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C. Elite Units
I. INTRODUCTION All elite units are shown with a white diamond on the front side of
their counter.
A. Presentation Elite units have 2 sides. When an elite unit is hit, it is placed on its
The Invasions (volumes I & II) simulate the 350 to 925 AD time period, back side it then becomes a simply infantry (whatever it was
with various barbarian or civilized people active over Europe and Middle- previously, even a cavalry).
East. The back side (infantry) displays a «red diamond» , to indicate it is
Each players has its own specific Player Aide, and plays with a set of a hit/damaged elite unit.
assigned peoples (a.k.a. hereafter as nation). Elite unites are only for civilized nations (kingdom or empire).
Each nation can only have one status : Barbarian (including nomadic) A barbarian nation cannot use those units as elite (even if in its force
or Civilized (kingdom or empire). This status may only evolve during the pool), they are used, if present, only as the type of unit shown on the
game from Barbarian to Civilized. front side : often a cavalry if shown, the rest of the time as an infantry.
All nations have an individual « Nation Card » (some important The elite white diamond symbol is to be ignored until the nation becomes
peoples even have two of them). Each card indicates the special rules civilized (by founding a kingdom).
for that nation, its victory objectives, reinforcements, leaders, etc… --> Some elite units:
There is also a « Time Table ». It indicates, turn by turn, the nations Elite : most elite infantry.
entering play, barbarian reinforcements and historical leaders. Guard : imperial, with 2 white diamonds, it is also a heavy unit (see
below).
B. Dices Noble Cavalry (kingdom) : it is an heavy elite cavalry.
Two 6-sided dices, called « D12 », are used for battle
and revolts. D. Heavy Units
One 6-sided dices, called « D6 », is used for various Some units are shown as « heavy », which is indicated as an extra
Areas selection or other fate determinations. information on the counter, whatever their types. The symbol is a
A 10-side dice, called « D10 », is used for everything
« shield + sun ».
else (sieges, etc…).
A heavy unit can be normal or elite.
When you get the Heavy Advantage in battle, you opponent suffers a
penalty of -1 to its D12 battle dices.
Rounding! The above Heavy Advantage is gained if you have at least 2 heavy
in this game, all rounding is up.
units more than the opponent, or if the latter has only one unit and you
are the only one to have a heavy unit.
a Roman legion is an heavy elite unit.
A Barbarian cavalry is often heavy too.
D. Barbarians
Barbarians receive reinforcements each turn (see the Time Table) and
always have, every turn, a leader and a horde, in addition to other units.
On the turn they appear, they usually benefit from a Major Invasion
turn, which boosts them significantly.
They are fast to play: no administration, no purchase of units, no
maintenance, etc…
They perceive no income, except via Tribute or Pillage.
They have different kind of units, but their elite units are considered as
normal (i.e. single side, ignore the white diamond).
They age automatically by 1 slot each turn.
Each Barbarian will ultimately become civilized and will found a
kingdom, after a few turns. It is advised to find a suitable location,
preferably in the civilized parts of the map (regions with cities that are at
the beginning located within the Roman empire – civilized Areas are
indicated with a greek column before their name ).
E. Nomads
The «Nomad» is a special brand of barbarian.
Nomads : Huns, Alans, Hephtalites, Avars… most coming originally
from Central Asia.
A Nomad is basically a Barbarian which has the benefit and usage of a
few unique special rules. See Huns player aide.
However, the Nomad remains a Barbarian and must following all the
rules of a Barbarian. He just benefits from extra specific rules.
Copyright Wisdom Owl 2018 © Invasions - Rules 3
IV. CONTROL OF PROVINCES V. ADMINISTRATION
Only from turn 2 onwards (pre-calculated in turn 1).
A. Presentation
A nation controls the provinces where it has military units. A. Barbarians
Provinces are also regrouped into «Areas» (ex. Italia, Hispania, There is no administration for Barbarians.
Graecia, etc…), and it is possible to get control of a whole area without Each Barbarian nation receives its reinforcements units as indicated on
needing to leave units there. the Time Table (or its nation's card).
Each Barbarian also always has a generic leader, every turn, or its
B. Control of Provinces historical leaders (but no both at the same time unless specified).
When a nation does not have the official control of an «Area», it must If the Time Table no longer shows any reinforcements, a Barbarian will
have a military unit present in a province to maintain its control there. receive by default 1 unit as reinforcement each turn.
Control of a province includes that of the city present within, if any. A Barbarian collects no income.
In case of conquest of an enemy province, the city there must however It may however receives a tribute from
be captured (via siege) to get its control. If the city holds, the province another nation or pillage opposing cities or
will have to be evacuated at the end of the turn. treasury sites.
Those revenues thus collected bring him Gold (that can later be used
C. Control of an Area when it becomes a Kingdom).
An Area regroups many provinces. Islands are usually linked to the
Area to which they belong (see map key). B. Kingdom and Empires
Control of an Area is achieved at the end of the whole turn in Only the «civilized» nations (Kingdom or Empire) need administration.
progress (and not at the end of the nation's turn). Each turn, a civilized nation basically draws 2 Ruling Cards
To maintain overall control of an Area, a nation must leave 1 unit at the (sometimes more if the current leader of the nation has an administration
end of its nation's turn (some exceptions apply to Rome and Byzantium). value that is not nil), pays and plays one.
Kingdom: if a Kingdoms controls the majority of provinces, he
C. Ruling Cards
receives the official control of the Area.
They are of three "types": passive (a sun calendar), military (crossed
Empire: if an empire controls the majority of the Area's cities, he gets
swords),and reform (amphoras, column, balance and parchment),
the official control of the Area. That level of control is superior and
exceeds that of a Kingdom.
An empire exerts a total control if it owns all cities and there are no
hostile hordes or kingdoms within the Area (excepted Foedus).
If the above does not apply, the empire is deemed to have partial The first two are in equal numbers (7 each), the third type is rarer (4
control (if it has the majority of cities). only).
The player draws 2 ruling cards at random (not viewing at them), and
Barbarian: it can control a Barbarian Area (indicated by an axe
only sees the card's backs (indicating passive, military, reform) with their
picture before its name) if it is the sole to have its horde there (or a
administrative cost.
submitted horde).
He chooses a card, without looking at it, and pays its cost.
It can maintain control there, even after it has founded a Kingdom.
He can then look at the card and see the results that must be applied
It can control a Civilized Area (indicated by a greek column symbol
now (see below)
before its name) if it controls the majority of the provinces or if he is the
Then he reshuffles the cards back into the deck (including the one just
only one to have units there with its horde (or via units and horde of a
played).
submitted nation).
Effects : 3 cards or more
Control of an Area is helping calculation of income. If the 2 cards drawn are of the same type, the player must draw 1
It is not necessary to have a unit per controlled province. more, until his hand holds at least 2 different types of cards (still not
Each empty province inside the Area is automatically controlled. looking at the cards front).
Same thing if a province occupied by another people is evacuated. The player chooses a type and keep the card(s). If he has in hands 2
cards of the same type, he may look at them and choose which one he
D. Barbarian Areas prefers before paying (this is an advantage).
All Areas located outside of the Roman Empire or the Sassanid Persia
Administrative Cost
Kingdom are considered as «Barbarian Areas» in 350 AD (in GI I).
Each card has a basic administrative cost indicated on its back, for the
Barbarian Areas : Caledonia, Scandinavia, Germania, Danube,
Kingdoms or Empires, as follows:
Barbarum, Balticum, Scythia, Steppes, Caucacus, Mahgreb.
Kingdoms Empire
Each barbarian province inside the barbarian areas is considered to Passive 5 Gold 10 Gold
have some intrinsic population and defense. It can be conquered by a Military 10 Gold 20 Gold
unit with a horde, or 3 units without horde (Barbarians), or 5 units Reform 20 Gold 30 Gold
(Civilized).
The cost is unrelated to the size or age of the Kingdom or Empire.
Active barbarians may cross freely any barbarian province, without a
fight, if the don't stop there (just to go through it). Historical Leaders
A Civilized nation can't do that (Kingdom or Empire). Its units must Some of the historical leaders have an "administration" bonus on
stop and conquer each empty barbarian province if they wish to move their counter (top right).
further. In addition they can control those province only if they leave at This allows to draw more cards.
least one combat unit in it.
Net Income
From its gross income, a Kingdom must pay maintenance for its units:
1 Gold per unit. A leader costs nothing.
B. Kingdom
For a Kingdom, where the revolt occurs does not matter.
One of the players is selected at random to choose the province in
revolt.
C. Player's selection
One player is selected at random (can be you!) with a D6.
1-2 Roman 5 Goth
3-4 Persian 6 Hun
The selected player places a Revolt marker in the province of his
choice (as long as the said province belongs to the victim).
Limitation: the province with the capital or with a leader can't be
selected.
Presence of military units is unimportant or irrelevant.
D. Effects of Revolts
The province in revolt becomes hostile, but still officially belongs to the
original owner.
The owner loses 1 Gold + the income from the province (+ of its city).
The loss is increased by +2 Gold if there is an heresy inside the
province's Area.
Revolts have no impact on commerce or caravan.
E. Subduing a Revolt
To do so, military force must be sent to crush it (then a test is made).
The revolt in the province is subdued on result of 9+ (with a D10),
modified as follows:
+1 per unit present (whatever the type)
-1 if there is an Heresy in the Area
-1 if the subduer is of a different religion than the one of the Area
(an area with an heresy is considered of the heretic religion)
A leader provides as many Re-Rolls as its combat value.
City walls are ignored, there is no siege or combat here.
If the result is a success, the province is subdued and the revolt
removed.
If it is a failure, the revolt stays in place and the nation loses 1 unit (of
its choice among those present).
F. Untamed Revolts
Each revolt still in existence costs 1 Gold + the province (and its city)
income is lost each turn, as long as not subdued.
If the province changes control (to another nation), the revolt is still not
subdued. The new owner must attempt to subdue it, which can be done
immediately after conquest.
Example: in 375 AD, Rome suffers 2 revolts. The Roman players rolls a D6,
result is 5 Africa (an Area with an heresy). Another D6 is rolled to determine
the player who places the revolt; roll is 2 it's the Roman player (himself!). He
selects a province in Africa, and places a revolt in Tripolitania. Rome loses 1 + ½
(province) +2 (heresy) = 3½ Gold from its income.
C. End of Movement
A stack must stop when it enters a province which contains units of
another nation (even if played by the same player).
Exceptions: see Overrun (X.F below) ; Passage in force (X.G
below) ; Submitted Nations (XXI) or Allies (XXII).
F. Overrun
If a moving stack has 6 units (or more) versus 1 single opposing unit
(in defense), the moving stack can overrun it.
The defending unit is then eliminated without combat.
An Overrun costs 2 in movement (instead of the regular one to move
into a province) for the moving stack (therefore you can't overrun if you
have only 1 movement capacity left).
H. Migration of a Horde
A barbarian Horde can move freely only when using a « migration ».
To migrate, the horse must move with all units of the nation together
and without attacking (during the movement phase).
In case of an « Invasion », migration is free and without the above
constraint.
A leader can do campaigns or move as he wants after a migration.
A horde may never migrate during a leader campaign (as it is not
allowed to stack with a leader).
A horde may settle inside an empty barbarian province without fighting.
I. Invasions
The Time Table indicates the turns where barbarian nations have an
Invasion.
A nation in invasion is particularly active and dangerous.
Invasion
The barbarian nations plays twice in a row: 1) movement - combat, 2)
movement, combat.
It benefits from a stacking bonus of +1 unit, everywhere. Cumulative
with the leader bonus.
His leader may make his campaigns afterward and keep this
exceptional stacking bonus.
B. Enemy Flight
The opponent is also allowed to immediately «flee» as soon as the
active player moves in.
The stack in the invaded province can attempt to flee. It may leave
some units behind and flee with others (note the leader, if present, will
apply whether he flees himself or not).
C. Opponent's Reaction Exception: if the city is fortified, the Terror effect is ignored.
When a leader undertaking a campaign invades an opponent's
province, the said opponent may react and intercept. C. Siege
Or flee. To resolve the siege, the besieger rolls a D10 + as a bonus an extra
number of D10 equal to the leader's combat value. ++
The city falls and is taken if any one of the rolled D10 shows a result of
7+.
+1 assault ordered: besieger takes 2 hits (see below)
+1 civilized besieger (kingdom / empire)
-1 nomadic besieger (till turn 9)
+1 besieger is "decadent"
- ? wall value (fortified city ), -2 to -4 ( or -1 for Roma city)
-1 turns 4 and 5 for non fortified cities
-1 port city and enemy fleet at sea (not applicable if assault
ordered)
The besieger may order an assault, to get an extra bonus of +1. In
exchange, he suffers 2 hits which cannot be recovered.
If the siege test succeeds, the city is taken and pillaged: 2 Gold + 1
pillage chit per city level.
The pillage chit is placed on top of the city.
Some chits have secondary effects (e.g. gain of a campaign, usurper,
etc..).
The besieger may however decided not to pillage the city.
If the siege test fails, the city resists and the besieger must retreat.
A siege may however be maintained, during a leader's campaign (only)
by leaving one unit in the besieged city province (and a siege test will be
made during each subsequent campaign, even if the leader is not
present). While the unit left behind maintains the siege, the leader is free
to act elsewhere.
B. Benefits
A fortified city has a blocking effect against all opposing nations.
It forbids all passage in force, overrun and raid in depth.
A fortified city is immune to the Barbarian terror effect.
Civilized nations: if a battle takes place in the fortified city province, the
Defender gets a +1 to his D12 in both rounds of that battle.
A fortified city inflicts a penalty of -2 in case of siege.
but Rome inflicts only a -1.
Ctesiphon, Ravenna and Constantinople inflict -3 (can go up to -4 for
the latter after Theodosian Walls built)
C. Fortifying a City
Example: on turn 2, the Visigoth invades Graecia and reaches Athina (a non A civilized nation may fortify a city, but this is a heavy cost.
fortified city). Testing the barbarian terror effect, he rolls a die, but result is odd,
meaning no effect...… Athina resists and a siege must be laid to capture the city. To do so, he must pay 15 Gold during the administration phase.
Visigoth leader Fritigern decides not to assault as he wants to preserve his army. A fortified city marker is then placed on the city of the target province.
He suffers a penalty of -1 to his D10 because there is a Roman fleet in the
Aegean sea, adjacent to the harbor of Athina (therefore supplying the city). D. Non-fortified Cities Specials
To succeed, a 7+ is needed. Fritigern has a 2 combat value. He rolls 3 D10 (1 + A Barbarian may easily conquer non fortified cities thanks to the
its leader value of 2) and gets : 3, 9 and 1. The second die is 9 -1 = 8 the city Barbarian terror effect (see above XIV. Siege).
is captured!
The Visigoth loots Athina (a level II city), and receives 2 Gold + 2 pillage markers Turns 4 and 5 (425-450) :
(as it is a level II city) (they bring an extra 3 gold). The final loot is thus 2 + 3 = During those 2 turns, non fortified cities have a special resistance
5 Gold. bonus of -1 in case of siege. This represents the special defensive effort
that was undertaken during that period of heavy invasions.
D. Dismantling the Walls
When a fortified city is captured, the conqueror may decide to
dismantle (tear down) its walls.
In such a case, the fortification marker on the city is removed.
Exception: a capital is and remains always fortified.
C. Amphibious Landing
This is the action of moving into an enemy or empty coastal province.
It is processed like a naval transport, but there is a sea risk to check as
a test.
The sea risk test takes place before Naval Interception (see below).
The land stack may move in all cases, whether the amphibious landing
succeeds or fails.
The naval stacks rolls a D10 for the sea risk test, whatever the
distance travelled:
1-6 all is fine
7-10 storm, fleet is dispersed
Modifiers :
+2 if the nation has no controlled coastal city on the same sea
-1 Roman / Byzantine: Mediterranean and Pontus Euxinus
+ ? "Storm" event this turn
D. Naval Interception
When a fleet enters a sea where there is an opposing fleet, the latter
may attempt naval interception.
Same thing even if the active fleet does not actually move but is
present in the same sea as an enemy fleet.
A test is made, with a die roll: even naval battle ; odd failure of
interception.
However, if the opponent controls all the coastal cities in the same sea,
the test always succeeds and the naval battle is automatic.
A. Presentation
A Foedus is a voluntary agreement concluded between an
Empire and a Barbarian.
One of them offers the Foedus to the other, at the start of the
Barbarian turn.
The Empire gives (leases) some territory and tribute in exchange of an
alliance and military assistance. Officially the Empire keeps ownership
and control of the "leased" territory.
To be part of the Foedus, the barbarian must have a province adjacent
to one of the empire at the start of his turn.
Both nations sign a non-aggression treaty.
The Foedus lasts from turn to turn. Only the federate (= the barbarian
recipient of the Foedus) is allowed to denounce (= cancel) it, with some
possible uncertainty and drawbacks.
A Foedus provides advantages and duties to both signatory parties.
Exception: a Kingdom may exceptionally sign a Foedus with a
barbarian with the help of a diplomatic card (see Diplomacy).
B. The Empire
The Empire cedes as Foedus to the Barbarian federate 2 civilized
provinces which must be adjacent and within the same Area.
Each turn, the Empire pays in addition a tribute of 3 Gold to the
Federate nation, for as long as the Foedus lasts.
However the Empire keeps the Area income and all VP as if the
provinces were fully his.
It is allowed to move and station troops freely within the Federate
provinces (respecting stacking limits though).
The Empire receives 1 unit from the federate nation (+ 1 another one
each turn if the previous one is destroyed). This unit is a mercenary unit
and can only be placed with either the Caesar (for Romans only) or the
Emperor (for all).
The Empire may not voluntarily denounce the Foedus.
D. Breach of Foedus
The fFderate may denounce the Foedus during his turn of play, and
rolls a die to do so:
Test : even yes, Foedus breached, odd failure, Foedus still in vigor.
The Federate may also automatically denounce the Foedus if an
Usurper takes power within the Empire. In such a case, the decision
must be announced immediately.
Effects
When the Federate breaches the Foedus, it takes control of the 2
provinces (including cities).
Copyright Wisdom Owl 2018 © Invasions - Rules 19
If the mercenary unit is eliminated, the submitted nation must supply
XXI. SUBMISSION another one to its overlord during the next reinforcement phase (it will be
placed on the nomad's horde)
A. Presentation
A nation (Barbarian, Kingdom or Empire) may vanquish and «submit» F. Gain of Victory Points
by force another nation, except if the latter is an Empire (they never The overlord receives VP for all the territory of the submitted nation, as
submit). if it was controlled by his own units.
A «Nomad» barbarian is even different, as it does worse… It can The submitted nation receives only half of its VP. (rounded up).
submit easily another Barbarian nation, especially inside barbarian Areas
See the Hun Aide. G. The Submitted Nation
In case of success, the submitted nation becomes a passive ally of the A submitted Barbarian receives only 1 unit as a reinforcement each
victor, to which it pays a tribute each turn. turn (whatever the Time Table indicates).
Submission is done by force. The opponent cannot submit voluntarily: The submitted nation may increase its territory even if submitted.
it must be attacked and a battle must take place. It is free to attack anywhere else, except the allies or other submitted
A submitted nation can change from «overlord», if it is attacked again nations of its overlord.
and submitted by another nation. The submitted nation is a prisoner. Its alliance with the overlord is
constrained and force, but the submitted nation is not forced to "help" the
B. Submitting a Barbarian overlord.
To do, the victim Barbarian horde must be attacked and all Barbarian It cannot submit other nations by itself either as long as being itself a
units must be killed in the battle, without any survivor. submitted nation too.
If at least one Barbarian unit survives and retreats, the horde may also
retreat with it and flee (and is thus not submitted). H. Return to Freedom
Reminder: the opposing horde is counted as 1 unit in the battle, but it The submitted nation may return to freedom in the following cases:
can't suffer a hit (it is captured if there are no other surviving units with The overlord is submitted itself by another nation, or eliminated.
it). The overlord loses its horde (Barbarian) or its capital (Kingdom /
When the horde is submitted, the overlord must immediately evacuate Empire).
the province and cease all other attacks versus the now submitted The submitted nations benefits from (= plays) a card event "Betrayal"
barbarian. or "Renaissance".
Nomad
C. Submitting a Kingdom It can regain freedom more easily! see See the Hun Aide.
There are 2 conditions:
- The Kingdom capital must be attacked and all units there must be
eliminated during the battle, without any survivor.
- The Kingdom shall be reduced to 3 provinces (or less).
If the Kingdom has no capital, the first condition above becomes:
eliminate a kingdom leader with all the units with it, in full.
When the Kingdom is submitted, the overlord must immediately
evacuate the provinces and cease all other attacks versus the now
submitted kingdom.
D. The Tribute
During conquest/submission, the overlord receives 1 pillage chit.
The submitted nation loses half of its treasury (lost).
The overlord then receives a tribute of 1 Gold from the submitted
nation every turn.
The submitted nation gold is transferred no matter what, even if the
submitted nation has no more gold.
the overlord receives nothing else from the submitted nation, just the
gold tribute.
C. Treaty (1 card)
The «Treaty» card forces an enemy nation to accept a
non-aggression pact for the duration of 1 turn. It cannot be
refused.
The player must pay 5 Gold to the target nation (from the treasury of
the playing nation).
In exchange of such a generosity, the target nation transfers to the
playing nation 1 adjacent province (or an island if the playing nation
has a coastal city on the sea bordering the city and the said island) that
is directly connected to the player's territory.
The player chooses the province, provided it is not a capital, nor a
granary province (see map) and in no case contains the target's horde.
D. Marriage (2 cards)
The «Marriage» cards allow one of your princesses to get
a royal wedding in the target nation. The target cannot
refuse.
The target nation gains 2 VP if it makes no attacks against the card
playing nation this turn.
The playing nation pays 2 Gold to the target nation (as dowry).
In exchange, you receive 1 unit (of the target's nation choice) for 1
turn. This unit is placed wherever you want within your territory. It
cannot fight against its own nation, if this happens, it will desert and