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.