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Copyright © 2019 -GMT Games, LLC. +GMT Games, LLC.

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+ +

+ + +

+RULES OF PLAY +

+ +

+TABLE OF CONTENTS +

+ + + +

+1.0 INTRODUCTION +

+ +

+Nevsky is a board wargame about the storied clash between Latin +Teutonic and Orthodox Russian powers on the 13th-Century Baltic +frontier. It is the first volume in GMT Games' Levy & Campaign +Series portraying medieval military operations. Players will raise +and equip their armies and then send them out to ravage or conquer +enemy territory and to defeat enemy forces in battle. Feudal obligations and alliances will provide a panoply of lords and vassals to +serve on campaign—but only for limited periods. Players must keep +an eye on the calendar and reward lords to keep them in the field. + +

+An advanced rule adds detail regarding vassal forces' length of +service. Players may use optional screens that hide the strength of +their lords for greater fog of war. Though Nevsky has no solitaire +system, the standard game is solitaire friendly. + +

+A foldout play aid summarizes key game functions. Reference +sheets list the lords and event/capability cards. The last few pages +of this rule book provide scenarios and key terms. A background +booklet has supplemental material such as examples of play. + +

+1.1 General Course of Play +

+ +

+In Nevsky, two players take the roles of Russians (white) and +Teutons (black), respectively. The Russians represent the wealthy +city-state of Novgorod and its allies. The Teutons comprise German +and other landholders—including the Teutonic Order—expanding +a Baltic dominion. + +

+In turns covering 40 days (a traditional period of feudal obligation), +Teutonic and Russian players will levy lords and vassal forces, +gather transport, and recruit capabilities. Each lord's forces and +assets are laid out on a mat. The players then plan and command +a campaign for that 40 days with the lords who have mustered. +A cylinder on the map represents each lord, while markers on a +calendar show how much time remains in the lords' service, which +can be influenced by hunger, pay, and success or failure in their +campaigns. + +

+1.2 Components +

+ +A complete set of Nevsky includes the following: + + + +

+1.3 Game Board and Map +

+ + + +

+ + + + +

+1.3.1 Map +

+ +

+The game board shows a map of the Baltic frontier, +circa 1240. It depicts Locales linked by Ways, a Calendar along the +top, and a Novgorod Veche (council of nobles) box in one corner. + +

+TERRITORY: The map is divided between Teutonic territory in +the west ("Estonia" and "Livonia", bordered in gray) and Russian +territory in the east ("Rus", bordered in red). + +NOTE: In the game, Danish Estonia and Crusader Livonia are both Teutonic territory. + + +

+LOCALES: Locales are the spaces on the map that hold Lord cylinders and game markers. Locales include Regions, Towns, Trade +Routes, Forts, Castles, Bishoprics, Cities, and Novgorod. + +

+ +

+FRIENDLY: Muster (3.4), Pay with Loot (3.2), and a few other +game actions require Friendly Locales. A Locale is either Friendly +or not Friendly to a side; it is Friendly if and only if: + +

+ +

+A Locale may be Friendly to neither side. + +

+NOTE: This means that Siege Locales (4.3.5) are never Friendly, +nor are any Regions, Towns, or Trade Routes in enemy territory— +even if occupied. + +

+EXAMPLES: Vod or Volkhov if empty are Friendly to the Russians +because they are in Rus. Neva with a Conquered marker is Friendly +to no one. Izborsk if Conquered by Teutons becomes Friendly to +the Teutons only, until retaken by the Russians. + +

+SEATS: Some Locales host certain Lords' Seats, as shown by the +Lord's Coat of Arms there (1.5.1). Also: + +

+ +

+SEAPORTS: Locales with an anchor affect Supply (4.6) and Sail +(4.7.3). + +

+WAYS: Two types of Ways—Waterways and Trackways—link +Locales to one another for March (4.3), Avoid Battle (4.3.4), Retreat +(4.4.3), Supply (4.6), the Raiders Capability (1.9.1), and certain +Events. Locales connected by either type of Way are adjacent. The +type of Way affects which Transport types (1.7.4) can use it in a +given Season (2.2.1). + +

+ +

+EXAMPLES: A single Waterway links Narwia to Uzmen, another +links Uzmen to Pskov, and another connects Novgorod, Rusa, and +Shelon River. Gdov does not block the Waterway along the opposite lakeshore from Narwia to Uzmen. Trackways and Waterways +are separate; it would take at least two moves to get from Narwia +to Ugaunia, first to Uzmen or Dorpat by Waterway, then on to +Ugaunia by Trackway. + +

+ON MAP: The phrases "on the map" and "on map" refer to Lords or +markers that are at Locales or, for markers, in the Veche box (1.3.3). + +EXAMPLE: A Lord cylinder on the Calendar is NOT "on map". + + +

+1.3.2 Calendar +

+ +

+A Calendar on the board tracks time and victory +scores (2.2). Cylinders there track when Lords are Ready for +Muster; markers show when Lords (and, if using an advanced +rule, Vassals) must Disband. It shows eight Seasons in two rows, +Summer 1240 to Rasputitsa 1242, each Season divided into two +40-Days boxes. It lists reminders about Command cards (4.1), +usable Transport (1.7.4), the Crusade card (3.4.2), and exchanging +Carts and Sleds (4.9.2). + +

+ +

+1.3.3 Novgorod Veche Box +

+ +

+A box at one corner holds Coin and +victory point markers of Novgorod's Veche (city council, 1.4.2, 3.5.2), representing the city-state's wealth and independence. + +

+1.4 Higher Authorities +

+ +Each side in Nevsky has a civil or religious authority over the Lords +who can Levy them and otherwise support their efforts. + +

+1.4.1 Papal Legate +

+ +

+The Teutons have a purple Legate pawn and +William of Modena Capability card representing an emissary from +the Pope to the rulers of the region. + +

+ +

+ENDANGERED: If the Legate is ever with a Teutonic Lord who +Avoids Battle, Withdraws, or Retreats (4.3.4, 4.4.3) or is in a Locale +with any Russian Lord(s) and no Teutonic Lord, remove the pawn +and discard the William of Modena card. + +

+EFFECTS: The Legate once on map can move himself, provide the +Teutons a Call to Arms Levy (3.5.1), or add to a Command Rating +(4.2) on Campaign—often returning the pawn temporarily to the +William of Modena Capability card. + +

+1.4.2 Novgorod Veche +

+ +

+The Russians have a box on the map (1.3.3) +representing Novgorod's Veche, the civil authority governing +Novgorod. + +

+EFFECTS: The Veche during Call to Arms (3.5.2) can help Muster +Lords, give a Lord extra Levy actions, or obtain victory points by +declining Aleksandr or Andrey. + +

+ +

+WASTAGE: The Veche box can hold at most eight Conquered (victory point) markers and eight Coin; any excess is lost. + +

+CONQUERED: If the Teutons Conquer Novgorod (4.5), remove all Coin from the Veche box; if it was Sacked, add that Coin to Spoils (4.5.2). + +

+NOTE: The Novgorod Veche may continue its Call to Arms even while the Novgorod Locale is Conquered (3.5). + +

+1.5 Lords and Vassals +

+ +

+Cylinders, Service markers, and 5"x5" mats track the status of Lords in Nevsky. Vassals tied to each Lord also have Service markers and add Forces. + +

+1.5.1 Lords +

+ +

+Lords (six on each side) are the figures who carry +out military preparations and operations—Levy and Campaign. + +

+CYLINDERS: The game uses cylinders for each Lord to show his +location or readiness to Muster. Andrey and Hermann use either of +two cylinders each, depending on whether or not they are a Marshal +(see below). Any reference to location of a Lord means where his +cylinder is—a map Locale, on the Calendar, or out of the game. A +cylinder's sticker shows that Lord's Coat of Arms and Command +Rating (1.5.3, 4.2). + +

+ +
+ +
+Russian Lord +
+ +
+ +
+Teutonic Lord +
+ +
+ + + +

+COATS OF ARMS: Each Lord has his own shield-shaped Coat +of Arms that identifies his cylinder, mat, Vassals, card effects, and +so on. + +

+MARSHALS: Each side may have at most one Lord on the map +who is a Marshal and better able to lead an army of several Lords +together (4.3.1). Aleksandr for the Russians and Andreas for the +Teutons are Marshals whenever they are on the map. Andrey and +Hermann are Marshals only if the other Marshal on their side is +not currently on the map. A ring on a Lord's cylinder shows that +he is a Marshal. + +

+ +
+ +
+Aleksandr (Marshal) +
+ +
+ +
+Andreas +(Marshal) +
+ +
+ +
+Hermann +(Marshal, +Andreas is not +on map) +
+ +
+ +
+Hermann +(not Marshal, +Andreas is on +the map) +
+ +
+ + + +

+SERVICE MARKERS: Each Lord has a Service marker that shows +his Coat of Arms, Service Rating (1.5.3), and (except for Aleksandr) +Fealty roll. Each Vassal also has such a marker showing the Coat +of Arms of the Vassal's Lord, Vassal Forces (1.6), and a Service +Rating (1.5.4). A Mustered Lord's Service marker is placed on the +Calendar and shifts among 40-Days boxes (2.2.3) to show how +much longer that Lord's Service will last. Vassal markers stay on +their Lord's Mat or—if playing with the Vassal Service advanced +rule—similarly are placed and shift on the Calendar (3.4.2). + +

+Lords +
+ + +
+ + + +

+Vassals +
+ + +
+ + + + +

+SPECIAL VASSALS: Some Vassals require play of certain Capability cards to Muster and to remain in play (3.4.2, 3.4.4); their +Service markers' backgrounds distinguish them from other Vassals. + +

+ + +
+ + + +

+COMMAND CARDS: Each Lord has a set of three Command +cards (1.9.2) that enable him to take actions on Campaign (4.2). + +

+DISBANDED: Lords sometimes Disband (3.3). Disband, Battle +(4.4), and Storm (4.5.2) can permanently remove Lords from play. +Return a Disbanded or removed Lord's Forces and Assets from +his Mat to their respective pools (2.1.1) and discard any "This +Lord" Capabilities at his mat (1.9.1, 3.4.4). If Disbanded but not +permanently removed, his cylinder returns to the Calendar (3.3). +If permanently removed, his cylinder, mat, and Service markers +are out of the game. + +

+1.5.2 Lord Mats +

+ +

+Each Lord has a 5"x5" mat that shows his +characteristics and holds his Forces, Vassals, and Assets. Keep a +Lord's mat in an Unused Mats table area (2.1.1) unless Mustered or +permanently removed from play. When a Lord is Mustered, move +his mat to an area in front of that player; when in Battle or Storm, +to a Battle area (4.4.1). + +

+ + + + +

+ +

+ITEMS ON MATS: When setting up a Lord at start (2.1.2, 6.0) +or as Mustered during Levy (3.4.1, 3.5), place his initial Forces, +Assets, and available Vassal Service markers onto his mat as noted +above. As the Lord Levies his Vassals' Forces or obtains Assets, +add those unit pieces and Asset markers to his mat (up to eight of +each Asset type, 1.7.3). + +

+MAT SECTIONS: The Lord's starting Forces upon Muster (3.4.1) +are shown on the mat at the word Forces; those pieces and any +Vassal's Forces and markers that the Lord Musters are placed in the +Forces section of the mat. + +

+NOTE: Forces of Vassals do NOT start +Mustered (1.5.4). Forces Routed in Battle or Storm (4.4.2, 4.5.2) +slide below a line into a Routed section. Starting Assets (3.4.1) +and Special or available Vassals are shown in an Assets & Vassals +section that holds the Lord's Assets and Vassal Service markers the +become or remain available. + +

+RATINGS: A Lord's ratings (1.5.3) are found listed in a column +along the upper right of his mat. + +

+CARDS AT MATS: Tuck Arts of War cards that affect specific Lords +(1.9.1, 3.1.3, 3.4.4) partly under that Lord's Mat—Events at the +top edge and a maximum of two Capabilities at the bottom edge. + +

+ + + + +

+SHARING: Lords may use and spend Assets (1.7) to help one +another if at the same Locale. They never Share Vassals, Forces, +or This Lord Capabilities. + +EXAMPLE: A Lord Shares his Carts to speed a group's March or enable Avoid Battle with another Lord whose Provender exceeds Transport (4.3.1-.4). + + +

+ +

+1.5.3 Ratings +

+ +

Lord mats list several ratings: + +

+ + + +

+1.5.4 Vassals +

+ +

+Almost all Lords in Nevsky have Vassals (subordinate +nobles) who provide their Lords with additional Forces. Like Lords, +each Vassal has a Service marker and a Service Rating (the latter +used only with an advanced rule, 3.4.2). Vassals have fealty solely +to a single Lord, as shown by the Coat of Arms on the Vassal's +Service marker. A Lord's Vassals, including the number of them +with the same composition of Forces, are shown on his mat in the +Assets & Vassals section, to simplify preparation of a mat when +Mustering a Lord (1.5.2, 3.4.1). Special Vassals become available +only upon play of relevant Capabilities (1.5.1, 3.4.2). + +

+ +

+NOTE: Reference sheets display the characteristics of the game's +Russian and Teutonic Lords. + +

+1.6 Forces +

+ +

+ + + +
+ + + + + +

+Nevsky represents military units with +wood pieces: wedges for Horse and bars +for Foot. Armored units have metallic +colors and Unarmored ones are non-metallic. See the Forces foldout page for +a listing of unit types, their pieces, and +characteristics (4.4.2). Keep spare Forces pieces in a pool such as +a bowl (2.1.1). + +

+ + + + + +

+1.7 Assets +

+ +

+ + + +

+Various items that Lords obtain and +use—Transport, Provender (food and +other supplies), Coin (money), and Loot +(livestock and other booty)—are shown +by 5/8th-inch counters placed on Lords' mats. + +

+NOTE: Asset markers provided are not a limit on play (but see +1.7.3). In the unlikely case that markers run out, players may represent added Assets with coins or pieces from other games or by +placing other unused markers below Asset markers to represent +one Asset of that type per stacked marker. + +

+1.7.1 Accounting +

+ +

+Lords may add and expend each type of Asset +as if money, making change as needed. Plain markers represent +one such Asset each; "x2", "x3", and "x4" markers represent those +amounts. Coin in the Veche box (1.3.3) functions similarly. + +

1.7.2 Greed +

+ +

+Lords may discard (rather than use) Assets only as +needed to help them move—to March Laden, March Unladen, +Avoid Battle, Retreat, or Sail (4.3.2, 4.3.4, 4.4.3, 4.7.3). + +

+1.7.3 Wastage +

+ +

+ + + + + +

+A Lord's mat may hold at most eight of each Asset +type (eight Sleds, eight Boats, and so on). Any excess is lost. + +

+1.7.4 Usable Transport +

+ +

+Each Transport type is only usable for +March (4.3.2), Avoid Battle (4.3.4), Retreat (4.4.3), Supply actions +(4.6), and Sail (4.7.3) during certain Seasons (as noted on the Calendar) and along certain map features (as listed on the Commands +page of the foldout): + +

+ +

+NOTE: Transport helps Lords acquire and move Provender (4.6, 4.3) and Sail (4.7.3); Lords themselves otherwise can move without Transport. + +

+ +

+1.8 Other Markers +

+ +

+Variously shaped game counters include: + +

+ +

+Several ½-inch square counters include: + +

+ +

+1.9 Cards +

+ +

+The game has two types of cards: Arts of War cards with Events +and Capabilities (below), and Command cards that give Lords +Campaign actions. + +

+1.9.1 Arts of War +

+ +

+Each side has its own deck of Arts of War cards. +Each Arts of War card is divided into an upper Event section and +lower Capability section. Only one of the two sections may be in +effect at a time. + +

+ + +
+Event: Hill (fleeting, 3.1.3) +
+Capability: Archbishopric (lasting, 3.4.4) + +

+EVENTS: The upper Event section provides players immediate +and/or temporary benefits or opportunities. Players draw two Arts +of War cards for their Events at the outset of each Levy after the +first (3.1). + +NOTE: For the use of Events, see 3.1.3. + + +

+CAPABILITIES: Lower sections on the cards show Capabilities +that players can get for longer-lasting benefits. These are either +drawn randomly during initial Levy (3.1) or are selected by the +player (3.4.4). Coats of Arms show which Lords may Levy and use +the Capability. Some cards say "This Lord" and attach to individual +Lords; a few of these are duplicates, and no Lord may have more +than one of that Capability. Capabilities remain in effect unless +discarded under certain conditions (Disbanding Lord 3.3, Capability +Discard 4.0, Reset 4.9.4). + +

+PLAY NOTE: Since Events and Capabilities are on the same cards, the draw of an Event might delay Levy of that card's Capability; likewise, an Event on a Capability in play cannot be drawn (3.1.3, 3.4.4). + + +

+NO EVENT/NO CAPABILITY: Three cards in each Arts of War +deck yield no effect if drawn (3.1). + +

+CARD VERSUS RULES: Whenever text on a card contradicts +these rules, card text takes precedence. + +

+ + + +

+CAPABILITY MARKERS: +Teutonic Stonemasons and +Russian Stone Kremlin Capabilities enable that side to +place Castle and Walls +1 markers, respectively, onto the map, no +more than one per Locale. Castle markers change their Locale from +Fort or Town into a Castle (leaving any other markers there), add +to Victory, and can flip to enemy possession but not be removed. +A Walls +1 marker adds to a Stronghold's protection against Storm +and is removed if Sacked. Place a Sea Trade Blocked marker on +Russian Baltic and Black Sea Trade Capability cards when the +Teutons block the effect as noted on the card. + +

+1.9.2 Command Cards +

+ +

+Each side has a set of three Command +cards for each Lord and three Pass cards. Players build their Campaign Plan deck each Campaign by stacking Command cards of +their Mustered Lords plus Pass cards as needed (4.1). + +

+PASS CARDS: Each side has three Pass Command cards to fill +out a Campaign Plan deck when too few Lords are Mustered to do +so with their cards. + +

+2.0 SETUP AND CALENDAR +

+ +

+This section explains the game's general sequence and use of the +Calendar track. + +

+ +
+Sample layout with square or round table and no Hidden +Mats Option (1.5.2). + +

+ +
+Sample layout with wide but shallow table and +using Hidden Mats Option (1.5.2). + + +

+2.1 Setup +

+ +

+2.1.1 Lay out +

+ +

+Seat players and set the game board between them. +You will want enough table space on all sides of the board for +mats, cards, and Forces and marker pools. See the 2-player layouts +shown here and tips for solitaire play in the Background booklet. + +

+MATS AND SERVICE MARKERS: Keep unused Lord mats, +Service markers, and the Battle mat to one side (1.5.1-1.5.2, 4.4.1). + +

+POOLS: Keep all Forces pieces (the game's wooden bits other than +Lord cylinders and Legate pawn) in a convenient place nearby. We +suggest separate pools for Assets (Transport, Coin, Provender, and +Loot, 1.7) and for remaining markers (1.8) to speed play. + +

+DECKS: Separate the playing cards into four decks—Russian and +Teutonic Arts of War and Russian and Teutonic Command (1.9). + +

+OTHER ITEMS: Give each player a play aid foldout. Keep Lord +cylinders, Legate pawn, other reference sheets, the background +booklet, and this rules book handy. If using the Hidden Mats option +(1.5.2), each player gets one screen. + +

+2.1.2 Scenarios +

+ +

+Choose a scenario (6.0). Agree on whether to use +screens for Hidden Mats (1.5.2), advanced Vassal Service (3.4.2), +and/or No Horseback Archery (6.0) options. Set up the situation +and begin play with the first Levy (3.0). + +

+2.2 Calendar +

+ +

+The Calendar (1.3.2) tracks time and victory. + +

+2.2.1 Seasons +

+ +

+Each Scenario covers one or more Seasons— +Summer, Early Winter, Late Winter, and Rasputitsa. Each Season +comprises two 40-Day periods. Each 40-Days period has a Levy +sequence, then a Campaign sequence. + +

+ +

+2.2.2 Marking Time +

+ +

+ + +

+The round Levy/Campaign +marker tracks the progress of Seasons and the 40-Day Levy and Campaigns within each. Mark that it +is Levy or Campaign by placing the marker with +that side up in the appropriate Levy or Campaign +circle in the current 40-Days box on the Calendar. + +

+2.2.3 Marking Service +

+ +

+Place and shift Service markers and Lord +cylinders in the Calendar's 40 Days boxes as described under the +Levy rules (3.2-3.5) or on Event cards (1.9.1, 3.1.3). All instructions to shift right or left mean that number of 40-Days boxes. If +a direction is not specified, the executing player chooses. + +EXAMPLE: "Shift 1 right" from box 8 means to box 9, "1 left" from 9 means to 8. + + +

+ +

+2.2.4 Player Order +

+ +

+Unless noted otherwise, the Teutons go first +and the Russians second in each step of Levy and Campaign. + +EXAMPLE: During Disband Beyond Service Limit step (3.3.1), the Teutonic player Disbands Lords, then the Russians do so. + + +

+EXCEPTIONS: + +

+ +

+2.2.5 Tracking Victory Points +

+ +

+ + + + + +

+The Calendar's numbered 40-Days boxes also serve to track victory scores (5.1), using round +Victory markers. Place each side's Victory marker (on the +½ side +as appropriate) in the Victory circle at the 40 Days box number +corresponding to that side's current victory score between 1 and +16½; or off the Calendar left of 1 for zero or ½ or right of 16 for +17 or 17½. A side may never exceed a score of 17½; any excess +points earned are forfeit. + +

+3.0 LEVY +

+ +

+At the outset of each 40 Days, players set the scene for the campaign to follow by adding forces and assets. See the Sequence of +Play play aid. + +

+3.1 Arts of War +

+ +

+Each side first draws two random Arts of War cards as Capabilities +or Events as follows. + +

+3.1.1 Shuffle +

+ +

+Collect and shuffle all unused Teutonic Arts of War +cards into an Event draw deck; do the same for the Russian player. +Always include each side's three No Event/No Capability cards. +Held Events (3.1.3) and Capability cards in play (3.4.4) are not +included in the draw deck. + +

+3.1.2 Draw Capabilities +

+ +

+If it is the Levy for the scenario's first +40 Days, the Teutonic player then the Russian player (2.2.4) each +randomly draws two Arts of War cards from the player's own deck +and deploys them as Capabilities (lower half of the card, 1.9.1) at +that side's map edge or Lord mats (3.4.4). + +

+ +

+3.1.3 Draw Events +

+ +

+If it is the second or any later Levy, the Teutonic +then the Russian player each draws and implements two cards' +Events in the order drawn (the upper half of each card, 1.9.1). A +No Event card means there is no effect. Except as specified below, reveal Events immediately and return the revealed cards to +the deck after this Events segment. Bold-italic card text specifies +certain Event types: + +

+ +

+3.1.4 Greed +

+ +

+Players may not discard (as opposed to use) cards +unless permitted by a rule. + +EXAMPLE: Hold Events only return to their deck once used per the text on the card or if selected for discard at the end of a Campaign (4.9.4). + + +

+NOTE: A side's Events can affect the opposing side. The side playing an Event card makes any decisions allowed unless otherwise specified. + +

+3.2 Pay +

+ +

+After drawing cards, the Teutonic then the Russian player may expend Coin and Loot to encourage their Lords and Vassals to remain +in the field longer. Coin and Loot markers may be removed in this +step only so as to actually shift Service markers (1.7.2). + +

+3.2.1 Pay with Coin +

+ +

+ + +

+Any Lords with Coin markers +on their mat may remove some or all of their Coin to +affect their own or other Lords' Service. Russians +may also pay using Veche Coin (1.4.2). Each Coin +spent shifts a single Service marker right on the Calendar by one +40-Days box, either: + +

+ + + +

+3.2.2 Pay with Loot +

+ +

+ + +

+Players may have any of their +Lords who are in a Friendly Locale (1.3.1) remove +some or all of any Loot markers on their mat to shift +their own Service marker or those of Lords in the +same Locale. Shift one marker right by one 40-Days box for each +Loot removed. + +

+ +

+3.3 Disband +

+ +The Teutonic then the Russian player may then have to remove +certain Lords from play because of the position of that Lord's +Service marker on the Calendar (1.5.1, 2.2). + +

+3.3.1 Beyond Service Limit +

+ +

+Lords whose Service markers are +to the left of (in a lower-numbered 40-Days box than) the Levy +marker are permanently removed from the game. + +

+ +

+3.3.2 At Service Limit +

+ +

+Lords with Service markers in the same +40-Days box as the Levy marker must Disband but may Muster +again in a later Levy. + +

+ +

+NOTE: Besieged Lords (4.3.5) Disband normally. In rare cases, +a Lord may Disband as above because his last unit is removed +outside of combat (1.6). + +

+3.4 Muster +

+ +

+After any Disband, Teutonic then Russian Lords may take Levy +actions up to their Lordship Rating (1.5.3) to Muster other Lords, +Vassals, Transport, or Capabilities. Each Levy action spends one +point of a Lord's Lordship rating. A Lord must begin Muster in a +Friendly Locale to take Levy actions (that means Lords who are +brought onto the map during this segment may NOT do so). Each +Lord completes his actions before the next Lord, in any order +desired. + +

+ + + +

+3.4.1 Levy Lords to Muster +

+ +

+A Lord at a Friendly Locale may use +a Levy action (expend one point of his Lordship) to enable another +Lord to roll for Muster. The rolling Lord must be Ready (cylinder +in a 40-Days box at or left of the Levy marker, 2.2) and must have +a Seat free (see below). If a Muster roll fails, the Levying Lord +may take added Levy actions (within the limits of his Lordship) +to keep trying to Muster the same Lord. EXCEPTIONS: No Lord +may Muster Aleksandr, and only Aleksandr may muster Andrey. + +

+ +

+PROCEDURE: Designate a Ready Lord to be Mustered. Roll one +die—if the roll is within that Lord's Fealty Rating (1.5.3), do the +following; if not, do nothing. + +

+ +

+EXAMPLE: A Lord with Service Mustering in Summer 1241 (Levy marker in box 9) would place his Service marker three ahead into 40-Days box 12. + +

+ +

+3.4.2 Levy to Muster Ready Vassals +

+ +

+A Lord at a Friendly Locale +may use one Levy action to Muster one of his Vassals that has a +face-up Service marker in the Assets & Vassals section of his mat +(1.5.2). + +

+PROCEDURE: When a Vassal Musters, slide its Service marker on +its Lord's mat up into the Forces section. Place the Forces illustrated +on the Vassal's marker from the Force pool near or on the marker. + +

+PLAY NOTE: Keep Vassal Service markers in their mats' Forces or Routed sections if the units are removed (4.4.4), showing that these Vassals Mustered earlier and are not available. + + +

+NOTE: Ignore the ratings on Vassal Service markers unless using +the advanced rule below. Combat loss of Vassal units (4.4.4) leaves +the Vassal marker in place; it does not Disband the Vassal. + +

+ + + +

+SPECIAL VASSALS: Keep these distinctively marked Service +markers set aside. When the relevant Capability is Levied (3.4.4), +add those markers to their Lords' mats if and whenever that Lord +is Mustered; should that card be discarded, immediately Disband +those Vassal Forces. Mongols and Kipchaqs may not Muster or +remain in Service unless the Steppe Warriors Capability is in play. +Summer Crusaders Muster only if Crusade is in play and only in +Summer, and do so automatically, for free; they may Serve into +Early Winter. + +

+ +

+3.4.3 Levy Transport +

+ +

+A Lord at a Friendly Locale may use one +Levy action to add one Transport to his mat: a Boat, a Cart, a Sled, +or—only if his mat says "Ships"—a Ship, up to eight per type. + +

+3.4.4 Levy Capabilities +

+ +

+A Lord at a Friendly Locale may obtain +Capabilities (an Arts of War card's bottom half), either for himself +or for his entire side (per card text, 1.9.1), at a cost of one Levy +action per card selected. Select from any of the side's currently +unused cards, within these restrictions: + +

+ + + + + +

+3.5 Call to Arms +

+ +

+After Lords already in the field Levy their armies, each side's higher +religious or civil authorities (1.4) may help mobilize even more +strength for war, Teutonic player first. + +

+3.5.1 Papal Legate +

+ +

+The Teutonic player performs the +following in this order, possibly placing and then using +the Legate. + +

+INDISPOSED: If the William of Modena Capability is not in effect +(1.9.1, 3.4.4), the Teutonic player skips Call to Arms. + +

+ARRIVES: If the Legate pawn begins Call to Arms on the William +of Modena card, the Teutonic player may place the pawn at any +Bishopric. + +ACTIVE: If William of Modena is in effect and once the Legate +pawn is on the map, the Teutonic player may as desired use the +Legate during Call to Arms to either: + +

+ +

+NOTE: During Campaign, the Legate if on the map can move +with Lords and can be used to provide a co-located Lord an extra +Command action (4.2). + +

+3.5.2 Novgorod Veche +

+ +

+Next the Russian player may undertake +one action with the Veche (even if Novgorod is Conquered by the +Teutons). The Russian player may either do nothing or do one of +the following things: + +

+ + + +

+EXAMPLE: It is Call to Arms of 40-Days box 7; Andrey and Aleksandr are in box 5. The Russian player per the last bullet above declines both Lords, sliding their cylinders to box 8 and adding a 1VP Conquered marker to the Veche box. + +

+NOTE: Only the Veche Levies Aleksandr, and only the Veche or Aleksandr Levy Andrey (3.4.1). + +

+3.5.3 Discard Events +

+ +

+With Levy over, both sides discard Events +applying only to "This Levy" (3.1.3). + +

+4.0 CAMPAIGN +

+ +

+After Levy, players conduct that 40 Days' Campaign. Complete the +steps below, then proceed to the next 40 Days' Levy (3.0). The Sequence of Play page of the foldout summarizes the Campaign steps. + +

+CAPABILITY DISCARD: The players (Teutonic first) must select +and discard any Capability cards they have in excess of their number +of Mustered Lords—not including any "This Lord" Capabilities +(3.4.4). Compare the number of cards tucked under a side's map +edge to its number of Lord mats in use—the player must discard +any excess. + +

+CAMPAIGN STEPS: + +

+ +

+4.1 Plan +

+ +

+During the Plan step, players simultaneously build a stack of facedown Commands cards (1.9.2) for their side called a Plan. Players +may always inspect their own Plan and their opponent's played +Command cards (but not unused ones). The number of cards in +each Plan stack must equal the following, depending on the current +Season (and as noted on the Calendar): + +

+ +

+4.1.1 Selecting Cards +

+ +

+A side may select from among any of their +currently Mustered Lords' Command cards for the Plan. If a side +does not have enough Lords Mustered to fill out the above total, it +must use Pass cards (1.9.2) to build a stack of that number of Command cards. + +NOTE: Each Lord has three Command cards (1.9.2) and so could become Active up to three times in a single Campaign. + + +

+4.1.2 Arranging Stacks +

+ +

+Each side builds its Plan for the coming +Campaign by arranging its four-to-six selected Command cards +in any order desired, face down. The top face-down card will be +that side's first Active Lord, and so on. Set remaining Command +cards aside for now, also face down. Players may not rearrange +Plan stacks once built. + +

+ +

+4.1.3 Lieutenants +

+ +

+ + +

+During Planning (only), players +may put a Lord cylinder of their side on top of one +other cylinder at the same Locale. The upper Lord is +a Lieutenant, overseeing the Lower Lord for the entire +Campaign, barring removal of either. A Lieutenant +may have only one Lower Lord at a time; the Lower +Lord may not be a Lieutenant. Neither Lord may +currently be a Marshal (1.5.1) or be under Siege (4.5.1). A side may +have several Lieutenants. + +

+ + + +

+4.2 Command +

+ +

+After building Plan stacks, Teutonic then Russian sides alternate +flipping (revealing) the top current Command card of their stack— +one Teutonic card, then one Russian card, and so on. After revealing +a Command card, a side takes actions with the Lord shown on that +card or, in some cases, Passes (4.2.3). + +

+ + +

+LEGATE: Whenever a Teutonic Lord starts his Activation +in the same Locale as the Legate pawn, the Teutonic player +may add +1 to that Lord's Command Rating for the current +card. Remove the pawn to the William of Modena card if +and when the Lord uses the extra action. + +

+4.2.1 Activation +

+ +

+Each Lord may execute a series of Commands of the owning player's choice, in any order, using actions numbering up to that Lord's Command Rating (1.5.3). EXCEPTIONS: Besieged Lords (4.3.5) may only Sally (4.5.3), use stone Kremlin Capability (1.9.1), or Pass (4.7.5). Some March uses two actions (4.3.2). Siege, Sail, and Tax take an entire card's actions (4.5.1, 4.7.3, 4.7.4). Starting a Siege and combat end actions on that card (4.3.5, 4.4.5, 4.5.2). + +

+NOTE: Lords may use multiple actions on a single type of Command, for example, three actions to Forage (4.7) three times. After +each Command card, Lords who moved or fought will Feed their +Forces and Lords may Pay or Disband (4.8). + +

+4.2.2 Command Menu +

+ +

+Lords select from a menu of Command +actions summarized on the Commands foldout page and detailed +below. With various restrictions, the menu includes March (with +possible Battle), Siege, Storm, Sally, Supply, Forage, Ravage, Sail, +Tax, and Pass (4.3-4.7). Certain Capability cards (1.9.1) affect or +add to Commands. + +

+ +

+4.2.3 Pass Card +

+ +

+Upon revealing a Pass card, a Lower Lord's card +(4.1.3), or the card of a Lord not on the map, that side does nothing; +play instead passes to the other side or ends the Campaign if neither +side has cards left in its Plan (4.9). + +

+4.3 March +

+ +

+An Unbesieged (4.3.5) Lord may expend a Command action (two +if Laden, 4.3.2) to March to another Locale. + +

+ +

+ + +

+MOVED/FOUGHT: Upon any movement during +March, put a Moved/Fought marker on or next to +each moving Lord's cylinder (or mat, as desired) that +does not yet have one. + +

+4.3.1 Group March +

+ +

+Any or all of a side's Unbesieged Lords in the +same Locale with its Marshal may March with the Marshal (1.5.1). +The Lord beneath a Marching Lieutenant (4.1.3) must move with +the Lieutenant. The Legate may move along with any co-located +Teutonic Lord (1.4.1). + +

+4.3.2 Laden +

+ +

+Provender and Loot can hinder March, Avoid Battle +(4.3.4), and Retreat (4.4.3). + +

+ + + +

+SHARED TRANSPORT: Lords moving as a group (4.3.1, 4.3.4, 4.4.3, 4.7.3) Share Transport (1.5.2). Count all Provender and usable Transport of Lords moving together to determine Laden status. + +

+LADEN MARCH: March while any Lord involved is Laden +requires and expends two Command actions per adjacent Locale +instead of just one, prohibiting March by a Lord who has only one +action left. + +

+NOTE: Remember, Lords may discard Loot and/or Provender to facilitate March (1.7.2). + +

+4.3.3 March Adjacent +

+ +

+An Unbesieged Lord taking an action—two actions if Laden—to March moves to an adjacent Locale via a +single connecting Waterway or Trackway, regardless of Transport. + +

+4.3.4 Approach +

+ +

+If a Marching Lord enters the Locale of an Unbesieged enemy Lord, check immediately for Avoid Battle (retreating +to an adjacent Locale), Withdrawal (into a Stronghold there), Battle, +and Siege as follows. + +

+AVOID BATTLE: Upon enemy Approach, some or all Inactive +Lords may move to one or more adjacent Locales, within these +restrictions— + +

+ +

+Mark Avoiding Lords as Moved/Fought (4.3). + +

+NOTE: Lords never Avoid via Seaport (4.7.3). + +

+WITHDRAW: Upon Approach or after Battle (4.4.3), the Inactive +side may Withdraw some or all Lords into its Stronghold there, a +number of Lords up to Siege Capacity (1.3.1). + +NOTE: Withdrawal alone does not mark Lords as Moved/Fought. + + +

+ + +

+LEGATE: If the Legate is alone with a Russian Lord or +is with a Teutonic Lord who Avoids Battle or Withdraws, +remove the pawn and discard William of Modena (1.4.1). + +

+BATTLE: Unless all enemy Lords there either Avoid Battle or +Withdraw, conduct a Battle immediately with the Marching side +as Attacker (4.4), as part of that March Command. + +

+4.3.5 Besiege +

+ +

+ + + +

+Whenever a side has +Lord(s) in a Locale outside a currently +Unbesieged enemy Stronghold and no +enemy Lords are present outside the +Stronghold, mark the Locale with one Siege marker of that side's +color. If all Besieging Lords later depart, remove all Siege markers. + +

+ENCAMP: After Besieging an Unbesieged enemy Stronghold, +skip any remaining actions on this Command card; go to Feed/ +Pay/Disband (4.8). + +

+ +

+4.3.6 Conquer +

+ +

+Teutonic Lords at a Trade Route where no enemy +and no black Conquered marker place one, Russian Lords remove +any Conquered marker there (1.3.1, adjust VP, 2.2.5). + +

+4.4 Battle +

+ +

+ + + +

+When a side Marches into a Locale with at least one Unbesieged +enemy Lord and the enemy does not Avoid Battle or Withdraw, a +Battle ensues. All Lords in the Locale not under Siege (4.3.5) must +participate in the Battle. The Battle and Storm chart summarizes the +rules below. + +NOTE: Storm of a Stronghold (4.5.2) follows similar but distinct rules from field Battle. + + +

+MARKER: To remember where Lords +are fighting, mark the Battle or Storm +Locale with the Battle/Storm marker. + +

+4.4.1 Battle Array +

+ +

+Players Array their participating Lords—either +their Lords' cylinders on the Battle mat or Lord mats on the table, +as players prefer. + +

+ + + +

+ +
+Battle mat with Lord cylinders in Array. + +

+ +
+Battle Array using Lord mats. + +

+EVENTS: Attacking then Defending sides then may play applicable +Held Events (3.1.3) as desired. + +

+RELIEF SALLY: When a side Approaches (4.3.4) a Locale where +it is also Besieged, any Besieged Lords may join any Attack for no +added Command actions. Array Sallying Attackers as above but +behind the Defenders; Array any Reserve Defenders as if Front +Defenders, facing the Sallying Attackers. Sallying Lords Attack +Reserve Defenders or, if none, Front Defenders as if Flanking them +(4.4.2). Siegeworks benefits (4.5.3) apply to Strikes by Sallying +Attackers only. If the Attackers lose, Withdraw Sallying Lords back +into the Stronghold and reduce Siege markers there to one (4.5.3). + +

+4.4.2 Rounds +

+ +

+Once Arrayed, a Battle continues Round after Round, +until a side Concedes or all its Lords Rout. A Round of Battle will +go through the steps below in this order: Concede?, Reposition, +Strike. Within each Strike step, determine Hits, then Protection, +then Rout. See the Battle and Storm chart of the play aid. + +NOTE: Some Event effects on Battle vary by Round. + + +

+CONCEDE THE FIELD? At the start of each Battle Round, the +Attacker then the Defender may declare that the Battle will end after +this Round with that side as the loser but with diminished losses +(4.4.3-.4). + +NOTE: Battles last at least one Round. + + +

+ +

+REPOSITION: Then, in each Round after the first, both sides +reposition Lords as follows (in this order). + +

+ +STRIKE: The Forces of Lords in Front Strike the Forces of the +Lord directly opposite them or—if Flanking—those of the closest +Front enemy Lord. + + + +

+TOTAL HITS: Each unit causes ½, 1, or 2 Hits, depending on +Forces and Strike type—see the Forces table. Total all Hits for that +step, including Flanking plus directly opposing Lords, rounding +up. + +NOTE: You do not roll to generate Hits - they generate automatically based on the Forces Striking. + + +

+ + +

+ +

+APPLY HITS TO LORDS: Hits apply to the Forces of the opposed, +Flanked, or Flanking enemy Lord. A Player with a Flanking Lord +selects either the Flanking or directly opposed Lord to take Hits. +Whenever a Lord Routs to create a new Flanking situation, apply +remaining Hits accordingly. + +

+PROTECTION: Strongholds, Siegeworks, various cards, and most +Forces types give saving rolls that can nullify Hits—Walls, Armor, +Evade, and Unarmored Protection. See the Forces and Strongholds +tables. Events and Capabilities (1.9.1) can change these die-roll +ranges by adding to or subtracting from the top number of the range. +See also the No Horseback Archery variant, 6.0. + +

+EXAMPLES: A "+1" to Armor would improve a 1-3 Armor die-roll range to 1-4. A "-1" to Walls would nullify a single Siegeworks marker (4.5.2). + +

+ +

+ + +

+ROLL WALLS: If this is a Storm or Sally (4.5.2-.3) +or as provided by Event (1.9.1, 3.1.3), a Lord benefiting from any Walls or Siege markers first rolls dice +equal to the total number of Hits just received in that +step before assigning any Hits to his units. Each roll within the +Walls range specified (for example, "1-2") or less than or equal to +the total Siege markers cancels one of those Hits. + +

+ASSIGN HITS TO UNITS: After rolling for any Walls, the owner +selects which unit will absorb each Hit, Hit by Hit. Each Hit causes +a Protection die roll and Routs that unit if it fails the roll, or automatically Routs a Serf unit. + +

+ +

+ROLL BY HIT: Units roll Protection as follows. + +

+ +

+ROUT: A unit is Routed as soon as it fails to negate a Hit with a +successful Protection roll. Slide each Routed unit to the "Routed" +section of the Lord's mat. Routed units no longer Strike nor absorb +Hits in that Battle. + +

+ +

+NEW ROUND: If neither side Conceded and at least one Lord on +each side has yet to Rout, begin a new Round with the "Concede +the Field?" step (above); otherwise end per below. + +

+4.4.3 Ending the Battle +

+ +

+A side that Conceded at the start of the +Round or that has no Unrouted Lords when the other side did not +Concede loses the Battle at the end of that Round. Proceed thus: + +

+RETREAT, WITHDRAWAL, OR REMOVAL: All losing Lords +must either— + +

+ +

+The owning player chooses each Lord's fate among the above, +within the following requirements. + +

+ +

+NOTE: Lords may never Retreat via Seaport (4.7.3). + +

+LEGATE: If the Legate is with a Teutonic Lord who Withdraws or +Retreats, remove the pawn and discard William of Modena (1.4.1). + +

+LOSSES: Both sides check for removal of Routed Forces per 4.4.4 below. + +

+SPOILS: Lords on the losing side of a Battle may have to immediately transfer Assets to Lords on the winning side; the winning +player distributes these Assets among mats of Lords at the Locale— + +

+ + + + + +

+SERVICE: The losing side rolls one die for each of its Retreated +Lords and shifts that Lord's Service marker (and, if using the advanced Vassal Service rule, 3.4.2, each of his Vassals' markers) left +one box on a roll of 1 or 2, two boxes on a 3 or 4, or three boxes +on a 5 or 6. Losing Lords who Withdrew into a Stronghold do not +roll to shift their Service. + +

+4.4.4 Losses +

+ +

+After losing Lords Retreat, Withdraw, or are permanently removed in a Sack (4.5.2), both sides determine the fate of +their Routed units: + +

+ +

+4.4.5 Aftermath +

+ +

+After determining Spoils and Losses, mark Lords +and the Locale as follows. + +

+ + + +

+4.5 Siege, Storm, and Sally +

+ +

+Lords at Siege Locales (4.3.5) may take actions to advance the +Siege or to Storm or Sally (Attack). + +

+4.5.1 Siege +

+ +

+Any Besieging Lord may use all actions of his Command card to advance the Siege in the following order. + +

+SURRENDER? If the Siege Locale has no Besieged Lords, the +Besieging side may roll for Surrender. A die roll less than or equal +to the number of Siege markers there results in Conquest of the +Stronghold via Surrender, as follows— + +

+ +

+ + + +

+SIEGEWORKS: If the Stronghold did +not Surrender (including because the +Besieger declined to roll), and if the +Besieging side has at least as many Lords +there as the Stronghold's Siege Capacity (1, 2, or 3), add one +Siege marker, to a maximum of four markers at the Locale. + +

+ +

+MOVED/FOUGHT: Finally, mark all Lords of both sides there as +Moved/Fought. + +

+ +

+4.5.2 Storm +

+ +

+ + +

+Any Lord outside a Besieged Stronghold may use a Command action to launch an Attack. +Proceed per Battle rules (4.4) except as follows; +refer to the Battles and Storm chart. + +NOTE: Some Events and Capabilities apply to Battle but not to Storm, or the reverse. + + +

+ARRAY: Unlike in Battle, each side's Front row holds at most one +Lord, beginning for the Attacker with the Active Lord; other Lords +must start in Reserve. + +

+ +
+Storm Array: Teutons are Storming a Russian Lord who is Besieged +in a Fort (Capacity 1). + +

+CONCEDE? At the start of each Round, the Attacker (only) may +end the Storm then. The Attacker loses. Go to Ending the Storm +below. + +

+REPOSITION: Unlike in Battle, in each Round after the first, +Attacker then Defender may switch positions between their Front +and any Reserve Lord. + +

+STRONGHOLD EFFECTS: + +

+ +

+GARRISONS: Certain added units as shown on the Strongholds +chart help Defend during Storm. + +

+ +

+GARRISON FORCES DURING STORM: + +

+ +

+SIEGEWORKS: The Besieging side places all Siege markers at +the Locale in front of its Attacking Lord(s). Those Lords during the +Storm have Walls with value equal to the number of Siege markers +against both Archery and Melee Strikes. + +

+EXAMPLE: Lords Storming with three Siege markers would benefit from Walls 1-3. + +

+ENDING THE STORM: A Storm ends once the number of Rounds +completed equals the number of Siege markers there, or earlier if a +side loses because all its Lords there Rout or the Attacker Concedes. + +

+ +

+SACK: When Besieged Defenders lose a Storm— + +

+ +

+4.5.3 Sally +

+ +

+A Besieged Lord may use a Command to Attack Besiegers in a Battle (4.4). All Besieged Lords there Attack; they do +not receive any Walls or Garrison (4.5.2). The Defenders receive +Siegeworks as if Storming (4.5.2). Losing Defenders Retreat normally, ending the Siege. Losing Attackers must Withdraw back +into their Stronghold (4.4.3, not Retreat). + +NOTE: Besieged Lords when Active may only Sally or Pass (4.7.5). + + +

+RAID: If Sallying Attackers lose, remove all but one Siege marker +at the Locale (reflecting damage to Siegeworks by the sortie.) The +Siege goes on. + +

+4.6 Supply +

+ +

+An Unbesieged Lord may use a Command action to add Provender +to his mat from his Seats that are Supply Sources plus usable Ships +if using a Seaport or Novgorod as a Supply Source. + +

+4.6.1 Select Supply Sources +

+ +

+Possible Supply Sources include +the Seat(s) of the Active Lord and—with Ships in Rasputitsa or +Summer—a Seaport for Teutons or Novgorod for Russians. The +Active Lord must have an unbroken Route of Locales and Ways, +served by the appropriate Transport, to each Source (see below). +As helpful, mark Locales with Supply Source markers. + +

+NOTE: Archbishopric Novgorod and Ordensburgen Commanderies (1.3.1, 1.9.1) count as Seats, in addition to the Seats shown by Coats-of-Arms symbols. + +

+4.6.2 Select Supply Routes +

+ +

+To use a Supply Source, the Active +Lord must have a Route between his Locale and the Source. A +Supply Route is an unbroken chain of Locales and Ways between +the Active Lord and a Source, served by Transport. + +

+ + + +

+TRANSPORT: To use a Supply Source, the Active Lord must have +or Share at least one usable Transport (1.7.4) for each intervening +Way crossed along the Route to that Source, if any. + +NOTE: A Lord at a Supply Source would not need Transport to have a Route to that Source. + + +

+ +

+SHARING: Lords at the Active Lord's Locale can Share their +Transport (1.5.2) for Supply Routes and may Share Ships to add +Provender via a Seaport for Teutons or via Novgorod for Russians +(4.6.3). + +

+4.6.3 Add Provender +

+ +

+The Active Lord receives one Provender +for each of up to two of his Seats serving as Supply Sources with +Routes to them. In addition, he gains one Provender for each of up +to two usable Ships if he has a route to Novgorod (for the Russians) +or to a Seaport (for the Teutons) as a Supply Source. The Lord may +add less Provender than entitled, if desired. + +

+NOTE: During Winter, only Seats provide Supply, because Ships are not usable (1.7.4) + +

+4.7 Other Commands +

+ +

+4.7.1 Forage +

+ +

+ + +

+An Unbesieged Lord in a Locale that +is not Ravaged (4.7.2) may use a Command action +to add one Provender to his mat provided: + +

+ + + +

+4.7.2 Ravage +

+ +

+ + + +

+An Unbesieged Lord may use +a Command action at a Locale in enemy +territory (1.3.1) that is not Conquered or +Friendly and not yet Ravaged to place a Ravaged ½VP marker there, white if Russian Lord, black if Teutonic +Lord. Adjust VP (2.2.5, 5.1). + +

+ + + +

+4.7.3 Sail +

+ +

+ + +

+An Unbesieged Lord at a Seaport (1.3.1) +during Rasputitsa or Summer—not in Winter—may +use all actions of his Command card to move directly to any other Seaport that is free of Unbesieged +enemy Lords. He or his moving group must have enough Ships, +including by Sharing (1.5.2). Marshals may take along other Lords +(4.3.1); Lieutenants must take Lower Lords (4.1.3); and Teutonic +Lords may take the Legate (1.4.1). + +

+ +

+SIEGE: If Sailing to an Unbesieged enemy Stronghold, place a +Siege marker. + +

+MOVED/FOUGHT: Mark all Sailing Lords Moved/Fought. + +

+ + + +

+4.7.4 Tax +

+ +

+ + +

+An Unbesieged Lord at his Seat may use +all actions of his Command card to add one Coin to +his mat. + +

+4.7.5 Pass +

+ +

+A Lord may opt to Pass (do nothing) +instead of using any or all of his actions. + +

+4.8 Feed/Pay/Disband +

+ +

+At the end of each Command card, those Lords on BOTH sides +marked Moved/Fought (because they were involved in March, +Avoid Battle, Battle, Siege, Storm, or Sail) must Feed their Forces. +Then all Lords on both sides may receive Pay and might Disband. + +

+4.8.1 Feed +

+ +

+ + +

+Each Lord marked Moved/Fought (Teutons then Russians) must remove Provender or Loot +markers—one for a Lord who has up to six unit +pieces on his mat, or two for a Lord with seven or +more. Feeding may remove no Assets in excess of this requirement +(1.7.2). + +NOTE: Loot can only Pay Lords at Friendly Locales (3.2.2) but can Feed them anywhere. + + +

+SHARING: First, all Lords must Feed their own Forces, using +Provender and Loot from their own mats. Then, a Lord must expend +Provender and Loot to Feed the Forces of his side's other Lords in +the same Locale who have expended all of their Provender and Loot +but did not have enough to Feed their own Forces (1.5.2). Players +may not withhold Provender or Loot; they must use all Provender +and Loot as able to meet Feeding needs, even if those needs end +up only partially met. + +

+UNFED: Shift the Service marker for any Lord that received less +Provender or Loot than required above (and if using the advanced +rule, those of his Vassals) one 40-Days box left. A Lord requiring +two Provender or Loot but with access to only one consumes the +one Asset AND suffers the Unfed penalty. + +

+4.8.2 Pay and Disband +

+ +

+Next, any Teutonic then Russian Lords +may receive Pay as per Levy (3.2). Then all Lords on both sides +must check for Disband per their Service limit (3.3). + +

+4.8.3 Remove Markers +

+ +

+Remove Moved/Fought markers from +all Lords and proceed with the next Command card of the other +side, if any. + +

+4.9 End Campaign +

+ +After revealing all Command cards in both sides' Plan stacks, end +this 40 Days. + +

+4.9.1 Game End +

+ +

+If the just-concluded Campaign was part of the +scenario's final 40 Days, the game ends: highest VP wins (5.3). +Otherwise proceed. + +

+4.9.2 Plow and Reap +

+ +

+At the end of the final 40 Days of Summer +(Early Winter is next), all Lords must flip all their Carts to Sleds; at +the end of Late Winter (Rasputitsa is next), instead flip all Sleds to +Carts. Each Lord then must discard Sleds or Carts until reduced to +one half their original number by Lord, rounding up. + +EXAMPLE: A Lord with five Carts and no Sleds at Summer's end would take three Sleds into Winter. + + +

+ +

+4.9.3 Wastage +

+ +

+The Teutons player then the Russian player must +select and discard any one Asset or "This Lord" Capability card +from each of their Mustered Lords who has more than one of any +type of Asset or more than one such card. + +NOTE: Wastage is by Lord only; it does not affect the Veche box or any cards other than This Lord Capabilities. + + +

+EXAMPLE: A Lord with two Boats, one Provender, and one card at +his mat must discard one item because of the two Boats; the owning +player could choose to discard a Boat, the Provender, or the card. + +

+4.9.4 Reset +

+ +

+Prepare for the next 40 Days: + +

+ +

+5.0 VICTORY +

+ +

+A side may win an immediate victory during play. Otherwise, +determine victory at the scenario's end. + +

+5.1 Earning Victory Points +

+ +

+ + + + + +

+Track victory points (VP) on the Calendar (2.2.5). Sides earn VP +as follows: + +

+ + + + + +

+ + + + + +

+ +

+5.2 Campaign Victory +

+ +

+If at any moment during Campaign (4.0) a side has no Mustered +Lords on the map, the game ends immediately—the other side +wins regardless of VP. + +

+5.3 End of Scenario Victory +

+ +

+If neither side has won by the end of the final Campaign of a scenario, the side with the higher VP tally wins; if tied, the sides draw. + +

+6.0 SCENARIOS +

+ +

+Agree on whether to use the Hidden Mats option (1.5.2), the +optional unit counters (1.6), the advanced Vassal Service rule +(3.4.2), and/or the No Horseback Archery variant (below). Set up +the table layout per 2.1, then choose and set up a scenario from +the following pages. + +

+MAP AND CALENDAR: Place markers and cylinders as listed. + +

+LORD MATS: Set out Mustered Lords' mats as if just Levied +(3.4.1), with their starting Forces, Assets, and Vassal markers. + +

+ +

+BEGIN PLAY: Commence the first Levy by shuffling each side's +Arts of War decks and drawing random Capabilities (3.1.1-3.1.2). + +

+ +

+Pleskau - 1240 +

+ +

+Frontier bishop Hermann von Buxhövden spurs a Latin lunge at +the "schismatics" of Novgorod. + +

+Seasons: This is a short scenario (two 40-Day periods only), with +the Teutons on the offensive. Play from the first Levy of Summer +1240 (40-Days box 1) through the end of that Summer. + +

+Markers on Map: None. + +

+Mustered: Begin with these Lords on the map. + +

+Teutons— +

+ +

+Russians— +

+ +

+Veche: One white 1VP Conquered marker. + +

+Calendar: +

+ +

+Remove from Play: Cylinders, mats, and Service markers of all +other Lords. + +

+Victory: Earn 1VP each time an enemy +Lord Disbands or is removed. Record +each on the Calendar with round markers provided. + +

+ +
+"Pleskau" Calendar setup and scenario span. + + +

+Watland - 1241 +

+ +

+Following Hermann's success at Pskov, the Teutons agree on a +plan to conquer another people under Novgorod's sway—the still +mostly pagan Vodians. + +

+Seasons: This is a mid-length scenario (up to five 40-Day periods) +with the Teutons again driving into Rus. Play second Levy of Early +Winter 1240 (40-Days box 4) through end of Rasputitsa 1241. + +

+Markers on Map: +

+ +

+Mustered: + +

+Teutons— +

+ +

+Russians— +

+ +

+Veche: One white 1VP Conquered, Coin x1. + +

+Calendar: +

+ +

+Remove from Play: Gavrilo cylinder, mat, and Service markers. +(He fell in Summer 1240.) + +

+ +
+"Watland" Calendar setup and scenario span. + + +

+Return of the Prince - +1241 to 1242 +

+ +

+With the Teutons settling into Rus and their raids almost reaching +the great city, Novgorodans and the Grand Prince at last see eye-to-eye on a response. + +

+Seasons: This is a longer scenario (eight 40-Day periods)—the +Russian counter-campaign to the Teutonic invasion. Play from +Summer 1241 (40-Days box 9) through end of Rasputitsa 1242. + +

+Markers on Map: +

+ +

+Mustered: +

+Teutons— +

+ +

+Russians— +

+ +

+Veche: Three white 1VP Conquered, Coin x2. + +

+Calendar: +

+ +

+ +
+"Return of the Prince" Calendar setup and span. + +

+Return of the Prince - +Nicolle Variant +

+ +

+In contrast to the Novgorod Chronicle, David Nicolle in Lake +Peipus 1242 (Osprey) dates the Teutonic assault on Pskov to 1241 +rather than 1240, with the Teutons pressing south of Lake Chud +while Aleksandr counterattacks in the north. + +

+Seasons: This is another longer scenario (up to eight 40-Day +periods)—a different interpretation of the timing of the Teutonic +invasions. Begin with Levy of Summer 1241 (40-Days box 9) and +play through the end of Rasputitsa 1242. + +

+Markers on Map: +

+ +

+Mustered: +

+Teutons— +

+ +

+Russians— + +

+ +

+Veche: Three white 1VP Conquered, Coin x2. + +

+Calendar: +

+ +

+ +
+"Nicolle Variant" Calendar setup and span. + +

+Peipus - 1242 +

+ +

+Rather than pressing the Danes westward from his reconquest of +Koporye, Aleksandr bolsters his army to liberate Pskov and wreak +revenge on Dorpat. + +

+Seasons: This is a mid-length scenario (up to four 40-Day periods) +with the Russians on the offensive. Begin with the first Levy of Late +Winter 1242 (40-Days 13) and play through end of Rasputitsa 1242. + +

+Markers on Map: +

+ +

+Mustered: +

+Teutons— +

+ +Russians— all at Novgorod + + +

+Veche: Four white 1VP Conquered, Coin x3. + +

+Calendar: +

+ +

+Remove from Play: Andreas cylinder, mat, and Service markers. +(Andreas departed the Russian campaign in 1241.) + +

+ +
+"Peipus" Calendar setup and scenario span. + +

+Crusade on Novgorod - 1240 to 1242 +

+ +

+With Aleksandr's repulse of the Swedes, the Veche feels safe to +dismiss its Prince and let Novgorod see to its own defense. But +over the lakes, reconciled Teutonic knights and Danes now eye +Rus as a prize. + +

+Seasons: This is the full-length scenario—the German and Danish +invasions and Nevsky's riposte. Begin with Levy of Summer 1240 +(40-Days box 1) and play through end of Rasputitsa 1242 (up to +sixteen 40-Day periods). + +

+Markers on Map: None. +

+Mustered: +

+Teutons— +

+ +

+Russians— +

+ +

+Veche: One white 1VP Conquered marker. + +

+Calendar: +

+ +

+ +
+"Crusade on Novgorod" Calendar setup and span. + +

+KEY TERMS AND INDEX +

+ +
+
40-Days
Calendar box, a turn (1.3.2). +
Active
Acting on Campaign (4.0) +
Adjacent
Linked by a Way (1.3.1). +
Approach
March to enemy (4.3.4). +
Archbishopric
Seat by Event (1.3.1). +
Archery
Strike type (4.4.2). +
Armor
Unit Protection roll (4.4.2). +
Array
Lords in Battle or Storm (4.4.1). +
Arts of War
card, deck (1.9.1, 3.1). +
Asiatic Horse
Forces type (1.6). +
Asset
Coin, Loot, Provender, Transport (1.7). +
Attack
Engage in Battle or Storm as the Active side (4.4, 4.5.2). +
Avoid Battle
Back off from enemy Approach (4.3.4). +
Battle
Fight due to March (4.4). +
Battle mat
Array option (4.4.1). +
Besieged
Under Siege (4.3.5). +
Bishopric
Stronghold type (1.3.1). +
Boat
Transport type (1.7.4). +
Calendar
Board section tracking turns, Service, and victory (1.3.2, 2.2). +
Call to Arms
Part of Levy (3.5). +
Campaign
Phase of each 40 Days (4.0). +
Capability
Card aspect (1.9.1, 3.4.4). +
Capacity
Stronghold aspect (1.3.1). +
Cart
Transport type (1.7.4). +
Castle
Stronghold type (1.3.1). +
City
Stronghold type (1.3.1). +
Coat of Arms
Lord's symbol (1.5.1). +
Coin
Asset type (1.7). +
Command
Rating (1.5.3); card (1.9.2); Activation (4.2); actions (4.3-.7). +
Commandery
Seat by Capability (1.3.1, 1.9.1). +
Concede the Field
Declare end to Battle as loser (4.4.2) +
Conquerable
Locale aspect (1.3.1). +
Conquered
VP marker (1.3.1, 5.1). +
Crossbowmen
Archers with advantage versus Armor (1.9.1, 4.5.2). +
Cylinder
A Lord's piece (1.5.1). +
Defend
Face an Attack (4.4, 4.5.2). +
Disband
Remove Lord from map (3.3). +
Encamp
End Command actions with start of Siege (4.3.5). +
Endanger
Remove Legate (1.4.1). +
Evade
Unit Protection roll (4.4.2). +
Event
Arts of War card aspect (1.9.1). +
Fealty
Lord rating (1.5.3). +
Feed
Eat after Marched/Fought (4.8.1). +
Flank
Fight non-opposite (4.4.2). +
Foot
Forces category (1.6). +
Forage
Command action (4.7.1). +
Forces
Foot and Horse units (1.6). +
Fort
Stronghold type (1.3.1). +
Friendly
Aspect of a Locale (1.3.1). +
Front
Forward Array row (4.4.1). +
Garrison
Storm Defense units (4.5.2). +
Greed
Discard restriction (1.7.2, 3.1.4). +
Higher Authority
Legate, Veche (1.4). +
Hit
Battle effect harming a unit (4.4.2). +
Hold/Held
Event type (1.9.1). +
Horse
Forces category (1.6). +
Initiative
Strike order (4.4.2). +
Knights
Horse Forces type (1.6). +
Laden
Slowed by Assets (4.3.2). +
Legate
Higher Authority, purple pawn piece (1.4.1, 3.5.1). +
Levy
Phase of each 40 Days (3.0); bring into play (3.4-3.5). +
Lieutenant
Lord temporarily leading another Lord (4.1.3). +
Light Horse
Forces type (1.6). +
Locale
Map space (1.3.1). +
Loot
Asset type (1.7). +
Lord
Military Leader (1.5.1). +
Lordship
Lord rating (1.5.3). +
Loss
Unit removal in combat (4.4.4). +
Lower Lord
Led by Lieutenant (4.1.3). +
Map
Section of game board (1.3.1). +
March
Command type (4.3). +
Marshal
Lord leading Lords (1.5.1). +
Mat
Display for Lord, Array (1.5, 4.4.1) +
Men-at-Arms
Foot Forces type (1.6). +
Militia
Foot Forces type (1.6). +
Moved/Fought
marker (4.3, 4.4, 4.8). +
Muster
Segment of Levy (3.4); enter play (3.4-3.5). +
Novgorod
Stronghold type (1.3.1). +
On Map
In play at a Locale (1.3.1) or in the Veche box (1.3.3). +
Pass
Command card (1.9.2, 4.2.3); Command action (4.7.5). +
Pay
Expend Coin or Loot (3.2.1-.2). +
Plan
Stack of Command cards (4.1). +
Protection
Saving roll (4.4.2). +
Provender
Asset type (1.7). +
Pursuit
Battle advantage (4.4.2). +
Raid
Siege reduction by Sally (4.5.3). +
Rasputitsa
A Season (2.2.1). +
Ravage
Command action (4.7.2). +
Ready
Able to Muster (3.4.1-.2). +
Recovery
End to Command actions in aftermath of Battle or Storm (4.4.5). +
Region
Locale type (1.3.1). +
Relief Sally
Besieged Lords joining an Attack from outside Approach (4.4.1). +
Reposition
Move in Array (4.4.2, 4.5.2). +
Reserve
Array back row (4.4.1, 4.5.2). +
Retreat
Forced out by Battle (4.4.3). +
Rout
Battle harm to unit/Lord (4.4.2). +
Sack
Obtain Spoils from Storm (4.5.2). +
Sail
action to move to Seaport (4.7.3). +
Sally
Besieged Attack (4.4.1, 4.5.3). +
Seaport
Locale aspect (1.3.1). +
Season
Pair of 40 Days (2.2.1). +
Seat
Stronghold aspect (1.3.1). +
Serfs
Forces type (1.6). +
Sergeants
Horse Forces type (1.6). +
Service
Lord/Vassal rating (1.5.3-.4); marker (1.5.1); advanced rule (3.4.2). +
Share
Use Asset for other Lord (1.5.2). +
Ship
Transport type (1.7.4). +
Siege
Marker (4.3.5); action (4.5.1). +
Siege Capacity
see Capacity (1.3.1). +
Siegeworks
Besiegers' Walls (4.5.2). +
Sled
Transport type (1.7.4). +
Source
Supply origin (4.6). +
Special Vassal
Vassal type (1.5.4). +
Spoils
Battle/Storm gain (4.4.3, 4.5.2). +
Storm
Command action (4.5.2). +
Strike
Inflict Hits (4.4.2). +
Stronghold
Locale type (1.3.1). +
Summer
A Season (2.2.1). +
Supply
Command action (4.6). +
Supply Route
A chain of Locales and Ways with Transport (4.6.1). +
Supply Source
A Locale providing Provender via Supply (4.6.1). +
Surrender
Taken via Siege (4.5.1). +
Tax
Command action (4.7.4). +
Terms
No Spoils in Surrender (4.5.1). +
This Lord
Capability type (3.4.4). +
Town
Locale type (1.3.1). +
Trackway
Overland Way (1.3.1). +
Trade Route
Locale type (1.3.1). +
Transport
Asset type (1.7.4). +
Unit
Forces piece (1.6). +
Unarmored
Unit Protection roll (4.4.2). +
Unready
Unable to Muster (3.4.1-.2). +
Usable
Transport when effective by Season and Way (1.7.4). +
Vassal
Forces a Lord can Levy (1.5.4). +
Veche
Higher Authority (1.4.2, 3.5.2). +
Walls
Overall saving roll (4.5.2). +
Wastage
Asset and VP marker limit (1.4.2, 1.7.3), Asset and Capability erosion (4.9.3). +
Waterway
River or lakeshore (1.3.1). +
Way
Link between Locales (1.3.1). +
Winter
(Early, Late) a Season (2.2.1). +
Withdraw
Enter Stronghold (4.3.4). -- cgit v1.2.3