Lords and Peasants
Revolts
Revolts occur when Subject’s Loyalty reaches 0%. Revolts represent the people
becoming so angered by the player’s rulership that they decide to perform a full-scale
Revolt, and attempt to slay the lord or at least depose him from power. Each turn that
Loyalty remains below 10%, 1d6x5 Townsfolk, Miners, Workers or Farmers will
become Rebels.
Rebels do not pay Taxes, and do not produce any Revenue for the player, but do still
consume Food Stocks from the player’s stockpile. Each turn that Subject’s Loyalty is
below 10% and at least 10 Rebels are within the realm, roll a d6. On a 1 or 2, brutal
clashes between the player’s Men-At-Arms and the Rebels occur. 1d6x5 Rebels and
2d6 Men-At-Arms are killed in the clashes and 1 random Land Square in the lord’s
realm is reduced to a Ruined Square. On a roll of 3, 4, 5, or 6, nothing happens.
Should all of the Rebels be killed in the fights, Subject’s Loyalty returns to 11% and
the Revolt ends, for now. Palisade Walls (explained later) have no effect on battles
between Men-At-Arms and Rebels.
If a turn ends with no Men-At-Arms in service to the player, and at least 10 Rebels
present in the player’s realm, the Rebels overthrow him and he is removed from
power, in short, he is eliminated from the game.
A player may choose to attempt to quell the Revolt, by finding and making an
example of the Rebels. If a player declares he is going to quell the Revolt, it takes one
turn for the Men-At-Arms to find the hide-outs of the Rebels. After one turn has
passed, the battles begin. Treat each turn after the quelling of the Revolt has been
declared as if a 1 or 2 had been rolled (but no Squares are Ruined), as brutal clashes
rage in the streets (see above).
Once a Revolt begins, emotions are too heated and the hatred too great for diplomacy
to put a stop to it. Only combat and a show of force may put an end to the Revolt.
Once Subject’s Loyalty reaches 0% and Rebels are present, Subject Loyalty may only
increase if the Rebels are all slain. If all of the Rebels are killed, Subject’s Loyalty
increases to 11%, and the Revolt ends.
Revolts are very troublesome, for they sap away Townsfolk and waste Men-At-Arms
in petty battles that have no gain. Very high Tax Rates, Famine, Disrepair, Orc attacks
and Raids are the most common causes of Revolt. Revolt is not always caused by
poor rulership (although it often is), but sometimes by a frustrated population (usually
this frustration is caused by Famine or Orcish attacks and brigand Raids) reacting
desperately to troubled times.
The Royal Granary
The Royal Granary is a large guild which sells Food Stocks to those lords who require
it, and buys excess Food Stocks from those lords who want to sell.
If a player so wishes, he may send a convoy off to the Royal Granary loaded with
either Revenue to buy Food Stocks, or Food Stocks to sell for Revenue. The Revenue
(or Food Stocks) sent to buy or sell is immediately deducted from the player’s
stockpile.
If a player is buying Food Stocks, he will receive 2 Food Stocks for every 1 Revenue
he offers to the Royal Granary. The bought goods arrive next Season.
If a player is selling Food Stocks, he will receive 1 Revenue for every 3 Food Stocks
he sells. The Revenue earned from the sale arrive next Season.
Land Square Upgrades
Certain buildings may be constructed on Land Squares, these buildings are not
necessary, but do offer bonuses to those who build them, and are called Land Square
Upgrades. They do come at a cost of Revenue, of course. These extra buildings are
built on a random Land Square of the applicable type. Most Land Square Upgrades
can only be built on certain types of Land Squares.
Grail Chapels may only be built on Free Land Squares, and Free Land Squares with
Grail Chapels on them may not be upgraded to another type of Land Square. It costs
10 Revenue to construct a Grail Chapel, and 1 Revenue per turn to Upkeep. Only one
Grail Chapel may be standing at any one time in any one player’s realm. The Grail
Chapel reduces the decline of Faith from 2% per turn to 1% per turn.
Grain Silos may only be built on Farmstead Squares. You may build up to 2 Grain
Silos per Farmstead Square you own. It costs 10 Revenue to construct a Grain Silo,
and 1 Revenue per turn to Upkeep. These silos help preserve Food Stocks and make it
much easier for a population to survive the Winter. In game terms, the Grain Silos
produce 10 Food Stocks each Summer, as long as at least 1 Field Square belongs to
the player who owns the Grain Silos.
Inns may only be built on Market Squares. You may build 1 Inn per Market Square
you own. It costs 20 Revenue to construct an Inn, and 1 Revenue per turn to Upkeep.
Inns draw travellers to your realm with the promise of rest, food and safety. These
visitors help the economy of your realm by purchasing goods and spending their
money. 2d6 Revenue is produced per turn by each Inn. On some rare occasions, a
special traveller may visit one of your Inns. This could be a Grail Knight, a Questing
Knight or someone else.
The Brewery is a major structure that is difficult to build and expensive, both in men needed to work it and Upkeep, but is a major source of Revenue to those lords who build one. The Brewery must be built on a Free Land Square that is next to a Shelter Square, and the Free Land Square it is built on may not be upgraded to another type of Land Square. It costs 80 Revenue to build a Brewery, and costs 4 Revenue a turn to Upkeep. The Brewery MUST employ 40 Workers (who, unlike Market Square Workers, do not produce Revenue by their mere presence) to be able to work. If the Brewery employs all 40 Workers, the estate's lord may choose how much Food Stocks to ferment into beer.
A maximum of 40 Food Stocks may be fermented each Season, Food Stocks which are fermented are lost immediately, but produce 2 Revenue each in the following Season, as the newly produced beer is sold off. The only other limitation to this process, is that in Winter no fermentation may occur.
Palisade Walls surround all of your Land Squares, and automatically expand when
you purchase new Land Squares. These wooden fortifications help protect your realm
from attack. It costs 5 Revenue per Land Square to build Palisade Walls (and
increases the cost of buying new Land Squares to 45 Revenue) and costs 1 Revenue
per Land Square to Upkeep. When you are under attack, these Walls force the
attacker to re-roll the dice rolls twice for how many Men-At-Arms they slay, and take
the lowest result.
Animal Barns shelter the cattle of your farmers from the biting cold of Winter. You
may have 1 Animal Barn per Farmstead Square you own. It costs 5 Revenue to
construct an Animal Barn, and 1 Revenue per turn to Upkeep. Animal Barns allow
cattle to be saved for later slaughter, which is very important for the long Winter
months, when no crops will grow. Each Animal Barn gives a special bonus of 10
Food Stocks each Winter.
The Barracks is the place where your Men-At-Arms are able to train, relax and arm
themselves with better weaponry. A Barracks is not standard in Bretonnia, with most
Men-At-Arms being poorly armed and trained. A lord who owns a Barracks has a
greater fighting force, his better trained and armed men are able to protect him with
greater skill. A Barracks costs 20 Revenue to build and 1 Revenue to Upkeep, and
takes up residence in a Shelter Square. A lord may only have 1 Barracks in his realm
at any one time. If a lord has a Barracks, he may roll 2d3 when suffering casualties
from a battle against Random Event attacks (such as Dark Elf Raids) and attacks from
Infested Land Squares. He may then deduct the total of the 2d3 from the casualties he
suffers from the attack. This may not reduce the number of casualties below 0.
Trade Guilds give the tradesmen of a city a place to gather, and a unified guild to
protect each other when times are hard. It costs 10 Revenue to build a Trade Guild,
and costs 1 Revenue per turn to Upkeep. You may only have 1 Trade Guild at any one
time, and it must be built on a Market Square. A Trade Guild causes double Revenue to be produced in the Market Square it was built in, so a Market Square that normally produces 5 Revenue without a Trade Guild, will produce 10 Revenue with one.
Gambling Dens add to the Revenue generated by Market Squares (where it is built)
as some of the people of your realm gamble away their earnings on all sorts of games
of chance. Drunks, thieves, gamblers and ruffians are attracted by these
establishments, however. It costs nothing to build a Gambling Den, a
less-than-virtuous entrepreneur will automatically take advantage of your intentions to
build one. It costs nothing to Upkeep, either. Only 1 Gambling Den may be in
existence in any one realm at any one time. The Gambling Den doubles all Revenue
generated by Worker’s work in the realm. However, when you have built a Gambling
Den, for each Market Square you own lose 2% Subject’s Loyalty per turn. This is
because Gambling Dens attract low-lives and thieves, whilst also sapping the savings
of your Townsfolk, causing unrest.
Monuments are rare in the borderlands of Bretonnia, but do exist. Monuments are
small statues depicting Bretonnian heroes, fountains and other simple, but
meaningful, symbols of the past of Bretonnia. It costs 25 Revenue to construct a
Monument, and nothing to Upkeep. Monuments are usually built in the centre of
town, so therefore they are built on Shelter Squares. You may build one (and only
one) on each Shelter Square you own. Monuments give a bonus of 5% Subject’s
Loyalty (due to the pride people feel when seeing one of their heroes), as well as 10%
King’s Favour (for the same reason) and 10% Faith (due to people remembering tales
of Lady-blessed warriors carrying the day against evil) as soon as they are
constructed, but do not offer anything more afterwards.
The Keep
The Keep is the ultimate goal of the lords of the "A Lord of Bretonnia" game. The
Keep is built in the centre of the lord’s lands and offers comfort and protection to the
great lord who constructs it. To build the Keep, a player must spend 550 Revenue and
must have at least 10 Land Squares (of any type) in his ownership. The Keep
represents the minor lord’s rise into the Bretonnian nobility as a true Lord of
Bretonnia!!!
The Keep does not take up a Land Square, it replaces the Chateau that all lords begin
with.
In game terms, the Keep allows a player to train Knights (explained below) and
immediately increases the player’s King’s Favour to 100% (due to the player now
being an important part of the border’s defence). Only 1 Keep may be built in each
player’s territory. In addition to the benefits listed above, a player who owns a Keep
halves all Men-At-Arms casualties suffered due to Orcish, Dark Elf, Brigand or
Infested territory enemy attacks.
Knights
Available only to those lords who are powerful enough to be able to have a cadre of
Knights at their command. A lord must own a Keep to be able to train Knights. It
costs 10 Revenue to train (which takes one turn) and 3 Revenue per turn to Upkeep a
Knight. Unlike Men-At-Arms, Knights are not taken from the local populace, and are
instead the fighting-age sons of other nobles or the lord’s own progeny. If the Upkeep
cannot be paid for the Knights of the lord’s realm, 1d3 Knights will leave per turn of
unpaid Upkeep.
When the game requires the player to lose Men-At-Arms (whether it be in an attack or
whatnot), the lord will instead lose 1 Knight for each 8 Men-At-Arms that should
have been lost. For example, if an Orc Attack (explained later) would have killed 20
Men-At-Arms, but the player has a retinue of Knights, the player loses 2 Knights and
4 Men-At-Arms. This is because the Knights are worth many times their number in
combat. If there are not enough Men-At-Arms to survive even this reduced number of
casualties, an additional Knight will be slain, even if the number of Men-At-Arms to be
killed is less than 8. So, for example, if 22 Men-At-Arms were killed in a Dark Elf
raid, and the lord had a retinue of Knights, he would normally lose 2 Knights
(reducing the number of Men-At-Arms casualties by 16) and would lose 6
Men-At-Arms. However, if the lord only had 5 or less Men-At-Arms (not enough to
cover the remaining Men-At-Arms deaths), 1 additional Knight would be killed, and
no Men-At-Arms would be killed (so the lord would have, in total, lost 3 Knights, but
no Men-At-Arms).
Infested Land Squares
On the map of the lands around and in the lord’s estate, he may notice that some of
the Land Squares not under his control are marked as “Infested”. This means that an
evil force has a camp in those lands, and although they are not a large force (although
if the Infestation covers more that just one Land Square, they would be quite large),
they still pose a threat to lords who push too close to the enemy’s lands.
Each turn that a lord owns a Land Square that is adjacent (or connected by a road) to
an Infested Land Square, roll a d6 for each Infested Land Square adjacent to one of
the lord’s own Land Squares. On a 1, the enemy launch a raid into the lord’s realm
and attempt to break through the player’s defences. 3d6 Men-At-Arms perish. If all of
the Men-At-Arms are killed in the attack, or if no Men-At-Arms were present at the
start of the attack, the enemy break through the defences and wreak havoc. The
attacked Land Square is reduced to a Ruined Square, 3d6 Townsfolk are slain and
Subject’s Loyalty drops by 5%, due to sheer terror caused by the attacks. If at least 1
Man-At-Arms is left alive at the end of the attack, the invaders are thwarted and the
realm is safe, for now.
Should the enemies from the Infested Land Squares attack a Ruined Land Square and
succeed in their attack, no Townsfolk are killed in the following rampage, but the
Ruined Land Square is removed from the player’s control and is then counted as
Infested!!! This makes enemies coming from Infested Land Squares dangerous, as
they can actually capture lands off the lord. Should the lord remove the Infestation
from his once-owned Land Square, it is immediately returned to his possession, but is
still a Ruined Land Square.
Only 1 enemy invasion from those enemies living in Infested Land Squares may occur
per turn.
On his turn, a player who has a Land Square adjacent to an Infested Land Square may
invade it with his Men-At-Arms, in an attempt to forcefully remove the enemy and
capture his lands. 4d6 Men-At-Arms perish in the battle. If all of the Men-At-Arms
are killed in the attack, or no Men-At-Arms were present at the start of the attack, the
attack fails and the valiant invaders are not victorious. Should at least 1 Man-At-Arms
survive the battle, however, the Land Square ceases to be “Infested” immediately, and
Subject’s Loyalty of the victorious lord increases by 5%. The lord may now purchase
the Land Square as if it was any other un-owned Free Land Square.
This game is only fan rules, and no challenge is intended to any of the rights of Games Workshop. As I said, these rules are merely fan rules. Enjoy!