You are on page 1of 1

“The Marcher Lords” Play Summary

v. 1.0, September 22, 2009


Setup and Victory: (see scenarios for setup details)
• Norman Conquerors scenario: 10 turns, Normans are the first player. Calculate VPs at end of turn 10:
o +1 VP: each teulu (Welsh mounted unit) eliminated
o –2 VP: each Norman leader eliminated
o +1 VP: each castle under Norman control originally in a Welsh/Borderland zone.
o –2 VP: each earldom zones under Welsh control
o < 8 VP: Welsh victory, 8-9: Draw, 10-12: Minor Norman Victory, 13+: Major Norman Victory
• Rebirth of the Welsh scenario: 10 turns, Welsh are the first player. Calculate VPs at the end of turn 10:
o +1 VP: each Norman-controlled border zone that falls to Welsh control.
o +2 VP: each earldom zone controlled by the Welsh.
o –2 VP: each Welsh King eliminated.
o 0-3 VP: Norman victory, 4-5: Draw, 6+: Welsh victory.

Turn Sequence (Players alternate):


• Levy Phase (skipped on Turn 1): Phasing player draws new units from reinforcement pool and places them face
down in the appropriate zones.
• Random Events Phase: Phasing player rolls 2d10 and consults Random Events Table.
• Movement Phase: All activated units may move. Normans must check supply when invading.
• Combat Phase:
o Conduct Sieges:
o Combat Resolution: Combat rounds consist of missile fire (simultaneous), melee, retreat and cavalry
pursuit. Rounds continue until one side retreats or is eliminated.
• Activation Phase: Phasing player activates units placed during the Levy Phase.
• Strategic Movement Phase: Unit in one zone may move normally, but may not end in an unfriendly or neutral zone.

Levy Phase:
• Phasing player can levy a unit in each mobilized zone. Draw one unit per zone from a cup and place face down in
the zone.
• Neutral zones or zones under Viking control may not raise levies.
• Normal Levy Phase: For newly conquered zones, the first levy is always a castle.
• Welsh Levy: Welsh kingdom is mobilized when Norman units have been present in any zone that borders on that
kingdom. Kingdom remains mobilized until completely conquered. Welsh may never levy in an earldom zone.

Movement/Supply Phase:
• Units must stop moving when they enter unfriendly or neutral zones.
• No stacking limits. Only one Norman earl may ever be in a zone. Earls may not enter other earldoms.
• Sea movement is allowed between Mon and the closest zone of Gwynedd.
• At least one military unit must always be left in a zone as a garrison.
• Except when attempting to reconquer earldom zones, Normans must check supply when attempting to move into an
unfriendly or neutral territory.
• Welsh must check supply when attacking an earldom zone (they do not suffer “distance from home earldom”
penalties.

Combat Phase: (lasts an indefinite number of rounds)


• Sieges (optional for the attacker). If the siege roll fails, the attacker must retreat one of his units.
• Missile fire (simultaneous): Roll d10 for each bow unit. Opponent must remove one unit of his choice for each roll
≥ bowman’s combat strength. (i.e., higher combat values are worse).
• Melee (simultaneous): non-bow units conduct melee. Opponent must remove one unit of his choice for each roll ≥
unit’s combat strength.
• Note: Eliminated teulu, earls, and kings are removed from the game when killed. Leaders are always selected last
for casualties.
• Retreats: All units must retreat as a group. Units cannot retreat to/from Mon nor the closest zone of Gwynedd.
• Pursuit: If winner’s force contains cavalry and retreating force contains infantry, roll one attack for each cavalry and
apply hits to losing infantry units only. Pursuers do not gain benefit of castle possession.

Comments: kentreuber@alumni.drury.edu

You might also like