Strategy & Tactics issue no. 279
Game Title: Reconquista
Date of Publication: MAR-APR 2013
Strategy & Tactics Press, PO Box 21598, Bakersfield, CA 93390
Decision Games hereby grants permission for its customers to download and/or print copies of this file for their personal use. Discussion folders for this game are located on the S&T Press discussion board.
Made & printed in the USA.
NOTE: To remove the rules from this magazine, carefully and slowly peel them from the subscription card they are attached to by peeling from the top and then the bottom meeting in the middle. The card is not intended to be removed as it is perforated.
These rules use the following color system: Red for important notes such as errata and exceptions, Blue for examples of play.
1.0 INTRODUCTION 1.1 Reconquista! The Struggle for Iberia, 850-1250 AD is a two-player game simulating the struggle for control of the Iberian Peninsula between collective Christian kingdoms and the Muslim Moors.
1.2 Time Scale
Reconquista! consists of 16 game turns, each game turn representing approximately 25 years of campaigning as well as periods of punctuated peace. 1.3 Dies (6-sided)
Die rolls require 6-sided dies in all instances.
1.4 Rounding Rule
Fractions, when occurring, must always be rounded up.
This game includes one map, one set of die-cut game pieces, and one rules booklet (this one).
2.1 The Map
The game utilizes one 34x22” mapsheet featuring the Iberian Peninsula during the Middle Ages, as well as all charts and tables necessary for play. Movement on the map is regulated by territorial land areas and sea spaces. Each land area and sea space is printed with a thick borderline to separate it from each adjacent area and space.
Each land area contains the following information.
Name:The historical name of the region.
Cities: Represent the major fortified cities of that land area that provides players with military, trade and political strength for that area throughout the game.
Note: The three Balearic Islands (Mayurqa) are considered one land area for all movement and combat purposes. 2.2 The Game Pieces
This game includes one die-cut sheet of 228 playing pieces representing military units, populations and other function chits for use during play. Each piece features a background color to identify its kingdom. All Muslim units are simply green.
Christian Kingdoms Color
Asturias-León Light Blue
French/Frankish Dark Blue
Andalusíes (Spanish Muslims) Light Green
North Africans (Almohades, Almorávides) Dark Green
2.3 Sample Units
The elements of a unit are indicated as follows.
There are six types of units in the game: Mesnadas (Field Armies), Mesnadas Real (Royal Field Armies), Peones (Feudal Levies), Military Orders (Elite Armies), Raiders and Fleets. The historic size of each unit is listed as follows.
Mesnadas (MN) About 1,000 fully equipped men, plus cavalry and baggage trains.
Mesnadas Real (MR) An elite Mesnadas unit, usually representing king’s men (see 7.1)
Peones (P) About 1,000-2,000 poorly armed peasant militias.
Military Orders (MO) Christian knights of 200-400 men. Recruited as of turn 12 (see 6.4)
Raiders (R) About 500-1,000 horsemen.
Fleets (F) Naval power concentrations
All units in the game are printed with a movement rating, which indicates the quantity of sequential (contiguous) areas or spaces that each unit may be moved during the movement phase of each game turn. No unit is required to move, nor move the full amount of areas or spaces as its printed movement rating, but no unit may ever move more areas or spaces than that unit’s printed movement rating. Some units are printed with a higher or lower movement rating, reflecting their different capabilities. Any game piece printed with a movement rating of “0” (for example, Repopulation markers) simply may not be moved during the movement phase of any game turn.
Exception: It is possible for any eligible units to be moved additional spaces beyond their printed movement rating if embarked aboard a moving fleet unit.
Activities during the game (pillaging, combat, embarking and disembarking) reduce a participating unit’s movement rating. See 12.0.
2.4 Rebellious Units
All units in the game are potentially capable of becoming rebellious. Every unit in the game is printed with a front (loyal) and a back (rebel) side (indicated by the absence of a crest printed on the units’ back side); this represents a unit that is in revolt and/or belongs to a faction that has declared independence (see 8.0 and 9.0.) When any unit is in rebellion, it is flipped to its back (rebel) side. When any unit is loyal, it is placed on its front side.
2.5 Repopulation Markers
Representing the resettlement of populations, these markers allow an area that has been conquered to be used for supply and fortification construction (see 6.0).
2.6 Crusader & North African Units
These units can only enter play through stratagem play or events. See 10.0 and 14.0.
2.7 Other Game Markers Turn: Place on the turn track to regulate the sequencing of game turns.
Pillage: Placed to indicate an area that has been pillaged (see 12.0) during a turn.
MP Remaining: Placed to keep track of any particular unit’s expended movement, as a memory aid.
Stratagem Markers: See rule 10.0.
2.8 The King’s Throne
For each Christian Kingdom there is a king’s throne, which represents the core area of that kingdom, and the location of the king and his center of power. Each such king’s throne is located in a specific land area, listed as follows:
Christian KingdomKing’s Throne Area
If a kingdom’s king’s throne territory is captured by any enemy units, as well as all other land areas owned by that kingdom, that kingdom has been conquered, and ceases to exist. That kingdom’s marker is withdrawn from the pool, and that kingdom’s treasure points (TP) are reduced to zero (0).
2.9 Restoring the Throne
If a king’s throne area is re-conquered (regardless of other re-conquests) by any other Christian kingdom during any later game turn, that conquered kingdom may be restored (during the Administrative Phase), and that kingdom’s marker is returned to the pool, and its TPs are restored in that king’s throne area. The other re-conquering Christian kingdom’s units in that area do not control that land area in that case.
Example. On Turn 3 the Islamic player conquers Sobrarbe county (king’s throne for Aragón), and there are no other areas under Aragonese control. Therefore the Aragón Counties marker is withdrawn from the kingdom markers pool, and the Aragonese TP total is reduced to 0. However, on Turn 5, Catalan units re-conquer Sobrarbe. Thus, at the beginning of Turn 6, the Aragonese marker is returned to the Christian kingdoms’ pool, and the Aragonese units can be recruited again normally, and can then operate again during the Christian Kingdoms phase of that turn. Any Catalan units there are not considered to be in control of that area.
3.0 SETTING UP THE GAME
Players must decide who will play which side (Christian or Muslim), and they then organize the game pieces to be sorted and set up, per the instructions below. Place the Game Turn marker on the Turn 1 box of the Turn Track. Then place all of the Stratagem markers in a wide-mouth opaque container (see 10.0).
3.1 Set-up Order
The Islamic player always sets up his units first.
Each area in the game may contain a maximum of three units of any type. However, if a Repopulation or Population marker is present in that area, that area may contain a maximum of four units instead.
Note: Enemy units never count against the other player’s stacking limit. Thus, during combat, each side may have up to 3 units stacked in the same space.
Exception: The Al-Belalta area may contain a maximum of fiveunits of any type instead, as signified by the [x 5] printed in that area.
Each sea space can stack any number of fleets (and embarked units) without restrictions.
3.3 Foreign Christian Kingdoms.
Units of the other Christian kingdoms may stack together freely (within the normal stacking limits), however, foreign Christian units may never move, combat or siege together (except in the case of a Dynastic Kingdom).
3.4 Islamic Set-up
At the start of each game, all Islamic forces on the map are to be set up on their “loyal” sides. Set up the following Islamic units in any Islamic (green) areas of his choice.
1 x MR (Mesnada Real)
6 x MN (Mesnada)
8 x P (Peón)
8 x R (Raiders)
Furthermore, the Islamic player must set up the following fleet units in any sea space(s) adjacent to any Islamic (green) land area(s.) They may be set up in the same sea space, or set up in separate sea spaces:
2 x fleets
Then, place one Islamic “TPx1” in the “5” box of the Treasury Points track.
Finally, the Islamic player must set aside the Al-Mansur unit, the North African units, and half of the Pillage markers, none of which begin play set up on the map, but will enter play later.
3.5 Christian Set Up
At the start of each game, all Christian forces on the map are to be set up on their “loyal” sides. Unlike Islamic forces, the Christian player must set up each Christian kingdom‘s units in each Christian kingdom’s area(s), although the Christian player may set up the units of a kingdom in any area(s) he desires within that respective kingdom.
Asturias-León Northern and Southern Galicia, Asturias and Eastern Asturias, León, Burgos, Vizcaya.
1 x MR
3 x MN
4 x P Set up 1 x fleet in any sea space adjacent to any of the areas that are listed here.
3 x R
1 x MR
1 x P
1 x R
Aragón Sobrarbe country
1 x MR
1 x P
1 x R
Catalans Urgell, Rosselló, Cerdanya, Barcelona.
1 x MR Set up 1 x fleet in any sea space adjacent to any of the areas that are listed here.
2 x MN
4 x P
2 x R
Place the Catalonia, Aragón, Asturias-León, and Navarre Christian Kingdom markers in the “Christian Kingdoms Pool” (see 5.0).
Note: It is recommended that the Christian player places control markers in each area to remember which Christian kingdom controls each area. Then place one Asturian-León “TPx1” and one Catalan “TPx1” marker in the “3” box of the Treasury Points track. Place one Aragón “TPx1” and one Navarre “TPx1” in the “2” box of the Treasury Points track.
Finally, the Christian player must set aside the El-Cid unit, the Repopulation markers and half of the Pillage markers, none of which begin play set up on the map, but will enter play later.
3.6 Frankish Set-up
France begins the game as neutral, and Frankish units (dark blue) are only set up per the “War with France/War among the Infidels” activation die rolls (see 5.5), or if the Christian player chooses to attack France. In the event of a war with France, The Frankish units are set up by the Islamic palyer in Gascogne, Bearn, Tolosa, Foix and/or Languedoc (and/or the French Off Map Box), listed as follows:
2 x MN (Mesnada Real)
3 x P (Peón)
2 x R (Raiders)
Place one Frankish “TPx1” marker in the “2” box of the Treasury Points track.
3.7 Area Control & Attrition
When friendly units solely occupy any area and any city in that area, those units are assumed to possess total control of that area, and thus that player may collect Treasury Points (TP) for totally controlling that area. Place a control marker of that unit’s kingdom in that area to signify total control of that area.
Note: Two Christian kingdoms may not share control of an area. If an area contains two different Christian units, it is considered partial control (see below). However, if both friendly and enemy units (or two different Christian kingdom units) occupy the same area, neither side is considered to have total control, and are only assumed to possess “Partial Control” of that area. Furthermore, if units only occupy the area but not a city (if any) in that area, or vice versa (even if no enemy unit is present there), the unit(s) there are only assumed to possess Partial Control.
Note: Some field battle combat results will award control of an area and impose a surrender of the city in that area, too. In such a case, the units there are assumed to possess total control of that area. No TPs may be collected by any player from an area where there is only partial control. Furthermore, the enemy player units there (defined as the units that do not control the city in that area, or if an enemy) are subject to Attrition.
Note: If there is no city or population marker in that area, no attrition is possible there. If an enemy unit is subject to attrition, the owning player must roll one 6-sided die (during the Administrative Phase of each game turn where the situation persists) per each such unit, resolved as follows.
1-4 Enemy unit eliminated
5-6 No effect
Example. Two Islamic units occupy the Burgos area. There are no Christian units in the area, however Burgos city is still under Castilian control, thus the Muslim units are not assumed to possess total control and therefore must roll for attrition during the next .
4.0. HOW TO WIN
At the end of the 16th game turn, victory is assessed as the total number of Victory Points (VP) accrued by the Islamic and the Christian player. If the Christian player has a total of at least 16 VP more than the Islamic player when the last game turn ends, the game is concluded as a Christian victory. If the Christian player has only accumulated 15 or fewer VP when the last game turn ends, the game is concluded as an Islamic victory. No draw is possible.
It is also possible for the Islamic player to achieve an automatic victory (see 4.3).
4.1 Christian Victory Points
The Christian player achieves one VP each city within the Islamic (green) region that is presently Christian owned. A VP is awarded for control of a city even if that player’s units do not control the surrounding area.
Exception: The Christian player achieves two VP if the city Qurtuba(Córdoba) is presently Christian owned.
4.2 Islamic Victory Points
The Islamic player achieves one VP per each city within any Christian kingdom that is presently Islamic owned. A VP is awarded for control of a city even if that player’s units do not control the surrounding area.
Exception: The Islamic player achieves no VPs for control of Tolosa or Narbona in France.
The Islamic player also achieves one VP if the “Sepulchre of Santiago” has been destroyed at least once (see 10.0).
4.3 Islamic Automatic Victory
The Islamic player wins the game (regardless of the current game turn) if the Islamic side controls two of the following Christian cities simultaneously as of the end of any game turn (even if the Islamic player’s units do not control the surrounding area).
Barcelona Each such city is signified by a crossed-swords symbol printed on the map in each of the above city areas.
5.0 SEQUENCE OF PLAY
Each game turn is comprised of the following Phases, which must be played in the following order. Each game turn consists of a Christian Phase, in which the Christian player may control his units, and also an Islamic Phase, in which the Islamic player may control his units.
Administrative Phase (skip during the first game turn)
Attrition Check (see 3.7)
Collect Treasury Points (see 6.0)
Recruit Units (see 6.1)
Place Repopulation Markers (see 6.2)
War with France/War among Infidels die roll (see 5.1)
Stratagem Markers Phase (10.0)
Each player may (but is not required to) pay one Treasury Point (TP) to pick one stratagem marker (i.e., no more than one Christian and one Islamic only) during this phase.
Diplomacy Phase (8.0)
Each player may attempt each of the following actions, in the order listed below. The Christian player attempts each action (if he so chooses) first, followed by the Muslim player second before attempting the next action listed:
1) Attempt to force rebel areas to pay tribute in exchange for peace (see 8.3).
2) Attempt to win back a rebel area (see 8.1).
3) Attempt to provoke a rebellion within enemy areas (see 8.1).
4) Attempt a Dynastic Union die roll (see 8.4.) If a Dynastic Union occurs, place the unionized kingdom marker (either Aragón-Catalonia or Asturias-León-Castille) in the Christian Kingdom marker pool (removing the individual Christian Kingdom marker— now a part of that dynastic union— from the Christian Kingdom marker pool (see 8.4).
Note: Dynastic Unions may not be attempted before Turn 9. 5) Attempt the independence of Castille die roll. If the independence of Castille is achieved, place the Castille kingdom marker in the Christian Kingdoms markers pool.
Note: The independence of Castille may not be attempted before Turn 4. 6) Attempt the independence of Portugal (see 8.5). If the independence of Portugal is achieved, place the Portugal kingdom marker in the Christian Kingdoms markers pool.
Note: The independence of Portugal may not be attempted before turn 11. Christian Phase
Christian game pieces may conduct movement, combat and sieges (in that order, only) during the Christian player’s phase. However, each game piece of the campaigning kingdom may complete one, some or all of those steps before the next game pieces conducts one, some or all of those steps. Or, all of the game pieces of the campaigning kingdom may complete one, some or all of those steps, provided that no single game piece conducts any of those steps out of order, and provided that no game piece conducts each such step more than once during the same game turn.
Developer’s Note: This procedural latitude is meant to simulate the long periods (25 years) represented by each game turn. However, each Christian Kingdom’s units must complete all of their intended movement, combat and/or sieges before the next kingdom begins movement, combat or sieges.
To choose the order in which the Christian Kingdoms must campaign, the Christian player must blindly and randomly draw each of the eligible Christian Kingdom’s markers, one at a time, from the Christian Kingdom marker pool. The Christian player must campaign (i.e., movement, combat and/or siege) with the Christian Kingdoms in the order he draws them.
Note: Some Christian Kingdom markers are only available to be drawn as of a specific game turn following a specific event (see 8.0.) If the Christian player draws a Christian Kingdom as a result of a “War among the Infidels/War with France” action, it is the Islamic player that campaigns with that Christian Kingdom (move, combat and/or siege).
Example: During the Administrative Phase, the Islamic player rolls for “Wars among the Infidels/War with France”, resulting in Aragón becoming Islamic controlled for that turn (in game terms this simulates war between Aragón and Castille.) Therefore, when the Christian player picks the Aragón marker, it is the Islamic player who must campaign (move, combat and/or siege) with those units during that turn.
Note that the Christian player can opt to purposefully attack France with an activated Christian Kingdom, in which case the Muslim player will control France during the remainder of the game. Place the French Kingdom marker in the Christian Kingdoms marker pool; it will be drawn and played in the order drawn.
Islamic game pieces may conduct movement, combat and sieges (in that order, only) during the Islamic player’s phase. However, each game piece of the campaigning kingdom may complete one, some or all of those steps before the next game pieces conducts one, some or all of those steps. Or, all of the game pieces of the campaigning kingdom may complete one, some or all of those steps, provided that no single game piece conducts any of those steps out of order, and provided that no game piece conducts each such step more than once during the same game turn.
End of Turn
During the End of Turn Phase, the Christian player may flip any Repopulation markers that he purchased during the Administrative Phase to their “Population” sides, assuming that they are present in an area not presently controlled (partially or fully) by any Islamic units. If any Islamic unit is in an area (regardless of the control status of any city in that same area) where a Repopulation marker had been placed, that Repopulation marker is removed from the map, and no population exists there.
Starting with the Christian player first, each player may freely redistribute all of his units amongst any area(s) that he controls. Fleets may be placed in any space adjacent to any area that he controls. Redistribution requires no movement expenditure from any unit. Per the normal stacking rules, each area in the game may contain a maximum of 3 units of any type. However, if a Repopulation or Population marker is present in that area, that area may contain a maximum of 4 units instead.
Note: Enemy units never count against the other player’s stacking limit. Thus, during combat, each side may have up to three units stacked in the same space.