User Guide
When you Inspect an army, the
presence of additional Garrison Troops
is signified by a
‘+’
sign. If
you Inspect
a place, the size of its garrison is given
after the ‘G’, and the total Troop
Strength (including any Nobles’ forces)
after the ‘S’.
If the Troop Strength of the attack-
ing army falls below the size of the
defender’s army (including the garri-
son), ‘the siege is lifted. This can hap-
pen if the attack is delayed and the
attacker is weakened by Events. Dur-
ing the Movement Phase, the besieger
may voluntarily raise the Siege simply
by moving away.
Siege Resolution
Each turn after a Siege is declared,
there is an 85% chance that the defend-
ers will capitulate. In the meantime, as
in battle, Nobles can be killed in the
fighting. A display shows all Nobles
who perish in this way.
The Siege may be successful immedi-
ately, or it may take a number of turns
to be successful. This largely depends
on good weather; a Siege cannot pro-
ceed during Storms (Basic Game) or a
Bad Weather Turn (Advanced Weather).
During their turn, the defenders
(excluding the Garrison) may sally
forth to give battle (particularly if the
odds aren’t too much against them).
They can join forces with a relieving
army, but they can’t move away from
the Castle itself.
Once the besieged defenders surren-
der, the outcome is shown on screen. All
those within are captured, and may be
dealt with in the same way as Nobles
captured after a victorious battle.
A City, Town or Castle captured in
this way becomes Friendly to the victor,
even if it is associated with an Office or
other Asset. It only becomes Neutral if
the Faction is destroyed.
No-one may get in or out of a City,
Town or Castle under siege.










