Successors
Summary Information for the
Decision Games war game
Sequence of Play
Each player in clockwise order does all of the following:
- Events - roll once [1st die odd or even, 2nd tens digit, 3rd ones digit]
- Revenue - sum provinces, maintain units, purchase units [not on turn 1]
- Movement
- Combat
Revenue
jointly occupied provinces controlled by player with more units in
if cannot pay for an Event, must lose a unit
money can be exchanged freely through turn 8
captured leaders are ransomed for 5 Talents (T) (rule 5.3)
maintenance is 1T/unit
Purchase Costs:
Item | Cost |
Levy | 1 |
Infantry (Inf) | 2 |
Cavalry (Cav) | 3 |
Fleet | 3 in port, 5 in coastal |
Elephant (EL) | by table only |
place in home province or w/ leader. EL in generating province.
fleets in province or sea with or adjacent to own provinces.
Prereq: need province of either type to buy.
Movement
no stacking limit, no ZOCs
land units have MA=3, shaded provinces cost 2
stop when entering area with unfriendly units
leader moves 4 MP (also the forces starting with him)
fleets have 5 MP - must stop when enemy fleets encountered
may not enter enemy-held port
fleets carry armies 1 for 1, no embark/disembark costs
alliance moves are OK
Combat
at least 1 player must want it
phasing player chooses the order
each Cav gets a pre-battle roll; each EL stops 2 pre-battle rolls
one round of simultaneous combat
leader gives +1 to a single unit (not usable in pre-battle)
loss priority:
- same type
- better class, closest to same
- worse class, closest to same
ranking: Cav (best), Inf, EL, Levy
Retreats: defender can send some or all to adjacent province;
attacker next
if any units left, fight another round
Sea
fight in sea, not in port. Combat occurs during movement phase.
roll of 5-6 kills
after 1 round, surviving moving player units can move on
lost leader immediately placed in home province
no ldeader modification in sea combat
Sea Invasion
disembark troops
no pre-battle
if all attackers disembarking, defender gets double rolls
invaders may not retreat
roll to determine fate of captured fleets:
Victory
Every Province solely occupied is worth its value
If any Revolt or Invasion chits, province is worthless
Each Talent is worth half a point
If there is a tie, the player moving earlier on the last turn wins
See Also
Review
Variants
War games set in Ancient Rome
Sat Nov 7 16:04:47 PST 1998
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