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Reconquista

Reconquista Rulebook

Table of Contents

Table of Contents

  • Introduction
  • The Map
  • The Counters
  • Game Dynamics (Summary)
  • Important Definitions
  • A Turn
  • Setting Up the Board
  • Phase 1: Rebellions
  • Phase 2: Events
  • Phase 3: Collect Income and Spend It
  • Phase 4: Movement of Armies
  • Battle
    • Example of a Simple Battle
    • Example of a Complex Battle 1
    • Example of a Complex Battle 2
  • Phase 5: The Muslim Reaction
    • Brief Summary of the Muslim Reaction
  • Phase 6: Resolve Sieges
  • Phase 7: End of Turn
  • End of Game: Victory Points
  • Quick Reference Sheet

Introduction

Reconquista is a solitaire game simulating the reconquest of Muslim Spain by the various Christian Kingdoms from the ninth century to the 15th.

As the player, you lead the armies of Christendom (Christians) retaking the Iberian peninsula from the Moors (Muslims).

The Map

The map shows a stylized version of the Iberian peninsula (today Spain and Portugal) subdivided into 5 colored Regions. Each of these 5 regions is subdivided into 4 Areas. Regions and Areas take their names from important political and geographical features within them. For example, Asturias is a region, and contains 4 areas: Santiago, Oviedo, Galicia and León.

Regions and Areas are numbered - this helps to locate Regions and Areas at random, and also to regulate movement. Different regions are connected by Roads, from an area in one region to an area in the other. This is the only way armies can move between regions.

The Counters

These counters sometimes move as part of the game. There is no limit to the number of them per area:

  • Garrisons: These are locally-based troops, generally used to defend areas, like militias. They can be Muslim or Christian. The top counter is the Christian Garrison, the Muslim one is the bottom counter.
  • Armies: The offensive arm of the nations, usually Muslim or Christian. However, random events can introduce other armies, which may be allies of one faction or neither (a set of neutral armies is provided for this purpose). The top image is a Christian Army, the Neutral Army is in the middle, and the Muslim Army is at the bottom.
  • Rebels: Used to represent areas that are trying to go their own way. Whether Christian or Muslim separatists, they are hostile to all sides.
  • Military Orders: These counters represent the religiously inspired groups of monk-knights founded in this period. They are always Christian.
  • El Cid: Represents the various leaders (of both sides) who inspired their armies to perform above average. The El Cid counter only appears due to a random event and could be controlled by either side, Christian or Muslim.

These counters cannot move:

  • Cities: These represent the population centres of medieval Iberia. There can only be one city per area. They can be Muslim or Christian. The image shows a Christian City (note the cross). A Muslim city has a different symbol.
  • Fortresses: They are usually, but not always, associated with cities, and give an advantage to the defence. There can only be one Fortress per area.

There can only be one City per area, and only one Fortress per area. The other counters are unlimited. There should be enough counters provided for a normal game. Feel free to make more if needed.

In addition, there are several counters to help with the running of the game:

  • Turn - Use it with the numbered track on the map to remember which turn it is.
  • Income - Can optionally be used to keep track of income on the numbered track on the board.
  • Region in Revolt - Can be used in the rebellion phase to indicate a region that is in revolt, should that happen.
  • Double Result - Can be used to remember a result that has a double effect.

Game Dynamics (Summary)

The game lasts 20 turns. During this time you will build Cities and Fortresses, Convert cities, create Garrisons, and send Armies to conquer new territories. Meanwhile, you will deal with Rebellions, Random Events, and the actions of the challenging Muslim opposition.

Two six-sided dice (hereafter D6) are needed to play this game. There is also a quick reference sheet included on the back of these rules.

Important Definitions

  • A City is under Christian control if it contains Christian forces (Army, Garrison, or Military Order). It does not matter whether the City itself is Muslim or Christian.
  • A City is under Muslim control if it contains Muslim forces (Army or Garrison). Again, it does not matter whether the City itself is Muslim or Christian.
  • A City is under Rebel control if it contains Rebel forces.
  • A City without forces of either side is considered to be controlled by the religion of the city. Thus a Christian city would be under Christian control and a Muslim city would be under Muslim control.
  • An unoccupied Fortress must be removed from the game.

A Turn

Each turn (representing a period of 20-50 years), the following phases are carried out:

  1. Rebellions phase.
  2. Random events phase.
  3. Collect income and spend it.
  4. Movement of Armies, resolving battles as movement occurs, or leaving Armies to besiege Cities and Fortresses, or to defend areas.
  5. Muslim forces react.
  6. Resolution of sieges.
  7. Advance the turn marker and begin a new turn, or, if this is turn 20, determine victory.

Setting Up the Board

Place the map and place the following counters:

  1. Turn counter on turn 1.
  2. Place a Fortress in each of the following areas: Badajoz, Toledo, Córdoba, Zaragoza.
  3. Place a Muslim City in each of the following areas: Zaragoza, Salamanca, Toledo, Valencia, Lisboa, Córdoba, Algeciras, Granada.
  4. Place a Christian City in each of the following areas: Oviedo, León, Barcelona.
  5. Garrisons: Place one in each Area in each Region. All are Muslim, with the exception of Pamplona and Oviedo, which each have one Christian Garrison.
  6. Place a Christian Army in Oviedo.
  7. Place a Muslim Army in Zaragoza. Place a Muslim Army in Toledo. Place 2 Muslim Armies in Córdoba.

Phase 1: Rebellions

Roll a D6 to select the affected region, then roll another D6 and consult the table below to see what happens in that region. If the result to determine the region is a 6, roll again to determine the region and roll twice on the table below.

To prevent the game from ending because of a rebellion, if the result would eliminate the last Christian-controlled or Muslim-controlled city, roll again.

RollResult
1 or 2Rebels: Place a Rebel unit in a randomly determined area that does not contain a Garrison, Army or Military Order. If no viable area exists, randomly select a single area and remove a single unit (priority according to the combat removal rules).
3Proselytism: Select a city at random in the Region. If it is Muslim, change that city to Christian. If it is Christian, change that city to Muslim. If there are no cities in the region, treat this result as Rebels (a result of 1 or 2).
4Peasant Revolt: Randomly select an area with Garrison(s), but without an Army or Military Order. Remove all Garrisons and replace them with a single Rebel unit. If there are no Garrisons, treat this result as Rebels (a result of 1 or 2).
5Rebel Governor: Select a city at random in the Region. Replace all Armies, Military Orders and Garrisons in the city with the same number of Rebel counters. If no units are present, or the city is already under Rebel control, place a single Rebel unit. If there are no cities in the Region, treat this result as Rebels (a result of 1 or 2).
6Regional Revolt: This entire region is excluded from the game for this entire turn. It generates no income. No one can move into it or build. If it is affected by a random event, roll again to have the event in another Region. If it is selected for Muslim troop movements, re-roll / select another Region. If this happens on turn 20, the region does count for the victory score as normal.

In all cases, if a city falls into Rebel hands, any Fortress present stays in place.

Phase 2: Events

In this phase, a random event is generated. The event applies immediately, and the game advances to the next phase. Note that any random event can occur more than once during a game (or not occur at all).

Roll two dice (2D6), add them together, and consult the following table:

TotalEvent
2French Intervention: Roll a D6. This is the number of French Armies that appear (use the Neutral Army counters). Roll another D6 to determine their starting location: 1-2 is Oviedo, 3-4 is Pamplona, 5-6 is Barcelona. Before continuing to Phase 3 (Income), move this French force according to the Muslim reaction rules (Phase 5), except that this French force is hostile to all other forces: Christian, Muslim or Rebel. At the end of the turn (Phase 7) all surviving French Armies are removed from the map.
3Bribery: In Phase 3 (Income) you may use 2 income points to replace all Rebels in a single Area with a Christian Garrison.
4Mercenaries: Roll a D6. This is the number of mercenaries available (use the Neutral Army counters). In Phase 3 (Income), you may hire any number of them at a cost of 1 income point each, and place them as an army. They are treated as armies during your turn, except that they are the first unit eliminated in a battle or siege. Any Mercenary units that are not hired are added to the Muslim forces that rise in Phase 5 (Muslim reaction). This means it is possible for Mercenaries to fight each other in a battle or siege! At the end of the turn (Phase 7) all surviving Mercenaries are removed from the map.
5Rebels: Roll a D6. This is the number of Rebel armies that appear (use the Neutral Army counters). Roll two dice (2D6) to determine their starting location (see table below). Before continuing with Phase 3 (Income), move these Rebel forces according to the Muslim reaction rules (Phase 5), except that this Rebel force is hostile to all other forces: Christian, Muslim or Rebel. At the end of the turn (Phase 7) all surviving Rebel armies are removed from the map.

Starting location of the Rebel armies (event 5):

2nd rollFirst roll 1, 2 or 3First roll 4, 5 or 6
1PamplonaBarcelona
2OviedoTarragona
3SantiagoValencia
4GaliciaMurcia
5PortoAlgeciras
6LisboaSevilla

Phase 3: Collect Income and Spend It

As the Christian player, you collect income, which you can then spend on various things. Income cannot be saved from one turn to the next. In this phase, the income points received are:

Income:

  • 2 Points - you always receive these points.
  • 1 Point for each Region, but only if you control the majority of the cities in the Region (it does not matter if the city is Muslim, as long as it is under Christian control), and these cities are free of enemy forces. For example, there are 3 cities in the Region. Two of them are under Christian control, while one is under Muslim control. In this example, you would control the majority of the cities (2 versus 1) and would receive one income point. If, however, one of the Christian-controlled cities were besieged by Rebels (from a random event), then you would not receive any income point, since you only have 1 city free of enemy forces.
  • 1 Point if you control Santiago de Compostela ("Santiago" on the map). You control Santiago de Compostela if it is free of Muslim or Rebel units (excluding the situation where there is a Muslim city but it is garrisoned by Christian armies and/or garrisons. A Muslim city without armies or garrisons in it would deny control).

Therefore, the minimum that can be received is 2 points, the maximum is 8 points (possibly 10, if income is increased due to a Random Event, or zero if income is lost due to a Random Event).

Income is spent on building Cities, Fortresses, Armies, Garrisons, or converting cities from Muslim to Christian. Anything built by you is Christian. Note that these expenses may be made in any order you prefer.

Expenses:

  • Build an army: 2 Points. An Army can only be built in a City (Christian or Muslim) or Fortress that you control, in an area that is free of enemy forces. There is no limit on the number that can be built in the City or Fortress. You can build different armies in different Cities / Fortresses, if you wish.
  • Build a Garrison: 1 Point. A Garrison can only be built in a City (Christian or Muslim) or Fortress that you control, in an area that is free of enemy forces. There is no limit on the number that can be built in the city or fortress. You can build different garrisons in different Cities / Fortresses, if you wish.
  • Build a City: 3 Points. A city can be built in any area that contains a Christian army and / or Garrison and where there is not already a city. If a Fortress is already present, the Fortress is kept. The area must be free of enemy forces. The city is always Christian.
  • Build a Fortress: 1 Point. A Fortress can be built in any area that contains a Christian City and / or an Army and / or Garrison, provided the Area does not already contain a Fortress and is free of enemy forces.
  • Convert a City from Muslim to Christian: 1 Point. Can only be applied to a Muslim city that contains a Christian army and / or garrison. Replace the city with a Christian city. Any existing Fortress is kept.

Phase 4: Movement of Armies

Select a single region. Only the Christian Armies, Garrisons and Military Orders in this Region may move. Armies, Garrisons and Military Orders in other regions cannot move at all in this phase, even if passed over.

Garrisons can move to any area of the same region. Garrisons cannot move to another region.

Armies can move to any area of the same region. In addition, they can move along a Road to another Region, provided that the Area they come from is totally free of Muslim forces (the exception being a Muslim city, provided it contains at least one Christian army and / or Garrison).

Armies and Garrisons may move together or separately. You may wait for the result of the movement of one force (for example, a battle) before moving another force.

If the moving force enters an area that contains enemy forces, it must stop. Enemy forces are: Rebel units, Neutral Armies (Rebels or French), Muslim armies, Muslim garrisons, or a Muslim city with no other units present.

  • If the enemy area has a City and / or Fortress, then there may be a battle - this only happens if there is more than one enemy unit (Garrison or Army) and at least one is an army (Rebels are not armies). Otherwise, the moving forces stop and wait for the Siege Phase.
  • If the enemy Area has no City or Fortress then there will be a battle.

Examples:

  • City with 1 Garrison: No battle
  • City with 2 Garrisons: No battle
  • City with 2 Rebels: No battle
  • City with 1 Army: No battle
  • City with 1 Garrison and 1 Army: Battle
  • City with 2 armies: Battle

Battle

Each side rolls dice to inflict hits on the opponent. Normally, this occurs simultaneously for both sides, except in mountainous Areas, where the enemy forces roll to hit first, or if one side has El Cid thanks to a random event. Roll a D6 for each unit. Your chances of successfully hitting are as follows:

  • Garrison or Rebel: Result of 5 or 6.
  • Army: Result of 4, 5 or 6.
  • Military Order: Result of 3, 4, 5 or 6.

Hits are removed as casualties. Garrisons and/or Rebels are removed first, then Military Orders, and finally Armies.

If the enemy force has hit more times than your moving force, your force must retreat to a single Area (of your choice), from which at least one of the units came (this can mean a Garrison ends up in a different region), or, if the battle involved a besieged city (only possible if Rebels or French are involved) the retreat may be to that city. This battle is over, but the moving force can continue moving (including to the same Area from which it retreated, for another battle).

If your moving force hits more than the enemy, then the enemy must retreat. If there was a city in the Area, the entire force retreats into it, and the moving force remains in place awaiting the Siege Phase. If there was no city, then the enemy force moves from the battle area to the next higher-numbered area1, that is free of hostile forces (Rebels or Christian for the Muslims, Muslim or Christian for the Rebels). If there is no such area, then the force may retreat along a road, if there is one and it leads to an area free of hostile forces. If this is not possible either, the entire enemy force is eliminated. In any case, the moving force can continue moving.

If one side completely eliminates the other, it does not need to retreat, even if it did not win the battle.

If your moving force eliminates the entire enemy force, and there is a city, this city is assumed captured (the Fortress, if any, is kept) and the moving force can continue moving.

If both sides inflict equal losses, if there is a city in the area, then the entire defending force retreats into it, and the moving force remains in place awaiting the Siege Phase. Otherwise, the battle continues: roll again to hit, as before, except that this time the defenders do not hit first in a mountainous area.

Example of a Simple Battle

A force of two Christian Armies and one Christian Garrison moves from Barcelona to Tarragona, which contains a force of two Muslim Armies and one Muslim Garrison.

As Tarragona is not mountainous, and El Cid is not present, both sides roll to hit simultaneously. The Christian Garrison rolls a 5, a hit, the two Christian Armies roll a 3 (miss) and a 4 (hit), giving a total of 2 hits. The Muslim Garrison rolls a 4 (miss), while the two Muslim armies roll a 6 (hit) and a 3 (miss) for a total of 1 hit.

The two hits of the Christian side are applied - the first unit eliminated, by priority, must be the Muslim garrison, while the second is one of the two Muslim armies.

The Muslim hit is applied - the lost unit is, by priority, the Christian Garrison.

As the Muslim force suffered more casualties, it must retreat. Tarragona has order 4, and the highest-numbered adjacent Area is Zaragoza (order 5, 6). Zaragoza only contains a Muslim city with no other forces present, so this retreat is possible, and the single remaining Muslim Army moves there. The two remaining Christian armies can either stay, or move together or separately to another Area.

Example of a Complex Battle 1

A force of two Christian Armies and one Christian Garrison moves from Barcelona to Tarragona. Tarragona contains a Muslim city, with a Muslim Garrison, which is besieged by 2 Rebels (Neutral Armies).

First, the Christian Armies fight the Rebel armies. If the force in the city were Christian, it would join the battle, but as it is Muslim, it does not.

The Christians score 1 hit, and the Rebels also score 1 hit. One Rebel is eliminated, and the Christians lose one unit, which by order of priority is the Christian Garrison. As this is a tie, both sides continue the battle...

This time the two remaining Christian armies score 2 hits, while the remaining Rebel misses. The remaining Rebel is eliminated. However, the Christian force must remain in place to besiege the city.

Example of a Complex Battle 2

A force of two Christian Armies and one Christian Garrison moves from Barcelona to Tarragona. Tarragona contains a Muslim city, with a Muslim Garrison and a Muslim army.

Because the city contains more than one unit, and they are not all garrisons, the Muslim forces fight the battle together.

The Christians score 1 hit, and the Muslims also score 1 hit. Both sides lose one unit, which by order of priority is the Garrison. As this is a tie, the remaining Muslim army retreats into the city. The Christians now have 2 Armies and the Muslims only have one army.

The Christian force must remain in place to besiege the Muslim city (NB - if the Christians had scored 2 hits, then they would have eliminated the entire Muslim force and captured the city).

Phase 5: The Muslim Reaction

In this phase, a Muslim region is selected at random and Armies, Garrisons, Cities or Fortresses are created in it. Then, this force moves and may fight Christians, Rebels and/or French.

Roll a D6 to select a region, then consult the following table to obtain the Muslim reinforcements. Note that a result of 6 when rolling for the region means the force arrives from North Africa. If the selected region does not contain areas free of Christian or Rebel or Neutral Army forces, roll again.

Reinforcements by number of Muslim-controlled cities in the region (including any besieged):

Roll0123 or 4North Africa reinforcements
1Establish cityBuild FortressBuild FortressBuild Fortress1 Army
2Build FortressGarrisonGarrisonGarrison2 Armies
3GarrisonGarrison1 Army1 Army3 Armies
4Garrison1 Army1 Army2 Armies4 Armies

Establish city - In this case, randomly select an area with a Muslim army / Garrison, or else with no units. Place a Muslim city in this area.

Build Fortress - Randomly select a Muslim-controlled city without a Fortress and place a Fortress there. If no such area exists, randomly select an area without a Fortress that contains a Muslim Army and / or Garrison and place a Fortress in that area. If no such area exists, nothing happens.

Garrison - Place a Muslim Garrison in a randomly selected Muslim-controlled city without a Garrison. If there is no such city, place a Muslim Garrison in a randomly selected area that contains Muslim forces or that is free of all Christian / Rebel forces. If this is not possible, then nothing happens.

1 to 6 Army / Armies - Place the appropriate number of armies in a randomly selected area free of any Christian / Rebel forces. If this is not possible, nothing happens. For a force coming from North Africa, roll a D6 to see in which Area it lands - as indicated by the port symbol and the corresponding number on the map (Sevilla, Algeciras, Granada, Murcia, Valencia or Tarragona). They appear there, even if the area is controlled by the enemy.

Once the Muslim force has been created, it will move, provided armies were created. If the result was a City, Fortress, or Garrison, then nothing else happens and play proceeds to the next phase.

Movement of the Muslim force: Within the Region, move the Force toward the area with the highest number2. Repeat the movement until the force enters an area of non-Muslim control. This is an area with:

  • A Christian army and / or Garrison.
  • A Rebel.
  • A Christian city without other units (except a Fortification).
  • A Neutral Army without Muslim control (Rebels, French, Crusaders, or Christian Mercenaries).

In the case of reinforcements from North Africa, the area where they landed may be under enemy control, in which case the Muslim force does not move and will give battle or besiege the area where it landed.

If there is no enemy-controlled area in the Region, pass the Muslim force to the next highest-numbered area2, repeating the process until reaching an area where there is a road leading to a region with an enemy-controlled area. If there is still none, then move to the first road that leads to a Region that then leads to another Region with an enemy-controlled area.

Each time the force moves, if it leaves an area with a City or Fortress in which there is not already a Muslim Garrison present, it must leave behind an Army. If the Force enters (or starts in) an area with other Muslim Armies, these are added to the force and move with it (Muslim Garrisons never move).

Once the Force enters an enemy-controlled area, it stops and a Battle occurs according to the rules described in the player's turn, with the following clarifications:

  • If the area contains a Christian force and a City under Muslim control, then the forces of the Muslim City join the battle. If the Muslim forces are forced to retreat, or the Battle is a tie, the entire surviving force retreats into the City.
  • If the area contains a Christian force and a Rebel City, the Rebels play no role in the Battle. If the Christians lose, they will retreat elsewhere and the Muslim force will then besiege the City.
  • If the Battle results in a siege situation (that is, there are forces in the City, or else a Christian City without forces), then the Muslim force will leave behind a number of armies equal to the number of units in the area and the rest will continue the movement, as before. For example, for a City with a Fortress and a Garrison, 3 Armies will stay.
  • If the Battle results in a Muslim victory and there is no siege, continue the movement of the Muslim force as before.
  • If the Muslim force has to retreat, withdraw the force back to the area it came from. The Army continues to the next highest-numbered area2. (This could mean that the force returns again to the same area from which it retreated.)

Brief Summary of the Muslim Reaction

  1. Roll to generate the Muslim force and its location.
  2. If 1 or more armies are generated, they move within the Region from lower-numbered areas to higher-numbered ones and give battle / besiege enemies.
  3. To besiege, leave a number of armies equal to the number of enemy units (including city and fortress). The rest continue moving to find a new enemy.
  4. If there are no enemies in a region, pass from the lower-numbered area to the higher until reaching a Road that allows moving to another region with enemies.

Phase 6: Resolve Sieges

For each siege the process is the same. Resolve sieges one at a time, starting with the lowest-numbered area in the lowest-numbered Region, then proceed through all the areas in the Region in numerical order before moving on to the second lowest-numbered Region, and so on, until all sieges are resolved.

Roll a D6 for the besieging force. Apply the following modifiers:

  • +1 to the roll for each Garrison.
  • +2 for each Army.
  • +3 for each Military Order in the attacking force.

Roll a D6 for the defending force. Apply the following modifiers:

  • +1 (for the city itself).
  • +1 for each Garrison / Rebel.
  • +2 for each Army / Military Order.
  • Double the modifier if a Fortress is present.

If the besieger beats the defender's roll, all defenders are eliminated, as well as any Fortress, if present. On an even result, the City is also eliminated (sacked and destroyed!).

If the defender obtains a higher result, then the besieging force loses 1 unit (prioritize according to the combat rules) and retreats. Randomly select a friendly or empty area (it cannot be an area with another siege present). If there is none, then the retreat may be along a road, if present, provided it leads to a friendly / empty area. If that is not possible either, the entire besieging force is eliminated.

If both sides roll the same result, then both sides lose 1 unit (prioritize according to the combat rules) and the siege continues; roll the dice again. If the City / Fortress had no force inside, or if it is of the same religion as the attacker and now lacks units, then it surrenders and is captured (any Fortress present is kept).

Phase 7: End of Turn

Remove any neutral army or El Cid (from Random Events).

Remove any Fortress if there are no other counters of any kind in the area.

If it is turn 19 or earlier, advance the turn marker 1 space and begin a new turn with the Rebellions Phase.

If there are no possible places to recruit Muslim Armies, then the game is over. Proceed to count Victory Points.

If there are no Cities under Christian control and no Christian forces remain, the game is over. Proceed to count Victory Points.

If it is turn 20, the game is over. Proceed to count Victory Points.

End of Game: Victory Points

  • 1 for each City under Christian control.
  • 2 for each Region where the majority of Cities are under Christian control (a region without cities does not score).
  • 2 for each Region completely free of Muslim forces and Muslim Cities (even if under Christian control).
PointsResult
10 or lessCrushing Muslim Victory "Almanzor".
11 to 15Muslim Victory "Yusuf ibn Tashfin".
16 to 20Draw "El Cid".
21 to 25Christian Victory "Alfonso VIII".
26 to 40Crushing Christian Victory "Ferdinand and Isabella".

Quick Reference Sheet

Setup:

  • Fortresses: Badajoz, Toledo, Córdoba, Zaragoza.
  • Muslim Cities: Zaragoza, Salamanca, Toledo, Valencia, Lisboa, Córdoba, Algeciras, Granada.
  • Christian Cities: Oviedo, León, Barcelona.
  • Christian Garrisons: Pamplona, Oviedo.
  • Muslim Garrisons: all the rest.
  • Christian Army: Oviedo.
  • Muslim Armies: Zaragoza, Toledo, Córdoba (2 armies).

Turn:

  1. Roll on the rebellions table.
  2. Roll random events.
  3. Collect income and spend it.
  4. Move armies, fight battles as they arise, leave armies besieging cities and fortresses, or defending areas.
  5. Muslim reaction.
  6. Resolve sieges.
  7. Advance turn, or, if it is turn 20, determine victory.

Phase 1 - Rebellions: Roll 1D6. On a 6, roll again but there are 2 events in that region.

  • 1, 2 Outlaws: Place a rebel unit in a random area without a Garrison, Army or Military Order. If not possible: select a random area and eliminate one unit (priority as in combat).
  • 3 Proselytism: Select a random city and change its religion.
  • 4 Revolt: Randomly select an area with Garrison(s) but no Army or Military Order. Replace all Garrisons with one Rebel unit.
  • 5 Rebel Governor: Select a random city. Replace units with an equal number of rebel units (place one unit if there are none or the city is already rebel).
  • 6 Regional Revolt: Region excluded from the game this turn.

Phase 2 - Random event: Roll 2D6.

  • 2 French Intervention: D6 French Armies at (D6): 1-2 Oviedo, 3-4 Pamplona, 5-6 Barcelona.
  • 3 Bribery: You may spend 2 income to replace all Rebels in a single Area with a Christian garrison.
  • 4 Mercenaries: D6 mercenaries available. Cost 1 income. They are Muslim if not bought.
  • 5 Rebels: D6 Rebels appear (see the Rebel starting location table above).
  • 6 Military Order: Place 1 Military Order in a city.
  • 7 Famine: Eliminate 1 unit out of every 3 per area.
  • 8 El Cid: D6: 1-3 Christian, 4-6 Muslim. Attacks first. +2 in siege.
  • 9 Taxes: 2 additional income. This turn only.
  • 10 Jihad: During the Muslim reaction, roll twice for forces in the region.
  • 11 Crusade: D6 Crusaders available.
  • 12 Expulsion of Jews / Moriscos: Reduce income by 2. This turn only.

Phase 3 - Income: You gain 2; +1 per region if you control the majority of cities; +1 for controlling Santiago.

  • Garrison = 1 (friendly city)
  • Army = 2 (friendly city)
  • City = 3 (friendly area without a city)
  • Fortress = 1 (friendly area without a city)
  • Convert city = 1 (the city must be occupied)

Phase 5 - Muslim reaction: see the table in Phase 5.

Battle / siege:

UnitTo hit in battleSiege bonus
Garrison / Rebel5 or 61
Army4, 5 or 62
Military Order3, 4, 5 or 63 attacking, 2 defending
City01

Fortress: 2x in defence.

Footnotes

  1. Going from a lower-numbered area to a higher-numbered area - returning to the lowest-numbered Area if there is no higher-numbered one. For example, in the region of Al-Ándalus the retreat order is: Córdoba, Murcia, Granada, and then, as there is no area numbered higher than Granada, Algeciras. [Transcriber's note: the text is printed as is; the example's last step appears to wrap from Granada to Algeciras, as also stated in the footnotes to Phase 5.] ↩

  2. If there is no higher-numbered area, move to the lowest-numbered area. For example, a force in Granada would move to Algeciras. ↩ ↩2 ↩3

6Military Order: You gain a Military Order counter, which must be placed in any friendly City, or Santiago. This Military Order is retained from turn to turn, or until it is eliminated during the normal course of the game.
7Famine: For each area in each Region: Count the total units (not counting City or Fortress for this total). Divide this total by 3, rounding down, and eliminate that number of units. The order of priority for elimination is: Army, Garrison, Military Order, then anything else.
8El Cid: Roll a D6. On a result of 1, 2 or 3, the El Cid counter may be placed in any city or any area that contains one or more Christian Armies or Military Orders. On a result of 4, 5 or 6, in Phase 5 (Muslim reaction) place El Cid in the same Area where the Muslim forces are placed. The effect of El Cid is twofold: In a battle, the force with El Cid always rolls first (even if the defender is in a mountainous area). In a siege, El Cid adds 2 to the strength of the besieging army. (With a Muslim force, El Cid is not left behind when the force moves, and cannot end up alone, so he would stay with the last army.) El Cid is always the last unit eliminated in a Battle / Siege, and is eliminated when all other units are eliminated. El Cid is removed in Phase 7 (end of turn).
9Taxes: During Phase 3 (Income) you receive 2 additional income points. This turn only.
10Jihad: During the Muslim reaction (Phase 5), when determining the Muslim force, roll twice on the forces table. These will be placed in the same area in the Region (or as reinforcements from North Africa).
11Crusade: Roll a D6. This is the number of Crusaders available (use the Neutral Army counters). In Phase 3 (Income), you may place them as an army, but all of them must be placed together. They are treated as Armies during your turn, except that they are the first unit eliminated in a battle or siege. At the end of the turn (Phase 7) all surviving Crusaders are removed from the map.
12Expulsion of Jews / Moriscos: During Phase 3 (Income) reduce your income total by 2. This turn only.
51 Army2 Armies2 Armies2 Armies5 Armies
62 Armies2 Armies3 Armies3 Armies6 Armies