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<h1>
RULES OF PLAY
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<p style="text-align:center">
<mark>Second Edition 2023-06-07</mark>

<blockquote>
<mark>
NEVSKY Second Edition Changes
<br>1.5-1.6 Forces for Hermann and Knud &amp; Abel are weaker. Knud &amp; Abel start with Coin.
<br>3.1.2-3.1.3 Arts of War "No" cards depart the game when drawn.
<br>3.3.2 Disband on Campaign counts Servicefrom next Levy.
<br>3.4.1 Levy Lords drops the exception for Andrey.
<br>3.4.2 Advanced Vassal Service is streamlined.
<br>3.5.2 Novgorod Veche can shift a Lord by two boxes.
<br>4.4.1-4.4.2 Battle clarifies Array, Relief Sally, and Flanking.
<br>4.5.2 Garrisons for Bishoprics and Castles are weaker.
<br>4.5.2 Storm limits each Lord to six Melee Hits.
<br>4.6 Supply requires one Transport per Provender per Way.
<br>4.7.2 Ravage costs two actions if an Unbesieged enemy Lord is adjacent.
<br>4.9.1 Growth removes some Ravaged after Rasputitsa.
<br>6.0 Scenarios are adjusted for better balance.
</mark>
</blockquote>

<h2>
TABLE OF CONTENTS
</h2>

<nav>

<ul>
<li><a href="#1.0">1.0 Introduction</a>
<ul>
<li><a href="#1.1">1.1 General Course of Play</a>
<li><a href="#1.2">1.2 Components</a>
<li><a href="#1.3">1.3 Game Board and Map</a>
<li><a href="#1.4">1.4 Higher Authorities</a>
<li><a href="#1.5">1.5 Lords and Vassals</a>
<li><a href="#1.6">1.6 Forces</a>
<li><a href="#1.7">1.7 Assets</a>
<li><a href="#1.8">1.8 Other Markers</a>
<li><a href="#1.9">1.9 Cards</a>
</ul>

<li><a href="#2.0">2.0 Setup and Calendar</a>
<ul>
<li><a href="#2.1">2.1 Setup</a>
<li><a href="#2.2">2.2 Calendar</a>
</ul>

<li><a href="#3.0">3.0 Levy</a>
<ul>
<li><a href="#3.1">3.1 Arts of War</a>
<li><a href="#3.2">3.2 Pay</a>
<li><a href="#3.3">3.3 Disband</a>
<li><a href="#3.4">3.4 Muster</a>
<li><a href="#3.5">3.5 Call to Arms</a>
</ul>

<li><a href="#4.0">4.0 Campaign</a>
<ul>
<li><a href="#4.1">4.1 Plan</a>
<li><a href="#4.2">4.2 Command</a>
<li><a href="#4.3">4.3 March</a>
<li><a href="#4.4">4.4 Battle</a>
<li><a href="#4.5">4.5 Siege, Storm, and Sally</a>
<li><a href="#4.6">4.6 Supply</a>
<li><a href="#4.7">4.7 Other Commands</a>
<li><a href="#4.8">4.8 Feed/Pay/Disband</a>
<li><a href="#4.9">4.9 End Campaign</a>
</ul>

<li><a href="#5.0">5.0 Victory</a>
<ul>
<li><a href="#5.1">5.1 Earning Victory Points</a>
<li><a href="#5.2">5.2 Campaign Victory</a>
<li><a href="#5.3">5.3 End of Scenario Victory</a>
</ul>

<li><a href="#6.0">6.0 Scenarios</a>

<li><a href="#index">Key Terms and Index</a>

</ul>

</nav>

<h2>
<a href="#1.0" id="1.0">1.0 INTRODUCTION</a>
</h2>

<p>
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 &amp; 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&mdash;but only for limited periods. Players must keep 
an eye on the calendar and reward lords to keep them in the field.

<p>
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.

<p>
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.

<h3>
<a href="#1.1" id="1.1">1.1 General Course of Play</a>
</h3>

<p>
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&mdash;including the Teutonic Order&mdash;expanding 
a Baltic dominion. 

<p>
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. 

<h3>
<a href="#1.2" id="1.2">1.2 Components </a>
</h3>

A complete set of Nevsky includes the following:

<ul>
<li> A mounted game board (<a href="#1.3">1.3</a>)
<li> One Legate pawn (purple, <a href="#1.4">1.4</a>)
<li> Fourteen Lord cylinders (7 white, 7 black; <a href="#1.5.1">1.5.1</a>)
<li> A Lords sticker sheet (<a href="#1.5.1">1.5.1</a>, apply to cylinders)
<li> Twelve Lord mats (<a href="#1.5.2">1.5.2</a>)
<li> One Battle/Storm mat (<a href="#4.4.1">4.4.1</a>)
<li> 56 Horse wedges (28 silver [Knights], 9 steel [Sergeants], 9 brown [Light Horse], 10 buff [Asiatic Horse]; <a href="#1.6">1.6</a>)
<li> 66 Foot bars (<mark>34</mark> steel [Men-at-Arms], <mark>26</mark> brown [Militia], 6 tan [Serfs]; <a href="#1.6">1.6</a>)
<li> Three sheets of markers and counters (<a href="#1.6">1.6</a>, <a href="#1.7">1.7</a>, <a href="#1.8">1.8</a>)
<li> Four decks of 21 each Russian and Teutonic Arts of War and Command cards (<a href="#1.9">1.9</a>)
<li> Two player aid foldouts (summarizing Sequence of Play, Commands, Forces, and Battles)
<li> Three reference sheets (listing Russian Lords, Teutonic Lords, and Arts of War cards)
<li> Two screens 
<li> Six 6-sided dice (three white, three black)
<li> A background booklet (not needed for play)
<li> This rules booklet.
</ul>

<h3>
<a href="#1.3" id="1.3">1.3 Game Board and Map</a>
</h3>

<!--
<p>
Season
<br>
Calendar
<br>
40-days box
-->

<p>
<img class="big" src="../map75.jpg">

<!--
<p>
Teutonic territory ("Estonia" and "Livonia")
<br>
Waterway
<br>
Trackway
<br>
Locale
<br>
Russian territory ("Rus")
<br>
Novgorod Veche box
-->
    
<h4>
<a href="#1.3.1" id="1.3.1">1.3.1 Map</a>
</h4>

<p>
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.

<p>
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).
<i class="note">
NOTE: In the game, Danish Estonia and Crusader Livonia are both Teutonic territory.
</i>

<p>
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.

<ul>

<li>
Conquerable: Framed Locale names&mdash;all except Regions 
and Towns&mdash;indicate places important enough to receive 
"Conquered" victory point (VP, <a href="#5.1">5.1</a>) markers when the enemy 
takes them. The borders on the frame show the VP value: one 
marker if a single border; two markers if City or Bishopric; three 
if Novgorod (see Strongholds on the foldout). If the original 
owner retakes a Locale, remove any Conquered markers.

<li>
Strongholds: Novgorod, Cities, Bishoprics, Castles, and Forts 
can host Lords Withdrawn inside them and can be Besieged and 
Stormed (<a href="#4.3.4">4.3.4</a>-.5, <a href="#4.5">4.5</a>). They show a Siege Capacity (1, 2, or 3)
that affects how many Lords they can host and other aspects 
of Siege and Storm (<a href="#4.5">4.5</a>).

</ul>

<p>
FRIENDLY: Muster (<a href="#3.4">3.4</a>), Pay with Loot (<a href="#3.2">3.2</a>), 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:

<ul>

<li> It is either in that side's territory (Estonia or Livonia for Teutons, 
Rus for Russians) or is a Conquered Stronghold in enemy 
territory, AND

<li> It is free of the other side's Lords, Unconquered Strongholds, 
and Conquered markers.

</ul>

<p>
A Locale may be Friendly to neither side.

<p class="note">
NOTE: This means that Siege Locales (<a href="#4.3.5">4.3.5</a>) are never Friendly, 
nor are any Regions, Towns, or Trade Routes in enemy territory&mdash;
even if occupied.

<p class="example">
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.

<p>
SEATS: Some Locales host certain Lords' Seats, as shown by the 
Lord's Coat of Arms there (<a href="#1.5.1">1.5.1</a>). Also:

<ul>

<li>
Pskov: The Russian City of Pskov is a Seat for Yaroslav 
(a Lord on the Teutonic side) while Conquered by the 
Teutons.

<li>
Archbishopric: Novgorod bears a cross symbol to show 
that it serves as an extra Seat for all Russian Lords when the 
Archbishopric Capability card is in play (<a href="#1.9.1">1.9.1</a>, <a href="#3.4.4">3.4.4</a>); this 
would mean Novgorod would count as two Seats for Aleksandr, 
Andrey, and Domash.

<li>
Commanderies: Strongholds with an Order symbol serve 
as extra Seats for certain Teutonic Lords if the 
ordensburgen Capability is in play.

</ul>

<p>
SEAPORTS: Locales with an anchor affect Supply (<a href="#4.6">4.6</a>) and Sail 
(<a href="#4.7.3">4.7.3</a>).

<p>
WAYS: Two types of Ways&mdash;Waterways and Trackways&mdash;link 
Locales to one another for March (<a href="#4.3">4.3</a>), Avoid Battle (<a href="#4.3.4">4.3.4</a>), Retreat 
(<a href="#4.4.3">4.4.3</a>), Supply (<a href="#4.6">4.6</a>), the <var>Raiders</var> Capability (<a href="#1.9.1">1.9.1</a>), and certain 
Events. Locales connected by either type of Way are adjacent. The 
type of Way affects which Transport types (<a href="#1.7.4">1.7.4</a>) can use it in a 
given Season (<a href="#2.2.1">2.2.1</a>).

<ul>

<li>
Waterway connections trace along rivers and along any shore of 
a lake.
<i class="note">
NOTE: The Baltic Sea is not a Waterway in the game, but Lords can cross it using a Sail action between Seaports (<a href="#4.7.3">4.7.3</a>).
</i>

<li>
Trackways are overland routes along trade arteries&mdash;portages, 
roads, and tracks.

</ul>

<p class="example">
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.

<p>
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 (<a href="#1.3.3">1.3.3</a>). 
<i class="example">
EXAMPLE: A Lord cylinder on the Calendar is NOT "on map".
</i>

<h4>
<a href="#1.3.2" id="1.3.2">1.3.2 Calendar</a>
</h4>

<p>
A Calendar on the board tracks time and victory 
scores (<a href="#2.2">2.2</a>). 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 (<a href="#4.1">4.1</a>), 
usable Transport (<a href="#1.7.4">1.7.4</a>), the <var>Crusade</var> card (<a href="#3.4.2">3.4.2</a>), and exchanging 
Carts and Sleds (<a href="#4.9.3">4.9.3</a>). 

<aside class="note">
DESIGN NOTE: The Russian word rasputitsa means a muddy season hindering travel. Rasputitsa in the game portrays the great spring thaw (though autumn rains also brought mud). The game breaks the freeze into two Seasons, Early and Late Winter.
</aside>

<h4>
<a href="#1.3.3" id="1.3.3">1.3.3 Novgorod Veche Box</a>
</h4>

<p>
A box at one corner holds Coin and 
victory point markers of Novgorod's Veche (city council, <a href="#1.4.2">1.4.2</a>, <a href="#3.5.2">3.5.2</a>), representing the city-state's wealth and independence.

<h3>
<a href="#1.4" id="1.4">1.4 Higher Authorities</a>
</h3>

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

<h4>
<a href="#1.4.1" id="1.4.1">1.4.1 Papal Legate</a>
</h4>

<p>
The Teutons have a purple Legate pawn and 
<var>William of Modena</var> Capability card representing an emissary from 
the Pope to the rulers of the region. 

<ul>

<li>
The Legate is only in play while the <var>William of Modena</var> 
Capability (<a href="#1.9.1">1.9.1</a>, <a href="#3.4.4">3.4.4</a>) is in effect.

<li>
Teutons put the Legate pawn on the <var>William of Modena</var> card 
whenever they receive that Capability (<a href="#3.4.4">3.4.4</a>). During Call to 
Arms, they may place the pawn at any Bishopric (<a href="#3.5.1">3.5.1</a>).

<li>
The Legate may March (<a href="#4.3">4.3</a>) or Sail (<a href="#4.7.3">4.7.3</a>) with any Teutonic 
Lord.

</ul>

<p>
ENDANGERED: If the Legate is ever with a Teutonic Lord who 
Avoids Battle, Withdraws, or Retreats (<a href="#4.3.4">4.3.4</a>, <a href="#4.4.3">4.4.3</a>) or is in a Locale 
with any Russian Lord(s) and no Teutonic Lord, remove the pawn 
and discard the <var>William of Modena</var> card.

<p>
EFFECTS: The Legate once on map can move himself, provide the 
Teutons a Call to Arms Levy (<a href="#3.5.1">3.5.1</a>), or add to a Command Rating 
(<a href="#4.2">4.2</a>) on Campaign&mdash;often returning the pawn temporarily to the 
<var>William of Modena</var> Capability card.

<h4>
<a href="#1.4.2" id="1.4.2">1.4.2 Novgorod Veche</a>
</h4>

<p>
The Russians have a box on the map (<a href="#1.3.3">1.3.3</a>) 
representing Novgorod's Veche, the civil authority governing 
Novgorod.

<p>
EFFECTS: The Veche during Call to Arms (<a href="#3.5.2">3.5.2</a>) can help Muster 
Lords, give a Lord extra Levy actions, or obtain victory points by 
declining Aleksandr or Andrey.

<aside class="note">
DESIGN NOTE: Novgorod's nobles gathered as needed into a body (veche in Russian) to appoint officials including a prince (knyaz). Veche partisans guarded their interests and their independence from such a lord through their right to decline his service. 
</aside>

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

<p>
CONQUERED: If the Teutons Conquer Novgorod (<a href="#4.5">4.5</a>), remove all Coin from the Veche box; if it was Sacked, add that Coin to Spoils (<a href="#4.5.2">4.5.2</a>).

<p class="note">
NOTE: The Novgorod Veche may continue its Call to Arms even while the Novgorod Locale is Conquered (<a href="#3.5">3.5</a>).

<h3>
<a href="#1.5" id="1.5">1.5 Lords and Vassals</a>
</h3>

<p>
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.

<h4>
<a href="#1.5.1" id="1.5.1">1.5.1 Lords</a>
</h4>

<p>
Lords (six on each side) are the figures who carry 
out military preparations and operations&mdash;Levy and Campaign.

<p>
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&mdash;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 (<a href="#1.5.3">1.5.3</a>, <a href="#4.2">4.2</a>).

<div class="imglist">

<div>
<img src="../images/lord_russian_1.svg">
<br>
Russian Lord
</div>

<div>
<img src="../images/lord_teutonic_3.svg">
<br>
Teutonic Lord
</div>

</div>

<aside class="note">
SETUP NOTE: Apply stickers from the small sheet provided onto the 14 cylinders, one sticker each, white sticker on white, black on black. 
</aside>

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

<p>
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 (<a href="#4.3.1">4.3.1</a>). 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.

<div class="imglist">

<div>
<img src="../images/lord_russian_1.svg">
<br>
Aleksandr (Marshal)
</div>

<div>
<img src="../images/lord_teutonic_1.svg">
<br>
Andreas
(Marshal)
</div>

<div>
<img src="../images/lord_teutonic_2.svg">
<br>
Hermann
(Marshal,
Andreas is not 
on map)
</div>

<div>
<img src="../images/lord_teutonic_3.svg">
<br>
Hermann
(not Marshal, 
Andreas is on 
the map)
</div>

</div>

<ul>

<li>
When Marching (<a href="#4.3.1">4.3.1</a>), a Marshal may at the player's discretion 
bring along any or all of his side's Unbesieged Lords at his Locale 
with him.

<li>
A Marshal may not be designated as a Lieutenant or as a Lower 
Lord to a Lieutenant (<a href="#4.1.3">4.1.3</a>). 

</ul>

<p>
SERVICE MARKERS: Each Lord has a Service marker that shows 
his Coat of Arms, Service Rating (<a href="#1.5.3">1.5.3</a>), 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 (<a href="#1.6">1.6</a>), and a Service 
Rating (<a href="#1.5.4">1.5.4</a>). A Mustered Lord's Service marker is placed on the 
Calendar and shifts among 40-Days boxes (<a href="#2.2.3">2.2.3</a>) to show how 
much longer that Lord's Service will last. Vassal markers stay on 
their Lord's Mat or&mdash;if playing with the Vassal Service advanced 
rule&mdash;similarly are placed and shift on the Calendar (<a href="#3.4.2">3.4.2</a>).

<p>
Lords
<br>
<img class="square" src="images/lord_teutonic_hermann.a.png">
<img class="square" src="images/lord_teutonic_hermann.b.png">
<br>
<img class="square" src="images/lord_russian_gavrilo.a.png">
<img class="square" src="images/lord_russian_gavrilo.b.png">

<p>
Vassals
<br>
<img class="square" src="images/vassal_teutonic_hermann_ugaunian_auxiliaries.a.png">
<img class="square" src="images/vassal_teutonic_hermann_ugaunian_auxiliaries.b.png">
<br>
<img class="square" src="images/vassal_russian_gavrilo_pskov.a.png">
<img class="square" src="images/vassal_russian_gavrilo_pskov.b.png">


<p>
SPECIAL VASSALS: Some Vassals require play of certain Capability cards to Muster and to remain in play (<a href="#3.4.2">3.4.2</a>, <a href="#3.4.4">3.4.4</a>); their 
Service markers' backgrounds distinguish them from other Vassals.

<p>
<img class="square" src="images/vassal_russian_andrey_kipchaqs.a.png">
<img class="square" src="images/vassal_russian_andrey_kipchaqs.b.png">
<br>
<img class="square" src="images/vassal_teutonic_rudolf_summer_crusaders.a.png">
<img class="square" src="images/vassal_teutonic_rudolf_summer_crusaders.b.png">

<p>
COMMAND CARDS: Each Lord has a set of three Command 
cards (<a href="#1.9.2">1.9.2</a>) that enable him to take actions on Campaign (<a href="#4.2">4.2</a>).

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

<h4>
<a href="#1.5.2" id="1.5.2">1.5.2 Lord Mats</a>
</h4>

<p>
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 (<a href="#2.1.1">2.1.1</a>) 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 (<a href="#4.4.1">4.4.1</a>).

<p>
<img class="big" src="images/lord_mat.png">

<!--
<p>
Ratings
<br>
Seats
<br>
Starting Forces
<br>
Mustered Vassals and Forces here
<br>
Forces/Vassals Routed in Battle
<br>
Starting Assets
<br>
Added Assets here 
<br>
Special or Available Vassals
-->

<aside class="option">

<h4>
Hidden Mats Option
</h4>

<p>
For fog of war, players may agree to 
hide their Mustered Lords' mats (and "This Lord" Capability 
cards, <a href="#1.9.1">1.9.1</a>, <a href="#3.4.4">3.4.4</a>) behind screens (<a href="#2.1.1">2.1.1</a>) except when in Battle 
or Storm (<a href="#4.4">4.4</a>, <a href="#4.5.2">4.5.2</a>).

<ul>

<li>
Players declare hidden Assets, Capabilities, and Forces only as 
needed to verify actions on the board, such as enough Transport 
for a March (<a href="#4.3">4.3</a>).

<li>
Capabilities affecting an entire side remain revealed per the 
usual rules (<a href="#3.4.4">3.4.4</a>).

</aside>

<p>
ITEMS ON MATS: When setting up a Lord at start (<a href="#2.1.2">2.1.2</a>, <a href="#6.0">6.0</a>) 
or as Mustered during Levy (<a href="#3.4.1">3.4.1</a>, <a href="#3.5">3.5</a>), 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, <a href="#1.7.3">1.7.3</a>). 

<p>
MAT SECTIONS: The Lord's starting Forces upon Muster (<a href="#3.4.1">3.4.1</a>) 
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.

<p class="note">
NOTE: Forces of Vassals do NOT start 
Mustered (<a href="#1.5.4">1.5.4</a>). Forces Routed in Battle or Storm (<a href="#4.4.2">4.4.2</a>, <a href="#4.5.2">4.5.2</a>) 
slide below a line into a Routed section. Starting Assets (<a href="#3.4.1">3.4.1</a>) 
and Special or available Vassals are shown in an Assets &amp; Vassals 
section that holds the Lord's Assets and Vassal Service markers the 
become or remain available.

<p>
RATINGS: A Lord's ratings (<a href="#1.5.3">1.5.3</a>) are found listed in a column 
along the upper right of his mat.

<p>
CARDS AT MATS: Tuck Arts of War cards that affect specific Lords 
(<a href="#1.9.1">1.9.1</a>, <a href="#3.1.3">3.1.3</a>, <a href="#3.4.4">3.4.4</a>) partly under that Lord's Mat&mdash;Events at the 
top edge and a maximum of two Capabilities at the bottom edge.

<p>
<img class="big" src="images/cards_at_mat.png">

<!--
<p>
Event card
<br>
Lord mat
<br>
Capability cards
-->

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

<aside class="important">
<b>Important&mdash;</b>Lords on the same side may Share but not transfer or trade anything among one another - not Vassals, units, Assets, or cards. Nothing moves from one Lord mat to another on the same side.
</aside>

<h4>
<a href="#1.5.3" id="1.5.3">1.5.3 Ratings</a>
</h4>

<p>Lord mats list several ratings:

<ul>

<li>
Fealty: A die-roll range for that Lord's propensity to Muster 
when another Lord Levies him (<a href="#3.4.1">3.4.1</a>), shown as a die with 
the upper number of that range (such as four pips for 1-4). 
Aleksandr has no Fealty rating because no Lord may Levy him, 
only the Veche without a roll (<a href="#3.5.2">3.5.2</a>).

<li>
Service: The number of 40-Days boxes ahead of the 
current box that the Lord's Service marker or cylinder 
is placed upon Muster (<a href="#3.4.1">3.4.1</a>) or Disband (<a href="#3.3">3.3</a>), a numeral 
in a box symbol.

<li>
Lordship: The number of Levy actions that the Lord 
takes (<a href="#3.4">3.4</a>), a numeral in a shield symbol.

<li>
Command: The number of actions that the Lord can 
undertake each time his Command card is revealed during 
a Campaign (<a href="#4.2.1">4.2.1</a>), a numeral in a card symbol. This 
numeral is also on the Lord's cylinder piece and Command cards.

</ul>

<aside class="note">
DESIGN NOTE: Fealty shows a Lord's enthusiasm to fight, Service his obligation to this conflict, Lordship his wherewithal to mobilize for war, and Command his alacrity leading in the field.
</aside>

<h4>
<a href="#1.5.4" id="1.5.4">1.5.4 Vassals</a>
</h4>

<p>
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, <a href="#3.4.2">3.4.2</a>). 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 &amp; Vassals section, to simplify preparation of a mat when 
Mustering a Lord (<a href="#1.5.2">1.5.2</a>, <a href="#3.4.1">3.4.1</a>). Special Vassals become available 
only upon play of relevant Capabilities (<a href="#1.5.1">1.5.1</a>, <a href="#3.4.2">3.4.2</a>).

<aside class="important">
<b>Important&mdash;</b>At start of play and when a Lord is Levied to enter play, his Vassals' units are not placed in the Forces section of his mat - they are added only as the Lord Musters those Vassals (<a href="#3.4.2">3.4.2</a>).
</aside>

<p class="note">
NOTE: Reference sheets display the characteristics of the game's 
Russian and Teutonic Lords.

<h3>
<a href="#1.6" id="1.6">1.6 Forces</a>
</h3>

<p>
<img src="../images/unit_serfs.svg">
<img src="../images/unit_militia.svg">
<img src="../images/unit_men_at_arms.svg">
<br>
<img src="../images/unit_sergeants.svg">
<img src="../images/unit_asiatic_horse.svg">
<img src="../images/unit_knights.svg">
<img src="../images/unit_light_horse.svg">

<p>
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 (<a href="#4.4.2">4.4.2</a>). Keep spare Forces pieces in a pool such as 
a bowl (<a href="#2.1.1">2.1.1</a>).

<ul>
<li>
If a Lord ever remains Mustered without Forces on his mat, he 
immediately Disbands as per <a href="#3.3">3.3<mark>.2</mark></a>.
</ul>

<aside class="note">
DESIGN NOTE: A Horse unit represents roughly 50-100 mounted men, Foot about 100-200 infantry.
</aside>

<aside class="option">

<h4>
Optional Counters
</h4>

<p>
If preferred, substitute the Forces counters 
provided for wooden unit pieces.

<p>
Melee Strike [special: Storm]
<br>
<img class="square" src="images/unit_knights.a.png">
<img class="square" src="images/unit_knights.b.png">
<br>
Protection: Armored


<p>
Archery Strike
<br>
<img class="square" src="images/unit_asiatic_horse.a.png">
<img class="square" src="images/unit_asiatic_horse.b.png">
<br>
Protection: Evade
[special: Unarmored]

</aside>

<h3>
<a href="#1.7" id="1.7">1.7 Assets</a>
</h3>

<p>
<img class="square" src="../images/asset_coin_x2.png">
<img class="square" src="../images/asset_prov_x2.png">

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

<p class="note">
NOTE: Asset markers provided are not a limit on play (but see 
<a href="#1.7.3" id="1.7.3">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 </a>
placing other unused markers below Asset markers to represent 
one Asset of that type per stacked marker.

<h4>
<a href="#1.7.1" id="1.7.1">1.7.1 Accounting</a>
</h4>

<p>
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 (<a href="#1.3.3">1.3.3</a>) functions similarly.

<h4><a href="#1.7.2">1.7.2</a> Greed
</h4>

<p>
Lords may discard (rather than use) Assets only as 
needed to help them move&mdash;to March Laden, March Unladen, 
Avoid Battle, Retreat, or Sail (<a href="#4.3.2">4.3.2</a>, <a href="#4.3.4">4.3.4</a>, <a href="#4.4.3">4.4.3</a>, <a href="#4.7.3">4.7.3</a>).

<h4>
<a href="#1.7.3" id="1.7.3">1.7.3 Wastage</a>
</h4>

<p>
<img class="square" src="../images/asset_sled_x1.png">
<img class="square" src="../images/asset_cart_x4.png">
<img class="square" src="../images/asset_boat_x2.png">
<img class="square" src="../images/asset_ship_x1.png">

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

<h4>
<a href="#1.7.4" id="1.7.4">1.7.4 Usable Transport</a>
</h4>

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

<ul>

<li>
Boats and Ships are usable in Rasputitsa and Summer. Boats 
are usable on Waterways. Ships are usable at Seaports and, by 
Russians, at Novgorod for Supply (<a href="#4.6.3">4.6.3</a>).

<p>
REMINDER: The term 
Waterway includes rivers and lakeshores but not the Baltic Sea.

<li>
Only Sleds are usable in Winter, and Sleds are usable only in 
Winter. They can be used on all Ways.

<li>
Carts are usable only in Summer and only on Trackways.
Sleds and Carts automatically convert into the other type at the end 
of Summer and Late Winter, with losses (<a href="#4.9.3">4.9.3</a>). Unusable Transport 
otherwise remains with its Lord for future use.

</ul>

<p class="note">
NOTE: Transport helps Lords acquire and move Provender (<a href="#4.6">4.6</a>, <a href="#4.3">4.3</a>) and Sail (<a href="#4.7.3">4.7.3</a>); Lords themselves otherwise can move without Transport. 

<aside class="note">
DESIGN NOTE: Once rivers, lakeshores, roads, and tracks froze, sleds became very versatile. 
</aside>

<h3>
<a href="#1.8" id="1.8">1.8 Other Markers</a>
</h3>

<p>
Variously shaped game counters include:

<ul>

<li>
Round markers to track time (<a href="#2.2.2">2.2.2</a>) and victory (<a href="#2.2.5">2.2.5</a>, <a href="#5.1">5.1</a>, <a href="#6.0">6.0</a> 
Pleskau scenario) on the Calendar and mark Battle and Storm 
Locales (<a href="#4.4.1">4.4.1</a>-.2).

<li>
5/8th-inch square Conquered 1VP for Conquerable Locales 
(<a href="#1.3.1">1.3.1</a>) taken from the enemy (<a href="#4.3">4.3</a>-<a href="#4.5">4.5</a>) and for Veche Box (<a href="#3.4.2">3.4.2</a>) 
victory points (<a href="#5.1">5.1</a>).

<li>
Siege markers to put at Besieged Strongholds and to show 
Siegeworks in Storm or Sally (<a href="#1.3.1">1.3.1</a>, <a href="#4.5">4.5</a>).

<li>
Moved/Fought markers to put on Lord cylinders during 
Commands (<a href="#4.3">4.3</a>, <a href="#4.4.5">4.4.5</a>), with Supply Source reminder markers 
on the back (<a href="#4.6.1">4.6.1</a>).

<li>
Six numbered markers to help log actions, combat rounds, altered 
ratings, and such.

<li>
Square Walls and rectangular Castle and Sea Trade Blocked 
markers used with <var>Stone Kremlin</var>, <var>Stonemasons</var>, and <var>Baltic</var> 
and <var>Black Sea Trade</var> Capabilities, respectively (<a href="#1.9.1">1.9.1</a>).

</ul>

<p>
Several &half;-inch square counters include:

<ul>
<li>
Ravaged/&half;VP markers (<a href="#4.7.2">4.7.2</a>).
<li>
Optional Forces counters (<a href="#1.6">1.6</a>).
</ul>

<h3>
<a href="#1.9" id="1.9">1.9 Cards</a>
</h3>

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

<h4>
<a href="#1.9.1" id="1.9.1">1.9.1 Arts of War</a>
</h4>

<p>
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.

<p>
<img class="square" src="../cards.1x/aow_teutonic_09.jpg">
<img class="square" src="../cards.1x/aow_russian_15.jpg">
<br>
Event: <var>Hill</var> (fleeting, <a href="#3.1.3">3.1.3</a>)
<br>
Capability: <var>Archbishopric</var> (lasting, <a href="#3.4.4">3.4.4</a>)  

<p>
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 (<a href="#3.1">3.1</a>).
<i class="note">
NOTE: For the use of Events, see <a href="#3.1.3">3.1.3</a>.
</i>

<p>
CAPABILITIES: Lower sections on the cards show Capabilities 
that players can get for longer-lasting benefits. These are either 
drawn randomly during initial Levy (<a href="#3.1">3.1</a>) or are selected by the 
player (<a href="#3.4.4">3.4.4</a>). 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 <a href="#3.3">3.3</a>, Capability 
Discard <a href="#4.0">4.0</a>, Reset <a href="#4.9.5">4.9.5</a>).

<p>
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 (<a href="#3.1.3">3.1.3</a>, <a href="#3.4.4">3.4.4</a>).
</aside>

<p>
NO EVENT/NO CAPABILITY: Three cards in each Arts of War 
deck yield no effect if drawn (<a href="#3.1">3.1</a>).

<p>
CARD <mark>USE</mark>: Whenever text on a card contradicts 
these rules, card text takes precedence.
<mark>The player of an Event or owner of a Capability decides how to implement card text within what is specified.</mark>

<p>
<img class="square" src="../images/marker_castle_teutonic.png" align="right">
<img class="square" src="../images/marker_walls.a.png" align="right">

<p>
CAPABILITY MARKERS: 
Teutonic <var>Stonemasons</var> and 
Russian <var>Stone Kremlin</var> 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 (<mark>removing Walls +1 and</mark>
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 <var>Baltic</var> and <var>Black Sea Trade</var> Capability cards when the 
Teutons block the effect as noted on the card.

<h4>
<a href="#1.9.2" id="1.9.2">1.9.2 Command Cards</a>
</h4>

<p>
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 (<a href="#4.1">4.1</a>).

<p>
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.

<h2>
<a href="#2.0" id="2.0">2.0 SETUP AND CALENDAR</a>
</h2>

<p>
This section explains the game's general sequence and use of the 
Calendar track.

<p>
<img class="big" src="images/layout_no_mats.png">
<br>
Sample layout with square or round table and no Hidden 
Mats Option (<a href="#1.5.2">1.5.2</a>).

<p>
<img class="big" src="images/layout_no_mats.png">
<br>
Sample layout with wide but shallow table and
using Hidden Mats Option (<a href="#1.5.2">1.5.2</a>).


<h3>
<a href="#2.1" id="2.1">2.1 Setup</a>
</h3>

<h4>
<a href="#2.1.1" id="2.1.1">2.1.1 Lay out</a>
</h4>

<p>
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.

<p>
MATS AND SERVICE MARKERS: Keep unused Lord mats, 
Service markers, and the Battle mat to one side (<a href="#1.5.1">1.5.1</a>-<a href="#1.5.2">1.5.2</a>, <a href="#4.4.1">4.4.1</a>).

<p>
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, <a href="#1.7">1.7</a>) and for remaining markers (<a href="#1.8">1.8</a>) to speed play.

<p>
DECKS: Separate the playing cards into four decks&mdash;Russian and 
Teutonic Arts of War and Russian and Teutonic Command (<a href="#1.9">1.9</a>).

<p>
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 
(<a href="#1.5.2">1.5.2</a>), each player gets one screen.

<h4>
<a href="#2.1.2" id="2.1.2">2.1.2 Scenarios</a>
</h4>

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

<h3>
<a href="#2.2" id="2.2">2.2 Calendar </a>
</h3>

<p>
The Calendar (<a href="#1.3.2">1.3.2</a>) tracks time and victory. 

<h4>
<a href="#2.2.1" id="2.2.1">2.2.1 Seasons</a>
</h4>

<p>
Each Scenario covers one or more Seasons&mdash;
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.

<ul>
<li>
Conduct each Levy and Campaign as detailed respectively in 
rules sections 3 and 4 below and summarized on the Sequence 
of Play foldout page. 
</ul>

<h4>
<a href="#2.2.2" id="2.2.2">2.2.2 Marking Time</a>
</h4>

<p>
<img class="round" src="../images/marker_levy.png" align="right">

<p>
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.

<h4>
<a href="#2.2.3" id="2.2.3">2.2.3 Marking Service</a>
</h4>

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

<ul>

<li>
If a Service marker or Lord's cylinder would be placed or shifted 
below (left of) box 1 or beyond (right of) box 16, set the marker 
or cylinder just off the board on the corresponding side: ignore 
further shifts in that direction. The first shift back toward the 
Calendar places the marker into box 1 or box 16, respectively. 
<i class="note">
NOTE: This avoids some "end of the world" anomalies.
</i>

</ul>

<h4>
<a href="#2.2.4" id="2.2.4">2.2.4 Player Order</a>
</h4>

<p>
Unless noted otherwise, the Teutons go first 
and the Russians second in each step of Levy and Campaign.
<i class="example">
EXAMPLE: During Disband Beyond Service Limit step (<a href="#3.3.1">3.3.1</a>), the Teutonic player Disbands Lords, then the Russians do so.
</i>

<p>
EXCEPTIONS:

<ul>
<li>
Play of Command cards alternates, one Teutonic card, then one 
Russian card, then another Teutonic card, and so on (<a href="#4.2">4.2</a>).

<li>
The order of many steps in Battle, Siege, and Storm will depend 
on who is Active, Attacking, has Archery or Cavalry, and so on 
(<a href="#4.4">4.4</a>, <a href="#4.5.2">4.5.2</a>).
</ul>

<h4>
<a href="#2.2.5" id="2.2.5">2.2.5 Tracking Victory Points</a>
</h4>

<p>
<img class="round" src="../images/marker_victory_teutonic.png">
<img class="round" src="../images/marker_victory_half_teutonic.png">
<img class="round" src="../images/marker_victory_russian.png">
<img class="round" src="../images/marker_victory_half_russian.png">

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

<h2>
<a href="#3.0" id="3.0">3.0 LEVY</a>
</h2>

<p>
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.

<h3>
<a href="#3.1" id="3.1">3.1 Arts of War </a>
</h3>

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

<h4>
<a href="#3.1.1" id="3.1.1">3.1.1 Shuffle</a>
</h4>

<p>
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 (<a href="#3.1.3">3.1.3</a>) and Capability cards in play (<a href="#3.4.4">3.4.4</a>) are not 
included in the draw deck.

<h4>
<a href="#3.1.2" id="3.1.2">3.1.2 Draw Capabilities</a>
</h4>

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

<ul>
<li>
<mark>Remove from play any No Capability card drawn.</mark>
<li>
Any No Capability card and any This Lord card that cannot be 
assigned (<a href="#3.4.2">3.4.2</a>) to a Lord who is Mustered adds no Capability. 
</ul>

<h4>
<a href="#3.1.3" id="3.1.3">3.1.3 Draw Events</a>
</h4>

<p>
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, <a href="#1.9.1">1.9.1</a>).

<p>
<mark>Except</mark> as specified below, reveal Events immediately and return the revealed cards to 
the deck after this Events segment.

<ul>
<li>
<mark>Remove from play any No Event card drawn.</mark>

<li>
<mark>Events with "This Levy" and "This Campaign" (in bold-italic)<mark>
are in effect for 
the entire ensuing Levy or Campaign, respectively, and are 
NOT returned to their deck until the end of both sides' Levy or 
Campaign activities. (Yes, that means that the Capability on the 
bottom half of such a card will not be available for selection this 
Levy.)

<li>
Players keep all drawn "Hold" Events hidden for later use. When 
played on a specific Lord, tuck the card under the top edge of 
that Lord's mat, so that the Event text shows. 

</ul>

<p class="note">
<mark>
NOTE: The Pleskau short scenario does not use No Event cards,
and the Crusade on Novgorod full scenario does not remove them (<a href="#6.0">6.0</a>).
</mark>

<h4>
<a href="#3.1.4" id="3.1.4">3.1.4 Greed</a>
</h4>

<p>
Players may not discard (as opposed to use) cards 
unless permitted by a rule.
<i class="example">
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 (<a href="#4.9.5">4.9.5</a>).
</i>

<p class="note">
NOTE: A side's Events can affect the opposing side. The side playing an Event card makes any decisions allowed unless otherwise specified.

<h3>
<a href="#3.2" id="3.2">3.2 Pay</a>
</h3>

<p>
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 (<a href="#1.7.2">1.7.2</a>).

<h4>
<a href="#3.2.1" id="3.2.1">3.2.1 Pay with Coin</a>
</h4>

<p>
<img class="square" src="../images/asset_coin_x1.png" align="right">

<p>
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 (<a href="#1.4.2">1.4.2</a>). Each Coin 
spent shifts a single Service marker right on the Calendar by one 
40-Days box, either:

<ul>
<li>
The paying Lord's own Service marker, OR 
<li>
The Service marker of another Lord at the same Locale, OR
<li>
If Coin from the Novgorod Veche box, the Service of any one 
Russian Lord who is not Besieged.
</ul>

<aside class="important">
<b>Important&mdash;</b>The only Coin that can affect a Besieged Lord (<a href="#4.3.5">4.3.5</a>) is his own or that from another Lord Besieged with him.
</aside>

<h4>
<a href="#3.2.2" id="3.2.2">3.2.2 Pay with Loot</a>
</h4>

<p>
<img class="square" src="../images/asset_loot_x1.png" align="right">

<p>
Players may have any of their 
Lords who are in a Friendly Locale (<a href="#1.3.1">1.3.1</a>) 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. 

<aside class="important">
<b>Important&mdash;</b>A Lord must be in a Friendly Locale to Pay with Loot (<a href="#1.3.1">1.3.1</a>); he may not do so at a Siege but may at a Stronghold Conquered from the enemy.
</aside>

<h3>
<a href="#3.3" id="3.3">3.3 Disband </a>
</h3>

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 (<a href="#1.5.1">1.5.1</a>, <a href="#2.2">2.2</a>).

<h4>
<a href="#3.3.1" id="3.3.1">3.3.1 Beyond Service Limit</a>
</h4>

<p>
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. 

<ul>

<li>
For a removed Lord, return all Forces and Assets from his mat 
to those pools.

<li>
Return any "This Lord" Capability cards (<a href="#3.4.4">3.4.4</a>) at that Lord's 
mat to that side's Arts of War deck. 

<li>
Remove his cylinder(s), Service markers, <mark>and</mark> mat from the game.

</ul>

<h4>
<a href="#3.3.2" id="3.3.2">3.3.2 At Service Limit</a>
</h4>

<p>
Lords with Service markers in the same 
40-Days box as the Levy <mark>or Campaign</mark> marker must Disband but may Muster 
again in a later Levy. 

<ul>

<li>
Place such a Lord's cylinder onto the Calendar (even if under 
Siege, <a href="#4.3.5">4.3.5</a>), a number of 40-Days boxes to the right of the 
current box <mark>if Levy, or <u>next</u> box if Campaign (<a href="#4.8.2">4.8.2</a>),</mark>
equal to that Lord's Service Rating (<a href="#1.5.3">1.5.3</a>).

<li>
Return his Forces and Assets to their pools and discard cards at 
his mat. Move his mat, Service marker, and remaining Vassal 
Service markers to the Unused area for possible future Muster.

</ul>

<p class="note">
NOTE: Besieged Lords (<a href="#4.3.5">4.3.5</a>) Disband normally. In rare cases, 
a Lord may Disband as above because his last unit is removed 
outside of combat (<a href="#1.6">1.6</a>).

<h3>
<a href="#3.4" id="3.4">3.4 Muster</a>
</h3>

<p>
After any Disband, Teutonic then Russian Lords may take Levy 
actions up to their Lordship Rating (<a href="#1.5.3">1.5.3</a>) 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.

<aside class="important">
<b>Important&mdash;</b>Lords may only conduct Muster from Friendly Locales (<a href="#1.3.1">1.3.1</a>), so never at a Siege (<a href="#4.3.5">4.3.5</a>).
</aside>

<aside class="note">
PLAY NOTE: Consider keeping some Lords in reserve, ready to Muster in a future Season.
</aside>

<h4>
<a href="#3.4.1" id="3.4.1">3.4.1 Levy Lords to Muster</a>
</h4>

<p>
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, <a href="#2.2">2.2</a>) 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. <mark>EXCEPTION</mark>: No Lord 
may Muster <mark>Aleksandr.</mark>

<aside class="important">
<b>Important&mdash;</b>The only way that the Russian player can Levy Aleksandr is with the Novgorod Veche during Call to Arms <mark>(<a href="#3.5.2">3.5.2</a>)</mark>.
</aside>

<p>
PROCEDURE: Designate a Ready Lord to be Mustered. Roll one 
die&mdash;if the roll is within that Lord's Fealty Rating (<a href="#1.5.3">1.5.3</a>), do the 
following; if not, do nothing.

<ul>

<li>
Place that Lord's cylinder at one of his Seats (<a href="#1.3.1">1.3.1</a>) free of enemy Lords and not Conquered by the enemy.
<i class="note">
NOTE: For the Teutons to Muster Yaroslav at Pskov, they must have black Conquered markers there (<a href="#1.3.1">1.3.1</a>).
</i>

<li>
Place that Lord's mat in front of the player. 
<li>
Place the Lord's starting Forces, Assets (selecting desired 
Transport type where "any" or "no Ship" are indicated), and 
available Vassal Service markers (Coat of Arms up, Ready to 
Muster, <a href="#3.4.2">3.4.2</a>) onto the Lord's mat&mdash;all as shown on the mat. 
Keep aside any Special Vassals that are not available because the 
corresponding Capability is not in effect (<var>Steppe Warriors</var> and 
<var>Crusade</var>, <a href="#1.5.1">1.5.1</a>, <a href="#3.4.4">3.4.4</a>). Remember that Forces associated with 
Vassals are not placed on the Lord's mat when the Lord Musters; 
they are available for the Lord to Levy at a later time (<a href="#3.4.2">3.4.2</a>).

<li>
Place the Lord's own Service marker into a 40-Days box on the 
Calendar, a number of boxes equal to his Service Rating to the 
right (ahead) of current box (where the Levy marker is; if beyond 
16, then just off the game board, <a href="#2.2.3">2.2.3</a>).
</ul>

<p class="example">
EXAMPLE:  A Lord with Service [3] Mustering in Summer 1241 (Levy marker in box 9) would place his Service marker three ahead into 40-Days box 12.

<aside class="important">
<b>Important&mdash;</b>A newly arrived Lord cannot use his Lordship that same Muster segment. He may be able to do so during that Levy's Call to Arms (<a href="#3.5">3.5</a>).
</aside>

<h4>
<a href="#3.4.2" id="3.4.2">3.4.2 Levy to Muster Ready Vassals</a>
</h4>

<p>
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 &amp; Vassals section of his mat 
(<a href="#1.5.2">1.5.2</a>). 

<p>
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.

<p>
PLAY NOTE: Keep Vassal Service markers in their mats' Forces or Routed sections if the units are removed (<a href="#4.4.4">4.4.4</a>), showing that these Vassals Mustered earlier and are not available.
</aside>

<p class="note">
NOTE: Ignore the ratings on Vassal Service markers unless using 
the advanced rule below. Combat loss of Vassal units (<a href="#4.4.4">4.4.4</a>) leaves 
the Vassal marker in place; it does not Disband the Vassal.

<p>
<img class="square" src="images/vassal_russian_andrey_kipchaqs.a.png">
<img class="square" src="images/vassal_teutonic_rudolf_summer_crusaders.a.png">

<p>
SPECIAL VASSALS: Keep these distinctively marked Service 
markers set aside. When the relevant Capability is Levied (<a href="#3.4.4">3.4.4</a>), 
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 <var>Steppe Warriors</var> Capability is in play. 
Summer Crusaders Muster only if <var>Crusade</var> is in play and only in 
Summer, and do so automatically, for free; they may Serve into 
Early Winter.

<aside class="option">

<h4>
Vassal Service Advanced Rule
</h4>

<p>
For greater detail, track Vassal Service on the Calendar as 
follows.

<ul>
<li>
Vassals whose Service markers are Coat-of-Arms side down&mdash;
Unready, because they Disbanded this Levy (see below)&mdash;may 
not Muster.

<li>
<mark>
Instead of keeping a Mustering Vassal’s Service marker on
its mat, place it on the Calendar per the Vassal’s Service
Rating (just as for a Lord, <a href="#3.4.1">3.4.1</a>) <u>if</u>
that would put the markerleft of that Lord’s Service marker.
</mark>

<li>
Place a Mustering Vassal's Service marker right of the Levy 
marker by a number of 40-Days boxes equal to the Vassal's 
Service Rating (just as for a Lord, <a href="#3.4.1">3.4.1</a>) and put its Forces 
onto its Lord's mat.

<li>
Whenever a Lord's Service marker is to shift for any reason, 
also shift all his Vassals' Service markers on the Calendar that 
number of boxes in the same direction. Shift Vassal markers 
the specified number of boxes even when the owning Lord's 
marker is already to the left of box 1 or right of box 16. Shift 
Vassal markers left or right off the Calendar in the same manner 
as Lord's markers (<a href="#2.2.3">2.2.3</a>).

<li>
After a side finishes all Vassal Muster for this Levy, flip up 
all Service markers that are Coat-of-Arms side down (<a href="#3.3.2">3.3.2</a>), 
making them Ready for Muster later in the game.
</ul>

<p class="note">
NOTE: If using the Hidden Mats Option (<a href="#1.5.2">1.5.2</a>), the Vassal 
Service advanced rule will nevertheless reveal on the Calendar 
which Vassals Muster.

<ul>
<li>
Each Disband step (<a href="#3.3">3.3</a>, <a href="#4.8.2">4.8.2</a>), permanently remove from play any Vassal markers beyond their Service limit (left of current 40 Days); put Vassal markers that are at Service limit (in the current box) onto their Lord's mat (even if under Siege, <a href="#4.3.5">4.3.5</a>)&mdash;Coat-of-Arms side down (Unready&mdash;they are not available until after the ensuing Muster).

<li>
Return Forces shown on any removed or Disbanding Vassal's 
Service marker from that Lord's mat (to the degree able) to 
the pool. If that leaves the Lord without Forces, Disband him 
(<a href="#1.6">1.6</a>).

</ul>

</aside>

<h4>
<a href="#3.4.3" id="3.4.3">3.4.3 Levy Transport</a>
</h4>

<p>
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&mdash;only if his mat says "Ships"&mdash;a Ship, up to eight per type.

<h4>
<a href="#3.4.4" id="3.4.4">3.4.4 Levy Capabilities</a>
</h4>

<p>
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, <a href="#1.9.1">1.9.1</a>), at a cost of one Levy 
action per card selected. Select from any of the side's currently 
unused cards, within these restrictions:

<ul>

<li>
The (lower) Capability section of each Arts of War card shows 
the Coats of Arms of those Lords who can Levy that Capability 
and whom it affects, including "any", "ALL", or "NOT".

<li>
Certain Capabilities refer to"This Lord" . Such Capabilities when 
Levied will affect only the Lord who Levied it. Place the card 
at the bottom edge of that Lord's mat, with the upper half of the 
card (the card's Event) tucked out of view underneath the mat 
as shown in <a href="#1.5.2">1.5.2</a>. A Lord may have at most two "This Lord" 
Capabilities at a time&mdash;the owning player must immediately 
discard any excess. A Lord may not have two of the same named 
Capability (such as T7 and T15, both <var>Warrior Monks</var>.).

<li>
Other Capabilities do not say "This Lord" and affect more than 
a single Lord. Tuck such cards' upper half under the player's 
closest game board edge as shown in table layout (<a href="#2.1.1">2.1.1</a>). A Lord 
may Levy any number of such Capabilities.

</ul>

<aside class="important">
<b>Important&mdash;</b>A Lord with <mark>two</mark> "This Lord" Capability cards under his mat may Levy more but must immediately discard down to two. A side with more Capabilities at its board edge than Lords on the map discards excess cards at Campaign's start (<a href="#4.0">4.0</a>).
</aside>

<aside class="note">
PLAY NOTE: Remember, Levying a Capability blocks the Event on that card from occurring.
</aside>

<h3>
<a href="#3.5" id="3.5">3.5 Call to Arms</a>
</h3>

<p>
After Lords already in the field Levy their armies, each side's higher 
religious or civil authorities (<a href="#1.4">1.4</a>) may help mobilize even more 
strength for war, Teutonic player first.

<h4>
<a href="#3.5.1" id="3.5.1">3.5.1 Papal Legate</a>
</h4>

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

<p>
INDISPOSED: If the <var>William of Modena</var> Capability is not in effect 
(<a href="#1.9.1">1.9.1</a>, <a href="#3.4.4">3.4.4</a>), the Teutonic player skips Call to Arms. 

<p>
ARRIVES: If the Legate pawn begins Call to Arms on the <var>William 
of Modena</var> card, the Teutonic player may place the pawn at any 
Bishopric. 

ACTIVE: If <var>William of Modena</var> 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: 

<ul>

<li>
Move the pawn to any Friendly Locale (<a href="#1.3.1">1.3.1</a>), OR
<li>
Use the Legate to do one of the following three things and remove 
the pawn to the <var>William of Modena</var> card when finished&mdash;
<ul>
<li>
If at the Seat of a Ready Lord, Muster that Lord there (<a href="#3.4.1">3.4.1</a>) 
without having to roll, OR
<li>
If at the Seat of a Lord on the Calendar, slide the Lord's cylinder 
by one box left, OR
<li>
If at a Friendly Locale with a Lord, enable that Lord to 
undertake an immediate extra Muster using his full Lordship 
Rating (<a href="#3.4">3.4</a>).
</ul>
</ul>

<p class="note">
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 (<a href="#4.2">4.2</a>).

<h4>
<a href="#3.5.2" id="3.5.2">3.5.2 Novgorod Veche</a>
</h4>

<p>
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: 

<ul>

<li>
Remove one 1VP Conquered marker from the Novgorod Veche 
box (adjust white Victory on Calendar) to slide one Lord cylinder 
on the Calendar by <mark>two boxes</mark> left, OR

<li>
Remove one 1VP marker from the box to automatically Levy 
one Ready Russian Lord (<a href="#3.4.1">3.4.1</a>, without having to roll), OR 

<li>
Remove one 1VP marker from the box to enable one Russian 
Lord at any Friendly Locale (so not at a Siege) to undertake an 
immediate extra Muster using his Lordship (<a href="#3.4">3.4</a>), OR

<li>
Slide Aleksandr and/or Andrey's cylinder(s) on the Calendar 
from Ready (<a href="#3.4.1">3.4.1</a>, at or left of current Levy) to one box right of 
current Levy. If both are Ready, slide BOTH cylinders. Add one 
white 1VP Conquered marker total to the Veche box (remember, 
the Veche can hold a maximum of eight VP, <a href="#1.4.2">1.4.2</a>).

</ul>

<aside class="note">
DESIGN NOTE: The VP represent Novgorod showing its independence from the Grand Prince and his sons.
</aside>

<p class="example">
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.

<p class="note">
NOTE: Only the Veche Levies <mark>Aleksandr</mark> (<a href="#3.4.1">3.4.1</a>). 

<h4>
<a href="#3.5.3" id="3.5.3">3.5.3 Discard Events</a>
</h4>

<p>
With Levy over, both sides discard Events 
applying only to "This Levy" (<a href="#3.1.3">3.1.3</a>).

<h2>
<a href="#4.0" id="4.0">4.0 CAMPAIGN</a>
</h2>

<p>
After Levy, players conduct that 40 Days' Campaign. Complete the 
steps below, then proceed to the next 40 Days' Levy (<a href="#3.0">3.0</a>). The Sequence of Play page of the foldout summarizes the Campaign steps.

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

<p>
CAMPAIGN STEPS:

<ul>

<li>
Plan: The two sides simultaneously build their Campaign 
Plans&mdash;an ordered stack of Command cards&mdash;and may designate 
Lieutenants to lead other Lords (<a href="#4.1.3">4.1.3</a>).

<li>
Command Activation: Starting with the Teutonic player, 
one side flips its top Command card and executes (if desired) 
Command actions (<a href="#4.2">4.2</a>-<a href="#4.7">4.7</a>) by the Lord on that card or Passes 
back to the other side if a Pass card. 

<ul>
<li>
Actions: One side is Active, using actions to execute 
Commands; the other side is Inactive.
<li>
Feed/Pay/Disband: At the end of each card, both sides Feed 
Forces of Lords who are marked as Moved or Fought, may 
Pay those Lords, then check whether they Disband (<a href="#4.8">4.8</a>).
</ul>

<li>
More Command Activations: The Russian player next flips the 
top Russian card and executes a Russian Command Activation 
as above (actions, Feed). Players continue to alternate Command 
Activations until the Plan stacks are exhausted.

<li>
End Campaign: After both Plan stacks are exhausted and 
Command Activations finished, the Campaign ends. Players 
reset as listed at <a href="#4.9">4.9</a>, advance the Campaign marker to the next 
40-days box, and flip it to Levy. If at the end of the scenario, end 
play and check for victory (<a href="#5.0">5.0</a>).

</ul>

<h3>
<a href="#4.1" id="4.1">4.1 Plan </a>
</h3>

<p>
During the Plan step, players simultaneously build a stack of facedown Commands cards (<a href="#1.9.2">1.9.2</a>) 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):

<ul>
<li>
Early Winter or Late Winter: 4 Command cards.
<li>
Rasputitsa: 5 Command cards.
<li>
Summer: 6 Command cards.
</ul>

<h4>
<a href="#4.1.1" id="4.1.1">4.1.1 Selecting Cards</a>
</h4>

<p>
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 (<a href="#1.9.2">1.9.2</a>) to build a stack of that number of Command cards.
<i class="note">
NOTE: Each Lord has three Command cards (<a href="#1.9.2">1.9.2</a>) and so could become Active up to three times in a single Campaign.
</i>

<h4>
<a href="#4.1.2" id="4.1.2">4.1.2 Arranging Stacks</a>
</h4>

<p>
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. 

<aside class="note">
PLAY NOTE: When arranging one's Plan stack, fan the cards to show the order of Lords by corner coat of arms from left to right, then flip face down. 
</aside>

<h4>
<a href="#4.1.3" id="4.1.3">4.1.3 Lieutenants</a>
</h4>

<p>
<img src="images/lieutenants.png" align="right">

<p>
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 (<a href="#1.5.1">1.5.1</a>) or be under Siege (<a href="#4.5.1">4.5.1</a>). A side may 
have several Lieutenants.

<ul>

<li>
A Lieutenant and his Lower Lord always move together in March, 
Retreat, and so on (<a href="#4.3">4.3</a>, <a href="#4.4.3">4.4.3</a>) as if the Lieutenant were a Marshal 
(<a href="#1.5.1">1.5.1</a>).

<li>
If a Lieutenant or his Lower Lord is Disbanded or removed from 
play while the other is not, the remaining Lord becomes a normal 
Lord.

<li>
Revealing a Lower Lord's Command card results in a Pass (<a href="#4.2.3">4.2.3</a>).

</ul>

<aside class="note">
PLAY NOTE: A Lieutenant and Lower Lord may not Withdraw into a Fort (Capacity 1, <a href="#1.3.1">1.3.1</a>, <a href="#4.3.4">4.3.4</a>). 
</aside>

<h3>
<a href="#4.2" id="4.2">4.2 Command</a>
</h3>

<p>
After building Plan stacks, Teutonic then Russian sides alternate 
flipping (revealing) the top current Command card of their stack&mdash;
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 (<a href="#4.2.3">4.2.3</a>).

<p>
<img src="../images/legate.svg" align="right">

<p>
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 <var>William of Modena</var> card if 
and when the Lord uses the extra action.

<h4>
<a href="#4.2.1" id="4.2.1">4.2.1 Activation</a>
</h4>

<p>
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 (<a href="#1.5.3">1.5.3</a>). EXCEPTIONS: Besieged Lords (<a href="#4.3.5">4.3.5</a>) may only Sally (<a href="#4.5.3">4.5.3</a>), use stone Kremlin Capability (<a href="#1.9.1">1.9.1</a>), or Pass (<a href="#4.7.5">4.7.5</a>). Some March uses two actions (<a href="#4.3.2">4.3.2</a>). Siege, Sail, and Tax take an entire card's actions (<a href="#4.5.1">4.5.1</a>, <a href="#4.7.3">4.7.3</a>, <a href="#4.7.4">4.7.4</a>). Starting a Siege and combat end actions on that card (<a href="#4.3.5">4.3.5</a>, <a href="#4.4.5">4.4.5</a>, <a href="#4.5.2">4.5.2</a>).

<p class="note">
NOTE: Lords may use multiple actions on a single type of Command, for example, three actions to Forage (<a href="#4.7">4.7</a>) three times. After 
each Command card, Lords who moved or fought will Feed their 
Forces and Lords may Pay or Disband (<a href="#4.8">4.8</a>).

<h4>
<a href="#4.2.2" id="4.2.2">4.2.2 Command Menu</a>
</h4>

<p>
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 (<a href="#4.3">4.3</a>-<a href="#4.7">4.7</a>). Certain Capability cards (<a href="#1.9.1">1.9.1</a>) affect or 
add to Commands.

<aside class="important">
<b>Important&mdash;</b>A Besieged Lord (under the enemy's Siege marker, <a href="#4.3.5">4.3.5</a>) on a Command card may only Sally, use his stone Kremlin Capability card, or Pass (<a href="#4.5.3">4.5.3</a>, <a href="#1.9.1">1.9.1</a>, <a href="#4.7.5">4.7.5</a>).
</aside>

<h4>
<a href="#4.2.3" id="4.2.3">4.2.3 Pass Card</a>
</h4>

<p>
Upon revealing a Pass card, a Lower Lord's card 
(<a href="#4.1.3">4.1.3</a>), 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 (<a href="#4.9">4.9</a>).

<h3>
<a href="#4.3" id="4.3">4.3 March</a>
</h3>

<p>
An Unbesieged (<a href="#4.3.5">4.3.5</a>) Lord may expend a Command action (two 
if Laden, <a href="#4.3.2">4.3.2</a>) to March to another Locale. 

<aside class="important">
<b>Important&mdash;</b>Transport is never needed to March; it helps determine whether or not a Lord is Laden, that is, whether March will cost one or two actions and how much Provender can be taken.
</aside>

<p>
<img class="square" src="../images/marker_moved_fought.png" align="right">

<p>
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. 

<h4>
<a href="#4.3.1" id="4.3.1">4.3.1 Group March</a>
</h4>

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

<h4>
<a href="#4.3.2" id="4.3.2">4.3.2 Laden</a>
</h4>

<p>
Provender and Loot can hinder March, Avoid Battle 
(<a href="#4.3.4">4.3.4</a>), and Retreat (<a href="#4.4.3">4.4.3</a>). 

<ul>
<li>
Lords with more than twice as much Provender as Transport that is usable for the current Season and along the Way that the Lord is to move may not move unless they discard the excess (<a href="#1.7">1.7</a>, <a href="#1.7.4">1.7.4</a>). 

<li>
A Lord with any Loot or more Provender than usable Transport 
but not more than twice as much is Laden for that move (see 
below). 

</ul>

<aside class="note">
DESIGN NOTE: Medieval war booty (called Loot in the game) often included herds of livestock that could only funnel so fast down narrow trackways.
</aside>

<p>
SHARED TRANSPORT: Lords moving as a group (<a href="#4.3.1">4.3.1</a>, <a href="#4.3.4">4.3.4</a>, <a href="#4.4.3">4.4.3</a>, <a href="#4.7.3">4.7.3</a>) Share Transport (<a href="#1.5.2">1.5.2</a>). Count all Provender and usable Transport of Lords moving together to determine Laden status.

<p>
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.

<p class="note">
NOTE: Remember, Lords may discard Loot and/or Provender to facilitate March (<a href="#1.7.2">1.7.2</a>). 

<h4>
<a href="#4.3.3" id="4.3.3">4.3.3 March Adjacent</a>
</h4>

<p>
An Unbesieged Lord taking an action&mdash;two actions if Laden&mdash;to March moves to an adjacent Locale via a 
single connecting Waterway or Trackway, regardless of Transport.

<h4>
<a href="#4.3.4" id="4.3.4">4.3.4 Approach</a>
</h4>

<p>
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.

<p>
AVOID BATTLE: Upon enemy Approach, some or all Inactive 
Lords may move to one or more adjacent Locales, within these 
restrictions&mdash;

<ul>

<li>
Lords may not Avoid Battle across any part of the Way that the 
enemy used to Approach the Locale.

<li>
Lords may not Avoid Battle to any Locale with an Unbesieged 
enemy Lord or Stronghold.

<li>
Lords may only Avoid Battle Unladen (<a href="#4.3.2">4.3.2</a>). They may take 
no Loot and take only Provender equal to their own or shared 
Transport that is usable on the Way across which they are moving.

<li>
Lords may discard their Loot and any Provender as needed 
to become Unladen and thereby Avoid Battle (<a href="#1.7.2">1.7.2</a>). The 
Approaching enemy Lords receive and divide among them any 
Loot and Provender so discarded (as if Spoils, <a href="#4.4.3">4.4.3</a>).

</ul>

<p>
Mark Avoiding Lords as Moved/Fought (<a href="#4.3">4.3</a>).

<p class="note">
NOTE: Lords never Avoid via Seaport (<a href="#4.7.3">4.7.3</a>). 

<p>
WITHDRAW: Upon Approach or after Battle (<a href="#4.4.3">4.4.3</a>), the Inactive 
side may Withdraw some or all Lords into its Stronghold there, a 
number of Lords up to Siege Capacity (<a href="#1.3.1">1.3.1</a>).
<i class="note">
NOTE: Withdrawal alone does not mark Lords as Moved/Fought.
</i>

<p>
<img src="../images/legate.svg" align="right">

<p>
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 <var>William of Modena</var> (<a href="#1.4.1">1.4.1</a>). 

<p>
BATTLE: Unless all enemy Lords there either Avoid Battle or 
Withdraw, conduct a Battle immediately with the Marching side 
as Attacker (<a href="#4.4">4.4</a>), as part of that March Command.

<h4>
<a href="#4.3.5" id="4.3.5">4.3.5 Besiege</a>
</h4>

<p>
<img class="square" src="../images/marker_siege_russian.png" align="right">
<img class="square" src="../images/marker_siege_teutonic.png" align="right">

<p>
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.

<p>
ENCAMP: After Besieging an Unbesieged enemy Stronghold, 
skip any remaining actions on this Command card; go to Feed/
Pay/Disband (<a href="#4.8">4.8</a>).

<aside class="note">
PLAY NOTE: Lords Approaching an Unbesieged enemy Stronghold may not decline to begin Siege.
</aside>

<h4>
<a href="#4.3.6" id="4.3.6">4.3.6 Conquer</a>
</h4>

<p>
Teutonic Lords at a Trade Route where no enemy 
and no black Conquered marker place one, Russian Lords remove 
any Conquered marker there (<a href="#1.3.1">1.3.1</a>, adjust VP, <a href="#2.2.5">2.2.5</a>).

<h3>
<a href="#4.4" id="4.4">4.4 Battle</a>
</h3>

<p>
<img class="round" src="../images/marker_battle.png" align="right">
<img class="round" src="../images/marker_storm.png" align="right">

<p>
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 (<a href="#4.3.5">4.3.5</a>) must 
participate in the Battle. The Battle and Storm chart summarizes the 
rules below.
<i class="note">
NOTE: Storm of a Stronghold (<a href="#4.5.2">4.5.2</a>) follows similar but distinct rules from field Battle.
</i>

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

<h4>
<a href="#4.4.1" id="4.4.1">4.4.1 Battle Array</a>
</h4>

<p>
Players Array their participating Lords&mdash;either 
their Lords' cylinders on the Battle mat or Lord mats on the table, 
as players prefer. 

<ul>

<li>
Attackers position their Lords, then Defenders do. 

<li>
A side <mark>must as able</mark> have a Lord each in up to three possible Front 
positions: left, center, and right. Other Lords start in Reserve.

<li>
The Active Lord must start at Front center. The Attackers then fill 
in Front left and/or right positions with one other Lord present 
each, if any, and put any remaining Lords in Reserve. 

<li>
The Defender must put one Lord directly opposite each Front 
Attacking Lord, first in the center, then left and/or right<mark>, as able.</mark>

</ul>

<aside class="note">
PLAY NOTE: Players may use Lord cylinders on the Battle mat or Array Lord mats, whichever preferred.
</aside>

<p>
<img class="big" src="images/battle_mat_with_cylinders.png">
<br>
Battle mat with Lord cylinders in Array.

<p>
<img class="big" src="images/battle_array_using_lord_mats.png">
<br>
Battle Array using Lord mats.

<p>
EVENTS: Attacking then Defending sides then may play applicable 
Held Events (<a href="#3.1.3">3.1.3</a>) as desired.

<p>
RELIEF SALLY:
<mark>
When a side Approaches (<a href="#4.3.4">4.3.4</a>) a Locale where it is also Besieged,
any Besieged Lords may join any Attack for no added Command actions.
Array Sallying Attackers in a row as above but behind the Defenders.
Any Defending Lords in Reserve instead position as above opposite Sallying Attackers to fight them as a Rearguard row.
If no Rearguard, Sallying Lords fight Front Defenders as if Flanking them all equally closely (<a href="#4.4.2">4.4.2</a>).
Siegeworks (<a href="#4.5.3">4.5.3</a>) protect against Strikes by Sallying Attackers only (round separately).</mark>
If the Attackers lose, Withdraw Sallying Lords back into the Stronghold (<a href="#4.4.3">4.4.3</a>)
and reduce Siege markers there to one (<a href="#4.5.3">4.5.3</a>).

<p>
<img src="images/relief_sally_array.png">

<p>
<mark>
Relief Sally Array
</mark>

<h4>
<a href="#4.4.2" id="4.4.2">4.4.2 Rounds</a>
</h4>

<p>
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.
<i class="note">
NOTE: Some Event effects on Battle vary by Round.
</i>

<p>
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 
(<a href="#4.4.3">4.4.3</a>-.4).
<i class="note">
NOTE: Battles last at least one Round.
</i>

<ul>

<li>
This Round, the enemy gains a Pursuit advantage against the 
Conceding side's Hits (see below). 

<li>
Place the Pursuit marker between the two sides, pointing from 
the Pursuing to the Conceding side.

</ul>

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

<ul>

<li>
Rout. Remove Routed Lords from the Battle Array. They
<mark>participate no further until Ending the Battle (<a href="#4.4.3">4.4.3</a>).

<li>
<mark>
Adjust Rows.
If Relief Sally (<a href="#4.4.1">4.4.1</a>) and all of any row Routed,
advance or reface rows: if no Sallying Lords remain, Rearguard
becomes Reserve; if no Rearguard, Sallying Lords Flank Defenders;
if no Front Defenders, Rearguard faces about as Front;
if no Front Attackers, Rearguard becomes Front against Sally (<a href="#4.5.3">4.5.3</a>)
and original Front Defenders face about as Reserve.

<li>
Advance <mark>Lords</mark>. <mark>Attacker then Defender</mark>
slide any Unrouted Lords in Reserve into any empty 
Front positions (one each).

<li>
Center. If a <mark>center</mark> position remains empty, first the Attacker 
then the Defender must select and slide one of that side's Lords 
from either <mark>left or right</mark> to fill its empty <mark>center</mark>
position.

</ul>

STRIKE: The Forces of <mark>each Lord Strikes those</mark> of the 
Lord directly opposite them or&mdash;if Flanking&mdash;<mark>of</mark> the closest 
enemy Lord <mark>in that row</mark>. 

<ul>

<li>
Flanking. Whenever a Lord <mark>facing an enemy row</mark>
has no enemy Lord directly opposite, he <mark>Flanks and</mark>
Strikes the closest <mark>enemy Lord in that row</mark>.
Center <mark>Flanks</mark> left and right <mark>and</mark> chooses <mark>one to strike</mark>.
Total all Hits from Flanking Lords plus the directly opposed Lord, then round 
up.
A Flanking Lord may absorb Hits from <mark>a Lord he Flanks if no enemies Flank the target Lord.</mark>

<li>
Initiative. Lords Strike step by step in the order show below; each 
letter designates a separate step.
<mark>Within each step, Striking Lords choose the order of Strike, Lord by Lord (or Lord with Flanking Lord[s]). Then any Flanking Lords choose
whether to absorb Strikes before opposed Lords.</mark>
Resolve all Hits, Protection rolls, 
and Rout before Striking in the next step, not simultaneously. 
<i class="example">
EXAMPLE: Attackers take Hits from Defending Archery before Attacking Archers Strike.
</i>

<ol>
<li>
Archery steps
<ol type="a">
<li>
Defending Archery
<li>
Attacking Archery 
</ol>
<li>
Melee steps 
<ol type="a">
<li>
Defending Horse 
<li>
Attacking Horse
<li>
Defending Foot
<li>
Attacking Foot
</ol>
</ol>

</ul>

<p>
TOTAL HITS: Each unit causes &half;, 1, or 2 Hits, depending on 
Forces and Strike type&mdash;see the Forces table. Total all Hits for that 
step, including Flanking plus directly opposing Lords, rounding 
up.
<i class="note">
NOTE: You do not roll to generate Hits - they generate automatically based on the Forces Striking.
</i>

<p>
<img class="square" src="../images/marker_pursuit_russian.png" align="right">

<ul>

<li>
Pursuit. The Conceding side halves 
its total Hits against the Pursuing side. 
Round all fractions up by step. 

</ul>

<p>
APPLY HITS TO LORDS: Hits apply to the Forces of the opposed, 
Flanked, or Flanking enemy Lord. A Player with a Flanking Lord 
<mark>where no enemies are Flanking the target</mark>
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. 

<p>
PROTECTION: Strongholds, Siegeworks, various cards, and most 
Forces types give saving rolls that can nullify Hits&mdash;Walls, Armor, 
Evade, and Unarmored Protection. See the Forces and Strongholds 
tables. Events and Capabilities (<a href="#1.9.1">1.9.1</a>) 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, <a href="#6.0">6.0</a>.

<p class="example">
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 (<a href="#4.5.2">4.5.2</a>).

<ul>

<li>
Russian Archery. When Russian Archery that reduces enemy Armor Protection (from Garrisons, <a href="#4.5.2">4.5.2</a>, or streltsy, <a href="#1.9.1">1.9.1</a>, <a href="#3.4.4">3.4.4</a>) combines with other Archery, round up any &half; Hits that cause the reduction.
<i class="example">
EXAMPLE: Three <var>Streltsy</var> Men-at-Arms and three Asiatic Horse would yield a total of three Hits, of which two cause -2 Armor.  
</i>

</ul>

<p>
<img class="square" src="../images/marker_walls.a.png" align="right">

<p>
ROLL WALLS: If this is a Storm or Sally (<a href="#4.5.2">4.5.2</a>-.3) 
or as provided by Event (<a href="#1.9.1">1.9.1</a>, <a href="#3.1.3">3.1.3</a>), 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. 

<p>
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. 

<aside class="important">
<b>Important&mdash;</b>A unit may absorb several Hits in succession, shielding its fellow units, as long as it succeeds on each Protection roll.
</aside>

<p>
ROLL BY HIT: Units roll Protection as follows.

<ul>

<li>
Armor. A unit with any Armor Protection assigned a Hit rolls a 
die. A roll within the Armor range specified (on the Forces table 
and/or by card, <a href="#1.9.1">1.9.1</a>) means that Hit has no effect (no Rout).

<li>
Evade. Units with Evade Protection roll and absorb Hits just as 
if Armored, except that Evade is not used against Archery Hits 
nor Hits in Storm (<a href="#4.5.2">4.5.2</a>). 

<li>
Unarmored. Non-Serf units without Armor or Evade (or when 
Evade does not apply) instead avoid Routing on a Hit only on a 
roll of 1.

<li>
Serfs. Serfs never roll Protection by unit; remove them whenever 
assigned a Hit. 

</ul>

<p>
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. 

<ul>

<li>
A Lord Routs at the moment that his last Unrouted unit Routs. 
Remove him from the Array. A new Flanking situation may 
immediately result <mark>among Lords facing each other.
When an entire row Routs, ignore remaining Hits against that row.</mark>

</ul>

<p>
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.

<h4>
<a href="#4.4.3" id="4.4.3">4.4.3 Ending the Battle</a>
</h4>

<p>
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:

<p>
RETREAT, WITHDRAWAL, OR REMOVAL: All losing Lords 
must either&mdash; 

<ul>

<li>
Retreat to a single adjacent Locale that has no Unbesieged enemy 
Lords or Strongholds, OR 

<li>
Withdraw into that side's Stronghold at the Battle Locale (if it 
has one), OR 

<li>
Be permanently removed (<a href="#1.5.1">1.5.1</a>). 

</ul>

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

<ul>

<li>
Defenders may not Retreat along any part of the Way that 
Attackers used to Approach the Locale.

<li>
Marching Attackers who Retreat must return to the Locale from 
which they Approached (<a href="#4.3.4">4.3.4</a><mark>, not Withdraw into a Stronghold</mark>).

<li>
Sallying Attackers must Withdraw back into their Stronghold.

</ul>

<p>
NOTE: Lords may never Retreat via Seaport (<a href="#4.7.3">4.7.3</a>).

<p>
LEGATE: If the Legate is with a Teutonic Lord who Withdraws or 
Retreats, remove the pawn and discard <var>William of Modena</var> (<a href="#1.4.1">1.4.1</a>). 

<p>
LOSSES: Both sides check for removal of Routed Forces per <a href="#4.4.4">4.4.4</a> below.

<p>
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&mdash;

<ul>

<li>
Losing Lords who were Removed (by Losses or for being unable 
to Retreat or Withdraw) or who Retreated without having 
Conceded the Field (<a href="#4.4.2">4.4.2</a>-.3) transfer all their Assets except 
Ships.

<li>
Lords who Conceded and Retreated transfer all Loot and any 
Provender beyond that which they could take along the Retreat 
Way without being Laden (<a href="#4.3.2">4.3.2</a>) but lose no other Assets. 

<li>
Lords who Withdrew keep all their Assets.

</ul>

<aside class="note">
PLAY NOTE: Defending outside one's own Stronghold can avoid the worst effects of a defeat.
</aside>

<aside class="note">
DESIGN NOTE: Ships are never taken as Spoils because their location is abstracted. Ship markers on Lords' mats show ownership only; the Ships are off-map or moving among ports, lakeshores, and rivers. 
</aside>

<p>
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, <a href="#3.4.2">3.4.2</a>, 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.

<h4>
<a href="#4.4.4" id="4.4.4">4.4.4 Losses</a>
</h4>

<p>
After losing Lords Retreat, Withdraw, or are permanently removed in a Sack (<a href="#4.5.2">4.5.2</a>), both sides determine the fate of 
their Routed units:

<ul>

<li>
Roll a die for each Routed unit. 

<li>
For units of Lords who Retreated without having Conceded the 
Field (<a href="#4.4.2">4.4.2</a>-.3), remove all Routed units that fail to roll a "1".

<li>
For all other Lords, compare each unit's roll to its inherent Armor, 
Evasion, or Unarmored Protection. Use the Protection roll range 
shown on the Forces table for that type, unmodified by Events, 
Capabilities, or Battle/Storm situation. Asiatic Horse always use 
its Evade range. 

<li>
Push Routed units that roll within these ranges above the line on 
their Lord's mat&mdash;they are no longer Routed. Remove Routed 
units that fail their roll to the pool. (Service markers stay put.) 

<li>
Permanently remove from the game (<a href="#1.5.1">1.5.1</a>) any Lord who loses 
all his Forces in Battle or Storm.

</ul>

<h4>
<a href="#4.4.5" id="4.4.5">4.4.5 Aftermath</a>
</h4>

<p>
After determining Spoils and Losses, mark Lords 
and the Locale as follows.

<ul>

<li>
Moved/Fought: Mark all Attacking and Defending Lords 
Moved/Fought (if not already so marked).

<li>
Events: Discard all Hold Events (<a href="#3.1.3">3.1.3</a>) used in this Battle or 
Storm.

<li>
Siege: If the combat created or ended a Siege, place or remove 
Siege or Conquered markers and adjust VP marker accordingly 
(<a href="#4.3.4">4.3.4</a>-.6, <a href="#4.5.2">4.5.2</a>, <a href="#5.1.1">5.1.1</a>).

<li>
Conquest: If Battle in a Trade Route causes it to change hands, 
adjust Conquered status and VP accordingly (<a href="#4.3.6">4.3.6</a>, <a href="#5.1.1">5.1.1</a>).

<li>
Recovery: Skip any remaining actions on this Command card 
and go to Feed/Pay/Disband (<a href="#4.8">4.8</a>).

</ul>

<aside class="important">
<b>Important&mdash;</b>A Battle or Storm blocks any further Command actions on the current Command card.
</aside>

<h3>
<a href="#4.5" id="4.5">4.5 Siege, Storm, and Sally</a>
</h3>

<p>
Lords at Siege Locales (<a href="#4.3.5">4.3.5</a>) may take actions to advance the 
Siege or to Storm or Sally (Attack).

<h4>
<a href="#4.5.1" id="4.5.1">4.5.1 Siege</a>
</h4>

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

<p>
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&mdash;

<ul>

<li>
Remove Siege markers. Place Conquered marker(s) (per type, <a href="#1.3.1">1.3.1</a>) at the Stronghold or remove any Conquered marker(s) already there. If there is a Castle marker (<a href="#1.8">1.8</a>, <a href="#1.9.1">1.9.1</a> STONEMASONS), flip it. If Novgorod, remove all Veche Coin (<a href="#1.3.3">1.3.3</a>). Adjust VP (<a href="#2.2.5">2.2.5</a>, <a href="#5.1">5.1</a>).

<li>
Terms: A Stronghold Conquered by Siege Surrender provides 
no Spoils (<a href="#4.5.2">4.5.2</a>).

</ul>

<p>
<img class="square" src="../images/marker_siege_russian.png" align="right">
<img class="square" src="../images/marker_siege_teutonic.png" align="right">
 
<p>
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.

<aside class="note">
DESIGN NOTE: Larger Strongholds required more forces to blockade effectively.
</aside>

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

<aside class="note">
PLAY NOTE: An army of Lords fewer than a Besieged Locale's Capacity cannot advance their Siegeworks to hasten Surrender or facilitate Storm; but, they can seek to starve out any Lords inside. Besieged Lords Disband normally (<a href="#3.3">3.3</a>)&mdash;the Besieger cannot decline such Disband&mdash;and would provide the Besieger Coin via <var>Ransom</var> (<a href="#1.9.1">1.9.1</a>).
</aside>

<h4>
<a href="#4.5.2" id="4.5.2">4.5.2 Storm</a>
</h4>

<p>
<img class="round" src="../images/marker_storm.png" align="right">

<p>
Any Lord outside a Besieged Stronghold may use a Command action to launch an Attack. 
Proceed per Battle rules (<a href="#4.4">4.4</a>) except as follows; 
refer to the Battles and Storm chart.
<i class="note">
NOTE: Some Events and Capabilities apply to Battle but not to Storm, or the reverse.
</i>

<p>
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.

<p>
<img class="big" src="images/storm_array.png">
<br>
Storm Array: Teutons are Storming a Russian Lord who is Besieged 
in a Fort (Capacity 1).

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

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

<p>
STRONGHOLD EFFECTS:

<ul>

<li>
The Besieged side receives 
<mark>the Garrison units shown for that type of Stronghold on the Strongholds table</mark>
(one-to-three Men-at-Arms units and sometimes a Knights <mark>unit</mark>).

<li>
The Besieged side uses that Stronghold's Walls (<a href="#4.4.2">4.4.2</a> and the 
Strongholds table). 

<li>
The Besieging side uses Siegeworks as its own Walls (see below).

<li>
All Defending units Melee Strike before any Attacking units do, 
unlike Battle in which Horse Melee precedes Foot (<a href="#4.4.2">4.4.2</a>, see the 
Battle and Storm chart).

<li>
The Attacking side must absorb Hits with any Armored units 
before doing so with other units.

<li>
<mark>
Each Lord of each side in Storm adds no more than <u>six</u> Hits in Melee. (Archery is unlimited.)

</ul>

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

<p>
GARRISON FORCES DURING STORM: 

<ul>

<li>
Garrison Men-at-Arms (not Knights) have both Melee and 
Archery. Enemy Armor Protection is -2 against their Archery 
Hits (as if with a Crossbowmen Capability).

<li>
Garrisons add their Strikes to those of the Defending Lord 
(rounding up), if any, but do not otherwise affect the Lord's 
Strikes. Garrisons are separate from any Defending Lord and 
ignore cards affecting that Lord individually.
<i class="example">
EXAMPLES: A Besieged Teutonic Lord's units get Archery only via a <var>Balistarii</var> Capability card; his <var>Halbbrüder</var> would not affect Garrison Armor. 
</i>

<li>
The Defender must assign all Hits suffered to Garrison units 
until they are Routed, after which Defending Front Lord's units 
absorb Hits. 

<li>
Whenever Routed and at the end of the Storm, return Garrison 
units to the pool.

<li>
The full complement of Garrison units Defend in each enemy 
Storm action, regardless of what may have happened in previous 
Storm actions.

</ul>

<p>
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. 

<p class="example">
EXAMPLE: Lords Storming with three Siege markers would benefit from Walls 1-3.

<p>
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 <mark>Forces</mark> there Rout or the Attacker Concedes.

<ul>

<li>
Unless the Defenders all Routed, the Attackers lose. Losing 
Attackers neither Retreat nor give up Spoils. Presuming that 
Attackers survive, the Locale remains Besieged&mdash;return the 
Siege markers to the map and go to Aftermath (<a href="#4.4.5">4.4.5</a>).

<li>
If the Defenders lose, the Stronghold is Sacked as below. 

<li>
Both sides' Forces take Losses per Battle (<a href="#4.4.4">4.4.4</a>), except that 
Routed Defending units always roll against Protection and 
Routed Attacking units that fail to roll a "1" are removed.

<li>
Mark all Lords there as Moved/Fought, even Lords who remained in Reserve.
<i class="note">
NOTE: Lords at a Storm Locale may not simply sit it out. Whether used or not, they were available for action and will end up marked Moved/Fought.
</i>

</ul>

<p>
SACK: When Besieged Defenders lose a Storm&mdash;

<ul>

<li>
Permanently remove all losing Lords (<a href="#1.5.1">1.5.1</a>) and award Spoils 
from them (all of their Assets except Ships, <a href="#4.4.3">4.4.3</a>). 

<li>
The Besiegers Conquer the Stronghold. Place or remove 
Conquered markers (<a href="#1.3.1">1.3.1</a>) and adjust the appropriate VP marker 
on the Calendar (<a href="#2.2.5">2.2.5</a>, <a href="#5.1">5.1</a>). Remove Siege markers.

<li>
Award Spoils from the Stronghold. The Besiegers receive and 
distribute as desired among their Lords' mats a number of Loot, 
Provender, and Coin each equal to the Stronghold's VP (<a href="#1.3.1">1.3.1</a>, 
Strongholds table). If Teutonic Lords Sack Novgorod, also award 
them all Veche Coin as Spoils (<a href="#1.3.3">1.3.3</a>).

<p class="example">
EXAMPLE: Sacking a City yields two Loot, two Provender, and two Coin.

<li>
Proceed with Aftermath (<a href="#4.4.5">4.4.5</a>).

</ul>

<h4>
<a href="#4.5.3" id="4.5.3">4.5.3 Sally</a>
</h4>

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

<p>
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. 

<h3>
<a href="#4.6" id="4.6">4.6 Supply</a>
</h3>

<p>
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.

<h4>
<a href="#4.6.1" id="4.6.1">4.6.1 Select Supply Sources</a>
</h4>

<p>
Possible Supply Sources include 
the Seat(s) of the Active Lord and&mdash;with Ships in Rasputitsa or 
Summer&mdash;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.

<p>
NOTE: <var>Archbishopric Novgorod</var> and <var>Ordensburgen Commanderies</var> (<a href="#1.3.1">1.3.1</a>, <a href="#1.9.1">1.9.1</a>) count as Seats, in addition to the Seats shown by Coats-of-Arms symbols.

<h4>
<a href="#4.6.2" id="4.6.2">4.6.2 Select Supply Routes</a>
</h4>

<p>
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.

<ul>

<li>
A Supply Route may not enter a Locale with the enemy's Lord, 
Stronghold, or Conquered marker unless the enemy is Besieged 
there. 

</ul>

<aside class="note">
PLAY NOTE: Teutons may use a Seaport in Rus as a Supply Source if not blocked per above. 
</aside>

<p>
TRANSPORT: To <mark>add Provender</mark>, the Active Lord must have 
or Share at least one usable Transport (<a href="#1.7.4">1.7.4</a>) 
<mark>per Provender</mark>
for each intervening Way crossed <mark>(if any)</mark> along <mark>any</mark>
Route to <mark>a Source</mark>.
<i class="note">
NOTE: A Lord at a Supply Source would not need Transport to have a Route to that Source.
</i>

<aside class="important">
<b>Important&mdash;</b>
<mark>
To draw multiple Provender per Supply action, a
Lord must have one usable Transport for each Provender
along each Way used by each Route from each Source.
</mark>
</aside>

<p>
SHARING: Lords at the Active Lord's Locale can Share their 
Transport (<a href="#1.5.2">1.5.2</a>) for Supply Routes and may Share Ships to add 
Provender via a Seaport for Teutons or via Novgorod for Russians 
(<a href="#4.6.3">4.6.3</a>).

<h4>
<a href="#4.6.3" id="4.6.3">4.6.3 Add Provender</a>
</h4>

<p>
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. 

<p class="note">
NOTE: 
<mark>A Lord may have at most eight Provender (<a href="#1.7.3">1.7.3</a>).</mark>
During Winter, only Seats provide Supply, because Ships are not usable (<a href="#1.7.4">1.7.4</a>)

<h3>
<a href="#4.7" id="4.7">4.7 Other Commands</a>
</h3>

<h4>
<a href="#4.7.1" id="4.7.1">4.7.1 Forage</a>
</h4>

<p>
<img class="square" src="../images/asset_prov_x1.png" align="right">

<p>
An Unbesieged Lord in a Locale that 
is not Ravaged (<a href="#4.7.2">4.7.2</a>) may use a Command action 
to add one Provender to his mat provided: 

<ul>
<li>
 He is at a Friendly Stronghold, OR
<li>
 It is Summer (not Winter or Rasputitsa).
</ul>

<aside class="note">
PLAY NOTE: Forage requires no Sources or Transport but is more limited than Supply. 
</aside>

<h4>
<a href="#4.7.2" id="4.7.2">4.7.2 Ravage</a>
</h4>

<p>
<img class="square" src="../images/marker_ravaged_russian.png" align="right">
<img class="square" src="../images/marker_ravaged_teutonic.png" align="right">

<p>
An Unbesieged Lord may use 
a Command action at a Locale in enemy 
territory (<a href="#1.3.1">1.3.1</a>) that is not Conquered or 
Friendly and not yet Ravaged to place a Ravaged &half;VP marker there, white if Russian Lord, black if Teutonic 
Lord. Adjust VP (<a href="#2.2.5">2.2.5</a>, <a href="#5.1">5.1</a>). 

<ul>
<li>
<mark>
Ravage requires <u>two</u> Command actions if an Unbesieged enemy Lord is adjacent to the Locale.
</mark>

<li>
Add one Provender to <mark>the Ravaging</mark> Lord's mat; if the Locale is any type 
other than Region (a Stronghold, Town, or Trade Route), add 
one Loot also. 
</ul>

<aside class="note">
PLAY NOTE: It is possible to Ravage at an enemy Locale while Besieging its Stronghold (<a href="#4.3.5">4.3.5</a>).
</aside>

<h4>
<a href="#4.7.3" id="4.7.3">4.7.3 Sail</a>
</h4>

<p>
<img class="square" src="../images/asset_ship_x1.png" align="right">

<p>
An Unbesieged Lord at a Seaport (<a href="#1.3.1">1.3.1</a>) 
during Rasputitsa or Summer&mdash;not in Winter&mdash;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 (<a href="#1.5.2">1.5.2</a>). Marshals may take along other Lords 
(<a href="#4.3.1">4.3.1</a>); Lieutenants must take Lower Lords (<a href="#4.1.3">4.1.3</a>); and Teutonic 
Lords may take the Legate (<a href="#1.4.1">1.4.1</a>). 

<ul>

<li>
Teutonic Lords must have at least one Ship per Horse unit (<a href="#1.6">1.6</a>) 
to Sail.

<li>
Russian Lords must have at least two Ships per Horse unit to 
Sail.

<li>
In addition, Sailing Lords must have at least one Ship per 
Provender and two Ships per Loot.

</ul>

<p>
SIEGE: If Sailing to an Unbesieged enemy Stronghold, place a 
Siege marker.

<p>
MOVED/FOUGHT: Mark all Sailing Lords Moved/Fought.

<aside class="note">
PLAY NOTE: Lords can Sail to enter enemy territory and to Besiege an unoccupied enemy Stronghold but not to Attack enemy Lords.
</aside>

<aside class="note">
DESIGN NOTE: The Russians' narrower, shallower draft vessels could carry fewer horses. 
</aside>

<h4>
<a href="#4.7.4" id="4.7.4">4.7.4 Tax</a>
</h4>

<p>
<img class="square" src="../images/asset_coin_x1.png" align="right">

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

<h4>
<a href="#4.7.5" id="4.7.5">4.7.5 Pass</a>
</h4>

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

<h3>
<a href="#4.8" id="4.8">4.8 Feed/Pay/Disband </a>
</h3>

<p>
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.

<h4>
<a href="#4.8.1" id="4.8.1">4.8.1 Feed</a>
</h4>

<p>
<img class="square" src="../images/marker_moved_fought.png" align="right">

<p>
Each Lord marked Moved/Fought (Teutons then Russians) must remove Provender or Loot 
markers&mdash;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 
(<a href="#1.7.2">1.7.2</a>).
<i class="note">
NOTE: Loot can only Pay Lords at Friendly Locales (<a href="#3.2.2">3.2.2</a>) but can Feed them anywhere.
</i>

<p>
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 (<a href="#1.5.2">1.5.2</a>). 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.

<p>
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.

<h4>
<a href="#4.8.2" id="4.8.2">4.8.2 Pay and Disband</a>
</h4>

<p>
Next, any Teutonic then Russian Lords 
may receive Pay as per Levy (<a href="#3.2">3.2</a>). Then all Lords on both sides 
must check for Disband per their Service limit (<a href="#3.3">3.3</a>). 

<h4>
<a href="#4.8.3" id="4.8.3">4.8.3 Remove Markers</a>
</h4>

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

<h3>
<a href="#4.9" id="4.9">4.9 End Campaign</a>
</h3>

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

<h4>
<mark>
<a href="#4.9.1" id="4.9.1">4.9.1 Grow</a>
</mark>
</h4>

<p>
<mark>
First, if turn 8 or 16 (end of each Rasputitsa), Teutons then Russians remove enemy Ravaged markers down to half their number, rounded up.
</mark>

<h4>
<a href="#4.9.2" id="4.9.2">4.9.2 Game End</a>
</h4>

<p>
If the just-concluded Campaign was part of the 
scenario's final 40 Days, the game ends: highest VP wins (<a href="#5.3">5.3</a>). 
Otherwise proceed.

<h4>
<a href="#4.9.3" id="4.9.3">4.9.3 Plow and Reap</a>
</h4>

<p>
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.
<i class="example">
EXAMPLE: A Lord with five Carts and no Sleds at Summer's end would take three Sleds into Winter.
</i>

<aside class="note">
DESIGN NOTE: Teams of draft and pack animals could serve in summer or winter but would have to return seasonally to critical agricultural work. 
</aside>

<h4>
<a href="#4.9.4" id="4.9.4">4.9.4 Wastage</a>
</h4>

<p>
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.
<i class="note">
NOTE: Wastage is by Lord only; it does not affect the Veche box or any cards other than This Lord Capabilities. 
</i>

<p class="example">
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.

<h4>
<a href="#4.9.5" id="4.9.5">4.9.5 Reset</a>
</h4>

<p>
Prepare for the next 40 Days:

<ul>

<li>
Unstack any Lieutenants and Lower Lords (<a href="#4.1.3">4.1.3</a>).

<li>
Remove all Serfs from Russian mats (even if Besieged) to the 
smerdi card. 

<li>
Discard all "This Campaign" Events (<a href="#3.1.3">3.1.3</a>). 

<li>
The Teutons player then the Russian may discard any Arts of 
War cards desired to their decks.

<li>
Advance the Campaign marker to the next 40-Days box and flip 
the marker to Levy (<a href="#2.2.2">2.2.2</a>). If the new 40 Days is the new year's 
first Late Winter 40 Days, discard the <var>Crusade</var> card if in play 
and Disband Summer Crusaders (<a href="#3.4.2">3.4.2</a>).

</ul>

<h2>
<a href="#5.0" id="5.0">5.0 VICTORY</a>
</h2>

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

<h3>
<a href="#5.1" id="5.1">5.1 Earning Victory Points </a>
</h3>

<p>
<img class="round" src="../images/marker_victory_teutonic.png">
<img class="round" src="../images/marker_victory_half_teutonic.png">
<img class="round" src="../images/marker_victory_russian.png">
<img class="round" src="../images/marker_victory_half_russian.png">

<p>
Track victory points (VP) on the Calendar (<a href="#2.2.5">2.2.5</a>). Sides earn VP 
as follows:

<p>
<img class="square" src="../images/marker_conquered_russian.png">
<img class="square" src="../images/marker_conquered_teutonic.png">
<img class="square" src="../images/marker_castle_russian.png">
<img class="square" src="../images/marker_castle_teutonic.png">

<p>
<img class="square" src="../images/marker_ravaged_russian.png">
<img class="square" src="../images/marker_ravaged_teutonic.png">
<img class="round" src="../images/marker_enemy_lords_removed_russian.png">
<img class="round" src="../images/marker_enemy_lords_removed_teutonic.png">

<ul>

<li>
1 VP for each of its Conquered markers (<a href="#1.3.1">1.3.1</a>, <a href="#1.8">1.8</a>, <a href="#4.5.1">4.5.1</a>) on the 
map (including those in the Veche box, <a href="#3.4.2">3.4.2</a>). 

<li>
1 VP per Castle marker in its color on the map (<a href="#1.8">1.8</a>, <a href="#1.9.1">1.9.1</a>).

<li>
&half; VP for each of its Ravaged markers (<a href="#1.8">1.8</a>, <a href="#4.7.2">4.7.2</a>) on the map.

<li>
In the Pleskau-1240 scenario, 1 VP per enemy Lord removed 
from the map in any way.

</ul>

<h3>
<a href="#5.2" id="5.2">5.2 Campaign Victory</a>
</h3>

<p>
If at any moment during Campaign (<a href="#4.0">4.0</a>) a side has no Mustered 
Lords on the map, the game ends immediately&mdash;the other side 
wins regardless of VP.

<h3>
<a href="#5.3" id="5.3">5.3 End of Scenario Victory</a>
</h3>

<p>
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.

<h2>
<a href="#6.0" id="6.0">6.0 SCENARIOS</a>
</h2>

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

<p>
MAP AND CALENDAR: Place markers and cylinders as listed.

<p>
LORD MATS: Set out Mustered Lords' mats as if just Levied 
(<a href="#3.4.1">3.4.1</a>), with their starting Forces, Assets, and Vassal markers.

<ul>

<li>
Each player (Teutonic then Russian) selects any Transport for 
mats that show "any" or any but Ships if "no Ship".
<i class="note">
NOTE: Some Lords begin with a certain number of Ships.
</i>

<li>
Vassals other than Special Vassals (<a href="#3.4.2">3.4.2</a>) are available and 
Ready&mdash;put their Service markers (Coat of Arms up) onto their 
Lords' mats.

</ul>

<p>
BEGIN PLAY: Commence the first Levy by shuffling each side's 
Arts of War decks and drawing random Capabilities (<a href="#3.1.1">3.1.1</a>-<a href="#3.1.2">3.1.2</a>).

<p>
<mark>
BIDDING FOR SIDES:
If preferred for balance, after choosing a scenario but before assigning sides,
bid to play the Russians. Players each put zero, one, or more dice under a
cupped hand. Reveal simultaneously: total pips showing is the bid. The player
with the lower bid takes the Russians and adds 1VP markers equal in number to
that bid to the Veche box (adjust Victory). If bids tied, add that number of
1VP markers and assign sides randomly.
</mark>

<aside class="option">

<h4>
No Horseback Archery
</h4>

<p>
Russian muster for the 1240-1242 conflict of archers who shot 
from moving horses is historically disputable. See the Background booklet, Arts of War, Russian Capability #R10 <var>Steppe 
Warriors</var> History. To leave them out: 

<ul>
<li>
Ignore Evade Defense. Asiatic Horse units' Defense 
rolls instead always succeed only on "1", just as for other 
Unarmored units.
</ul>

<aside class="note">
DESIGN NOTE: With this option, Asiatic Horse represent archers who ride to battle but fight dismounted or at a halt rather than steppe warriors or Russians fighting in the Asiatic style.
</aside>

</aside>

<h3>
Pleskau - 1240
</h3>

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

<p>
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.

<p>
Markers on Map: None.

<p>
Mustered: Begin with these Lords on the map. 

<p>
Teutons&mdash;
<ul>
<li>
Hermann (Marshal) at Dorpat
<li>
Knud &amp; Abel at Reval
<li>
Yaroslav at Odenpäh
</ul>

<p>
Russians&mdash;
<ul>
<li>
Gavrilo at Pskov
<li>
Vladislav at Neva
</ul>

<p>
Veche: One white 1VP Conquered marker.

<p>
Calendar:
<ul>
<li>
Box 1 has white Victory marker, Levy marker, and Rudolf and 
Domash cylinders. 
<li>
Box 2 has Yaroslav Service.
<li>
Box 3 has Knud &amp; Abel and Vladislav Service.
<li>
Box 4 has Hermann and Gavrilo Service.
</ul>

<p>
Remove from Play: Cylinders, mats, and Service markers of all 
other Lords. 
<mark>Also, remove each side's three "No Event" Arts of War cards from their decks.</mark>

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

<p>
<img class="big" src="images/setup_pleskau.png">
<br>
"Pleskau" Calendar setup and scenario span.


<h3>
Watland - 1241
</h3>

<p>
Following Hermann's success at Pskov, the Teutons agree on a 
plan to conquer another people under Novgorod's sway&mdash;the still 
mostly pagan Vodians.

<p>
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.

<p>
Markers on Map:
<ul>
<li>
Black Conquered marker at Izborsk.
<li>
Two black Conquered markers at Pskov.
<li>
Black Ravaged markers at Pskov and Dubrovno. 
</ul>

<p>
Mustered:

<p>
Teutons&mdash;
<ul>
<li>
Andreas at Fellin
<li>
Knud &amp; Abel at Wesenberg
<li>
Yaroslav at Pskov
</ul>

<p>
Russians&mdash;
<ul>
<li>
Domash at Novgorod 
<li>
<mark>
Vladislav at Ladoga
</mark>
</ul>

<p>
Veche: One white 1VP Conquered, Coin x1.

<p>
Calendar:
<ul>
<li>
Box 1 has white Victory.
<li>
Box 4 has black Victory, Levy, and <mark>Heinrich, Rudolf, and Karelians</mark> cylinders.
<li>
Box 5 has Andrey cylinder and Yaroslav Service..
<li>
Box 6 has Knud &amp; Abel <mark>and Vladislav</mark> Service.
<li>
Box 7 has Aleksandr cylinder and Andreas and Domash Service.
<li>
Box 8 has Hermann cylinder.
</ul>

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

<p>
<mark>
Victory: To win at scenario end (<a href="#5.3">5.3</a>), the Teutons must have at least 7 VP and must at least double Russian VP. (There is no tie.)
</mark>

<p>
<img class="big" src="images/setup_watland.png">
<br>
"Watland" Calendar setup and scenario span.
 

<h3>
Return of the Prince -
1241 to 1242
</h3>

<p>
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.

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

<p>
Markers on Map:
<ul>
<li>
Black Conquered markers at Kaibolovo and Koporye and black 
Castle marker at Koporye.
<li>
Black Conquered marker at Izborsk.
<li>
Two black Conquered markers at Pskov.
<li>
Black Ravaged markers at Vod, Zheltsy, Tesovo, Sablia, Pskov, 
and Dubrovno. 
</ul>

<p>
Mustered:
<p>
Teutons&mdash;
<ul>
<li>
Andreas at Koporye
</ul>

<p>
Russians&mdash;
<ul>
<li>
Aleksandr at Novgorod 
</ul>

<p>
Veche: Three white 1VP Conquered, Coin x2.

<p>
Calendar: 
<ul>
<li>
Box 3 has white Victory.
<li>
Box 9 has black Victory, Levy, and Hermann, Rudolf, Yaroslav, 
Andrey, <mark>Gavrilo,</mark> and Karelians cylinders.
<li>
Box 10 has Vladislav cylinder.
<li>
Box 11 has Heinrich, Knud &amp; Abel, and Domash cylinders.
<li>
Box 12 has Andreas Service.
<li>
Box 14 has Aleksandr Service.
</ul>

<p class="note">
<mark>NOTE:</mark> Gavrilo fell in Summer 1240 but 
here represents a potential rallying of pro-Aleksandr Pskovans.

<p>
<img class="big" src="images/setup_return_of_the_prince.png">
<br>
"Return of the Prince" Calendar setup and span.

<h3>
Return of the Prince -
Nicolle Variant
</h3>

<p>
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.

<p>
Seasons: This is another longer scenario (up to eight 40-Day 
periods)&mdash;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.

<p>
Markers on Map:
<ul>
<li>
Black Conquered markers at Kaibolovo and Koporye and black 
Castle marker at Koporye.
<li>
Black Ravaged markers at Vod, Zheltsy, Tesovo, and Sablia. 
</ul>

<p>
Mustered:
<p>
Teutons&mdash;
<ul>
<li>
Andreas at Riga
<li>
Hermann at Dorpat
<li>
Knud &amp; Abel at Koporye
</ul>

<p>
Russians&mdash;

<ul>
<li>
Aleksandr at Novgorod
<li>
Gavrilo at Pskov
</ul>

<p>
Veche: Three white 1VP Conquered, Coin x2.

<p>
Calendar: 
<ul>
<li>
Box 3 has white Victory.
<li>
Box 5 has black Victory.
<li>
Box 9 has Levy and Rudolf, Yaroslav, Andrey, and Karelians 
cylinders.
<li>
Box 10 has Vladislav cylinder.
<li>
Box 11 has Heinrich and Domash cylinders and Knud &amp; Abel 
Service.
<li>
Box 12 has Andreas, Hermann, and Gavrilo Service.
<li>
Box 14 has Aleksandr Service.
</ul>

<p>
<img class="big" src="images/setup_return_of_the_prince_nicolle.png">
<br>
"Nicolle Variant" Calendar setup and span. 

<h3>
Peipus - 1242
</h3>

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

<p>
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.

<p>
Markers on Map:
<ul>
<li>
White Castle marker at Koporye.
<li>
Black Conquered marker at Izborsk.
<li>
Two black Conquered markers at Pskov.
<li>
Black Ravaged markers at Vod, Zheltsy, Tesovo, Sablia, Pskov, 
and Dubrovno. 
</ul>

<p>
Mustered:
<p>
Teutons&mdash;
<ul>
<li>
Hermann (Marshal) at Dorpat
<li>
Yaroslav at Pskov
</ul>

Russians&mdash; all at Novgorod
<ul>
<li>
Aleksandr
<li>
Andrey
<li>
Domash
<li>
Karelians
</ul>

<p>
Veche: Four white 1VP Conquered, Coin x3.

<p>
Calendar: 
<ul>
<li>
Box 5 has white Victory.
<li>
Box 6 has black Victory.
<li>
Box 13 has Levy and Heinrich, Knud &amp; Abel, Rudolf, and 
Gavrilo cylinders. (Gavrilo here represents rallied pro-Aleksandr 
Pskovans.)
<li>
Box 14 has Yaroslav and Karelians Service.
<li>
Box 15 has Vladislav cylinder.
<li>
Box 16 has Hermann, Aleksandr, Andrey, and Domash Service.
</ul>

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

<p>
<img class="big" src="images/setup_peipus.png">
<br>
"Peipus" Calendar setup and scenario span.

<h3>
Crusade on Novgorod - 1240 to 1242
</h3>

<p>
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.

<p>
Seasons: This is the full-length scenario&mdash;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).

<p>
Markers on Map: None.
<p>
Mustered:
<p>
Teutons&mdash;
<ul>
<li>
Hermann (Marshal) at Dorpat
<li>
Knud &amp; Abel at Reval
<li>
Yaroslav at Odenpäh
</ul>

<p>
Russians&mdash;
<ul>
<li>
Gavrilo at Pskov
<li>
Vladislav at Neva
</ul>

<p>
Veche: One white 1VP Conquered marker.

<p>
Calendar:
<ul>
<li>
Box 1 has white Victory, Levy, and Andreas, Heinrich, Rudolf, 
and Domash cylinders. 
<li>
Box 2 has Yaroslav Service.
<li>
Box 3 has <mark>Andreas and</mark> Karelians cylinder and Knud &amp; Abel and Vladislav 
Service.
<li>
Box 4 has Hermann and Gavrilo Service.
<li>
Box 5 has Aleksandr and Andrey cylinders.
</ul>

<p>
<mark>Arts of War: Do not remove "No Event/No Capability" cards (<a href="#3.1.2">3.1.2</a>-3).</mark>

<p>
<img class="big" src="images/setup_crusade_on_novgorod.png">
<br>
"Crusade on Novgorod" Calendar setup and span.

<h2>
<a href="#index" id="index">KEY TERMS AND INDEX</a>
</h2>

<dl>
<dt>40-Days<dd>Calendar box, a turn (<a href="#1.3.2">1.3.2</a>).
<dt>Active<dd>Acting on Campaign (<a href="#4.0">4.0</a>)
<dt>Adjacent<dd>Linked by a Way (<a href="#1.3.1">1.3.1</a>).
<dt>Approach<dd>March to enemy (<a href="#4.3.4">4.3.4</a>).
<dt>Archbishopric<dd>Seat by Event (<a href="#1.3.1">1.3.1</a>). 
<dt>Archery<dd>Strike type (<a href="#4.4.2">4.4.2</a>).
<dt>Armor<dd>Unit Protection roll (<a href="#4.4.2">4.4.2</a>).
<dt>Array<dd>Lords in Battle or Storm (<a href="#4.4.1">4.4.1</a>).
<dt>Arts of War<dd>card, deck (<a href="#1.9.1">1.9.1</a>, <a href="#3.1">3.1</a>).
<dt>Asiatic Horse<dd>Forces type (<a href="#1.6">1.6</a>).
<dt>Asset<dd>Coin, Loot, Provender, Transport (<a href="#1.7">1.7</a>).
<dt>Attack<dd>Engage in Battle or Storm as the Active side (<a href="#4.4">4.4</a>, <a href="#4.5.2">4.5.2</a>).
<dt>Avoid Battle<dd>Back off from enemy Approach (<a href="#4.3.4">4.3.4</a>).
<dt>Battle<dd>Fight due to March (<a href="#4.4">4.4</a>).
<dt>Battle mat<dd>Array option (<a href="#4.4.1">4.4.1</a>).
<dt>Besieged<dd>Under Siege (<a href="#4.3.5">4.3.5</a>).
<dt>Bishopric<dd>Stronghold type (<a href="#1.3.1">1.3.1</a>).
<dt>Boat<dd>Transport type (<a href="#1.7.4">1.7.4</a>).
<dt>Calendar<dd>Board section tracking turns, Service, and victory (<a href="#1.3.2">1.3.2</a>, <a href="#2.2">2.2</a>).
<dt>Call to Arms<dd>Part of Levy (<a href="#3.5">3.5</a>).
<dt>Campaign<dd>Phase of each 40 Days (<a href="#4.0">4.0</a>).
<dt>Capability<dd>Card aspect (<a href="#1.9.1">1.9.1</a>, <a href="#3.4.4">3.4.4</a>).
<dt>Capacity<dd>Stronghold aspect (<a href="#1.3.1">1.3.1</a>).
<dt>Cart<dd>Transport type (<a href="#1.7.4">1.7.4</a>).
<dt>Castle<dd>Stronghold type (<a href="#1.3.1">1.3.1</a>).
<dt>City<dd>Stronghold type (<a href="#1.3.1">1.3.1</a>).
<dt>Coat of Arms<dd>Lord's symbol (<a href="#1.5.1">1.5.1</a>).
<dt>Coin<dd>Asset type (<a href="#1.7">1.7</a>).
<dt>Command<dd>Rating (<a href="#1.5.3">1.5.3</a>); card (<a href="#1.9.2">1.9.2</a>); Activation (<a href="#4.2">4.2</a>); actions (<a href="#4.3">4.3</a>-.7).
<dt>Commandery<dd>Seat by Capability (<a href="#1.3.1">1.3.1</a>, <a href="#1.9.1">1.9.1</a>).
<dt>Concede the Field<dd>Declare end to Battle as loser (<a href="#4.4.2">4.4.2</a>)
<dt>Conquerable<dd>Locale aspect (<a href="#1.3.1">1.3.1</a>).
<dt>Conquered<dd>VP marker (<a href="#1.3.1">1.3.1</a>, <a href="#5.1">5.1</a>).
<dt>Crossbowmen<dd>Archers with advantage versus Armor (<a href="#1.9.1">1.9.1</a>, <a href="#4.5.2">4.5.2</a>).
<dt>Cylinder<dd>A Lord's piece (<a href="#1.5.1">1.5.1</a>).
<dt>Defend<dd>Face an Attack (<a href="#4.4">4.4</a>, <a href="#4.5.2">4.5.2</a>).
<dt>Disband<dd>Remove Lord from map (<a href="#3.3">3.3</a>).
<dt>Encamp<dd>End Command actions with start of Siege (<a href="#4.3.5">4.3.5</a>).
<dt>Endanger<dd>Remove Legate (<a href="#1.4.1">1.4.1</a>).
<dt>Evade<dd>Unit Protection roll (<a href="#4.4.2">4.4.2</a>).
<dt>Event<dd>Arts of War card aspect (<a href="#1.9.1">1.9.1</a>).
<dt>Fealty<dd>Lord rating (<a href="#1.5.3">1.5.3</a>).
<dt>Feed<dd>Eat after Marched/Fought (<a href="#4.8.1">4.8.1</a>).
<dt>Flank<dd>Fight non-opposite (<a href="#4.4.2">4.4.2</a>).
<dt>Foot<dd>Forces category (<a href="#1.6">1.6</a>).
<dt>Forage<dd>Command action (<a href="#4.7.1">4.7.1</a>).
<dt>Forces<dd>Foot and Horse units (<a href="#1.6">1.6</a>).
<dt>Fort<dd>Stronghold type (<a href="#1.3.1">1.3.1</a>).
<dt>Friendly<dd>Aspect of a Locale (<a href="#1.3.1">1.3.1</a>).
<dt>Front<dd>Forward Array row (<a href="#4.4.1">4.4.1</a>).
<dt>Garrison<dd>Storm Defense units (<a href="#4.5.2">4.5.2</a>).
<dt>Greed<dd>Discard restriction (<a href="#1.7.2">1.7.2</a>, <a href="#3.1.4">3.1.4</a>).
<dt>Higher Authority<dd>Legate, Veche (<a href="#1.4">1.4</a>).
<dt>Hit<dd>Battle effect harming a unit (<a href="#4.4.2">4.4.2</a>).
<dt>Hold/Held<dd>Event type (<a href="#1.9.1">1.9.1</a>).
<dt>Horse<dd>Forces category (<a href="#1.6">1.6</a>).
<dt>Initiative<dd>Strike order (<a href="#4.4.2">4.4.2</a>).
<dt>Knights<dd>Horse Forces type (<a href="#1.6">1.6</a>).
<dt>Laden<dd>Slowed by Assets (<a href="#4.3.2">4.3.2</a>).
<dt>Legate<dd>Higher Authority, purple pawn piece (<a href="#1.4.1">1.4.1</a>, <a href="#3.5.1">3.5.1</a>).
<dt>Levy<dd>Phase of each 40 Days (<a href="#3.0">3.0</a>); bring into play (<a href="#3.4">3.4</a>-<a href="#3.5">3.5</a>).
<dt>Lieutenant<dd>Lord temporarily leading another Lord (<a href="#4.1.3">4.1.3</a>).
<dt>Light Horse<dd>Forces type (<a href="#1.6">1.6</a>).
<dt>Locale<dd>Map space (<a href="#1.3.1">1.3.1</a>).
<dt>Loot<dd>Asset type (<a href="#1.7">1.7</a>).
<dt>Lord<dd>Military Leader (<a href="#1.5.1">1.5.1</a>).
<dt>Lordship<dd>Lord rating (<a href="#1.5.3">1.5.3</a>).
<dt>Loss<dd>Unit removal in combat (<a href="#4.4.4">4.4.4</a>).
<dt>Lower Lord<dd>Led by Lieutenant (<a href="#4.1.3">4.1.3</a>).
<dt>Map<dd>Section of game board (<a href="#1.3.1">1.3.1</a>).
<dt>March<dd>Command type (<a href="#4.3">4.3</a>).
<dt>Marshal<dd>Lord leading Lords (<a href="#1.5.1">1.5.1</a>).
<dt>Mat<dd>Display for Lord, Array (<a href="#1.5">1.5</a>, <a href="#4.4.1">4.4.1</a>)
<dt>Men-at-Arms<dd>Foot Forces type (<a href="#1.6">1.6</a>).
<dt>Militia<dd>Foot Forces type (<a href="#1.6">1.6</a>).
<dt>Moved/Fought<dd>marker (<a href="#4.3">4.3</a>, <a href="#4.4">4.4</a>, <a href="#4.8">4.8</a>).
<dt>Muster<dd>Segment of Levy (<a href="#3.4">3.4</a>); enter play (<a href="#3.4">3.4</a>-<a href="#3.5">3.5</a>).
<dt>Novgorod<dd>Stronghold type (<a href="#1.3.1">1.3.1</a>).
<dt>On Map<dd>In play at a Locale (<a href="#1.3.1">1.3.1</a>) or in the Veche box (<a href="#1.3.3">1.3.3</a>).
<dt>Pass<dd>Command card (<a href="#1.9.2">1.9.2</a>, <a href="#4.2.3">4.2.3</a>); Command action (<a href="#4.7.5">4.7.5</a>).
<dt>Pay<dd>Expend Coin or Loot (<a href="#3.2.1">3.2.1</a>-.2).
<dt>Plan<dd>Stack of Command cards (<a href="#4.1">4.1</a>).
<dt>Protection<dd>Saving roll (<a href="#4.4.2">4.4.2</a>).
<dt>Provender<dd>Asset type (<a href="#1.7">1.7</a>).
<dt>Pursuit<dd>Battle advantage (<a href="#4.4.2">4.4.2</a>).
<dt>Raid<dd>Siege reduction by Sally (<a href="#4.5.3">4.5.3</a>).
<dt>Rasputitsa<dd>A Season (<a href="#2.2.1">2.2.1</a>).
<dt>Ravage<dd>Command action (<a href="#4.7.2">4.7.2</a>).
<dt>Ready<dd>Able to Muster (<a href="#3.4.1">3.4.1</a>-.2).
<dt><mark>Rearguard</mark><dd><mark>Relief Sally position (<a href="#4.4.1">4.4.1</a>).</mark>
<dt>Recovery<dd>End to Command actions in aftermath of Battle or Storm (<a href="#4.4.5">4.4.5</a>).
<dt>Region<dd>Locale type (<a href="#1.3.1">1.3.1</a>).
<dt>Relief Sally<dd>Besieged Lords joining an Attack from outside Approach (<a href="#4.4.1">4.4.1</a>).
<dt>Reposition<dd>Move in Array (<a href="#4.4.2">4.4.2</a>, <a href="#4.5.2">4.5.2</a>).
<dt>Reserve<dd>Array back row (<a href="#4.4.1">4.4.1</a>, <a href="#4.5.2">4.5.2</a>).
<dt>Retreat<dd>Forced out by Battle (<a href="#4.4.3">4.4.3</a>).
<dt>Rout<dd>Battle harm to unit/Lord (<a href="#4.4.2">4.4.2</a>).
<dt>Sack<dd>Obtain Spoils from Storm (<a href="#4.5.2">4.5.2</a>).
<dt>Sail<dd>action to move to Seaport (<a href="#4.7.3">4.7.3</a>).
<dt>Sally<dd>Besieged Attack (<a href="#4.4.1">4.4.1</a>, <a href="#4.5.3">4.5.3</a>).
<dt>Seaport<dd>Locale aspect (<a href="#1.3.1">1.3.1</a>).
<dt>Season<dd>Pair of 40 Days (<a href="#2.2.1">2.2.1</a>).
<dt>Seat<dd>Stronghold aspect (<a href="#1.3.1">1.3.1</a>).
<dt>Serfs<dd>Forces type (<a href="#1.6">1.6</a>).
<dt>Sergeants<dd>Horse Forces type (<a href="#1.6">1.6</a>).
<dt>Service<dd>Lord/Vassal rating (<a href="#1.5.3">1.5.3</a>-.4); marker (<a href="#1.5.1">1.5.1</a>); advanced rule (<a href="#3.4.2">3.4.2</a>).
<dt>Share<dd>Use Asset for other Lord (<a href="#1.5.2">1.5.2</a>).
<dt>Ship<dd>Transport type (<a href="#1.7.4">1.7.4</a>).
<dt>Siege<dd>Marker (<a href="#4.3.5">4.3.5</a>); action (<a href="#4.5.1">4.5.1</a>).
<dt>Siege Capacity<dd>see Capacity (<a href="#1.3.1">1.3.1</a>).
<dt>Siegeworks<dd>Besiegers' Walls (<a href="#4.5.2">4.5.2</a>).
<dt>Sled<dd>Transport type (<a href="#1.7.4">1.7.4</a>).
<dt>Source<dd>Supply origin (<a href="#4.6">4.6</a>).
<dt>Special Vassal<dd>Vassal type (<a href="#1.5.4">1.5.4</a>).
<dt>Spoils<dd>Battle/Storm gain (<a href="#4.4.3">4.4.3</a>, <a href="#4.5.2">4.5.2</a>).
<dt>Storm<dd>Command action (<a href="#4.5.2">4.5.2</a>).
<dt>Strike<dd>Inflict Hits (<a href="#4.4.2">4.4.2</a>).
<dt>Stronghold<dd>Locale type (<a href="#1.3.1">1.3.1</a>).
<dt>Summer<dd>A Season (<a href="#2.2.1">2.2.1</a>).
<dt>Supply<dd>Command action (<a href="#4.6">4.6</a>).
<dt>Supply Route<dd>A chain of Locales and Ways with Transport (<a href="#4.6.1">4.6.1</a>).
<dt>Supply Source<dd>A Locale providing Provender via Supply (<a href="#4.6.1">4.6.1</a>).
<dt>Surrender<dd>Taken via Siege (<a href="#4.5.1">4.5.1</a>).
<dt>Tax<dd>Command action (<a href="#4.7.4">4.7.4</a>).
<dt>Terms<dd>No Spoils in Surrender (<a href="#4.5.1">4.5.1</a>).
<dt>This Lord<dd>Capability type (<a href="#3.4.4">3.4.4</a>).
<dt>Town<dd>Locale type (<a href="#1.3.1">1.3.1</a>).
<dt>Trackway<dd>Overland Way (<a href="#1.3.1">1.3.1</a>).
<dt>Trade Route<dd>Locale type (<a href="#1.3.1">1.3.1</a>).
<dt>Transport<dd>Asset type (<a href="#1.7.4">1.7.4</a>).
<dt>Unit<dd>Forces piece (<a href="#1.6">1.6</a>).
<dt>Unarmored<dd>Unit Protection roll (<a href="#4.4.2">4.4.2</a>).
<dt>Unready<dd>Unable to Muster (<a href="#3.4.1">3.4.1</a>-.2).
<dt>Usable<dd>Transport when effective by Season and Way (<a href="#1.7.4">1.7.4</a>).
<dt>Vassal<dd>Forces a Lord can Levy (<a href="#1.5.4">1.5.4</a>).
<dt>Veche<dd>Higher Authority (<a href="#1.4.2">1.4.2</a>, <a href="#3.5.2">3.5.2</a>).
<dt>Walls<dd>Overall saving roll (<a href="#4.5.2">4.5.2</a>).
<dt>Wastage<dd>Asset and VP marker limit (<a href="#1.4.2">1.4.2</a>, <a href="#1.7.3">1.7.3</a>), Asset and Capability erosion (<a href="#4.9.4">4.9.4</a>).
<dt>Waterway<dd>River or lakeshore (<a href="#1.3.1">1.3.1</a>).
<dt>Way<dd>Link between Locales (<a href="#1.3.1">1.3.1</a>).
<dt>Winter<dd>(Early, Late) a Season (<a href="#2.2.1">2.2.1</a>).
<dt>Withdraw<dd>Enter Stronghold (<a href="#4.3.4">4.3.4</a>).