Battle of the Barons: Feudal Europe in the late Middle Ages The Simulation: This simulation is about feudal Europe from 700 AD - 1200 AD, the late Middle Ages. The simulation is not set in any specific part of Europe, and the term "baron" is used to refer to nobles. It is intended to familiarize the you with some of the basic characteristics of life in the Middle Ages: the feudal system, the church, the crusades, castles, political marriages, etc. Recordkeeping: The simulation requires some recordkeeping. Each team will have two things to keep track of: victory points and gold. The Map: The simulation is played on a manor map. Each hexagon represents a manor, which consists of farms and the serfs that work the farms. A knight controls each manor. On your copy of the map, keep track of the actions of yourself and the other barons. The center manor is controlled by the king, and is out of play. Any buildings that are constructed by the barons must be indicated on the map. Draw symbols in the manors where they are built. Symbols used on the game board. M= Monastery B=Burg ©=Cathedral U=University †=Church K= King’s Fair Initial Set-Up: Each group represents a noble family. Each team will be given control of a home manor to start. The home manors are labelled A - F on the map. Each baron starts with 10 gold and one castle in their home manor. Objective: The goal of each team is to become the most powerful baron. This is measured by their victory points, which represents the reputation and status of the baron. Another important measure of a baron's power is how many manors he controls. This will determine how large an army he can call up for battles, and how much gold he will collect in taxes from his territory. In each year, the barons will draw cards for determine the turn order. Sequence of Play: 1. Draw Event Card 2. Tax Phase 3. Building Phase 4. Battle Phase 5. Death Phase 6. Marriage Phase 7. Expansion Draw Event Card: The king will draw an event card. The effects of the event card are applied immediately to all barons, often in the tax phase. Taxes: Each baron collects 3 gold for each manor he controls. Then he subtracts the gold he must pay in taxes to the king. Taxes are 4 gold unless the event card for this turn says otherwise. If the baron is unable to pay his taxes to the king, he gets a debtor card, losing 5 victory points. Barons should save some of their gold in case they need it to deal with a crisis (plague, war, etc.). Building: Each baron can spend some of their remaining gold on building projects. Each baron can build one monastery, one church, one university, and one burg (town) in each manor they control. The cost for one of these is 2 gold, and each adds 1 victory point to the baron’s tally at the end of the game. Battles: Each baron can launch one attack against another baron. The cost of the attack is 2 gold. If a baron doesn't have 2 gold then they can't attack this turn. The baron that is attacked doesn't have to pay anything. When a baron decides to attack he must declare which of his opponent's manors he will attack. Each baron decides if he will personally take part in the battle. If he does there is an increased chance that he will be killed, but it will improve his chances of winning the battle. Shuffle the deck of cards. The number of cards each baron draws is calculated as follows: one card for each manor the baron currently controls, one card for each 10 gold, and one card for every 5 buildings projects other than castles (monasteries, churches, universities or burgs), then divide by two (round down). Example: Baron A has 6 manors, 25 gold, 3 churches, 2 monasteries, and 1 burg. He will get to draw 4 cards. (6 + 2 + 1 = 9 and 9 divided by 2 is 4.5 which is rounded down to 4) Each baron takes turns drawing until one baron is out of cards, then the other continues. Whichever baron draws the highest card is the winner. If it's a tie compare the second best card each baron drew (continue comparing cards until someone wins). If the attacker wins then any building projects on the defender's manor are completely destroyed, and the manor is taken over by the winner who must build a castle on it. If he cannot build a castle, the manor remains unclaimed. If the attacked baron wins the battle, he keeps his manor and gets Defender Card worth 5 victory points. Each baron may attack only once in a turn, but each baron may be forced to defend himself more than once each turn. Death: Each turn there is a chance that the baron will die. Each baron draws one card from the deck. The baron will die if he draws an ace during a normal turn. The baron will die if the card is an ace or a two if one of the following conditions applies this turn: There is a plague, the baron goes to war, the baron takes part in a battle, or the baron goes on a crusade. If a baron dies his son will inherit his territory and continue the simulation. The heir keeps 2/3 of the baron’s gold and loses his two least build-up manors. Marriage: Marriages during this time period had little to do with love. Marriages were arranged based on business and political considerations. A marriage could bring peace to rival families. A marriage also might be arranged to increase a baron's wealth, land, or status. Each baron may arrange a marriage with the family of another baron once per game. Both barons must agree to the match. Marriage may be proposed between the children of any two barons where there is one manor separating their territories. If a marriage is agreed upon, the two parties pay 2 gold each and then roll one die each. The baron who rolls higher gets control of the manor and must have enough money to build a castle on it. If the winning baron does not have enough gold to build a castle, the manor will remain unclaimed. The lower-rolling baron gets 10 gold pieces. Expansion: Each baron is able to control any number of manors as long as he can maintain each manor. A manor can be added to a baron’s lands in two ways, by building a castle on an unclaimed manor during the expansion phase or by attacking a claimed manor and winning during the battle phase (see above). Barons can only add one manor per turn during this phase. Only manors that already border the baron’s existing territory may be added. Once all the manors on the map have been controlled by one of the barons, the expansion phase is skipped. Adding manors: In the expansion phase, a baron can claim unclaimed manors that adjoin his own. The cost is 2 gold to build a new castle on the manor, thereby claiming it. The newly added manor can be improved on following turns during the Building Phase. Each castle is worth 3 victory points to the baron's score at the end of the game. Ending the Simulation: After the 10 to 15 years, the king dies. When you are ready to end the simulation announce that the king has died without an heir. The baron with the most victory points will be the new king. Deck of Event Cards Normal Turn: No event this turn. You could put in several of these to pad the deck. Drought: Receive half the normal income this turn. You can have more than one of these cards for a long simulation. Year of Plenty: Collect double income this turn. You can have more than one of these cards for a long simulation. Black Death: A deadly plague sweeps the land. Many serfs get sick and die, so they are unable to work on their farms. Income is cut in half this turn. There is an increased chance that each baron will also be killed by the plague. War: The King starts a war in a foreign country; each baron must support the cause. Taxes are 6 gold this turn. Each baron must decide how many of his manors will send troops to fight the war. The minimum number is three. If he is unable to send an army that large he loses one victory point. He may send a larger force. Each baron must secretly write down the size of the army he is sending. The baron that sends the largest army gains a victory point. Each manor that sends troops to the war can't be counted when fighting battles this turn. Each baron must decide whether he will personally go to war. If they do they gain 2 victory points but there is an increased risk of being killed. Crusade: The Pope calls for a crusade. The effects are the same as for war except that taxes do not go up and there are no victory points for going. Instead, each baron that goes on the crusade gets to roll 1 die. The number rolled is doubled and represents the GOLD gained from the crusade (plunder). The King’s Birthday: The King celebrates his 60th birthday (quite old in the Middle Ages) and all the barons have to give him a gift. Gifts must be at least 2 gold. Each baron secretly writes down how many gold they spend on the King's gift. The largest gift giver gains a Favoured Manor card worth 3 victory points; the smallest giver loses 3 victory points. Random die rolls can be used to break any ties. Tournament: The King holds a jousting tournament. Each baron competes to see who wins, Use the six team, double-elimination draw, randomly selecting the order of combatants. If there is an odd number of competitors then the baron with the highest status gets a bye. Each competing baron draws a card from the deck, high card wins. If it's a tie each player draws another card to break the tie. Two losses and you are out of the tournament. The champion earns a Tournament Champion Card worth 3 victory points. Papal Visit: The Pope decides to visit one of the barons to thank him for supporting the church. Determine which baron has the most churches and monasteries. If there is a tie then the baron with the higher fame wins. If there is still a tie the two barons roll a die and high roll wins. The Pope will visit the winning baron's territory and a cathedral will be built in his home manor. (A Cathedral is represented with a C in a circle.) Cathedrals are worth 5 victory points. The King's Fair: The King decides to sponsor a great fair. Determine which baron has the most universities and burgs. If there is a tie then the baron with the most manors wins. If there is still a tie the two barons roll a die and high roll wins. The fair will be held in the winning baron's territory. Fairs are represented with a K and are worth 4 victory points. Action Pay taxes Build new castle, university, monastery, church, or burg Marriage Attack rival's manor Can’t pay taxes Baron dies Action Get taxes from manors Win battle as attacker Lose Battle Baron goes on crusade or to war Winning the marriage roll Losing the marriage roll Death of a Baron Cost in Gold varies each turn (usually 4) 2 2 2 Lose all your money Lose 1/3 of gold and your 2 least built-up manors Result 3 gold per manor Get the manor as long as you can build a castle on it Lose the manor and the buildings on it. Get gold or victory points, but can die if he draws a two or an ace in the death phrase. Get the manor 10 gold Draw one card (the ace kills normally, the ace and the two kill when there is plague, war, crusade, or participation in a battle)