User Guide
Sea Movement
Armies may
also be moved by
Ship.
Any Noble moved into a Friendly or
Unfortified Port in which the faction
also has a ship may embark. Click on
the ship as you would click on any
other destination and the Noble/Army
moves to the Ship and boards it. All
Ships move later in a Faction’s turn,
after the armies, and can move inde-
pendently, without passengers
Any number of Nobles may travel
together by Ship, but they must be
combined into one army before they
board the ship. Only one army can
travel on a ship. If loaded with passen-
gers, a red dot will appear in the upper
left-hand corner of the ship marker.
Ships can be inspected (by clicking on
the Ship’s marker with the Right
Mouse Button).
Sea Movement is conducted in the
same manner as land movement.
When the Ship is flashing, it is waiting
for orders. Move the pointer over an
adjacent sea area and it changes
shape. Click on the area for the Ship to
move there.
Ships may move up to five areas.
Ports count as separate areas, as
shown by the shading. A Ship can leave
Port and move into the adjacent Sea
area, or from a Sea area to a port on its
periphery, including along estuaries.
Fair Winds
Fair Winds allow you to move one
Ship and all its passengers an extra
five areas (three during Bad Weather).
You only discover if the weather is fair
once you start moving.
Entering Port
As soon as a Ship enters a Port,
movement ceases and all passengers
automatically disembark. They cannot
move until the next turn.
Ships may not enter Fortified, Neu-
tral or Unfriendly Ports unless forced
to by an Event (sheltering from a
Storm, for example). A Ship which
occupies a Neutral port is free to leave
in the following turn. A Ship which
occupies a Port controlled by another
Faction may not be allowed to leave.
The capital city of the
realm, it is also a cathe-
dral, a port and the
starting location of King
Henry VI. Access to the
city-and the opportu-
nity
to capture the King
without a siege-is
gained through the
Office of Constable of
the Tower.
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