronghold is captured then you are victorious, but only if you can keep your own stronghold safe. A secret envelope will hold the name of your sworn enemy, this must never be revealed until after you have taken the enemy stronghold.

Starting
Each player creates the following forces:

1 x 500 point castle defence.
2 x 750 point mobile forces (one for each city they own.)
All your forces start in your home territories.
You may only change the composition of a mobile force when they are at a town.

Movement
The castle defence force stays at your castle, it can never move.
Your mobile forces can move at one territory / turn.

Battles
Battles are fought when two armies meet in the same territory.
The winner keeps the territory, and the loser is pushed back 2 territories.
All losses are replaced automatically.
But you may only have one army / town, so if you lose a town, you lose an army.

When two forces meet to slug it out over territory, the battle will follow the following rules:


SIEGE

Castles

Outposts/Towns


Terrain effects

Rules

Turn sequence

  1. Roll for initiative
  2. Move
  3. Battles
  4. Forced movement

    Absentees
    Any Generals absent for a battle will be pushed back 1 territory. If both generals are absent then both armies are push back 1 territory.

    Allies

    These rules are as simple as I could make them, while keeping some elements of a large campaign.