From: Patrick Collins Subject: Re: Richard the Lionheart - Mayfair On Jan 28, 9:26am, John Murphy wrote: > Subject: Re: Richard the Lionheart - Mayfair >Pat: >>I have this game, bought in Rockford in 1981. For a small game, it is actually >>quite complex. You have siege trains, can assault or besiege castles, vassals >>and allies (who can switch sides or go neutral). Armies are knights and knaves >>(guess who costs more), and have to be suppied. You get taxes in the winter, >>based on areas you control. There are some problems - some of the vassals are >>really always going to rebel or stay loyal - but they are a neat part of the >>game, as they have their own troops, (who you don't have to supply, and they >>aren't subject to the supply line rules). >>You need leaders to take troops into battle, but vassals come with a generic >>baron for such purposes. >>I think it's a lot of fun, and would love to play with someone Ftf (I don't do >>solitare very well). The map is very nice, the counters functional at best, and >>the book comes with a designer notes section. >>Games Plus in Mt. Prospect dredged up some early 80's games (I bought Morgan's >>Rifles from them) recently -they may have it. > >It sounds fairly interesting. Is it area movement or hexes, and about what >scale in either case? What is scope of the area covered- i.e. just Normandy >or also Aquitaine or even England? How is combat resolved, and do leaders >have any effect on this resolution other than being required to get troops >to go into battle? Do you think it might be suitable for PBEM? > >-Murf >-- End of excerpt from John Murphy It's hexs, with about 10~15 miles per hex. Only leaders move on the map. Richard can move nine per turn, John 3, others 5~6, vassals 3. It only covers France, from Normandy to Angoumois and Auvergne on the south, Brittany on the west to Sens on the east. Troops are on a separate tracking page, which tracks time a well. Some leaders have a combat bonus this is an adder to the die roll. There are 4! CRT's. Knight vs knight, knight vs knave, knave vs knave, and knave vs knight. You also have three levels an each CRT. You choose a battle startegy before A, B, or C. A is all or nothing, C is attrition, B is in between. Knaves have to atack knaves first, they can only attack knights if there are no knaves. knights can choose. Losses are for the defende only. As you might imagine, knaves attacks knights is hopeless, knights against knaves is bloody. knights vs knights and knaves vs knaves is the same, even though they have different CRT's! After field combat, you can attack the caslte in the hex, if there is one. There are two rounds of field combat, you can retreat after the second, and can not be pursed, and can take your siege train. If you retreat after one rounds, or before combat, you lose your siege train, and suffer pursuit if the other side has knights. After two rounds, the one who took the most casualties has to retreat. If there is a castle in the he, the leader need not fight. If you capture the king, you win. If you capture another leader you must release him upon being paid 50 ducats. You can insist on a payment of 20, and the other player must pay if he has the money. The ransom comes before all other payments. A king may only be captured if all other leaders in his hex are captured (this applies to pursuit - if you take a castle, you bag them all.) Richard has a death roll. If he is in combat, or in a hex when a siege starts, you roll. His number goes down by one after every roll, and goes up by one each winter. So, while he is a big assest, his recklessness can cost plenty (as in real life). If you assault a castle, both sides take losses in a left/right CRT. You capture all leaders this wy, but have to rebuild the castle. You may also lay siege. The longer (in turns) the siege lasts, the easier your roll to win. You may get a SS result, which means you get the castle, but the troops and leaders get away, and you have to rebuild. If you get a S, you bag all the troops and leaders, and don't have to rebuild. There are HX results on the CRT, wwhich are not explained. I think they mean holds, but add 1 (or two) to your next roll. You may also parley if a king is in the hex. You roll to see if it happens if you don't want to accept. The king may then offer money, castles, to call off combat for one turn. If the offer includes a cstle in the province you are in, it must be accepted. You can also offer (or demand ) hostages (leaders) as promise for money payment. If either side captures the king or controls every castle in Normandy he wins. Otherwise, the one who has the greatest tax income at the end of the game wins. Can you PBEM? I think so, but you would need to be patient, esp. if you had a lot of parleys, etc. I'm willing to try :)