Avalon HillThe Map
Lets play!
The Rules:
-I will be using the computer game.
-You randomly roll a nation for each 7 epochs, from around 3000 bc to 1914. You can
Pass it, or you can
Keep it. If you get one passed to you, you
have to
Keep it. For simplicitys sake I will do this intelligently, if you roll a good empire you will keep it, otherwise I'll take risks based on how well youre doing in the game. Essentially, it will be random.
-The goal is to get your empires through the epochs to have the most land, survive the longest, have wonders and generally dominate as long as they can.
-To do this each nation has a historic '
strength' this is how many units you can place, or use to attack other nations with. You can also place a
fort for 1 strength, or a
fortress for 2. They both have negative die roll modifiers for anyone attacking the province with the building in.
-To aid in this each player gets cards to use, such as weaponry - +1 roll to each dice for this turn. You can use two cards in one turn maximum, some are restricted to certain epochs(especially minor nation cards).
Hints-
-You get
one turn per epoch, so what you conquer and if you play defensively is crucial.
-You can place up to 3 units in one province.
-Taking two 'resource' privinces in one epoch will result in a free monument in your capital. Monuments give 1 point per epoch you control it for.
-2 for each capital(an empire from this epoch)
-1 for each city(a past empires capital)
-1 for each sea(not including Oceans)
-Also controlling an entire area nets more points(such as north africa, china)
-Holding on to conquered lands is as important as conquering it, so it may be wise to fortify a strategic area sometimes to try and fend off a coming empire.
We need anything from 1-7 players, the AI is fairly decent and can take whatevers left.
I will PM people their cards they get, you do not draw new cards throughout the game, so use them wisely.
Card List
At the start of Epoch I, each player randomly receives one Event from each of the nine groups below. No player will receive
the same Event, except where an Event is a duplicate within its own Group. Events preceded by a * must be played before
your Empire's turn. You cannot play them after your Empire has begun. The other Events may be played during your turn.
Group 1: Minor Empires
Epoch & Empire Start Land Cap. SP Navigation
* I Hittites Eastern Anatolia Yes 3 No
* II Phoenicia Levant Yes 3 E. Med., W. Med.
* III Mayans Central America Yes 2 No
* IV Anglo-Saxons Baltic Seaboard No 3 North Sea
* V Fujiwara Hokkaido Yes 3 Sea of Japan
* VI Safavids Persian Salt Desert Yes 3 No
* VII Japan Honshu Yes 5 Sea of Japan
Group 2: Combat Modifiers
I-VII LEADER: Your Empire attacks with three dice until it rolls triples. Any triples roll kills the Leader, after which your
Empire attacks with two dice.
I-VII LEADER: As above.
I-VII LEADER: As above.
I-VII FANATICISM: Your Empire wins all tied die rolls while attacking.
I-VII FANATICISM: Your Empire wins all tied die rolls while attacking.
I-VII WEAPONRY: Your Empire adds +1 to each of its die rolls while attacking.
I-VII WEAPONRY: As above.
Group 3: Revolts
I-VII ELITE TROOPS: Your Empire attacks with three dice until it loses an Army or Fleet, after which it attacks with
two dice.
I-VII ELITE TROOPS: As above.
I-VII JIHAD: Your Empire attacks with three dice and wins all ties until it loses an Army or Fleet. Once defeated,
your Empire attacks with two dice and wins all ties until it loses its second Army or Fleet, after which it gains no extra attack
benefit.
* II-VII CIVIL WAR: You may place one Army (of the type used by your last Empire) in each of three Lands of an
existing enemy Empire. No Difficult Terrain applies. The rebel Armies attack in their placement Lands until victorious or
defeated.
* II-VII CIVIL WAR: As above.
* II-VII JEWISH REVOLT: One Army (of the type used by your last Empire) attacks Palestine using three dice. No
Difficult Terrain applies. If the Land is conquered, a City and Fort will appear therein.
* V-VII CRUSADE: Three Armies (of the type used by your last Empire) attack from the E. Med. with a +1 to their die
rolls for Weaponry. Once ashore, these Armies may attack into adjacent Lands. If Palestine is conquered, a City and Fort will
appear therein. The E. Med. need not be under your control to use this Event.
Group 4: Kingdoms & Migrants
* II-VII SUB-SAHARAN MIGRANTS: Place two Armies (of the type used by your last Empire) in Sub-Saharan Africa.
They must occupy vacant Land(s). They may not build Monuments or attack.
* II-VII NORTH AMERICAN MIGRANTS: Place two Armies (of the type used by your last Empire) in North America.
They must occupy vacant Land(s). They may not build Monuments or attack.
* II-VII UPPER NILE KINGDOM: One Army (of the type used by your last Empire), City and Fort appear in the Upper
Nile. Any Army already there must retreat.
* III-VII SOUTHERN IBERIA KINGDOM: One Army (of the type used by your last Empire), City and Fort appear in
Southern Iberia. Any Army already there must retreat.
* IV-VII MALAY PENINSULA KINGDOM: One Army (of the type used by your last Empire), City and Fort appear in the
Malay Peninsula. Any Army already there must retreat.
* IV-VII GOLD COAST KINGDOM: One Army (of the type used by your last Empire), City and Fort appear in the Gold
Coast. Any Army already there must retreat.
* IV-VII HIGHLANDS KINGDOM: One Army (of the type used by your last Empire), City and Fort appear in the
Highlands. Any Army already there must retreat.
Group 5: Disasters
* I-VII VOLCANO: Destroy one Monument of your choice in any Land containing Mountains. Any City or Fort in the
Land is destroyed, and any Capital is reduced to a City.
* I-VII VOLCANO: As above.
* I-VII EARTHQUAKE: Destroy one Monument of your choice. Any City or Fort in the Land is destroyed, and any
Capital is reduced to a City.
* I-VII EARTHQUAKE: As above.
* I-VII EARTHQUAKE: As above.
* I-VII TIDAL WAVE: Destroy one Monument of your choice in any land adjacent to a Sea or Ocean. Any City or Fort
in the Land is destroyed, and any Capital is reduced to a City.
I-VII DISASTER AT SEA: Destroy all Fleets in one Sea of your choice.
Group 6: Revitalization
I-VII TREACHERY: Play this Event and automatically win the combat in the next Land you attack.
I-VII TREACHERY: As above.
I-VII TREACHERY: As above.
* II-VII REBELLION: One Army (of the type used by your last Empire) appears in an enemy Land of your choice and
attacks with two dice. No Difficult Terrain applies, but the defender benefits from any Fort in the Land.
* II-VII REBELLION: As above.
* III-VII EMPIRES REVIVE: Place four free Armies (of the same type used by past Empires) in Lands currently
occupied by two Empires. They may not attack or expand into vacant Lands. At least one Army must be placed in each
Empire.
* IV-VII EMPIRES FORTIFY: Place three free Forts in Lands still occupied by two past Empires. At least one Fort must
be placed in each Empire.
Group 7: Diseases & Barbarians
* I-VII BARBARIANS: A Barbarian Army attacks out of a Barren Land into any adjacent Land of your choice. It
continues to attack occupied Lands adjacent to the Barren Land until it is eliminated in battle or until it conquers all Lands
adjacent to the Barren Land, at which point it is eliminated.
* I-VII BARBARIANS: As above
* I-VII BARBARIANS: As above
* I-VII PLAGUE: Any one Land of your choice rolls four dice for each Army therein. Each Army that rolls a 1 is
eliminated.
* I-VII PESTILENCE: Any target Land of your choice rolls three dice for each Army therein. Each Land adjacent to it
rolls two dice for each Army therein. Each Army that rolls a 1 is eliminated.
* I-VII FAMINE: One Area of your choice eliminates all Armies in excess of one per Land.
* VI BLACK DEATH: Two adjacent Areas of your choice roll one die for each Army therein. Each Army that rolls a 1
is eliminated.
Group 8: Civilization Enhancements
* I-VII CIVIL SERVICE: Your Empire starts with two extra Armies if it has a Capital.
* I-VII CIVIL SERVICE: As above.
I-VII ALLIES: You may place one extra Army each in two vacant Lands adjacent to your current Empire.
I-VII ALLIES: As above.
* I-VII POPULATION EXPLOSION: Your Empire starts with two extra Armies to build.
I-VII SHIP BUILDING: You may build two extra Fleets if your Empire has Navigation. This Event does not cancel the
EmpireÕs one required Fleet build.
I-VII ENGINEERING: You may build two extra Forts if your Empire has a Capital.
Group 9: Military Enhancements
I-VII SURPRISE ATTACK: Negates Difficult Terrain and Fort or Fortress effects in the next Land you attack.
I-VII SURPRISE ATTACK: As above.
I-VII NAVAL SUPREMACY: Your Fleets attack with three dice and add +1 to each die roll.
III-VII SIEGECRAFT: Cancels the effects of Forts and Fortresses you attack for the rest of your turn.
I-VII PIRATES: You may build a Pirate Fleet in any Sea, regardless of your Navigation or Ports. However, the Pirate
Fleet is eliminated if it cannot trace to a Port Land at the end of your turn.
* III-VII EMPIRE FORTIFIES: Place two extra Forts in Lands still occupied by a past Empire.
* III-VII EMPIRE REVIVES: Place three extra Armies (of the same type used by a past Empire) in Lands currently
occupied by that Empire. They may not attack or expand into vacant Lands.
* Play before turn
Empire list
Turn & Empire Start Land Capital Strength Navigation
Epoch I, 3000-1400 BCE
1. Sumeria Lower Tigris Yes 4 No
2. Egypt Nile Delta Yes 5 Red Sea, E. Med.
3. Minoans Crete Yes 4 E Med.
4. Indus Valley Lower Indus Yes 4 No
5. Babylonia Middle Tigris Yes 4 No
6. Shang Dynasty Yellow River Yes 4 No
7. Aryans Turanian Plain No 5 No
Epoch II, 1400-450 BCE
1. Assyria Upper Tigris Yes 8 No
2. Chou Dynasty Wei River Yes 6 No
3. Vedic City States Upper Indus Yes 6 No
4. Greek City States Morea Yes 9 Black Sea, E. and W. Med.
5. Scythians Caucasus No 7 No
6. Carthaginia Shatts Plateau Yes 8 E. and W. Med.
7. Persia Persian Plateau Yes 15 Red Sea, Black Sea, E. Med
Epoch III, 450 BCE-300AD
1. Celts Central Europe No 8 No
2. Macedonia Pindus Yes 15 Red Sea, E. Med.
3. Maurya Ganges Delta Yes 10 No
4. Han Dynasty Great Plain of China Yes 12 S. China Sea, Sea of Japan
5. Hsiung-Nu Mongolia No 7 No
6. Romans S. Appenines Yes 25 Red Sea, North Sea, E. and W. Med.
7. Sassanids Zagros Yes 9 No
Epoch IV, 300-750 AD
1. Guptas E. Deccan Yes 8 Bay of Bengal
2. Goths Danubia No 10 No
3. Huns W. Steppe No 14 No
4. Byzantines Balkans Yes 12 Black Sea, E. and W. Med.
5. T'ang Dynasty Yangtze Kiang Yes 11 S. China Sea, Sea of Japan
6. Arabs Arabian Peninsula Yes 18 Red Sea
7. Khmers Mekong Yes 5 S. China Sea
Epoch V, 750-1300AD
1. Franks Northern Gaul Yes 10 W. Med.
2. Vikings * Scandinavia No 9 North Sea, W. Med, Atlantic
3. Holy Roman Central Europe Yes 10 No
4. Chola Eastern Ghats Yes 8 Bay of Bengal
5. Sung Dynasty Szechuan Yes 9 S. China Sea
6. Seljuk Turks Turanian Plain No 12 No
7. Mongols Mongolia No 20 Sea of Japan
Epoch VI,1300-1550AD
1. Ming Dynasty Chekiang Yes 10 S. China Sea, Sea of Japan
2. Timurid Emirates Turanian Plain Yes 8 No
3. Incas/Aztecs N. Andes and Mexican Valley Yes 4 No
4. Ottoman Turks W. Anatolia Yes 15 Red Sea, Black Sea, E. Med.
5. Portugal W. Iberia Yes 10 Atlantic+, Indian+
6. Spain Pyrenees Yes 15 Atlantic+, Indian+
7. Mughals Ganges Valley Yes 12 Bay of Bengal
Epoch VII,1550-1914AD
1. Russia N. European Plain Yes 12 North Sea, Black Sea, Sea of Japan
2. Manchu Dynasty Manchurian Plain Yes 12 S. China Sea, Sea of Japan
3. Netherlands Lower Rhine Yes 8 Atlantic+, Indian+, Pacific+
4. France Western Gaul Yes 15 Atlantic+, Indian+, Pacific+
5. Britain Albion Yes 20 Atlantic+, Indian+, Pacific+
6. United States Appalachia Yes 10 Caribbean
7. Germany Baltic Seabord Yes 10 Atlantic+, Indian+, Pacific+
* The Vikings of Epoch V may only place one Army in North America, and none in South America or Sub-Saharan Africa.
+ An Empire whose Navigation capabilities include Oceans with a + may place Fleets on any Sea adjacent to that Ocean.
*Sorry for the fail tables, they come from an old windows program, I cleaned them up abit.
Playersadwarf
mcclay
Ghazkull
Llamainaspitfire