Campaign '98
Starting the Campaign
Each player starts out with at least 1 Empire made up of a number of provinces
The map of the world is broken up into player and non-player nations.
Provinces may be conquered and added to your empire
Those armies with Water Ways and naval elements should be placed next to a sea.
The Campaign Map
The map is broken up into provinces, empires and seas.
Terrain
Terrain is allocated at the start of the game per province.
Terrain is based on the initial player's terrain and on the historical non-player army's terrain.
Currency
Each province earns a player 100 Gold Pieces (GP). 1GP equals 1 AP.
Provinces
A province is considered conquered if an army remains in it for one turn without fighting a battle or moving.
For non-player provinces a battle is considered to occur on entering and a victory occurs if a 1-4 is scored on a 6-sided dice. The player must then remain for another turn without moving to have conquered it.
Armies
The size of an army is determined as per the army lists in DBM and cannot be more then 500 AP.
Each army must have at least one general and no more then four. Extra generals are lost.
Armies may only be raised in controlled provinces. When an army is raised it is allocated its number of AP, but only during battle is its composition determined as per the army list.
Reinforcements are considered to be armies until combined with the main body.
A counter represents an army and has its troop AP written on it.
Allies
Allies as per the army lists are not allowed. Only playing nations may be allies or conquered non-player nations.
There is no limit to the number of allies allowed in an army as long as troops fall under their own general and no other rule is broken.
Allies retain their own victory point.
Fleets
Building a fleet costs 30 GP for every 100 AP of troops to be carried, with a maximum of 500 AP of troops.
A counter represents a fleet and has its troop AP written on it.
Fleet battles do not occur.
A beached fleet can be captured and used by the new owner.
Movement
Armies may move up to three provinces per turn.
Fleets may move up to two seas per turn.
Turns
Turns are per season and one round is one year starting in spring.
Diplomacy
This is totally open in that GP, land and fleets may be swapped, given and sold between players.
Troops my be loaned as allies but must fall under their own general.
Battles
Battles occur when two armies occupy the same province.
Destroyed points are lost. Each broken command suffers 1/3 losses from pursuit, dispersion and desertion.
The combat is fought as a normal DBM game, with the players compiling their armies on the basis of the army lists and points available.
Sequence of the game.
Revenue Phase (per round)
Gold Pieces are added to the treasury based on the number of provinces held.
Upkeep Phase (per round)
Existing armies must be paid for or lose their unpaid for AP's.
Recruitment Phase (per turn)
In this phase the player allocates available army points to his armies or creates new armies. Fleets may also be bought.
Movement Phase (per turn)
Combat Phase (per turn)
Retreat Phase (per turn)
The army loosing the battle has one free movement.
Victory Points
Victory points are scored as following:
+* Any of the VP's scored in combat
+2 for every province possessed at the end of the game
The player with most victory points at the end of the campaign is the winner.