rules
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| rules [2026/05/07 06:53] – [Sieges & Assaults] swedishberry | rules [2026/05/25 16:40] (current) – swedishberry | ||
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| ====== The Rules, or How To Play ====== | ====== The Rules, or How To Play ====== | ||
| - | The rules are based on the [[https:// | + | The rules are based on the [[https:// |
| The map is composed of 10 kilometer hexes (5 kilometers to a side, about 65 square km). Hexes have a terrain (such as flatland, hills or forest) and a settlement score. A hex's settlement score equals its population per square kilometer, and is given in multiples of 10. Thinly-populated, | The map is composed of 10 kilometer hexes (5 kilometers to a side, about 65 square km). Hexes have a terrain (such as flatland, hills or forest) and a settlement score. A hex's settlement score equals its population per square kilometer, and is given in multiples of 10. Thinly-populated, | ||
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| An army undergoing a night march travels 10 kilometers per night, or 20 kilometers at a forced march. At the end of the night, check morale. If the road forks, 2-in-6 chance to take the incorrect path. Armies cannot night march off-road. | An army undergoing a night march travels 10 kilometers per night, or 20 kilometers at a forced march. At the end of the night, check morale. If the road forks, 2-in-6 chance to take the incorrect path. Armies cannot night march off-road. | ||
| - | Marching armies stretch 1 km of road per 3 000 infantry and noncombatants, | + | Marching armies stretch 1 km of road per 3 000 infantry and noncombatants, |
| When fording a river (rather than crossing a bridge), each mile of infantry in the column requires a half-day to cross. Cavalry ford at their regular speed. Wagons and artillery cannot ford rivers. | When fording a river (rather than crossing a bridge), each mile of infantry in the column requires a half-day to cross. Cavalry ford at their regular speed. Wagons and artillery cannot ford rivers. | ||
rules.1778136786.txt.gz · Last modified: by swedishberry
