Warmachine Campaign Rules

Multiple weeks/weekends make up a "TURN"
Victory Points earned in a "TURN" are permanent & cannot be lost
Holding a "ZONE" at the end of a "TURN" earn a Faction x1 VP
Holding a "SPECIAL ZONE" at the end of a "TURN" earn a Faction x2 VPs

Victory in battle allows a Player to attempt to capture a "ZONE". 
 - only "ZONES" adjacent to a "ZONE" currently held by your Faction may be captured by you
 - "NEUTRAL ZONES" are captured automatically
 - "ZONES" HELD by another Faction are captured on a 4+
 - Victory over ANY Faction allows for the capture of a "NEUTRAL ZONE"
 - "FACTION HELD ZONES" can only be captured/rolled for if THAT Faction was defeated in battle by the attacker
 - "ZONES" on the opposite side of the 2 RIVERS on the map can only be captured if you hold a connecting BRIDGE
 - a "ZONE" can only be captured ONCE per "TURN"
 - a newly captured "ZONE" may be used as a "JUMP OFF" point to capture a further "ZONE"
 - Roll for INITIATIVE at the START of a "TURN" to determine the order (for Factions) of challenging opponents & rolling for/capturing "ZONES". Add +1 if your Faction went last the prevoius "TURN"; -1 if your Faction wwent first last "TURN".

SPECIAL ZONES:
- DOCKS & WAREHOUSES
- PALACE & UNIVERSITY
- FORT
- MARKET
- CATHEDRAL
- BASTION
- MILITARY DOCK
- INN

RESOURCES:
- MAGICAL ARTEFACTS
- COAL
- STEEL
- GOLD
- WEAPONS
- AMMUNITION

RESOURCES can be:
1) "TRADED" for +5 EXTRA points of Army Size for their WHOLE FACTION, SPENT only ON:
 - INFANTRY (STEEL or AMMUNITION)
 - WARJACKS (COAL or MAGICAL ARTEFACTS)
 - SOLOS (GOLD or WEAPONS)
A Faction may only increase ther force by +5 in each Unit Type ONCE - i.e. only ever get +5 extra Infantry once no matter how many Resource Producing "ZONES" their Faction holds
2) "TRADED" via DOCKS or GATEWAYS/ROADS for Faction VPs (D3)
3) "TRADED" via DOCKS or GATEWAYS/ROADS for PERSONAL "PRESTIGE" by INDIVIDUAL Commanders (Players) (D3)
 - Due to this it is VERY IMPORTANT to note which Player captures a "ZONE" if the Faction has multiple Players

- Resource "TRADING" takes place only at the END of a "TURN". "ZONES" captured & lost before the end of a "TURN" do not count - only what is HELD at the END of a "TURN"
- any Extra +5 additions to your forces are added for the FOLLOWING "TURN" as your Faction makes use of/allocates what was seized by you the "TURN" before.

VICTORY CONDITIONS:
-  Faction with the MOST VPs at the end of the Final "TURN" WINS
-  Player/Commander with the MOST "PRESTIGE" at the end of the Final "TURN" is the Most Famous Commander

TURN 1

Some brutal fighting on the outskirts of Vlasas has led to inroads by 3 of the Factions - with the SPECIAL ZONE of the MARKET falling to James & Cryx!

⦁    James (CRYX) beats Ben (KHADOR)  take Zone 10 (MARKET) - 
⦁    Ben (KHADOR) beats Findley (CRYX)  take Zone 17
⦁    Seoirse (CYGNAR) beats James (CRYX) take Zone 26
⦁    Seoirse (CYGNAR) beats Findley (CRYX)  ) take Zone 31

End of TURN 1

SCORES TURN 1
⦁    CRYX: 3 (MARKET - Magical Artefacts)
⦁    KHADOR: 2
⦁    MENOTH: 1
⦁    CYGNAR: 3

TURN 2 to follow soon...