| Index | Previous | Next |
|
2  GENERAL RULES2.1  THE MAP  A large copy of the map is provided with this rulebook (if you notice any differences between the information in your game report and the map supplied then please alert the GM immediately). The map is divided up into individual areas, which may contain one of several different types of terrain. Some areas contain cities. 2.2  AREA AND PLAYER CODES  Each area on the map has a three letter code, and although the game reports often give the full names of areas you should always identify areas by these codes. Individual players/kingdoms are also identified by three letter codes (those given in paragraph 1.2). Note that there are many cases where areas with similar codes are located close together, especially where an area contains a city with a similar name (eg. LES is Leicestershire and LEI is Leicester). Where possible the codes are such that the code for the city is the first three letters of the full name, and the code for the area in which the city is located ends in an S (eg. Gloucester is GLO, and Gloucs is GLS). There remains a lot of scope for confusion, so check your map, game reports and turnsheets carefully. The most common error in writing orders is mixing up the codes for areas and the cities inside them. 2.3  CITIES  In most respects cities are treated as any other distinct areas, but cities connect only to the single area in which they are located (sometimes referred to as the hinterland). It is necessary to move through the hinterland of the city in order to reach the city. The terrain in the surrounding area does not affect the city itself. An exception is that the five cities in Ireland are all adjacent to sea areas as well as the surrounding land areas (while the land areas are not connected to the sea). This is intended as an encouragement to the Vikings since all five were originally Viking cities. 2.4  TERRAIN  The terrain types in Dark Age are mountains, forests, wetlands, uplands (also described as hills or rough), lowlands, islands and seas. The terrain type determines the maximum number of population that may survive in an area, and may affect movement (any army moving into a city, mountain, forest or wetland area becomes stuck for the remainder of the turn) and battles in that area (the defence strength may be increased and  the losses of the defender in battle may be reduced according to the terrain). Sea areas are shown on the map by their names with "sea routes" linking them to each other and adjacent  land areas. Sea areas are not connected to land areas that look adjacent but which are not connected by sea routes (eg. Severn is adjacent to Sedgemoor, but not to either Exmoor or Cornwall). Some islands are also shown with "ferry routes" indicating land connections to the mainland. These islands are treated as adjacent to these land areas in the normal way. 2.5  DEFENCE STRENGTHS  The defence strength for each area in a battle depends on the terrain, the number of armies, plus the fortification and population levels. Areas that do not contain armies or ships (even areas that contain nothing at all) may still defend against attacks (but not very well!). The defence level of an area is the total number of armies and population in the area, plus whichever is less of the number of armies and population or fortification level and trade level (ie. armies in fortifications count double: population count as armies and trade levels count as forts). See also 2.14. and 3.6. The defence level is increased by one in hills, uplands, islands or rough terrain, two in mountains, forests and wetlands, and three in cities. 2.6  POPULATION  Each land area has a population level, representing the common subjects of your kingdom going about their daily business. Population do contribute to the defence in a battle, but may not normally be used to attack. Population may be moved around the map, but migrations have a high level of attrition. Expanding your population is the main objective of the game. |