From: William Sariego Subject: Byzantium Variant BYZANTIUM Variant William Sariego 1. ISTRIA [Developer's note: Joe wanted the game to concentrate on the central theme, i.e. focusing on the heart of the Byzantine Empire. The original version of the map did not have a land connection between Italy and the Balkans (the Adriatic extended to the board edge). Even now, the western half of the board is used as little more than a stepping stone for the Franks to get involved in the action, and avoids the issue of the Italian City-States which played their own power game. While this simplifies things, we have the map area to take a stab at it] The large land area of Croatia is now broken down into two parts. Croatia proper is now located north of the Danube. The area south of the Danube (connecting with Lombardy) is now called Istria. Istria has a Treasury Value of two in scenarios one and two; a Treasury Value of three in scenarios three and four. The fortified port of Venice is located in Istria at the top of the Adriatic. Deploy one Rebel Frank Militia in North Italia in scenarios one and two; a Loyal Frank Militia in scenarios three and four. [note: Istria is certainly worth MORE money, in relative terms to other regions, but this represents the "controlling" Power having trouble completely mobilizing the independent minded northern Italian city-states and avoids any conflict of interest with the Holy Roman Empire] 2. BUDA THE PEST [Developer's Note: At first we considered twin fortified cities but the last thing we wanted was a "West Wall fortified line" running from the top of the map to the Adriatic Coast in a Dark Ages game. Besides, every area on the map (except maybe Arabia) COULD have a fortified city. Joe didn't want too many special rules and felt this didn't work its way in, but it does highlight the importance of this city] Buda(Pest) is located on the Danube (it swam a bit north on the map!), thus it affects control of both Magyars and Sirmium. It can also be besieged from both areas. The Power that controls Buda does not pay the extra Operations Point cost to cross the Danube. The Khazar Player begins with control in all but scenario three. 3. DEFENSE IN COMBAT [DN: Joe tried a unique combat system here, which works well enough, encouraging small concentrations of forces, since a large defender can feasibly be beaten by a much smaller attacker. I wanted to tinker with it to factor in a ratio system, but that would essentially redesigned the game. The following is a method of giving large defending forces a better chance to fend for themselves] Figure a portion of the defender's strength when calculating the column used to resolve the attack. A defending force of only one strength point is worth nothing. Two or three defending units are worth one Defense Point. A force of four or more defending units are worth two Defense Points. Subtract the Defense Points from the attacker's strength to arrive at the final column. An attack can always be made on the One Column. 4. MILITIA AND RECRUITMENT [DN: The Colony optional rule is a compromise between a lengthy debate during the development process, and represents a compromise solution] This rule must be used in conjunction with rule 25 (Colonies). The areas controlled by a Power at the start of the scenario represent its "Home Areas". Building other Colonies during the course of play will extend the Power's Home Area. A Militia unit CANNOT move outside its controlling Power's Home Areas. Also, a player can recruit ONLY in its Home Area. [further DN: As a historical analogy, I have problems with the Lesser Fyrd (for example) being raised for home defense, then shipped off to the Holy Land on a Crusade. Also the Byzantine Power suddenly recruiting a Field Army in the Arabian Desert seems a bit far fetched] 5. LIMITED ALLIANCE [DN: This one was bantered about in various, more detailed forms, but was axed at the end for the sake of brevity in the rulesbook. Applicable only in a two-player game] To liven up a two player game, Powers can begin with an alliance with a neutral Power. Players bid Treasurey Points after set up. High bidder gets to choose which Neutral Power to control as a Limited Ally. Lower bidder gets the unclaimed Power by default. If bid is tied determine randomly via competitive die roll. A Limited Alliance is in effect until the allied-Neutral Power suffers a Decisive Defeat in combat. The Power reverts back to neutrality at that point and can later be reactivated per normal procedure. [further note: Point here is for the entire board to be aflame from the starting gun, making a two player game, sans diplomacy, more exciting in the early stages] 6. INTERCEPTION [In the original version, interception was automatic. This add on accounts for leadership] A Force lead by the Basileus intercepts on a 1-4, unless intercepting an opposing Force lead by another Basileus. In that case, the standard 1-3 range is used. 7. NEW STRATEGEMS [DN: Here is room for more color to the game, using the five blank counters provided. Since they do not have the same backs, players may want to conceal there Strategem markers under an index card or something, until played] 1. Ambush: Play this after combat has been announced but before resolution. The Defending Force is now the attacker. 2. Leadership: This represents a charismatic lieutenent. Place it on a friendly Force at the start of your turn that does not contain your Basileus. This Force adds one to its die roll to determine Operations Points and cannot be the object of a Conversion attempt. Remove it at the start of your next turn next turn. 3. Treasury Graft: By playing this marker you can force another Power to roll one die and lose that many Treasury Points (to a minimum of zero) at once. 4. Tribes Unite: If played by the Byzantine or Frank Powers, that Power can deploy one extra Nomad Horde during the recruitment phase above and beyond any normal recruitment. The Khazar and Muslim Powers can deploy two Nomad Hordes by playing this marker. 5. Vacillating Force: Play this on an opposing Force which cannot contain a Power's Basileus. That Force cannot conduct Operations in its owners next turn. Note to the Credits: My girlfriend does not have a famous kinsman named Al...her last name is Tolson, not Jolson. Treacherously yours, Ilya "Vlad the Impaler was a Weenie" Sariegovich