Charlemagne and Muhammad

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Charlemagne and Muhammad Charlemagne and Muhammad: The Development of Europe 476 – 819 AD (This is an expansion of Rise and Fall of the Roman Empire, which is required to play.) Copyright (c) 2020, Two Generals Games LLC Version: 2.2 Some rules for future expansions are included herein, but don’t affect this game. 2.2 Tribute replaces Bribes Table of Contents Factionalism .............................................. 22 Allies ......................................................... 22 Links to the Rise and Fall of the Roman Tribute and Mercenaries ........................... 24 Empire Game .............................................. 2 Kingdoms .................................................. 25 Turns ........................................................... 2 Vassals ...................................................... 26 Units and Counters ...................................... 2 Looting ...................................................... 27 Unit Nationalities ........................................ 3 Raiders ...................................................... 28 Unit Types ................................................... 4 Navy and Greek Fire ................................. 28 Settlers......................................................... 5 Western and Eastern Roman Empire ........ 29 Activation .................................................... 5 Sassanid Empire ........................................ 30 Production ................................................... 6 Franks ........................................................ 31 Areas and Terrain Types ........................... 11 Other Germans .......................................... 32 Movement ................................................. 11 Hephthalite Empire ................................... 33 Area Control.............................................. 12 Slavs .......................................................... 34 Terrain Effects .......................................... 13 Arabs and Arabization .............................. 34 Stacking..................................................... 14 Vikings/Rus............................................... 35 Combat ...................................................... 14 Spanish ...................................................... 36 Silk Road and Spice Trade ........................ 16 Romano-Celts ........................................... 37 Wars .......................................................... 17 Steppe Peoples .......................................... 37 Peace ......................................................... 17 Multi-Ethnic Nations ................................ 39 Garrisons ................................................... 19 Turks ......................................................... 39 Great Leaders ............................................ 20 1 Favor of the Catholic Church .................... 40 Islamic Expansion Scenario ...................... 49 Proselytization........................................... 41 Victory Conditions .................................... 54 Crusade and Jihad ..................................... 41 Credits ....................................................... 55 Historical Continuation Scenario .............. 42 Summary of Important Dates .................... 57 Switching to the New Map ....................... 47 When reading these rules, italicized parts are usually comments on history or on why a rule is present. Regular type is usually a rule. Links to the Rise and Fall of the Roman Empire Game To play from the end of Rise and Fall, set up that game's map and units as per the Scenarios, or simply continue your game from what would otherwise be the end of Rise and Fall. To start within this game using the Rise and Fall map, see "Scenarios" rules for the “Historical Continuation Scenario.” To start with this game’s map and units (including some units from Rise and Fall), see the “Islamic Expansion Scenario.” Turns A turn is a decade, starting in 630 AD (480 AD if continuing from Rise and Fall of the Roman Empire). Until 630AD, the Turn Sequence is: 1. East Roman (or West Roman; both if a Roman leader is in play) 2. Sassanid 3. Franks1 (three-player game only; Note that this player controls only one Germanic Kingdom) Starting on the 630AD turn, the Turn Sequence changes to: 1. Arab 2. East Roman 3. Franks (three-player game only) Units and Counters Units show the salient information needed to play the game. Nation or people → Unit type/name → Attack → Defense --^ ^--Movement 1 If continuing a Rise and Fall game that started on or before 480 AD, the Franks may have been eliminated. Instead select a substitute Germanic Kingdom that receives all units and leaders that would have otherwise gone to the Franks. Of course, it may be clearer to just substitute the Frankish units for one of the surviving Germanic Kingdoms. 2 Avars Franks Lombards Arabs Turks Bulgars Roman Romano-Celts Baltic Burgundi (Units with dates may not be placed in the Replacement Box before the date noted.) Viking Berbers Roman Navy Slavic Spanish Unit Nationalities Roman – red units with white lettering Limes 1-2 1 (local militia, from Rise & Fall) Comitatus 2 2 (professional infantry, from Rise & Fall) Tagmata (Mobile Troops with Cavalry) 3 6 Themes 1-4 2 (local infantry, regularly trained) Navy 3 4 Greek Fire (yellow with red lettering) Sassanid – purple units with white lettering from Rise & Fall Cataphracti, Dehbed Asavara, Zradha Shivatir (Cavalry, all 2 3) Kamadaran, Sparabara (Infantry, all 1 2) Franks – all Germanic units are green Germanic Kingdom (Cavalry) 3-2 3 (from Rise & Fall) Conquerors (Infantry) 2-3 2 Settlers 0-7 1 (note that Settlers can never attack) Warriors 1-4 2 (arrive with Charles Martel in 720 AD) Other German settlers (may start some scenarios as vassals of the Franks): Alemanni, Bavarians, Thuringians, (settlers only) Other Germans: Green units with white or gold lettering Others. (Turks, Huns, Slavs, etc.) Turks – gray units with red lettering; may have red or white cross-bar Avars - gray units with black lettering Huns, Hephthalites, or “East Edge Nations” – black units (from Rise & Fall) Slavs – gray-blue units with black or white lettering Arabs – Dark yellow units with black or red lettering 3 Bulgars – dark gray with yellow lettering Celts or Romano-Celts – light blue with white lettering (some from Rise & Fall) Baltic – orange with purple lettering Vikings – purple or purple with yellow stippling, white or gold lettering Berbers – yellow with red stippling, red or black lettering Spanish (Asturias, Leon, Castile, etc) – Yellow units with red cross-bar and lettering Various units of “Bull Peoples” from Rise and Fall as called for by scenarios. Unit Types There are new types of units in Charlemagne and Muhammad: Conquerors, Warriors/Themes, Raiders, Tagmata, Navy, Traders and Settlers. Note that some units have a date on them. This is the date that unit appears in the Replacements Box when it can then be built. There may be other restrictions covered in other rules. Conquerors. These units may be fast (cavalry-based), moving 3 or more, or slow (infantry-based), moving 1 or 2. Conqueror armies may lend their name to a location, but otherwise do not substantially affect the makeup of the population. They are dominant for a time, but are eventually assimilated into the existing population. They may leave their mark on language or culture, or simply on history. Warriors/Themes. These units are a combination of settlers and fighters. They have a weak attack factor, but a better defense factor. These units produce 0.5 production and cost 0.5 to maintain. They are essentially exempt from maintenance because they are a net zero income/expense unit. Once Themes appear on the map, the Limes and Comitatus units may no longer be built/rebuilt, but those in play on the map may remain. Theme Cavalry. Each of the Theme infantry had a cavalry component, typically used for scouting. Some themes used this light cavalry against raiders. If a Theme Cavalry unit is in any area, no Raiders may move into or through that area unless conducting combat. Theme Cavalry units may not stack with each other. Their cost and maintenance is 0. Raiders. See separate rule “Raiders.” Tagmata. These are professional army units, usually under the direct command of the Roman emperor. They are a mix of infantry and cavalry, including heavy cavalry. Traders. See separate rule “Viking/Rus,” which is the only nation that has this ability. Settlers. See separate “Settlers” rule. Tribal. Other non-player units are tribal. They are a mixture of settlers and fighters, but they may not leave their home area (which sometimes may be more than one area) unless a Leader of their type is present, or unless they are controlled and activated by a player via the bribery/mercenary rule. Forts and Walls are not units, they are terrain types. See “Terrain Effects.” 4 Settlers Settlers are the people that inhabit the land, especially people that have migrated from elsewhere2. They may be conquered, but they are not easily eliminated. Instead, they remain in the area under the control of an Empire, Kingdom or Conqueror/Raider as a vassal. Movement. The player controlling any settler (whether same nationality or as a vassal) may move it, but may not move it into an area that already has a settler. Settlers may never move more than one area per turn and are therefore not eligible for long-range transfer. Combat. Settlers cannot attack and have 0 attack factors. They have a defense
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