Table of Contents

Turns

Introduction

Every turn is played in 30 minutes. There are two types of turns:

The Prince of Darkness triggers tactical turns when he storms the city.

Turns

Turn Start Description Remarks
- 09:30 Reception and booking in
- 10:00 Welcome & Briefing
1 10:15 Extended turn 1 Settle, no surprises, rumors
2 11:00 Turn 2 Preparations
3 11:30 Turn 3 Siege
4 12:00 Turn 4 Siege
5 12:30 Turn 5 Siege
6 13:00 Turn 6 Siege
7 13:30 Turn 7 Siege
8 14:00 Turn 8 Storm city
9 14:30 Turn 9 Storm city
10 15:00 Turn 10 Siege, inner city
11 15:30 Turn 11 Storm inner city
12 16:00 Turn 12 Siege of Citadel
- 16:30 Game end & public discussion
- 17:00 Cleanup
- 17:30 Meeting in the bar of location
- 19:00 After game diner

Strategic turn

Phase Time Description Location Remarks
1 0-8 Administration Team table Payment of troops/food, receive magic energy (1)
2 8-10 Magic Team table Magic results are determined
3 10-14 Raids (d) Map Raid events are played
4 14-15 Trebuchet (d) Map
5 15-29 Diplomacy Free Players are free to discuss anything

(d): Non combat players are busy with diplomatic missions nor can they be preparing the next turn.

(1): This will be done in the first tactical turn if there is one or more tactical turns this strategic phase.

Tactical turns

Phase Time Description Location Remarks
1 0-8 Administration Team table Receive magical energy on the first tactical/start of strategic turn
2 8-10 Magic Team table Magic results are determined
3 10-15 Movement (d) Map Placement of command markers and resolution
4 15-20 Combat 1 (d) Combat table
5 20-23 Combat 2 (d) Combat table
6 23-26 Combat 3 (d) Combat table
7 26-29 Map cleanup Map Central results of combat

Movement phase

The attacker places command/stack tokens on the table in a area (e.g. wall segment).

These tokens represent a stack of troops between 1 and 8 units. For 5 or more units a large stack token should be used. This represents the fact that the bigger troop density is visible from the walls. Every stack should also contain the name of the player who is responsible for the fight in this area.

The exact number of troops is still hidden from the defender.

Next, the defender places his command/stack tokens and distributes his troops over the locations.

The map umpires will then indicate to each pair of players intending combat to a combat table where both should go to resolve the outcome of the battle in that area.

In this area, attacker and defender will open their stacks and three fighting rounds are resolved.

Reason for combat tables

Combat phase

The actions in a combat round:

  1. Defender declares if he wants to retreat
  2. Attacker declares if he wants to retreat
  3. Ranged weapons attack
  4. Melee attack

General intents

Part of the game is about resource allocation of three kinds: money, food and magic. Each of these must be collected and consequently spent. This will provide us with ways to influence the game during the day.

Extended turn 1

Each of the players may open his/her personal briefing.

The Black Prince(ss) holds his war council and receives a specific amount of money from game control. Based on this amount, the council must decide on the mixture of troops. The Dark Prince must pay his mercenaries for every week marching onto Urr and for every strategic turn during siege. If the Black Council makes really foolish decisions, we can intervene by letting skirmishers of the Black Prince find some gold hidden in a farm in the valley.

In the city, a party is held for the newly elected council, which may then decide on tolls, trade, etc. One of the Temple Hermits gets a warning by dream.

The Red Beards Commisjun confirms its representative on the city Grand Council. By convention, this is usually someone living in the city aka. the Chief Mason. They have heard some rumors and may decide their initial stance.

The Long Beards receive a bitter briefing about the relation between the city and the Long Beards. They know about a secret tunnel between the Metal Mountains and the city.

The Gnomes keep themselves busy with repairing Steam Valves and other things. TBD.

It is also a Festival time for the Free Folk, followed by their favourite pastime, raiding. During this and following turns, some raiders may also encounter early reconnaisance skirmishers of the Black Prince. Some time is also spent in the Council of the Free.

Turn 2

The siege starts. Troops of the Black prince take positions around the city and place their own trebuchets around the city.

The prince may start the negotiations with the Longbeard Dwarves about hiring their sublime trebuchet.

Turn 3

Standard trebuchets may start shooting at the city.

The Longbeard trebuchet is placed if the negotiations were successful.

Turns 4-7

Shooting with trebuchet at the city.

Turns 8/9

Storm of the city

Turns 9/10

Strategic turn inner wall

Turn 10/11

Storm of the inner city