Campaign setup
Old World Ongoing War
Round Command
War Log
Campaign Map
Hex terrain · Marked routesPlayers & Commanders
Armies
Buildings
Building Types
Player Access
Private Messages
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Campaign reference
Information
Round Sequence
- Income: every controlled city grants each allied player 1 Requisition; an operational Farm raises that city to 2. Each owned army, including an undeployed army, costs that player 1 Requisition per round. Net income can be negative, but a player's saved Requisition never falls below 0.
- Event: the admin records participants and its resolution, including resource and army-strength changes.
- Movement orders: every player selects a destination for each deployed army. Clicking “Confirm movements” saves every selected destination and readiness together. Players may change their destinations and confirm again until the phase closes. When the admin advances this phase, all orders execute simultaneously and Conflicts opens. Armies never meet along a route.
- Conflicts: opposing armies on one hex, or an army occupying a neutral or enemy-controlled city, create one conflict per hex. The admin sets the game limit, adjusts participants, marks winners and losers, and records the resolution. A city changes control only when the admin assigns its capturing alliance and player.
- Recruitment and replenishment, including free Camp recovery. A recruited army deploys immediately to the selected allied city. Click “Recruitment - I finished my actions” when done.
- Construction: each player may build or repair once at a city they personally control. During this phase, a logged-in player clicks that city on the Map tab to see its buildings, costs, and available actions. Click “Construction - I finished my actions” when done.
- End the round, check victory, and begin the next round.
Movement Orders has one “Confirm movements” button on the Map. Recruitment and Construction have a player finish button below the round track. Readiness is recorded separately for each player and round. A later Recruitment or Construction action after finishing clears that player’s finished status; admins see who is pending and can still advance.
Conflict and event resolutions atomically apply their recorded Reputation, Requisition, and selected-army point changes. For each selected army, the admin sees its current points and enters a signed Modify value: positive subtracts points, negative adds points. The result must stay between 0 and 4,000. The public War Log retains all before-and-after values.
Armies & Battles
On the Armies tab, the owner of an army can open Rozpiska, paste a plain text NewRecruit export, and save it in any campaign phase. Allies can read the list, and enemies can read it within full spotting range. Only the owner and campaign admins can edit it. It does not change campaign points or army rules.
Every player receives a permanent 4,000-point First Army and may rename it. Each army carries its own named heroes and their descriptions. If a non-main army is destroyed at zero points, its heroes are lost with it. The permanent main army survives at zero points and becomes undeployed, so its heroes remain.
An army may move up to two hexes per round, including open hexes between cities. From a city it may instead use one direct route to a city controlled by its alliance, regardless of distance. Both choices use the round’s movement. On the Map tab, players drag their own army shield or choose any army’s destination from the selectors, then confirm movements. A logged-in player’s army shield remains visible beside a numbered group or battle marker, while other grouped army icons stay hidden. All moves execute simultaneously. An attack requires at least 2,000 remaining points. Standard battles use 2,000-point forces unless the admin decides otherwise. A defender can always field 2,000 points; this temporary defense does not restore campaign army strength. Without an army or Stronghold, a city defense may include only one character as Warlord costing no more than 200 points.
Battle casualties reduce the army's campaign points. Replenishment costs 1 Requisition per 250 points. Recruiting another 4,000-point army costs 16 Requisition and deploys it directly to the selected allied city. An undeployed army may enter a city controlled by its alliance in any phase. A main army at zero points remains undeployed and cannot be destroyed. Another army is destroyed at zero. If a defeated army has no legal retreat, the admin halves its remaining points and makes it undeployed.
One Army Against Multiple Attackers
Why is a standard battle 2,000 points when a campaign army can hold up to 4,000? The remaining troops serve as scouts, guard supply lines, and form reserves. The whole army does not fight on the table at once.
When two or more armies attack one army together, the lone defender may retreat one hex instead of fighting. It loses 10% of the attacking armies’ combined campaign points without a battle. For example, two attackers with 4,000 points each have 8,000 points together, so the retreating army loses 800 points. The admin records the retreat and point loss.
The defender may choose to fight instead. If it has fewer than 2,000 campaign points, it may field everything it has. If it has more than 2,000, it prepares two army lists: a 2,000-point main force with its Warlord and, if chosen, its BSB; and a second force using the remaining points. A 3,600-point army therefore fields 2,000 points initially and places its other 1,600 points in reserve. The entire second force starts in reserve. It cannot include a Warlord, may include a BSB only if the main force has none, and cannot include any character costing more than 150 points.
Every attacking army must leave at least 500 points of its own force in reserve to coordinate a joint assault. With two 2,000-point attackers, the battle begins with 3,000 attacking points on the table and 1,000 in reserve. A lone 4,000-point defender begins with 2,000 points on the table and up to 2,000 in reserve. The defender has only one Warlord and at most one BSB across both lists.
Army Deployment
Players may deploy an undeployed army to an alliance-controlled city in any phase. If an undeployed army has points and an allied city is available, deploy it before other campaign actions. Zero-point armies must replenish first. Recruitment requires a city and creates and deploys the new army together. Confirm the destination city before deploying. Already deployed armies use movement orders; admins may deploy or teleport existing armies in any phase.
Scouting & Army Details
Anonymous visitors see no armies. Logged-in players always see their alliance’s armies and full details. Enemy armies have three states: hidden (not shown), visible (name, race, and achievements), and fully visible (also army lists, points, heroes, regiments, and assigned items). The best sight from any allied army, city, or operational Watchtower applies.
| Observer | Spot army | Full details |
|---|---|---|
| Army | 2 hexes | 1 hex (adjacent) |
| City | 3 hexes | 2 hexes |
| Watchtower | 4 hexes | 3 hexes |
Army borders show alliance colors and icons show race. A single army uses its normal shield unless it occupies a neutral or enemy-controlled city, when a red numbered marker appears beside the logged-in player's shield. When two or more armies share a hex, a numbered group marker appears; it turns red when opposing alliances are present or a neutral or enemy-controlled city is being contested. A logged-in player also sees their own army shield beside that marker; other grouped army icons stay hidden. Hover any full map hex to see the same Hex column-row identifier used for open positions in movement dropdowns. Partial hexes around the frame are decorative and cannot be selected or entered. Hover or select the marker to see each visible army and its player. Use View in the Armies table or click a visible army to inspect it. Edit on your own army opens its name, heroes, and regiments in Player Access. Admins see all armies and details. Hidden armies are excluded from maps, lists, counts, and structured army history.
Buildings
Each type may be built once per city. Damaged buildings grant no effects and cost half their build cost to repair. A damaged building is destroyed when its city is captured; an operational building transfers with the city. New and repaired buildings become active next round.
- Watchtower: 6 Requisition; repair 3. Spots enemy armies within four hexes and reveals full details within three hexes to the controlling alliance. Damaged or not-yet-active Watchtowers do not extend city spotting range.
- Farm: 6 Requisition; repair 3. Raises its city's income from 1 to 2.
- Camp: 8; repair 4. An army recovers 250 points if it started and ended the round there without moving while the city remained allied.
- Walls: 8; repair 4. After deployment sides are determined, the defender may add or remove one ordinary terrain feature.
- Stronghold: 10; repair 5. Allows unrestricted 2,000-point defense and grants 3 Reputation while held.
Control, Reputation & Victory
Every controlled city records both its alliance and the player who captured it. A battle win gives 1 Reputation and a loss removes 1. Capturing or losing a city changes the responsible players by +1 or −1. Building or gaining a Stronghold gives 3; losing it removes 3. Reputation cannot fall below zero. Alliance Reputation is the sum of its players' Reputation.
The admin decides when the campaign ends. The general victory condition is control of all six starting cities of an opposing player alliance. AI / Admin alliances such as Skrytobójcy are excluded from this victory check.
Regiments of Renown
Admins award and remove regiments within an army, recording their name, original army-book unit name, description, and advantages/disadvantages. The owning player may edit the regiment name and description; only admins edit the original unit and special rules. Regiments start Alive. Admins can mark them Dead to retain them in the army’s fallen-regiment history; dead regiments cannot be fielded. An optional account of how they lost their lives can be edited by the admin or owning player. Returning a regiment to Alive clears that account. Regiments are lost when their army is destroyed. Their details use the same full spotting range as army points, heroes, and assigned items.
Profiles, Privacy & Saves
Players manage commander lore, army heroes, faction, and army names through Player Access. Movement orders and construction are managed on the Map tab; recruitment, replenishment, and deployment remain in Player Access. Admins grant and remove player-owned special items; players may assign those items to their current army heroes. An item returns to unassigned if its hero is lost. Public campaign data remains read-only. Private notes and messages are filtered by player on the server. Exports and resets exclude account passwords, private notes, and messages; legacy saves receive the current rules safely when loaded.