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Random Campaign Game version 1.1
Battlelore – Random Strategic Campaign Game
Version 1.1
5‐19‐12
Rationale:
1. The game would benefit from some sort of campaign mechanic, something that gives greater
meaning and effect to each individual scenario.
2. The game shines at the light tactical level, but would benefit from a light strategic level map as
well.
3. I want to get this game on the table more often. My daughter would play this game more if I
can create something that both incorporates the hero expansion and addresses items 1 & 2
above.
Goal:
1. Create a campaign system that incorporates items 1‐3 above.
a. Create something that is simple, containing as few new rules and/or components as
possible.
b. Create something accessible in terms of play on the physical board or via Vassal.
c. Create something versatile that can be expanded upon to add more depth if one so
desired.
Components Needed:
1. Base + Heroes Expansion + CTA is a must
2. All other expansions are a plus
3. 1 extra map board for strategic play
4. A print‐off of the pdf components on card stock or full sheet avery labels to be stuck on
cardboard (hex tiles). I purchased ½ inch blank GMT counter sheets for the counters that I
printed out on one full sheet Avery label. Once applied, these increased the durability and
ease of flipping, etc. (Vassal components will be identified in the details below).
Strategic Map Setup:
1. Lay out one map board for strategic play (3 section side up).
2. Print of one copy of the strategic paper hex map provided in the pdf.
3. Print off the numbered square tiles provided in the pdf and cut them out.
4. Put all 113 terrain squares face down on the strategic paper hex map. Mix them up
thoroughly. Place one random terrain square (face down) onto each hex on the strategic
paper hex map. This will form the backbone of the randomized strategic map.
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Battlelore Random Campaign Game version 1.1
5. Flip each square to reveal both the terrain and the tactical scenario (if applicable) that will be
used in each specific hex on the board for the duration of the game (terrain type, scenario
number and expansion it’s found in). I purposely used only tactical map scenarios available
via the base game and all expansions as these are all available via Vassal as well. I realize that
some are not perfect fits, but this could be something that is improved over time with custom
terrains specifically created for each terrain square.
6. Remove each terrain square and write the information into each hex on the strategic paper
map.
7. Fill in the appropriate terrain for each hex on the physical strategic battle map (matching the
paper version). Blank hex tiles are provided in the pdf. Print of as many as you need onto
cardstock or Avery labels for mounting. Decorate them to your preference. Although Kallistra
terrain would be awesome, I have made due with Heroscape terrain tiles and miniature trees
for forests. 3D is much better than paper terrain.
8. Keep the strategic paper map as a reference to identify the scenario number and expansion
needed to resolve each individual tactical battle throughout the game.
9. Turn order is established via the rolling of a set of battle dice. The most greens rolled goes
first. Ties are rerolled until resolved. Player 1 will be the Standards (bottom) on the strategic
map only. Player 2 will be the Pennants (top).
10. Each player controls three cities on their side of the strategic map (represented by available
Strongholds, Command Tents, Training Camps, or custom created city hexes etc.). Player 1
places their city first. Then player 2. Then player 2 places their second city. Then player 1.
This continues in snake‐like order until all cities have been placed. The underlying terrain and
tactical map scenario still applies. One city must be placed in the back row. One city must be
placed in the second to back row. One city must be placed in the third to back row. A
minimum of 3 hexes must separate each city placement.
11. Each player controls 9 armies: 3 green archer armies, 3 blue infantry armies, and 3 red cavalry
armies. Each army is represented by two figures on the battle map to begin the game. Each
army starts off at the medium morale level of 2 (represented by two figures). Morale level 1
(lowest morale level) is represented by one figure and the highest morale level 3 army is
represented by three figures on the strategic battle map. One army of each type (archer,
infantry, and cavalry) ‘has” to be placed in each city to start the game. The remaining 6
armies are placed in similar snake‐like fashion with player 1 placing the first army, player 2
second, player 2 third, player 1 fourth, etc.
12. Each army type has the following special abilities on the strategic battle map.
a. Green archer armies can move one hex and not battle or “not move” and initiate a
battle from an adjacent hex (like normal) or from a distance of one hex away. Normal
lines of site rules still apply. Green archer armies can gain ground on adjacent battles
only.
b. Blue infantry armies can move one hex and battle or two hexes and “not battle”. Blue
infantry armies can gain ground on adjacent battles only.
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Battlelore Random Campaign Game version 1.1
c. Red cavalry armies can move one or two hexes and battle. They can also gain ground
on adjacent battles only, and make one additional “immediate” bonus combat if the
defender was forced to retreat (lost the previous tactical battle). A red cavalry army
that gains ground into a forest or hill hex cannot make an additional bonus combat
this turn (strategic terrain restrictions still apply).
13. Each player randomly draws two specialist cards for each of their 9 armies. These specialist
cards are permanent for the entire campaign and are placed face up and identified with the
specialist card placeholders (one on the army hex and the matching one on top of the
specialist cards off‐map. Some army draws will be better than others and will add to the
depth of strategic play.
14. Four heroes (2 for each player) will be used both at the strategic and tactical levels. I
purposely chose four, allowing players the option of choosing to ‘not’ include the warrior hero
due to perceived imbalances that have been expressed by many. Whether to include the
warrior or not is left up to the discretion of the players involved. Each hero ‘has’ to be
embedded into an army that was placed in one city on the strategic map. Heroes can never be
separated from armies on the strategic map. Player 2 chooses his hero first in this case. Then,
player 1. Then player 1 again. Then, player 2 again.
15. Each player selects two skills for each hero and randomly draws two artifact cards onto the
battlefield, keeping those that apply to his hero and discarding those that don’t (drawing
more until the hero has two). If the card can be used, it must be used regardless of how good
the card is perceived to be. This is done in the same snake‐like fashion as in 9 above. This
process is repeated each time a hero advances to the next level. Moral level 2 hero units will
have two skills and two artifacts. Morale level 3 heroes will have three and three. A hero
never loses skills or artifact cards even when their level is decreased due to a loss in a tactical
battle.
16. Each player picks one creature using agreed upon parameters (i.e. no dragons, etc.). Each
player ‘may’ choose the same creature. The creature “must” be placed in the final city not
occupied by the other two heroes.
17. If playing via Vassal, there is a slight difference in the setup procedures, as one player will
need to complete steps 3‐7 on a physical map of their own (no way to do this within Vassal),
prior to both players meeting online and completing step 8‐15 together. This player will need
to open a blank map on Vassal and fill in the terrain to match the layout on their physical
board. Cliffs – 2 Sided will need to be used for mountains and Lakes will need to be used for
water. Labels (58 to represent tactical scenario 58 in the Heroes expansion) will need to be
created for each terrain hex, identifying which tactical map scenario will be used to resolve
battles in that hex. This game map will then be saved until both players can log in and
complete steps 8‐15 of the Strategic Map Setup together.
a. When completing step 13, players will right click each army and place a label for each
corresponding specialist card that army possesses (see chart)(i.e. 13/33 to represent
cards #13 and #33 on the list).
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Battlelore Random Campaign Game version 1.1
b. When completing step 14, the army that the hero will be embedded in needs to be
deleted from the map prior to placing the hero unit. The hero army’s morale is
tracked via the provided hero experience spot below the hero (1=moral level 1, 2
=morale level 2, and 3=morale level 3). The same specialist card label needs to be
created for hero unit, but the type of army also needs to be identified in the label (i.e.
13/33‐Inf.)(Ar=archer, Inf=infantry, and Cav=cavalry).
c. When completing step 15, skill and artifact cards should be dragged over to the right
hand side of the board into two face‐up piles (one for each hero).
d. Step 16 needs to be completed somewhat differently. Again, the army needs to be
deleted prior to placing the creature. Again, the specialist card label needs to be
created for the creature unit, along with the type of army. But, the creature
embedded army’s morale level also needs to be identified at the end of each label (i.e.
13/33‐Inf‐2.)(Ar=archer, Inf=infantry, and Cav=cavalry)(1=moral level 1, 2=morale level
2, and 3=morale level 3). Morale levels will need to be updated in the label after each
battle involving a creature embedded army.
e. Once completed, the game is ready to be fully played via Vassal.
Strategic Map Rules
Order of Play
1. Order ‐ Only ordered armies are allowed to move and conduct combat on the strategic map
each turn. Armies are ordered in the following manner. All armies ‘have’ to be ordered
before any armies can be moved.
a. Roll 6 combat dice.
b. Each green die orders one archer army. Each blue die orders one infantry army. Each
red die orders one cavalry army. Each Shield and/or lore that is rolled orders one unit
of the player’s choice. Each flag that is rolled fails to order a unit this turn.
c. The maximum number of units that can be ordered on one turn is 6.
d. If there is no remaining army of a matching die color rolled, then that die fails to order
a unit this turn as well.
e. Theoretically, there could be a turn when no armies can be ordered due to the
makeup of die rolled. If that scenario occurs, then the turn immediately ends and
moves to the next player.
2. Move – Only ordered armies can move each turn. Movement occurs according to each army
type described previously. Ordered armies do not have to move.
3. Attack – Only order armies are allowed to attack on the strategic map according to the army
types described previously. Each army has to complete all of their attacks prior to the next
army attacking. Ordered armies do not have to attack.
a. Resolving attacks ‐ Each attack is resolved on the separate tactical battle map one at a
time. New skills and artifact cards are drawn for hero embedded armies if morale
levels increase, or if a one‐ time use artifact card was played in a tactical battle that
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Battlelore Random Campaign Game version 1.1
turn. An army still needs the required morale level to acquire a new card. I.e., a
morale level 3 hero embedded army loses a tactical battle and used a one‐time use
artifact potion during the battle. This player would now have 2 artifacts cards and
would now be at morale level 2, so this hero would not draw a new artifact card.
Movement
1. Each army type moves as previously outlined. Armies must stop when entering any hill,
forest, swamp, or city hex regardless of remaining movement allowances. Water and
mountain hexes are impassable and cannot be moved through for any reason. Armies cannot
move through other armies, either friend or foe. As on the tactical map, all movement needs
to occur prior to any battling.
2. Retreats and Gaining Ground are handled similarly to the tactical map. A defending army that
loses a battle on the tactical map must retreat one hex towards their side of the board. If an
army’s retreat path is block, then the army suffers one additional morale level decrease. An
attacking army that wins a battle ‘must’ gain ground if able. Cavalry armies can make one
additional bonus combat provided that the army ‘did not’ gain ground into a forest, swamp,
hill, or city hex. An attacking army that loses a battle must remain in the hex they attacked
from.
Battles
1. Battles are resolved using the army types previously outlined. A battle ends the army’s
movement and battle options for the current turn, unless that army is cavalry. Cavalry armies
may be entitled to a bonus combat if terrain types allow.
2. Battles on the Strategic Map are resolved on a separate tactical map using the scenario battle
map identified in the defending players hex. The tactical map is set up according to the
specific scenario identified.
a. Terrain is the only thing utilized on the tactical map scenario sheet. Special victory
conditions, unit types, turn order; command cards, etc. are all ignored. Any pre‐
existing strongholds, ramparts, etc. need to be removed before unit placement occurs.
b. The army with the highest morale level chooses which side to play standard (bottom)
or pennant (top). The army with the most morale also goes first. If both armies are of
equal morale levels, then the defending player choose sides and moves first.
c. All tactical battles are played with full war council level six rules with one exception.
No creatures are allowed on the war council (besides the one army on each side that
already has a creature embedded).
d. All tactical battle victory conditions are set at six.
e. All tactical battles are setup using CTA organized rules with the following exceptions.
i. A player must choose both sides of A, both sides of B, or both sides of C when
selecting their deployment cards. They cannot choose an A set and a B set of
deployment cards. Players can choose to select the same deployment cards if
desired.
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Battlelore Random Campaign Game version 1.1
ii. Players must use the two randomly drawn army specific specialist cards from
strategic map play.
f. Heroes are placed according to Hero rules.
g. Creatures are placed according to creature rules.
h. When attacking a city hex, the defending player places one stronghold on the tactical
map anywhere on their back three hexes. The stronghold is worth 2 victory points for
the attacking player if captured and for as long as it is held in the tactical battle.
3. Armies gain and lose morale through the results of each tactical battle. When an army wins,
they gain one morale level. Similarly, armies lose one morale level when they lose a tactical
battle. If the margin of victory point loss in a tactical battle is greater than 2‐to‐1, then two
morale levels are lost (2 moral levels are never gained as a result of one tactical battle). Any
time an army reaches an morale level of zero it is destroyed and permanently removed from
the strategic map. This includes hero and creature armies.
Winning and Losing the Campaign Game:
1. The first player to reach 7 victory points on the strategic campaign map wins.
2. One victory point is awarded for each army permanently destroyed from the strategic map.
3. One additional victory point is award if the army eliminated had a hero or creature
embedded.
4. One additional victory point is awarded for capturing and holding an enemy city. An enemy
city needs to be occupied at the end of the current players turn to qualify for this victory point
bonus.
5. The loss of a hero through a casualty check on the tactical map injures the hero, but does not
destroy the hero unless the army is destroyed. He lives to fight another day.
Tactical Map Rules
There are no changes to the rules governing tactical battles and heroes, with the following significant
exceptions:
1. A hero never loses artifact cards or skill level cards when getting wounded in battle.
2. All hero rules in regards to gaining experience, treasures, acquiring card, spoils or war,
shopping for artifacts, hero legacies etc. etc. are ignored. The only way a hero can acquire a
new artifact card and skill level is through a victory on the tactical battlefield resulting in an
increased morale level.
3. Rules in regards to medieval tactics, battle savvy, etc. are left up to the discretion of the
players.
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Battlelore Random Campaign Game version 1.1
Specialist Card Numbers
1. Arbalestiers (replace 3 green)
2. Arbalestiers II (replace 1 or 2 blue)
3. Arbalestiers III (dwarven))
4. Archer Stakes
5. Bear Riders
6. Bow Upgrade
7. Dwarven Mercenaries
8. Foot Knight Long Swordsmen
9. Forced Enrollment
10. Goblin Band (+3 Goblin Drummer figures)
11. Goblin Band II (add to reserves)
12. Goblin Drummers
13. Goblin Halberdier
14. Goblin Marauders
15. Goblin Slingers
16. Goblinoid Mercenaries
17. Halberdiers
18. Hobgoblin Spear Banners
19. Horn Blowers
20. Illusionary Troops
21. Infiltration
22. Iron Dwarves Axe Swingers
23. Iron Dwarves Bagpipers
24. Iron Dwarves Cattle Riders
25. Iron Dwarves Clan Chiefs (blue banner)
26. Iron Dwarves Clan Chiefs II (1 or 2 or choice)
27. Iron Dwarves Spear Bearers
28. King’s Allies
29. Mighty Bolt Thrower
30. Mounted Knights
31. Mounted Knight Long Swordsmen
32. Ogre
33. Prayer
34. Spearmen
35. Spotter
36. Vantage Point
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Battlelore Random Campaign Game version 1.1
Open Open
Hill 73 Open Hill 77 Open Open 1 Open 5 Open 8
70 71
HH 75 HH BB 79 BB Base Base Base S2 S2 P2 P2
Creature Creature
Trees
Trees 63 Trees 64 Trees 67 Open 69 Open Trees 82 Open 83 Open 2
Dragon Dragon Creature Creature 80 BB CofC CofC
84
Base S4 S4 P4 P4
CofC
Open
Open 48 Open 56 Open 57 Open 59 Open 65 Open 68 Open Open
SW Heroes Heroes Heroes
62
Dragons Creature 72 HH 74 HH S6 S6 P6 P6
Heroes
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Battlelore Random Campaign Game version 1.1
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