One blog to rule them all, One blog to find them,
One blog to bring them all, and on the internet
bind them.



Follow the links below to our members Blogs to see what activities they are up to, both for the club and for their own interests.

Thursday 23 April 2020

Monday 20 April 2020

The Grand Reveal!



So, here it is, most every hex has been revealed, only a scant few to go!
Many barren hexes yet to be explored, and some that have refused to give up their secret.

Fairly even distribution of hexes and resources.
Players should double check, their domains, as some changes occurred after their last turn because of the actions of rival nations.

So next up some spell casting,  followed by winter events...




Saturday 4 April 2020

Blank players map with small numbers



This is the style of map that I am using to keep track of movement orders, and what is in each hex.
In this case all I have placed are the capitals as everything else is more prone to changes...

Feel free to print it and use pins to track everything. Pehaps you can download it into a paint program and add symbols.

Once the game officially starts I will post updated maps showing what has happened.




Thursday 2 April 2020

Battle maps?


Above is a colourized version of Age of Reason maps. The idea is a percentage die roll will indicate which map you use. The die result is the centre of the table/map.


Wednesday 1 April 2020

M/E Gazetteer/Glossary/rules addendum U/D 04/18


Consolidated rules addendum 
 
All added/amended rules are highlighted in the new consolidated rule book by a skull and crossbones symbol.
Any of the items listed below refer to the added/amended rules, so look for the symbol.

Rules not in use some rules to be added:
  1. pg 12 ignore Capital placement
  2. pg 15 ignore Chart for special/rare units
  3. pg 15 Ignore chart for characters tied to settlements at set up but use in recruitment.
  4. pg 15 Ignore Magic purchasing & reference to special characters
  5. pg 22 ignore dogs o war reference.
    pg 53 ignore forced landing rules
  6. pg 57 ignore under raise dead “Undead players may...”
  7. pg 57 ignore under summon host “this result may be taken as ...”
  8. pg 58 Ignore “may be special characters”
    add Call of heroes spell allows level 5 and 10 characters to be recruited
  9. pg 64 Ignore results chart, it is replaced by chart on page 65
  10. pg 66 Ignore “are not obliged to purchase any of the compulsory...”
  11. pg 67 Ignore entire page, there will be experience just not like this
  12. pg 68 Ignore troop experience
  13. pg 68 ignore dogs of war reference
  14. pg 70 Add under Ships and naval academies treat cities on river tile beside a delta tile as   
              coastal
  15. pg 70 Ignore ship of the line rules
  16. pg 70 Ignore entire section on marines
  17. pg 71 Ignore entire section on roads
  18. pg 76 Ignore under Deployment the added text about marines/forced landings
  19. pg 77 Add limit of 15/16 espionage counters per empire 3 agents, 3 assassins, 3 saboteurs,
      6 spys. Some races/nations gain an extra assassin hence 16.
  20. pg 88 to 96 Ignore reference to experienced character traits
  21. pg 93 Add to Slann/lizard may make a route roll -1 to cross swamp
  22. pg 95 Add Empire gain +1 on siege attacks, Bretonnians gain -1 when defending in siege

Glossary of Terms

Attributes Attack/defence modifiers to certain actions
Army A 3000 point force more of a paper strength formation rather than a field force.
Banner A force of 500/1000/1500 points containing 1 to 5 units
Champion A hero attached to a unit
Character A hero/Leader/mage figure
Commander In charge of a banner
Empire The lands, including a nations realm, that are controlled by that nation.
Force One or more banners occupying the same hex.
Force march Orcs only Allows a force that has moved, and not been in a conflict, to move
again. Must have enough baggage or be able to subsist in current hex. Must roll
for losses on forced march chart. Must roll on scouting chart and must move into
hex if it successfully scouted.
Halted banner A banner that is unable to move, typically because it has no commander
General Senior leader, in charge of an army (3000 points)
General orders Pre-plotted orders issued to a banner.
Hero Level 5/10/15 character, a unit champion, can be a leader of a 500 point banner.
Leader Level 20/25 character commander of a banner
Mage Level 5/10/15/20/25 independent characters, can sometimes be a leader
Quirks Minor random qualities of characters.
Realm Consists of the capital hex and the six surrounding hexes
Reorganize When more than one banner is in the same hex, they can transfer troops but must conform to the 500/1000/1500 point restriction and must be of the same army.

Gazetteer by Hex

Coastal tiles 2/19/34/46/48/56/57/59/66/69/84/103
All have restrictions on movement. You cannot cross the water even on the river mouth edge. To cross the water you will require a ship. You may leave via any land route.

10 Bridge
13 Capital City
16 Sand bars Hazardous See chart below
20 Capital City
23 Dragon Mountain See chart below
32 Coastal The island is not in play
34 Coastal This city does not have a bridge
36 Swamp impassable save by Lizard banner
37 Bridge
40 Volcano Counts as highland tile. Will erupt on a D6 roll of 1 in winter event phase. Any
      settlement & banner are destroyed. Will spread to D6 adjacent tiles. Anything in the lava’s
      path is destroyed
42 Volcano Counts as highland tile. Will erupt on a D6 roll of 1 in winter event phase. Any
      settlement & banner are destroyed. Will spread to D6 adjacent tiles. Anything in the lava’s
      path is destroyed
44 Capital City
46 Strait Steep cliffs, requires route roll -1. You cannot move from 46 to 32 without a ship.
55 Rocky coast Counts as highland tile. Ships cannot land here
57 Strait Steep cliffs, requires route roll -1
58 Strait and Bridge Bridge cannot be destroyed.
60 River Delta Increased cost to build here. Any settlement here gains +D3 gold in revenue phase
     Costs 7 gold to convert village to a Fortress, 12 if barren, No city may be built here
64 Capital City Plateau -1 strategic modifier for any battle fought here
68 Island counts as coastal when scouted. Requires boat to reach -2 strategic modifier for any battles
     taking place here
71 Swamp impassable save by Lizard banner
74 Bridge
75 Lake Boats/rafts required to cross. Will take one turn to construct
79 Island/Coastal when scouted. Requires boat to reach -2 strategic modifier for any battles taking
     place here
80 Deep waters roll on Ocean Weather chart
82 Dragon mountain See chart below
87 Volcano Counts as highland tile. Will erupt on a D6 roll of 1 in winter event phase.
     Any settlement & banner are destroyed. Will spread to D6 adjacent tiles. Anything in the
     lava’s path is destroyed
90 Chasm Cannot be bridged or crossed. Earthquake on a D6 roll of 1 in winter event phase.
     Any settlement & banner are destroyed. Roll D6 for each adjacent tile. 1-3 as per above.
     4+ no effect.
99   Capitol city
106 Capitol city
111 Rocky promontory Hazardous See chart below
113 Coastal The island is not in play
117 Coastal The island is not in play