Empires of the Middle Ages Variants
For this one I have a ton of house rules:
- No empires may have more than 150 gold
- A played leader card gives the bonus until the leader dies. An empire may only have a single named leader at the same time. A player has to play a leader card as soon as he draws it. If he cannot play it, it is discarded. Once a named leader dies, the card is removed from the game. A moslem empire uses moslem Leaders instead of the specific language group of their court.
- Raiders: Each round, during wich raiders could appear according to the raider chart, roll a D6 for each raider. They will only show up on a 1 or 2. The saracens will only attack on a 1. Conversion of the scandinavian states won´t stop the Viking raids. The Magyars raid from the Hungary area, even to the Hungary area, if Hungary is controlled.
- Buildings (incl. Fleets and Armies) except fortresses cannot be constructed, but enter play through event cards. If an area with such a building is conquered, the building will be destroyed on a 1 – 3 roll of a D6. Cathedrals are always destroyed when conquered by a different religion.
- At the beginning of each game turn roll a D10. On a 10, scoring will happen. Points are accumulated during the game.
- If an Empire is destoryed, the player can come back anywhere on the map where there are three connected areas of the same language and religion. Even Moslem and pagan is possible. The same applies when Charlemagne dies to the two new players that enter the game (player no. 5 and 6). When an Empire is pagan, all pagan areas of the same language count as the same religion. A conversion to pagan is not allowed. As soon as a pagan player draws the card “Heresy spreads”, the court area becomes Christian. He then can do a conversion process against one of his own areas. If the process is successful, all other areas of his empire will be converted to Christian and he may score 5 points for each converted area.
- Colonization is extremly simplified. Player can simply colonize an area by playing an event card that gives a colonization bonus that affects the area. It takes the play of one such card to colonize areas up to a population of 1. Two such cards are required to colonize larger areas. The first cardplay will be marked on the map as a partial colonisation and the second cardplay might happen any time later in the game.