Combat
- A Battle at a Glance
This one page is enough to understand a battle from start to finish: who stands where, how a round goes, how things change in front of a wall, what is lost and what you should bring. For the detail, follow the article at the end of each part.
- Starting a Battle
How an attack is given, what happens on arrival, and who can join a battle in progress.
- Rounds
A round is 10 minutes, and the order of what happens at a boundary matters.
- The Battlefield
Your whole army does not fight at once, and this is why.
- Units
The roles, and why “stronger” is not the same as “better”.
- Damage and Defence
Defence does not deal damage. It means endurance.
- Walls and Siege
You cannot take a walled city with a wall still standing unless you brought siege engines.
- Ammunition
Ammunition is on the men's backs — and the line may only spend what the line is carrying.
- Morale and Routing
Morale is not health. A broken army does not die; it refuses to fight.
- Reserves and Reinforcement
The reserve is not held back: it is queueing. And the ground belongs to the side, not the player.
- Supply and Logistics
Supply and ammunition are not the same resource.
- Support Units
The priest, the physician and the engineer do not fight; they look after the army's morale, its wounded and its broken engines.
- Defending a City
Defending is not attacking in a mirror.
- Winning and Losing
A battle ends when one side is no longer on the field.
- Beginner Protection
The shield that keeps a new player safe from attack until they have grown, what ends it, and how you can end it yourself.
- Raiding
What a victorious army takes, what it cannot, and why it may come home with less than it asked for.
- The White Flag
How to stop a battle: call off the siege, or give up the city.
- Occupation
Holding a city: temporary military control, not conquest.
- Fleets
Sending warships to sea: the fleet order, the two lines, and what it costs.
- Port Occupation
Holding a harbour: how it starts, what it gives, what it does not, and how it ends.
- Alliances
Finding an alliance, joining it, running it and leaving it.
- Army Upkeep
What a soldier costs depends on where he is standing.
- Examples
Eight situations showing how the rules work together.
- Questions
What players ask most about battle, raiding and occupation.
- Glossary
The words used in this handbook.
- Every unit
Each unit's place in the army, in short. The numbers are in the Units table; the info button in the production windows shows the same description, with the unit's attack and defence.
- Espionage
The way to learn what is in another player's city before you attack it.
- Pirate Cove
The pirate cove off every island is nobody’s city, yet every player has a cove of their own: if you have a city on the island you raid it with your galleys, and if you win you bring goods home from its store.
- The Army Screen
The force in your city, its roads, its enemy and its wars; land and sea apart.
- Pirate Raids
The pirates now and then blockade anybody’s deposits. Raid a pirate cove and they do more: they land at one of your cities or ambush a shipment of yours at sea. A player who leaves the coves alone has their cities and cargo left alone.
