Imperial Glory
is an Empires
of the Middle Ages
-style game
set in ancient times covering
Eurasia from Spain to Shang-
hai. It incorporates deckbuild-
ing, push-your-luck, and
named emperors rated on
seven attributes (military,
economy, diplomacy, con-
struction, arts, sciences,
subterfuge).
Spotlight on Games > War Games > Variants

Age of the Invasions

A Scenario for Empires of the Middle Ages
Copyright © (C) by Rick Heli, 1991.

[33.0] AGE OF THE INVASIONS 843-975 A.D.

INTRODUCTION:
This scenario can be played with from 2 to 6 participants. When determining which empires will be played, the Players should choose from the top of the list in Case 33.1, although this is not an absolute necessity.

CASES:
[33.1] INITIAL LEADER STATURES
Kingdom of Lotharingia: 2-3-3 (Lothar I)
Kingdom of the East Franks: 3-2-3 (Ludwig the German)
Kingdom of the West Franks: 2-3-3 (Charles the Bald)
Emirate of the Umayyads: 5-5-5 (Abd-al-Rahman II)
Byzantine Empire: 3-3-3 (Theodora regent)
Kingdom of Wessex: 5-2-5 (Aethelwulf)

[33.2] IMPERIAL POSSESSIONS AND CLAIMS

[33.21] Possessions

Kingdom of Lotharingia: Friesland, Flanders, Lorraine, Switzerland, Burgundy, Provence, Lombardy (court), Verona, Tuscany, Rome, Corsica.

Kingdom of the East Franks: Saxony, Franconia, Bavaria (court), Swabia, Austria.

Kingdom of the West Franks: Aquitaine (unrest), Toulouse, Anjou, Ile de France, Normandy, Champagne (court).

Emirate of the Umayyads: Castille, Portugal, Cordova (court), Granada, Valencia, Aragon.

Byzantine Empire: Sardinia, Sicily, Greece, Adrianople, Constantinople (court), Asia, Cilicia, Anatolia, Trebizond, Macedonia.

Kingdom of Wessex: Mercia, Wessex (court).

[33.22] Claims

Each Player has a Claim to each Area in his Empire at the start of the game. In addition, the Players who control the following empires also have Claims to the Areas indicated below.

Kingdom of the West Franks: Brittany.

Kingdom of the East Franks: Brandenburg, Croatia.

Byzantine Empire: Apulia, Naples, Rome.

[33.3] INITIAL SOCIAL STATE LEVELS

All areas begin the game at their Social State Norm except those indicated below (the initial Social State Level is indicated in parentheses following the Area's name).

Lorraine (+2), Champagne (+2), Northumbria (+2), Franconia (+2), Bulgaria (+1), Denmark (+1), Norway (+1), Leon (+1), Cordova (+3), Sicily (-2).

[33.4] FORTIFICATIONS

The following Areas begin the game with Fortifications of the strength indicated in parentheses.

Saxony (2), Lombardy (2), Denmark (2), Norway (2), Bulgaria (3), Cordova (3), Adrianople (2), Venice (3), Constantinople (3).

[33.5] RELIGION

At the start of this scenario, the Religion to which certain Areas belong is different from the Religion on the Area's Register as indicated below.

Pagan: Wallachia, Hungary, all East and West Slavonic Areas (except Brandenburg), all South Slavonic Areas (except Macedonia), all Old Norse Areas.

Iberian Moslem: Castille, Aragon, Portugal, Valencia, Cordova, Granada.

Eastern Orthodox: Anatolia.

[33.6] LANGUAGE

At the beginning of this scenario, the Language of certain Areas differs from the Language indicated on the Area's Register as indicated below. Note: Moorish is a language not related to any other on the board.

Hungary, Brandenburg (West Slavonic); Bulgaria, Wallachia (Non-Indo-European); Macedonia, Anatolia (Hellenic); Granada, Cordova, Portugal, Valencia, Castille, Aragon (Moorish);

[33.7] SPECIAL RULES

Lotharingia: The Kingdom of Lotharingia begins with one of the Enlargement of King's Personal Demesne cards played.

Carolingian Dynasty: The rulers of the first three kingdoms listed for the scenario are all members of the Carolingian dynasty. For this reason, when the first of the rulers of any of these kingdoms dies without heir, ownership of the entire kingdom passes to the nearest Carolingian player. The East and West Frankish kingdoms pass to the Lotharingia player if the dynasty is still intact in that kingdom. If there is a choice to which kingdom Lotharingia will go, the Lotharingia kingdom player chooses. The second kingdom to have its ruler die without heir also causes that kingdom to pass to the last remaining Carolingian ruler, thus reuniting the empire of Charlemagne.

After the last Carolingian ruler has died without heir, the empire is once again split up into three, this time along language lines. The Kingdom of the East Franks is comprised of all the currently-held territories of the Germanic language as well as any currently-held regions of the Slavonic group which are connected to them. The Kingdom of the West Franks is comprised of all the currently-held territories of the following languages: Langue d'Oil, Langue d'Oc, Iberian and Celtic. The Kingdom of Lotharingia is formed from all the currently-held territories of the Italic language as well as any currently-held regions of the Slavonic group which are connected to them. Any other territories not accounted for by this scheme are attached to the kingdom to which they are connected, or if they are connected to more than one, to the one which has the shortest distance between the territory and the kingdom's court. All further ties should be resolved by die roll.

The court of the current empire serves as the court for one of the new kingdoms. The new king's Leader Stature is generated based on the just-perished ruler. The other two kingdoms have their court locations chosen by their players from the areas available in their kingdoms except that no court may be located in the British Isles or Ireland. The Leader Statures of the new rulers of these kingdoms must be generated from the Leader Stature Table, using the 3 column for each of Combat, Administration and Diplomacy. Each Claim is converted to a Claim of the appropriate kingdom. In addition, each kingdom receives a Claim to each area where it had a Claim at the start of the scenario, except where it already has one.

Moslem Conversion: When the Umayyad conquers Christian areas, they are immediately considered Iberian Moslem. The Umayyad receives no Victory points for this. If these areas are subsequently conquered by a Christian ruler, they are considered to be whatever the religion was before the Moslem conquest. Again, this "conversion" does not provide Victory Points. See Case 22.7.

Diplomatic Isolation of the Umayyad: The Umayyad may not participate in Diplomatic Parleys. In this, the Umayyad is similar to the Turk in Scenario 31.0. Unlike the Turk, however, he may conclude agreements with Christian rulers and Christian rulers may not be excommunicated for doing so. In addition, the Umayyad and the Christian player may form Diplomatic Ties to one another's Areas, but never claims.

Modifications to Saracen Raiders:

  1. The Saracen Raiders are as specified in the rules up until 890, with the exception that Burgundy is also considered a legal target for pillage.

  2. In 891, a Saracen magnate automatically appears in Provence. From there, he pillages the Areas with the highest combined Social State and Population of any of the following: Switzerland, Burgundy, or Areas adjacent to the Western Mediterranean and Tyrrhenian Seas. During the Saracen tenure there, Provence is considered seafaring and acquires a (3) Fortification automatically. There is no change to Language and Religion, but the Social State is automatically raised to the Norm. The Saracens are considered Iberian Moslem and speak the Moorish language. The Saracen may not die by Leader Check until the year 966. During this time, the Saracen always saves one card for defense. The magnate's Combat Stature remains the same as if the Raider operated normally.

  3. After the magnate in Provence is dead or defeated (remove Fortifications at this time), the Saracens revert to Raiders for the remainder of the scenario. Burgundy, however, may no longer be pillaged by them.

  4. When they are Raiders, if the die roll is three, four, five or six, there are no Saracen raids during the current round.

Modifications to Magyar Raiders: In 901, when the Magyar Raider first appears, Hungary immediately gains a +2 Social State, a (3) Fortification, a Non-Indo-European language and a Pagan religion. In addition, Hungary becomes an independent area. This occurs no matter what the state of Hungary.

Modifications to Viking Raiders: No empire may attempt Conquest, Pillage, or Diplomatic endeavors against Norway, Sweden, or Denmark until their empire has been attacked a minimum of 10 times by the Vikings or the areas have been converted from paganism.

Bulgar Magnate: Between the years 891 and 971, a Bulgar magnate may arise in Bulgaria. The magnate always appears on a magnate roll of 3, no matter what the state of Bulgaria. A Bulgar magnate has a combat stature of 5. His religion is Pagan and Language is Non-Indo-European. He always ignores Language and Religion when attacking.

[33.8] GAME LENGTH

The scenario begins in 845 AD and continues through the year 975.

[33.9] VICTORY CONDITIONS

Victory is based on the accumulation of Victory Points as described in Section 26.0. At the end of the game, each Player's Victory Point total is added to the player's handicap points. The handicap values are as follows.

EmpireHandicap Points
Emirate of the Umayyads 0
Byzantine Empire0
Kingdom of the East Franks5
Kingdom of the West Franks10
Kingdom of Wessex15
Kingdom of Lotharingia25

At the end of the game, the Player with the highest Victory Point total is the winner.


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Copyright © (C) by Rick Heli, 1991.
December 2, 1991
Please forward any comments and additions to this WWW-page to Rick Heli