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FOG Medieval: Kingdoms & Empires 2026

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Rico
 Rico
(@rico)
Posts: 458
Lieutenant
Topic starter
 

I've revamped and upgraded this campaign with a new & expanded map... and some additional rules to make it hopefully even more fun.

It'll work optimally with either 3, 4 or 6 factions/players.  (also works with 5 ... one random faction will get one extra province at start -- we could also pair up players if necessary)  -- the whole campaign is over 10 turns. 

The idea here is to have fun -- play lots of and hugely varied FOG: Medieval battles with a good dose of simple strategic context. 😎 

Please peruse the rules below and let me know if you'd like to sign up.

Players:

1. Rico

2. @earl-of-grey 

3. @chiquichops 

4.

5.

6.

 


 

RULES

The map is divided into 36 provinces, grouped into 12 regions of three provinces each (indicated by the colour on the province names)

Players have 10 turns to consolidate as large a kingdom as they can from their initial scattered possessions while playing with a large variety of medieval armies.

Basic concept is simple:

1. At start each player picks a faction colour. I then assign provinces to each faction by random draw. Each player then in turn places their capital into a province of their choice. 

2. Each faction gets ONE attack per turn and fight each other to consolidate their kingdoms -- controlling the three provinces in a region adds TWO extra points to their score.

3. In TURN 1, the attack orders sequence is determined by random draw -- from TURN 2 onwards, the attack orders sequence is determined by the best battle result % differential each faction scores in the previous turn.

Medieval Empires 2026 new playtest copy sample

ATTACKS

Each faction gets ONE attack per turn into an enemy province adjacent to one of their own. They can also attack across sea zones (see: Seaborne Attacks) They can also attack across CROSSING POINTS (see between Morocco & Granada or between Ireland, Scotland and England in map above)

You cannot attack from or into a province which is already under attack. You can attack into another province from which an attack is being launched into another province.

The attacker declares the attack and posts a selection of armies from any time covered by FOG: Medieval and the DLC's.

These armies should be of similar time frames and reflect the geographic area of the provinces being fought over.

For example (in the map above): GREY attacks BLUE in TUSCANY from NAPLES & SICILY -- the armies could be:  Sicilian (1155-1193) vs Italian (Guelf) (1155-1199)  or alternatively: Neapolitan (1443-1500) vs Papal (1440-1500)

BATTLES

Battles are all Medium, Open Battle.  Map Type is by default "Pot Luck" -- or can be arranged between the players.  Also, if a map is totally unplayable, players can arrange a re-start by mutual agreement -- I will rely on the FGM's honour and sportsmanship to sort it out amicably.

 

BATTLE RESULTS

Attacker Major Victory -- Province is captured -- attacker earns 1 Bonus Point.

Attacker Minor Victory -- Province is now CONTESTED

Defender Minor Victory -- Province is now CONTESTED

Defender Major Victory -- Attacker repulsed (Province from which attack was launched is marked as Disrupted -- not attack can be launched from there for the next turn) -- defender earns 1 Bonus Point..

 

Victory Level Definitions

A Major Victory is when you win by routing the enemy with between 40% to 59% casualties and a minimum +25% margin.

A Minor Victory is when you win by routing the enemy with 60%+ casualties, with any % margin.

However, if you adjust the winning above score down to 59% and the difference is still +25%, it's upgraded to a Major Victory.

If a battle times out, then the side with the higher % points is awarded a Minor Victory, even if it is just 1% difference.

 

CONTESTED

If an attack on a province end in a Minor Victory for either Attacker or Defender, the province is declared CONTESTED.

No decisive battle result has been achieved by either side and the fighting continues until one of two things happens:

1. One side wins best 2 out of 3 Minor Victories.

2. One side wins a Major Victory and settles things.

If the attacking army's home province is lost during the battle phase of that turn or subsequent turns, then the CONTESTED status is lifted and the defender declared the winner.

 If an attacking army loses a CONTESTED province, the province from which the attack was launched is marked as Disrupted -- not attack can be launched from there for the next turn.

The winner of a CONTESTED battle earns 1 Bonus Point.

IMPORTANT: If your attack is tied down in a CONTESTED province, you cannot launch another attack anywhere else, unless you have enough Bonus Points for a second land attack. (see Bonus Points below)

 

BONUS POINTS

Bonus Points are very important in this campaign, as they allow you to do additional things over and above the ONE regular attack per turn.

One Bonus Point each is earned for:

1. An Attack Major Victory, capturing a Province

2. A Defensive Major Victory

3. A Defensive Victory in a CONTESTED battle

4. Destruction of an Enemy Fleet (see Naval Combat)

5. TWO Bonus Points for capturing an enemy Capital Province

A faction can earn several Bonus Points per turn, but there is a maximum limit of FOUR Bonus Points a faction may possess at any one time.

 

Bonus Point can be spent to do the following:

1. Attack an Enemy Capital -- 2 pts

2. Launch a seaborne Attack -- 3 pts

3. Launch a seaborne Attack on an Enemy Capital -- 4 pts

4. Move your Capital -- 3 pts

5. Repair a Capital Strength Point -- 2 pts

6. Launch a SECOND land attack -- 3 pts

7. Deploy a counter-attack FLEET -- 2 pts

1, 2, 3 & 4 are actions that use your ONE attack per turn.

5, 6 & 7 are actions in addition to your ONE attack point per turn.

 

CAPITALS

The Capital is the most important province of your kingdom - without a Capital in place a faction cannot issue attack orders.

All Capitals start with a full set of THREE strength points (the black pips on top right of counter) -- these strength points can be lost when under attack and rebuilt using Bonus Points during your turn.

image

ATTACKING A CAPITAL

An attacker needs to spend TWO Bonus Points to attack an enemy Capital. (FOUR if by seaborne attack)

The Battle is executed as all other battles, but the results play out slightly differently.

A Major Victory by an attacker will remove TWO strength points from the Capital, a Minor Attacker Victory will remove ONE strength point.

If the Capital has any strength points left after the first battle, the province is then CONTESTED. (the same applies if the first battle is a Defender Minor Victory)

The CONTESTED battle continues as per normal, the capital survives as long as it has strength points left, the Attacker is repulsed if he suffers two Minor Defeats or a Major Defeat.

The Attacker does not have to pay any additional Bonus Points after the initial TWO to continue the CONTESTED capital battle.

 

LOSING YOUR CAPITAL

If a faction loses its Capital, it can, in the next turn, re-establish it in any friendly province (not under attack) after all the other factions have declared their attacks for that turn.  It cannot, however, launch any attacks or perform any other actions that turn. The REPLACEMENT CAPITAL arrives with a maximum allowable strength of TWO and can never be upgraded beyond that.

If no friendly province is available, the faction player has to wait until one becomes available.

 

REPAIRING CAPITAL DEFENSE POINTS

During his turn, a faction player may spend TWO Bonus Points to repair ONE Capital strength point. (only if the Capital is not under attack at the time).

 

SEABORNE ATTACKS

If a faction has a FLEET available in the "Available Fleets" box, he can spend THREE Bonus Points to launch a seaborne attack on an enemy province with a coastline in the same sea zone. You cannot attack from one sea zone into the next.

Some provinces border two sea zones and can launch seaborne attacks/fleets into either. (ie: Scandinavia, Crete & Cyprus or Scotland)

image (2)

Seaborne Attack battles are resolved like all other battles, but if the side attacking by sea suffers a Major or Contested Defeat, the Fleet is removed from play and only becomes available again TWO turns later. 

The Fleet supporting the Seaborne Attack remains in place until the land battle is resolved (or a naval battle occurs: see below)  

The Attacker does not have to pay any additional Bonus Points after the initial THREE to continue the CONTESTED battle.

Important: If the attacking faction loses all friendly provinces along that sea zone, the attacking Fleet is destroyed and the attacker suffers an automatic Major Defeat.

 

SEABORNE CAPITAL ATTACKS

If a faction has a FLEET available in the "Available Fleets" box, he can spend FOUR Bonus Points to launch a seaborne attack on an enemy CAPITAL with a coastline in the same sea zone. 

Seaborne CAPITAL Attack battles are resolved like all other CAPITAL battles, but if the side attacking by sea suffers a Major or Contested Defeat, the Fleet is removed from play and only becomes available again TWO turns later.

The Fleet supporting the Seaborne Capital Attack remains in place until the land battle is resolved (or a naval battle occurs: see below)  

The Attacker does not have to pay any additional Bonus Points after the initial FOUR to continue the CONTESTED battle.

 

NAVAL BATTLES

If a faction has a FLEET available in the "Available Fleets" box, he can spend TWO Bonus Points to launch FLEET to attack the enemy fleet supporting a Seaborne Attack or Seaborne Capital Attack.

If in the same turn as the Seaborne Attack was launched, the defending faction's orders come after the attacker in the Attack Sequence Order, the Naval Attack can come from the province under Seaborne Attack.

Otherwise it will have come from a friendly province with a coastline on the same sea zone. 

image

The defending side can launch a counter-attack Fleet at any time that the attacking fleet remains in place supporting the attack if it turns into a CONTESTED battle.

NAVAL BATTLE RESOLUTION

Naval battles are resolved before any land battles are played out, using a 8-sided dice on the Naval Battles Table:

1-3: The counter-attacking Fleet is destroyed. (returns after two Turns)  

3: The counter-attacking Fleet returns to port (placed back in the Available Fleets box)

4: The defending Fleet supporting seaborne attack returns to port. (attack is cancelled and Fleet placed back in the Available Fleets box)

5-8: The defending Fleet supporting seaborne attack is destroyed (attack is cancelled and Fleet removed returns after two Turns) -- winning faction gains 1 Bonus Point

 

SCORING

Point scored are not cumulative, and score standings are updated at the end of every turn, with a FINAL SCORING at the end of Turn 10. 

Points are awarded for:

1 point per friendly province

1 point per Capital strength point

2 points per Region under control 

 

FINAL SCORING:

1 point per friendly province

0.5 point per friendly contested province with enemy ahead with 1 Minor Victory

1 point per Capital strength point

2 points per Region under control 

0.5 point per unused Bonus Point 

-1 point if your Fleet not on map or in Available Fleets box

 

The player with most points at the end wins... and hopefully fun was had by all. 🙂 

 


 

I think that covers most of everything -- although I know I will have inevitable left some thing out -- hard to cover all the eventualities -- questions and comments as always welcome.

@chiquichops @cargol and @nathangun are pretty familiar with the basic system.

 

 

@kronenblatt @otosan @earl-of-grey 


One of the most horrible features of war is that all the war-propaganda, all the screaming and lies and hatred, comes invariably from people who are not fighting.

- George Orwell, Homage To Catalonia

 
Posted : January 4, 2026 2:51 pm
Earl of Grey
(@earl-of-grey)
Posts: 36
Corporal
 

Sounds good for me and although I still need LOTS of practice I feel like I'm up for a healthy dose of medieval turn-based headknocking. 
How about factions - could I, say, start in the Levant and still be the Holy Roman Empire?


 
Posted : January 4, 2026 3:22 pm
Rico
 Rico
(@rico)
Posts: 458
Lieutenant
Topic starter
 

@earl-of-grey 

Factions are totally determined by random draw of provinces, and you pick armies from/appropriate to the provinces you own or fight in. 


One of the most horrible features of war is that all the war-propaganda, all the screaming and lies and hatred, comes invariably from people who are not fighting.

- George Orwell, Homage To Catalonia

 
Posted : January 4, 2026 3:25 pm
Earl of Grey
(@earl-of-grey)
Posts: 36
Corporal
 

Yeah, well... I'm pretty sure I'll draw something I'm totally NOT familiar with, but sign me up anyway!


 
Posted : January 4, 2026 4:39 pm
Rico reacted
Chiquichops's avatar
(@chiquichops)
Posts: 218
Sergeant Major
 

I'm in.


"En cualquier dirección que recorras el alma, nunca tropezarás con sus límites." Sócrates

 
Posted : January 4, 2026 5:18 pm
Rico reacted
Rico
 Rico
(@rico)
Posts: 458
Lieutenant
Topic starter
 

PUT THIS ON HOLD!  -- have come up with an even better version combining some of the elements of the FOG Roman Civil War campaign!! 

Will post updated rules set soon -- we'll be actually raising and moving around armies and fleets! 

The benefits of early morning insomnia. 🤣 


One of the most horrible features of war is that all the war-propaganda, all the screaming and lies and hatred, comes invariably from people who are not fighting.

- George Orwell, Homage To Catalonia

 
Posted : January 5, 2026 7:54 am
Chiquichops reacted
Chiquichops's avatar
(@chiquichops)
Posts: 218
Sergeant Major
 

Sounds even better. Burning the midnight oil, eh? Good job I hadn't read the rules yet🤣 


"En cualquier dirección que recorras el alma, nunca tropezarás con sus límites." Sócrates

 
Posted : January 5, 2026 9:07 pm
Rico reacted
Rico
 Rico
(@rico)
Posts: 458
Lieutenant
Topic starter
 

Okayyy ... it still needs dotting a few i's and crossing some t's ... but I think it works.  Snapshot from a play-test (using die rolls to resolve battle results)

It'll have a max of four factions -- any more than that, then it just gets too busy and messy.

Will post revised rules by this weekend.

(click on image for full size view) 

Medieval Empires 2026 VERS 4 sample

One of the most horrible features of war is that all the war-propaganda, all the screaming and lies and hatred, comes invariably from people who are not fighting.

- George Orwell, Homage To Catalonia

 
Posted : January 7, 2026 6:48 am
Chiquichops reacted
Rico
 Rico
(@rico)
Posts: 458
Lieutenant
Topic starter
 

@chiquichops @cargol @kronenblatt @earl-of-grey @otosan @nathangun 

Want to canvas some opinions on my idea about the armies we'll be using.

 

You'll be using Action Points to raise a Field Army in one of your provinces. The army will have to reflect the geographical region it is raised in, and this force will remain the same until it is disbanded/destroyed ... or reformed when we enter a new Section on the Turn Track (see below)

For example, if you form it in Castille, you could use a Castilian or Portuguese army list.  In France, you could use French or Burgundian army lists.

What about time periods?

I have an idea for this. The Campaign is planned to run 12 turns, divided into three 4-turn sections: 1300, 1400 and 1500.

When selecting an army list for a new army, you set the date parameters to either 1300-1300, 1400-1400 or 1500-1500 ... whichever is appropriate for where we are on the Turn Track at that time.

When we cross over to a new time period, all existing field armies get upgraded to the new time period (except maybe the  ones already committed to ongoing battles)

To allow armies to invade and possibly advance beyond their historical range, the GEOGRAPHICAL setting would be turned off when setting up the battles.

 

image (3)

 

Defending armies in provinces under attack that have no friendly field army present, raise a force from the local garrisons and levies ... the defender can select a geographically appropriate army list, but will have to fight with an AUTOFILL force selection. 

 


 

The other simpler option, would be to have the whole campaign run over a time period of one century, 1200 - 1300 ... or possibly more interesting 1400 - 1550, and limit army list selections to that. 

 

What you think? 

 

 


One of the most horrible features of war is that all the war-propaganda, all the screaming and lies and hatred, comes invariably from people who are not fighting.

- George Orwell, Homage To Catalonia

 
Posted : January 10, 2026 4:15 pm
Chiquichops's avatar
(@chiquichops)
Posts: 218
Sergeant Major
 

I think the limited time period might be easier to manage.


"En cualquier dirección que recorras el alma, nunca tropezarás con sus límites." Sócrates

 
Posted : January 10, 2026 4:49 pm
Otosan and Rico reacted
Otosan
(@otosan)
Posts: 205
Sergeant Major
 

Limited time period would be better I think.

When do you plan to kick this off?  

 


 
Posted : January 10, 2026 11:12 pm
Rico
 Rico
(@rico)
Posts: 458
Lieutenant
Topic starter
 

Posted by: @otosan

Limited time period would be better I think.

When do you plan to kick this off?  

 

Was hoping to get those rules finalised this weekend -- then things got a little busy and all over the place... sigh.

 


One of the most horrible features of war is that all the war-propaganda, all the screaming and lies and hatred, comes invariably from people who are not fighting.

- George Orwell, Homage To Catalonia

 
Posted : January 11, 2026 8:54 am
Otosan reacted
Earl of Grey
(@earl-of-grey)
Posts: 36
Corporal
 

Dynamic time preiod would be much cooler but I, too, believe smaller scope for a first run might be better. If it runs well you can always expand for the next season.


 
Posted : January 11, 2026 10:01 am
Otosan
(@otosan)
Posts: 205
Sergeant Major
 

Posted by: @rico

 

Was hoping to get those rules finalised this weekend -- then things got a little busy and all over the place... sigh.

 

I'm in no rush.  Getting plenty of turns in the 2 campaigns I'm in now.  However, since I'm a glutton for punishment, put my name on your list for this one too.

 


 
Posted : January 11, 2026 4:36 pm
Rico reacted