Commander’s Gambit Tradition / Ritual in The Sagas | World Anvil

Commander’s Gambit

The rules of the game are simple lead your forces to victory, through serveral means decimating the enemy forces, destroying their base, capture all their resources or territories, and capturing or killing their commander. Of course their are different scenarios that can be played as well to play the game.

History

It was first used by Vatian officers who operated on a strategic level as a way to focus plans for campaigns. But it soon found its way into the hands of those who were a fans of stratagems, from nobles to scholars and even the commoners who were smarter then they looked. The game was of course modified to make the game more interesting to play. But the complexity of the game could make anyone go insane for overthinking and the game would later be only be played by at least a few thousand people that knew what they were doing. It has remained that way ever since but the shear amount of pieces and all the other tools and equipment can be quite expensive and can be hard to replace since only a few hundred people know how to make most these pieces to play the game, which is why most people just make them themselves to save a few coins.

Execution

Scenarios

 
  • Conquest
As the name says players must conquer the opposing players territory by any means using their armies and politics to help them win the game, lasting for a few hours or more depending on the size of the map or the skill of the player.  
  • Occupation
One player is a force occupying a recently conquered territory and the other player is a resistance force. Both try to crush the other to achieve victory. With both sides able to use special abilities during their game to gain an advantage.  
  • Capture the Capital
The only way to is by capturing the enemy capital to win by any means necessary.  
  • Free for all
Multiple players are add to massive scale to a grand campaign, theses players can ally themselves with one another a betray on another with those whose defeated having their resources taken by the victor who defeated them  
  • Team Death Match
Players are split into to teams and must work together in order to defeat the opposing team.  

Types of troops

  Infantry - the backbone of any army, infantry are need for battle in order to win.
  Militia - troops made up of peasants, they have little training and they are not as loyal, they will leave to tend to their home for certain times of the year.   Warrior - those who have battle experience, but are still lacking discipline in battle ad will seek glory for themselves.   Footman - Have some training and discipline and will hold their own in a fight with some use of weapons training Legionary - professional soldiers with battle experience and training, be able to hold their ground and stay in the fight till the bitter end.   Artillery - used to cause heavy damage to enemy fortifications and forces from a distance.
  Catapult - the range of the this stone hurling can cause some damage at a certain distance.   Scorpion - Massive bolts that can tear though wooden walls troops with ease.   Trebuchet - A more advance catapult, it retains more force and can reach farther distance to cause massive damage.   Ballista - A lager projectile then the scorpion, it able to damage stone walls and could attain more tension to reach farther.   Cavalry - fast and mobile they are able to move faster then most units allowing them to scout and flank enemies effectively.  
  Horsemen - commoners who have trained with horse and some understanding with combat   Outrider - experienced riders with seasoned horse with military experience   Man at Arms - veterans given armor and a series of weapons and for combat   Knight - professional mounted cavalry equipped with the best weapons and armor imaginable   Archers - Killers at a distance when using a bow being able to destroy forces without being in close range
  Hunter - taught to use a bow to hunt for game and have some skill.   Short Bowmen - slightly better trained using short bows, but only can fore a certain distances.   Longbowmen - experienced archers the can arm well with a long bow at long distances.   Crossbowmen - highly trained to use crossbow and be able to fire several shots a minute with ease.     Siege equipment  
  Siege Tower - large towers to transport troops on top of walls.   Battering Ram - used to break down gates to allow the army to storm the city.     Ship - used to transport troops and supplies, they can also be used to attack coastal settlements
  Galley - small ships the require rowers to get everywhere and can only sail near the coast.   Caravel - A faster ship able to go on open waters and able to maneuver with ease.   Frigate - a large ship carrying large weapons to destroy ships.   Warship - ships built for war and to sent the enemy to the grave.     Elites The best units that an army can have and have special abilities that sets them apart from most troops.   Rangers - Master of the wilds, they are excellent archers and outdoorsmen able to traverse the most harshest of terrain   Paladins - warrior of courage and renown , they are known for inspiring those around them.   Hussars - cavalry that will never break and strike fear into the hearts of the enemy.   Generals - high experienced veterans that can help armies with their experience and gain an advantage   Commander - The commander is the leader of the your forces and is heavily guarded since the game will end if he were to die. He moves from place to place as well to avoid being assassinated.  

Situation Cards

The cards are draw every time the situation dice is rolled, these cards can make or break you.  
  • Event
Events can be from a sudden change of seasons, to death of general from natural causes, they are marked blue    
  • Disaster
Disasters such as storms, unrest in a settlement or a military blunder will cause setbacks for you in you campaign, they are marked red  
  • Reward
Rewards can be from a rich ore deposi being discover a higher ranking units given to as gift of gratitude, these are marked yellow.  
  • Politics
Politics are just as much a part of war and a sliver tongue can bring you a long way when you need funds to cloth and feed your army.  
  • Subterfuge
Espionage, sabotage and assassination are centered around these cards are to be used wisely in case they are need to case trouble behind enemy lines.  

Seasons

Season change every few turns in order to determine how you will be able to dealing with seasonal change for you forces.   Spring - A time of renewal and growth, though often full of rain making it hard to march on muddy terrain.   Summer - The best season of all , making it easier get anywhere as everything has dried out.   Autumn - A time of change, the weather is a little bit colder, but food become more scare.   Winter - A harsh time with marching being almost impossible as the cold drains the strength from soldiers and blocks roads with snow    

Terrain

  Terrain will affect how you be able to play the game and it is often decided by players or referee is neither can decide.  
  • Plains
- easy to cross as they are flat and have to object on them.  
  • Forests
- Hard to traverse through, but an excellent place for an ambush  
  • Hills
- Hard to get up them, but will give the high ground when fighting.  
  • Rocky
- It will be hard to travel across it as maintaining footing and move wagons to move across.  
  • Desert
- Terrain the is difficult to walk on and the heat may kill some of your troops.  
  • Swamp
- Difficult terrain and troops and equipment will sink if one is not careful.  
  • Snow
- Harsh Terrain that will tire your troops and may kill them is left out to long.  

Resources

These will greatly help you during you campaigns  
  • Mines
- used to gather metals and minerals to improve the equipment of your army or sell for coins  
  • Lumber yards
- used to build fortifications, ships, training camps and rebuild villages and towns  
  • Quarries
- used to improve roads and rebuild cities.  
  • Farms
- grows food to feed armies, settlements and create cavalry.  
  • Training Camps
- camp used train troops to become higher ranking units.  
  • Settlements
- populated areas were recruits and taxes come from for your campaigns.  

Settlements

  Tiles that hold a settlement held by players or are neutral. This settlements can range from cities of villages and can grant rewards to those who control them. To capture a settlement you can either besiege it or use politics to allow you occupy it. Other will allow you control them if you do certain missions for them such as pay them or deal problems that are threatening them. These settlements can be razed to avoid being lost to the enemy.   Villages - settlements that only hold a few hundred people with most of the farmers, a main sources for food.   Towns - settlements with a few thousand people with different working background, good source for recruits.   Cities - Massive settlements that hold many thousands of people and are a excellent place for taxes.

Components and tools

  • Situation cards
  • Game Board
  • Mini figurines for troops
  • Models of ships, siege equipment, and wagons
  • Colored Dice to represent situation cards

Participants

Two or more players can join the game in either a team battle or a battle royal to see who come out on top.

Observance

When a challenge has been issued player must answer or be scorned as cowards and skill less. This can happen at any time of the year.

Army Functions

  March - moves troops from places to place.   Force March - forces troops to march longer distances, but they get tire.   Ambush - all ows troops to hide and ambush enemy force and have an adavtage over them.   Besige - besieging a settlement or fortification to weaken defenders in order to attack them or make them surrender.   Defense - often are in a fortification or a settlement to repel enemy attack.     Attack - forces attack and enemy force or a settlement.   Rest - rest is need for the army to recuperate, if they do not rest they will be tired and will be less effective.   Raid - raid enemy territory is search of resources to fun the army, most effective near trade routes and settlements.  

Navy Functions

  Sail used move ships to their destintion   Transport - able to transport troops across open water and some rivers.   Supply run - delivers supplies to maintain the army.   Bombardement - can fire upon coastal settlements, ships and troops near the coast.   Raid - raids trade routes contolled by enemy forces.   Board - can board enemy ships in a chace to capture them into your fleet.
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