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Good morning !

You can find a pdf-version of the rules here.

Contents

1 At the beginning
2 The first game Report
3 Giving orders
4 Your fiefdom
4.1 Population
4.1.1 Peasants
4.1.2 Knights
4.1.3 Townspeople
4.2 Food
4.2.1 Cattle
4.2.2 Ground
4.2.3 Fishing villages
4.3 Gold
4.3.1 Market places
4.3.2 Sawmills
4.3.3 Mining
4.3.4 Foreign trade
4.4 Ships
4.5 Castle
4.6 Leadership
4.7 Champion
5 How to become queen or king
6 End of diplomacy
6.1 Army movement
6.2 Favours
6.3 Spies
6.4 Battles
6.4.1 Defence (100)
6.4.2 Raid (200)
6.4.3 Fight on the battle field (300)
6.4.4 Siege (400)
6.4.5 Siege to overthrow the Lord (500)
6.4.6 Siege and transfer (600)
6.4.7 Supporting battle
6.5 Result of a battle
6.6 Transfer of fiefdom
7 Orders at a glance

1 At the beginning

Each game starts in the year 801 A.D. You are a Lady or a Lord in the medieval and mystic England after the death of King Arthur. Together with all the other Ladies and Lords you strive to become Queen or King of England. But beware: without diplomatic skills you will hardly succeed. So you will form alliances with other players, and you will eventually break the treaties when the time is right.

England is divided into 46 small fiefdoms. 15 of these fiefdoms are ruled by players. The rest is taken care of by the computer (so called non-player fiefdoms or NPC). You are the head of a family of nobles, and you will rule the fiefdom. Each game turn stands for one year in the game. Out of 32 possible orders you will select up to 12, to create wealth and strength from your fiefdom. Not every order makes sense at each point of time. Some orders may have to be given several times.

You enter the orders on the web site at the menu item Current. Every three days a game turn is performed. The evaluation of the orders takes place at 3:00am CET. All orders have to be issued until that time.

Not everything in the rules will be clear after you have read them once read them again. A lot of things become clearer when viewed in context. In the game forum on the web site you can also ask detailed questions concerning the rules.
There are tutorials in addition to the rules at Burn! Pillage! Plunder!.

To apply for a game, select New on the web site. There you have to enter a name for your Lady or your Lord. You cannot change the name later on. This is your name during this specific game. Chose whether you will play a Lady or a Lord. It has no real impact on the game, but gives atmosphere to the game. You will have to enter an email address. To this address the game reports are being sent and it is one way for other players to contact you. Chose, in which language you want to receive the game reports. Through the fields Map and Scenario you can chose other game options. If you leave this to dont care, you will play in the next game that starts.

After you have pressed the Apply button, an email containing a password is sent to you. With this password you will have to confirm your game application. You are placed on the waiting list for the next game. When there are enough players have applied for a game, it starts automatically.

Besides playing in England with 15 other players, you can also chose to play in England with 46 players, also in France with 25 players and Ireland with 10 players.

Besides the classical rules described here, so called advanced rules are also available. If you are interested in playing with this ruleset, ask in the forum about the details. Currently they are explained in German only, but will be translated soon. The following describes the classical rules. This ruleset assumes that you are playing in England. But everything explained here is also valid on other maps.

2 The first game Report

As soon as a game starts, you will receive your first game report. It is the same for all players. You are ruler of a fiefdom, randomly selected. At the end of the rules you will find a map of England. There you can find your fiefdom. On the game report you will find your password again. You need it, to issue your orders on the web site.

On the first game report you find information on who rules which fiefdom, along with the email addresses of the respective players. This is important, in order to get into contact with other players to exchange diplomatic messages.

At the bottom of the game result are the economical figures of your fiefdom. All fiefdoms start with the same values, including the NPCs. Your rank is Baroness or Baron. Your leadership is 2. This is not especially high, but it increases when you are successful in in battle. Each fiefdom has 1400 gold pieces and 1400 food units. This is enough to pay and feed your knights and peasants. At the beginning you rule over 800 peasants, 200 knights and 200 townspeople. Your castle has a strength of 10. This is not very strong, but still better than having no defenses at all. Your tax rate is 20 %. This does not make your townspeople happy, but nevertheless each year they pay taxes. Your champion has a value of 3: everybody has to start somewhere.

Now you are ready to begin. You have to issue your first orders. In total you can select from 32 different orders to rule your fiefdom. But you are only allowed to issue 12 orders per year (game turn). Some orders can be given several times. If you want to build 3 ships in one year, for example, you have to give this order 3 times. During the first years 12 orders seem to be plentiful, but through the years you will find that you want to issue more orders than you actually can. Of course this also depends on the economic and military strength of your fiefdom.

3 Giving orders

To issue your orders, you select the menu item Current on the web site. You will see a list of all games in progress. Please select your game and click on Select. A map of the game is displayed showing where all Ladies and Lords are located and the vassals they already control. On the map is also a list of all players sorted by rank. Below the map there are messages sent to all players and underneath all the maps of former game turns are located. This gives you an overview of what is going on in each game.

At the bottom of the page you can enter your password that you have received for your game. Only if you can enter a valid password, another area is displayed on the web site.

In this area you can issue your orders. You have 12 selection fields with all 32 different orders. Beneath each select field are two entry fields for orders that need additional parameters. Select all orders that you want to issue and press Save to save your orders. A red message will tell you, whether the orders have been saved or if an error has occured. Also you can see all your orders in clear text. Please verify that everything is correct. If you have entered wrong orders, they will be executed!

Below the 12 select fields is a text field. Here you can enter message, that will be displayed on all game reports and on the web site. These messages are anonymous. But as well as all messages in the forum, those messages should not insult others and have to comply with the law. The game master is able to examine who has issued those messages. If they do not comply with the rules, this can lead to disqualification of the game. If a violation of German laws accurs legal consequences will take place.

Below the text field is a button Mail orders. If you press this button, the orders that you have given will be mailed to you. It is not necessary to press the button, this is only for your record and could be helpful, in order to trace and eliminate bugs.

Besides giving your orders on this page you are also able to change the email-address to which the game results will be sent.

A description of all possible orders is given in the section Orders at a glance. The following sections will explain how a fiefdom works and how battles are fought.

4 Your fiefdom

Take a look at the map of England at the end of the rules. As you can see, some fiefdoms are adjacent to forests, mountains and fens (landscapes). These have influence on the economical potential of the fiefdoms. Fiefdoms with a common border are adjacent. This is important for the movement of armies. You can only move through landscapes, if a road divides it. Fiefdoms adjacent to the sea are coastal fiefdoms. Coastal fiefdoms can build ships. Ships allow movement over the sea to other coastal fiefdoms.

Some maps contain rivers. In a fiefdom with a river or at the border of a river it is also possible to build ships. Furthermore it is possible to move knights on ships along the rivers.

England consists of 46 fiefdoms. A player can only rule one fiefdom. All fiefdoms not ruled by players are ruled by the computer. These are non-player fiefdoms (NPC). Players can chose to change fiefdoms, or they can be forced to do so through battles. Ladies and Lords who do not rule a fiefdom at the end of a year are out of the game.

4.1 Population

Your population consists of peasants, knights and townspeople. Each part of the population is important. Peasant produce food and therefore indirectly also income. Townspeople pay taxes and are your most important source of income. Your knights defend your fiefdom and conquer others. Your knights are drawn from your peasants and you can transfer peasants into town. You can dismiss knights which will move to your town with a good chance. There are no other ways to shift your population. You see, your peasants are very important, so do care of them!

4.1.1 Peasants

If we talk about peasants, a whole family is meant. Peasants work on the land. Everything that is produced by the peasants goes to your store. An average peasant family, harvests 1.5 food units, but needs one full food unit for sustenance. In times of bad harvest it can be less, in times of good harvest it will be more. If you invest in agricultural research, your peasants will produce more.

A family of peasants produces about 1.5 food units; one food unit is the amount of food a family needs per year. With this food you feed your families of knights and of peasants. You can also offer your families of townspeople food for a fair price, if the harvest was bad. You need food, if you want to buy livestock and you can store food. Your knights and peasants are fed automatically – in this exact order! All excess food will be stored. One quarter of it will rotten. If you have less food than you need, your peasants will starve!

The average growth rate for peasant families is 5 % per year. If you want to be nice with your peasants (and to yourself!) give them more food (order: Give food to peasants). This increases the growth rate of peasant families. The more you give to them, the higher the growth rate will be. And a large number of peasants is a big advantage!

4.1.2 Knights

If we talk about knights, of course knight families are meant. Your knights are your military strength. But each year a knight family costs 5 gold pieces and 1 food unit. At the beginning of each year this is deducted automatically. If you cannot provide for your knights, they will leave your fiefdom – either if there is not enough gold or food.

Knights are drawn from peasants. This costs 20 gold pieces, because you have to train them, provide armour for them etc. Additionally one food unit is deducted, but this would have been necessary for the peasants family anyhow.

You can also dismiss knights to reduce your army. But you can do this only after you have paid and fed your knights! At least one half of your dismissed knights will stay in your fiefdom as townspeople. The others will leave.

4.1.3 Townspeople

Again, townspeople represent family units. These are carpenters and merchants living in your town. They pay taxes for the privilege of personal and protection by their benign lord. You can assess your tax rate between 0 and 50 %. But of course your townspeople will leave your fiefdom, if taxes are too high. On the opposite, townspeople will join your fiefdom, if taxes are low. At the beginning the tax rate is 20 %, which means the increase of townspeople is roughly 5 % per year.

Your townspeople need food, too. But they buy their food on the free market on their own. If the price is too high they might not be able to sustain themselves. In this case you can chose to sell food to the townspeople out of your storage. They will buy as much, as they can afford. But they never pay more, than they would pay on the free market. Selling food to your townspeople has no influence on the population growth, only the tax rate is of importance.

4.2 Food

Food is very important in the game. Any reference to food means the amount of food necessary to feed one family unit for one year (1 game turn), a so called food unit. Food is necessary to feed your knights and peasants, you can sell it to your townspeople and/or on the free market. Due to this, food can also be a big source of income for you. The market price is dependent on the average harvest as noted on your annual report. The better the harvest has been, the lower the price. The worse the harvest has been, the higher the price. An average harvest will lead to a market price of 10 gold pieces for one food unit.

Because food is so important you can and should invest in agricultural research (order agricultural research). Each successful research will increase the amount of food a peasant will harvest by 0.1. Agricultural research is expensive, but worth while.

If you do not spend all of your food in one year, you can store it for the next year. Unfortunately about one quarter will spoil. Storage is automatically, you do not have to give an order for this.

Orders related to food are calculated in the following order:

  1. Slaughter livestock
  2. Feed knights
  3. Export food into other fiefdoms
  4. Import food
  5. Buy and sell food on the free market
  6. Sell food to townspeople
  7. Feed your peasants
  8. Buy livestock

That means, food that you import can be used to sell it on the free market or to townspeople, or feed your peasants. You cannot feed your knights with it.

4.2.1 Cattle

You can have cattle. You can slaughter cattle, when the harvest is bad. You can do this to feed your population, or to sell it on the free market at a high price. Cattle costs 5 gold pieces and one food. Cattle has an average increase rate of about 30 % which means, that you do not have to invest into cattle later on. Cattle is a very good investment at the beginning of a game. Later on you will realize, that cattle needs space to graze. This space reduces the amount of space peasants can cultivate. If this is the case, you urgently need to slaughter cattle! If you do so, it becomes one food unit.

4.2.2 Ground

Your fiefdom has enough arable land for 5,000 to 6,000 peasant families. Mountains, forests and fens reduce that number, but it will always be enough for at least 5,000 peasant families. If you have more peasant families than arable land, you will receive a message, that not all of your peasants could bring in the harvest.

Cattle needs land to graze. Each cattle reduces the amount of arable land by 2. That means if you have 500 cattle and your fiefdom supports 5,400 peasant families, only 4,400 peasants can harvest food. It is possible, that your cattle prevents all the peasants from harvesting food! This will happen only after several game turns, of course.

4.2.3 Fishing villages

Fishing villages produce food. One fishing village generates an avarage of 25 food units per year. A fishing village costs 300 gold pieces to build and 10 peasant families, that become fishermen. Each fiefdom can have at least 2 fishing villages, and up to 5 if the fiefdom is adjacent to a fens or a river. Coastal fiefdoms can have 8 fishing villages.

4.3 Gold

Gold makes you independent. You need gold to pay your expenses.

You have several means to earn gold. Your most important source of income are your townspeople’s taxes. You decide how much they have to pay. Additionally you can build market places, saw mills, invest into mining, do foreign trade and sell food on the free market. If you have vassals, they pay tribute to you. By the way, you cannot make debts. That means you can only spend as much money, as you have. At the beginning of each year your knights demand their pay. If you cannot pay them, they will leave your fiefdom. That means that at the end of the year you should have at least as much gold in your treasury to pay your knights.

4.3.1 Market places

You can order market places to be built. To build a market place you have to pay 300 gold pieces. Per market place that you have built you need at least 50 townspeople families, i.e. for 3 market places you need at least 150 townspeople families. Market places pay taxes. One market place pays taxes equivalent to 20 families of townspeople. In total you can have a maximum of 20 market places in your fiefdom.

4.3.2 Sawmills

You can order sawmills to be built. A saw mill costs 100 gold pieces and 10 peasant families working as lumberjacks from then on. The income of a sawmill is about 150 gold pieces per year. Each fiefdom can have at least two sawmills. Per forest adjacent to the fiefdom you can build two sawmills more, but to a total of nine.

4.3.3 Mining

You can invest in mining (order Mining). You can decide how much money you want to invest into mining. Per 100 gold pieces invested, chances increase. You do not need to invest more that 1,000 gold pieces, this will not increase your chances. If minerals are found, a mine will automatically be constructed. This costs additional 100 gold pieces and 10 peasant families who will work as miners from now on.

You cannot influence which minerals you find. It can be only rocks, but also iron, gold or even gemstones. The more valuable the minerals, the higher the income of your mines. It is between 150 and 1,000 gold pieces per year. But of course the more valuable minerals are rarer. The income of your mines is paid in gold pieces. Of course a mine can also become depleted.

Each fiefdom can have at least three mines. Per mountain adjacent to the fiefdom two more mines can be constructed up to a total of nine.

Instead of ordering Mining you can invest (from 100 gold pieces to 1000 gold pieces) in search for minerals. If minerals are found, your success will be registered but no mine is built.

Using construct mine builds a mine on a previously found resource, costing 100 gold pieces and 10 peasant families. The last two orders improve control of your limited mines.

At last you can close a mine giving the order close mine. The miners will retire and not settle as peas-ants or townspeople. The resource is still available for mining, if you want to rebuild this mine later in the game.

4.3.4 Foreign trade

If you have ships, you can invest in foreign trade. You do not need to rule a coastal fiefdom. All ships not used for army transport are sent out with the order foreign trade. You can decide how far the ships shall travel and for how much money they shall load goods. But beware: the more far they travel the more likely it is, that they are lost at sea. This means not only the load is lost, but also the ship. But if they return, they will bring wealth into your treasury.

4.4 Ships

If you rule a coastal fiefdom or are adjacent to a river, you can build ships. Ships are useful in two ways. First for foreign trade, and second for army movement. With ships you can transport your knights and mercenaries to other coastal or river fiefdoms. If you do not rule a coastal or river fiefdom, you cannot build ships. You will have to import them from other fiefdoms, if other Ladies or Lords sell them to you.

Each ship costs 400 gold pieces and 10 townspeople families, who live on the ship from now on.

4.5 Castle

Of course you live in a fine castle! From this castle you rule your fiefdom. Here you give orders to your Castellan and Marshal. Your Chancellor reports to you and your Chamberlain as well. This is also the place where Minstrels tell you what’s going on in England. It is the castle you have to sucessfully besiege if you want to conquer another fiefdom. This fiefdom then becomes your vassal.

That means, that on the other hand you need your castle to defend yourself against other Ladies and Lords trying to turn you into their vassal. The strength of your castle tells you how strong your defense is. You start with a castle of strength 10. The strength of your knights is increased by 50 % in this castle. Each 10 points increase in the strength of your castle makes your knights stronger by 50 %. It is expensive to build up your castle, but it is worthwhile. But the stronger your castle becomes, the more expensive it gets to strengthen it further.

By the way, a castle with a strength of 16 has the same effect as a castle with a strength of 10. Only the next full 10 points result in a higher bonus.

4.6 Leadership

Your leadership shows how good you lead your army in battle. The better you are, the better you can control your army. In gameterms your leadership is described by a value from 1 to 9. Each point increases the strength of your army by 10 %. You start the game with a value of 2. Each successful battle increases the value by one.

4.7 Champion

Your fiefdom has a specially trained knight, the champion. His strength is also described by a value of 1 to 9. His strength increases the strength of your army by around 1 % per point. If you do not fight in battle during the year, your champion seeks adventure on his own. Sometimes he wins, which increases his strength, sometimes he loses or even dies.

5 How to become queen or king

Each player starts the game as a Baron, so do you. This means you have very limited political influence. If you successfully conquer other fiefdoms, you broaden your political influence. This means your rank increases. You can reach the following noble ranks:

  1. Baroness/Baron up to 2 vassals and sub vassals
  2. Viscountess/Viscount 3 to 6 vassals and sub vassals
  3. Countess/Earl 7 to 10 vassals and sub vassals
  4. Marchioness/Marquis 11 to 14 vassals and sub vassals
  5. Duchess/Duke 15 to 18 vassals and sub vassals
  6. Grand Duchess/Grand Duke 19 to 22 vassals and sub vassals
  7. Queen/King 23 and more vassals and sub vassals

If you are queen or king, you win the game!

If you are playing on the France map the titles are: Baron/Baronne, Vicomte/Vicomtesse, Comte/Comtesse, Marquis/Marquise, Duc/Duchesse, Grand Duc/Grand Duchesse, Roi/Reine.

On the Germany map the titles are: Freiherr/Freifrau, Vizegraf/Vizegräfin, Graf/Gräfin, Fürst/Fürstin, Herzog/Herzogin, Großherzog/Großherzogin, König/Königin.

You are also queen or king, if no other Lady and Lord is left in England, or if you are overlord of all other Ladies and Lords.

The last game report also shows who are the vassals of the king and of which nobles rank they are. That means not a single queen or king wins, but also her followers.

But until this happens you have to go a long way. If you successfully besiege a fiefdom, you will be overlord of this fiefdom and this fiefdom your vassal. Vassals of your vassals are your sub vassals. You can have a lot of vassals, but can be vassal of one overlord only. That means there is a clear hierarchy and no one can service a Lord whose master he is. The other way to gain vassals is, if a Lady or Lord swears an oath of allegiance voluntarily.

As overlord it is your duty to protect your vassal. In gameterms this means that you will automatically help your vassal if he is being attacked, is adjacent to your fiefdom, and you do not fight another battle yourself. In return your vassal pays tribute to you or supports yourself in battle. The amount of tribute is defined by the nobles rank. A vassal pays 500 gold pieces per rank, i.e. a countess pays 1,000 gold pieces of tribute per year to her overlord. NPCs do also pay tribute. But tribute is only being paid, if the vassal did not support you in battle. This is also true for NPCs.

Maybe you are not content with your overlord. In this case you can declare yourself as independent again. For this statement you have to pay a lot of money. It is equivalent to your nobles rank multiplied by 1,500 in gold that you have to pay; i.e. a marquis has to pay 6,000 gold pieces. This payment is deducted at the begin of the year, even before your knights are paid. If you do not have enough gold, you stay vassal of your overlord. NPCs will not declare themselves independent.

You are not allowed to besiege your overlord. If you want to do this, you have to break your oath of allegiance in the same year.

If you are overlord, you can use the order dismiss vassal to free yourself from this vassal. But in this case you will not receive any money from this vassal.

6 End of diplomacy

Of course diplomacy is important throughout the game. You can only win the game with allies. But probably you won’t be able to convince all of the Ladies and Lords, that you are the legitimate ruler and everybody swears the oath of allegiance to you. Therefore you are the leader of an army of knights, to be lead into battle, to besiege the castles of other Ladies and Lords and to force an oath of allegiance to them.

Your army consists of knights, that are drawn from the peasants. Additionally you can hire mercenaries to support you. Each mercenary costs 25 gold pieces and he stays for only one year. You cannot hire more mercenaries, than knights under your command. At the end of a year the mercenaries will leave.

6.1 Army movement

If you want to attack another fiefdom, you have to move your army into that fiefdom. Your army will fight, wherever movement stops. Beginning in your fiefdom you can move your army into an adjacent fiefdom and again into another adjacent fiefdom and so on. Fiefdoms are considered adjacent, if they share a common border on the map. If some landscape is between those fiefdoms, a road is needed to make them adjacent. That means, that on the map of Ireland Offaly and Galway are not adjacent, but Tipperary and Kilkenny are, for example.

If you want to move through another fiefdom, you need permission to do so. You automatically have this permission, if this fiefdom is your vassal or subvassal, and also if you have the same overlord. Otherwise, this fiefdom must have granted you a favour. If you do not have a favour from the fiefdom you want to move through, your army movement ends there. That means, that your army will fight there!

Besides land movement it is also possible to move over the sea. That means, if you have ships, of course. With a ship you can transport up to 50 knights or mercenaries. From one coastal fiefdom you can reach every other coastal fiefdom. From there on you can move further by land.

On some maps it is also possible to move by river. River movement works exactly like sea movement. You need ships that can carry up to 50 knights and mercenaries each. From a fiefdom connected to a river you can reach every other fiefdom also connected to the river network by ship. That means it is possible to move the river downwards to the estuary and than go upwards again. It is also possible to combine movement by river and sea movement. To do this you have to move into the fiefdom where the river flows into the sea and from there on you can use sea movement. Of course this means that you need the permission of the fiefdom adjacent to the estuary.

It is possible to start movement on land and than continue with sea or river movement. After that you can have land movement again, but no further sea or river movement. Your knights will not carry the ships over the land.

If you want to move through more than two fiefdoms, you have to issue the order army movement several times. The movements are executed in the given order.

If you cannot move your army into the fiefdom desired, you will defend your fiefdom. This can happen, if the fiefdom you want to move into is not adjacent to your fiefdom.

Those who survive the battle will automatically move back into your castle after the battle. If your fiefdom is attacked in the same year that you are away to do battle, it is defended only by the knights that remained in your castle.

It is not possible to fight more than one battle per year; that means all the knights you ordered to move stay together.

6.2 Favours

Favours have two functions in the game. First you need them to move through other fiefdoms. Second you can use them to force NPCs to support you in battle.

What do you need to do to receive such favours?

To receive favours from other Ladies and Lords, you just need diplomatic skills and convincing arguments. If you want to give a favour yourself, you use the order grant favour. You will find a note in your report of that year. By the way: spies will also report about favours received and given. If you want to withdraw a favour again, you use the order withdraw favour.

With NPC the situation is different. You have to successfully bribe a NPC to receive a favour. Therefore you use the order Bribe Lord and tell your castellan how much gold you want to invest for the bribery. Per 100 gold pieces invested your chances are increased. But even with the maximum amount of 1,000 gold pieces possible your success is not certain. But if you have successfully bribed a NPC you can be sure that he will not withdraw the favour again.

By the way no Lady, Lord, or NPC is able to grant more than six favours in total. But there is no restriction in the number of favours you can receive.

If you need a favour to move through a fiefdom, you don’t have to do anything. It is used up automatically. But if you want to have a NPC supporting you in battle, you need to use the order use favour. The NPC will support you with at least the half of his knights. He will move directly into the fiefdom where you will fight – he doesn’t need any favours for this. You need two favours of the NPC to make him support you unless he is your vassal. If he is your vassal you need only one favour. That means if he is not your vassal, and you want to move through his fiefdom, and want him to support you, you will need three favours of him.

If two Ladies or Lords want to use favours of the same NPC in one year, the NPC decides randomly, whom he will support.

6.3 Spies

Not every Lady or Lord will inform you about the economical and political situation of her fiefdom voluntarily. Therefore you have spies that you can send out. They will inform you about the situation of the chosen fiefdom. It costs 100 gold pieces to send out a spy. A spy will tell you the approximate number of knights, townspeople, peasants in the fiefdom, and how much gold pieces, food units and ships it has, how strong the castle is, and which favours it holds and has granted. Only the notes about the favours will be accurate. It can happen that the spy report will be from the beginning of the year and not from the end. But even if you send out more than one spy into the same fiefdom, you will receive only one spy report.

6.4 Battles

So you have decided to move your army into battle. To do this, you issue the order Campaign. You will inform your marshal which type of battle you will fight and how many knights shall participate. Mercenaries that you have hired will automatically participate. Per year you can only fight one battle.

If you meet another army at your destination, you will have to fight this army. A battle takes place in front of the castle of your destination. If you win the battle and there are still other armies on the battlefield, you will automatically fight against them. If you have won all battles and your intention was to besiege the castle, it is now time to do this.

Below the different types of battles are described. The type of battle is the first parameter of the order that you enter into the list of orders. Battle types 500 and 600 are not allowed before the end of 804. Your marshal will automatically change it into a battle type 400.

6.4.1 Defence (100)

If you want to defend your own or another fiefdom, you will chose battle type 100. If you want to defend your own fiefdom you must not issue an order move army. The defence serves to protect your fiefdom against raids. All knights that you use for defence are on the battlefield in front of the castle. Only the knights in the castle will protect against a siege then. To defend against a siege, you don’t have to issue an order. Your knights will do this automatically! But you can defend a different fiefdom against a siege, this way.

6.4.2 Raid (200)

With a raid you attack the towns of a fiefdom, to steal money. Your leadership is being reduced by one when you do a raid. The reason is, that your army spreads out to plunder the fiefdom. If the raid is successful, you win up to 10 gold pieces per surviving knight from your army. The fiefdom attacked looses this money.

6.4.3 Fight on the battle field (300)

This fight is only for training. All armies on the battle field fight against each other. The winner of the first battle will automatically fight the next battle. The winner will fight the next and so on. At the end of all battles all feudal lords and their armies move back to home. No siege is done and no gold is stolen. This battle type is only to improve your leadership. But of course you have to win for that. But training or not: your knights can die on the battle field!

6.4.4 Siege (400)

But now we move on to the siege. This is the real thing. If you successfully besiege an opponent, you have taken over his castle. Now you will force him into an oath of allegiance! He will be your vassal and you his overlord. This way your nobles rank moves up. And if you besieged a NPC, you get a fiefdom to move into, if you loose your own fiefdom.

You can also besiege a fiefdom for another Lady or Lord. In this case add the number of the fiefdom who shall be the overlord to 400. This is only possible for player fiefdoms. For example if you want to conquer the fiefdom for your beloved Lady from Oxford, you chose battle type 436, because Oxford number is 36.

6.4.5 Siege to overthrow the Lord (500)

Ladies and Lords that have been forced into an oath of allegiance typically free themselves again, as soon as it is possible for them. If you use battle type 500 you can protect yourself against this, because your opponent will loose his fiefdom and the new ruler of the fiefdom will be a NPC. But the vassals of this Lady or Lord will then not be your subvassals. You just conquer the fiefdom.

If a Lady or Lord does not have a spare fiefdom, he or she will be sent into exile, which means he is thrown out of the game. But if the Lady or Lords stays in game, you probably have a bitter enemy from now on.

If you issue a battle type of 500 against a NPC, the NPC will cancel all favours granted.

As with battle type 400 it is possible to conquer the fiefdom for another Lady or Lord. Just add the number of the new overlord to 500.

6.4.6 Siege and transfer (600)

It may happen, that the fiefdom of another Lady or Lord is more attractive than your own. Then you are well advised to move into the other fiefdom. Just like you can throw out a Lady or Lord with battle type 500 and have a NPC rule the fiefdom, you can use battle type 600 to be the new ruler of the fiefdom. Your old fiefdom will then be ruled by a NPC and be your vassal. The Lady or Lord having ruled the fiefdom is expelled.

6.4.7 Supporting battle

Sometimes it is useful to support another Lady or Lord in a battle. To do this you move your army into the fiefdom where the fight takes place or into the home fiefdom of the Lady or Lord to be supported. In the latter case it is the responsibility of this Lady or Lord then to lead you to the place of the to fight. That can also mean that he or she must supply ships to transport your army over the sea. Only NPC will automatically reach the place of battle.

As battle type you just enter the number of the fiefdom of the Lady or Lord you want to support. So if you want to support the Lord of Dorset for example, you enter battle type 12. You cannot define the real battle type. This is done by the one to be supported.

The one thing that you can be sure of is, that you will not be attacked by your own army!

It is also not possible to support someone who supports someone else. This is also true for NPCs. You cannot use favours from them and then support another Lady or Lord. Those NPC will then not accompany you into battle.

6.5 Result of a battle

The lucky one will win. On both sides the total strength of the armies is being calculated. In case of a siege the strength of the besieged fiefdom is modified by its castles strength. Also the strength of both armies is modified by the leadership of the respective feudal lord and their champions. From the army strength calculated this way the relation is determined. This relation is compared to a random number that lies between 0.2 and 5 with a tendency towards 1. The comparison then defines who won the battle. That means a certain victory is only possible if the real army strength is higher than 5:1. The game report will state that the battle was won at 6:1. The real relation is not shown.

The real army strength also defines the number of knights and mercenaries that have been killed in battle. It is possible that the winner of a battle has higher losses than the looser.

6.6 Transfer of fiefdom

You can voluntarily transfer into another fiefdom by winning a battle of type 600. In this case you move into the new fiefdom and your old fiefdom will be your vassal ruled by a NPC. But it can also happen that you are forced to leave your fiefdom. This is the case if you yourself lost a battle of type 500 or 600. In this case a spare fiefdom for you is sought. If you have NPC vassals, you will move into one of these fiefdoms. Using the order designate alternate fiefdom you can designate the fiefdom to be chosen, if you have several NPC vassals. If you get a NPC vassal in the same year, this vassal is also considered for transfer. If you do not have NPC vassals but your overlord does have some, you will move into a fiefdom of a NPC vassal of your overlord. If the overlord loses his fiefdom in the same year, his transfer has higher priority. If he has more than one NPC vassal, you will receive one of those fiefdoms.

The only thing that you will take with you when you move into another fiefdom are your vassals and your leadership. All favours that you held are lost. Even your spies will not bring their spy reports to you, but to their new overlord.

If there is no spare fiefdom for you, you are thrown out of the game! In this case you should immediately apply for a new game, where you can be more successful!

7 Orders at a glance

Below you will find a description of all orders, available to you. It does not matter, in which order you place the orders. They will always be executed in the order in which they appear below.