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<h1>
RULES OF PLAY
</h1>
<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 & Abel are weaker. Knud & 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 & Campaign
Series portraying medieval military operations. Players will raise
and equip their armies and then send them out to ravage or conquer
enemy territory and to defeat enemy forces in battle. Feudal obligations and alliances will provide a panoply of lords and vassals to
serve on campaign—but only for limited periods. Players must keep
an eye on the calendar and reward lords to keep them in the field.
<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—including the Teutonic Order—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—all except Regions
and Towns—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—
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—Waterways and Trackways—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—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—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—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—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—if playing with the Vassal Service advanced
rule—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 & 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—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—</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 & 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—</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—Transport, Provender (food and
other supplies), Coin (money), and Loot
(livestock and other booty)—are shown
by 5/8th-inch counters placed on Lords' mats.
<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—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 ½-inch square counters include:
<ul>
<li>
Ravaged/½VP 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—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—
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 +½ side
as appropriate) in the Victory circle at the 40 Days box number
corresponding to that side's current victory score between 1 and
16½; or off the Calendar left of 1 for zero or ½ or right of 16 for
17 or 17½. A side may never exceed a score of 17½; any excess
points earned are forfeit.
<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—</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—</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—</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—</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—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—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—</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 & 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—
Unready, because they Disbanded this Levy (see below)—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>)—Coat-of-Arms side down (Unready—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—only if his mat says "Ships"—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—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—</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—
<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—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—the player must discard
any excess.
<p>
CAMPAIGN STEPS:
<ul>
<li>
Plan: The two sides simultaneously build their Campaign
Plans—an ordered stack of Command cards—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—
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—</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—</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—two actions if Laden—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—
<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—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—if Flanking—<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 ½, 1, or 2 Hits, depending on
Forces and Strike type—see the Forces table. Total all Hits for that
step, including Flanking plus directly opposing Lords, rounding
up.
<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—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 ½ 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—</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—
<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—
<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—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—</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—
<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>)—the Besieger cannot decline such Disband—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—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—
<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—with Ships in Rasputitsa or
Summer—a Seaport for Teutons or Novgorod for Russians. The
Active Lord must have an unbroken Route of Locales and Ways,
served by the appropriate Transport, to each Source (see below).
As helpful, mark Locales with Supply Source markers.
<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—</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 ½VP 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—not in Winter—may
use all actions of his Command card to move directly to any other Seaport that is free of Unbesieged
enemy Lords. He or his moving group must have enough Ships,
including by Sharing (<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—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>
½ 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—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—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—
<ul>
<li>
Hermann (Marshal) at Dorpat
<li>
Knud & Abel at Reval
<li>
Yaroslav at Odenpäh
</ul>
<p>
Russians—
<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 & 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—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—
<ul>
<li>
Andreas at Fellin
<li>
Knud & Abel at Wesenberg
<li>
Yaroslav at Pskov
</ul>
<p>
Russians—
<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 & 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)—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—
<ul>
<li>
Andreas at Koporye
</ul>
<p>
Russians—
<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 & 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)—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—
<ul>
<li>
Andreas at Riga
<li>
Hermann at Dorpat
<li>
Knud & Abel at Koporye
</ul>
<p>
Russians—
<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 & 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—
<ul>
<li>
Hermann (Marshal) at Dorpat
<li>
Yaroslav at Pskov
</ul>
Russians— 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 & 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—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—
<ul>
<li>
Hermann (Marshal) at Dorpat
<li>
Knud & Abel at Reval
<li>
Yaroslav at Odenpäh
</ul>
<p>
Russians—
<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 & 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>).
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