[12.1] SUPER-AK VARIANT

Here are the basic rule changes for the 20-32 player "Super-AK" variant. (These changes will not apply to the normal game verson.)

  1. There will be about 28 players per game, 4 from each alignment. Players will need to pick an alternate alignment if the one they want is already filled. (You can even send two alternate setup requests, depending on what alignment you get.) The map will be 30x15 provinces, up from the current 18x9. There will be about 1000 armies, 250 leaders and 250 features. The features will sometimes attract another monster after its current occupant has been slain.

  2. In addition to the Imperial Offices, there are about 35 new "Royal Titles" such as "Lord of the Were-Beasts" and "Ranger of the Plains". Rather than reveal all of the specific titles, here are the major groupings:

    Each Title would be worth 1-5 victory points. the way each Title is gained is up to you to discover. When elections are held, or in determining whether the 55% mark has been reached, you get added votes for Offices, Titles and Magic Items. Each victory point counts the same as five tax points towards reaching the needed percentage (your votes are not lessened if there's any difference in alignment between you and the leader of the race for World Emperor.)

    When you gain an Office or Title, a special ability may be given to you as long as you hold it.

    Each Title has 1-3 ways to aquire points for it. There's a certain minimum number of points to qualify you for each Title.

    When you reach that minimum, and your character has at least half the points of the leader for that Title, the Title will be mentioned in your Imperial Office Report. Each Office and Title now comes with a certain power which is given to you when you are number one in the race for it.

  3. When an alignment has conquered 55% of the world, a vote is automatically held the next turn. They can then elect one of their own if they want to, or continue to fight it out.

  4. For Scientific Treating (exchanging Sage Discoveries), you have a lesser chance of exchanging with a King of a different alignment (subtract 40% per step of alignment difference.)

  5. At the start of the game, players will be told which Kings are also of their alignment, but not where they are or who plays the position. You can get a team together to play the same alignment if you want, but your positions may be a little more scattered to make up for the advantage of knowing each other before the game begins. In any case, no two Kings of the same alignment will start adjacent to each other, and the alignments will be balanced on each continental land mass.

  6. Maps can be exchanged between members of the same alignment, if the two Kingdoms have encountered each other (that is, if their Kingdoms become adjacent, or if a character does a peaceful 'ENcounter" with a character of the other Kingdom.

[12.2] AK Europe

The "European" variant is a normal AK game, based on a map of Europe in the middle Ages. A player starts with the knowledge of the provinces surrounding his Kingdom, up to 3 provinces distant from his home province. Each player know the address and phone number of adjacent players at the start of the game.

  1. To reflect the improvement in Light Cavalry over the Greco-Roman era light cavalry (which serves as the model for light cavalry in Adventurer Kings), all Light Cavalry are increased in strength to 3, and cost of 3.

  2. Each Kingdom will get a special bonus to one or more abilities, reflecting their historical strength.

    The following positions will be available (if two players want the same position, the decision will be by random die-roll, so you should list the positions you want in order of priority):

[12.3] AK Earth

This is a Super-AK variant, played on a map of Earth in the prehistoric Ice Age, where 20 would-be emperors are drawn from different historical periods to square off against each other. You rule such an Empire in its initial stages, about to embark on a campaign to unify your region, then conquer the known world!

Special Rules:

  1. The Light Cavalry for the Earth game is modeled on the bow-armed cavalry of the Turks and Mongols in the 11th to 14th centuries. They were better armed and trained than the Greco-Roman LC that is used in regular games of AK. Their strength and pay is 3, not 2, and they have no adverse terrain.

  2. There are some sea areas with islands in them. Islands are shown on the map as land hexes with a blue fringe on each side. These provinces are considered to have two terrain types (one Sea, while the other type is some other terrain.) If an army is fighting in an island, it will normally fight at its Sea strength, but if that is adverse terrain, it will fight at its land strength. Supreme commanders use their naval ability, not tactical ability, in islands.

    Earthquakes are legal on islands. For all other purposes, islands are just like sea. Movement through is by sea, and if there is no battle when you conquer an island, no extra movement points are expended.

  3. When your map shows a blue zone between two non-island land hexes, there is sea between them, so that you can move naval forces between them, but not land forces, unless by transport. If the blue zone continues along two hexsides, you can sail from that land hex to the next land hex along the blue zone, but that's the only way you could move between land hexes. Only version 22 of IBM Saga will show the blue zones, so if you don't have it and can't get it, you need to receive printed maps by mail. A Part Sea spell on either side of a blue zone will enable crossing it overland, and prohibit entry from another land hex by sea units.

    On the map printouts, these blue zones along hexsides may sometimes appear to be partly blue, and partly connected by land. In this case, you should still assume that the entire hexside is impassable to land units.

  4. There are places on the map where you can move ships from one ocean, through an isthmus such as Panama, and then to the other ocean. Canals are always assumed to exist to allow this to happen, or else you can just look at your Fleets as being Viking longships, which can be portaged overland somewhat.

  5. The map wraps around on left and right edges, but is prohibited "Ice Cap" terrain at the top and bottom.

  6. Each nation gets a bonus in one or more historical abilities. The bonus applies to both ability and aptitude, with a maximum starting skill of 4 (for you and your starting heroes only.) You also may have some starting Sage Discoveries and perhaps other benefits, although the Elder Gods may not give you each and every Discovery that your Empire historically possessed.

  7. An element of mystery is added by randomly placing the "lost continent of Atlantis" in one of the ocean areas. One, maybe two players starts there, with little or no prior contact with the outside world.

  8. Some empires start 2 provinces away from each other, by design.

  9. You may change one of your king's starting abilities, after looking at the abilities you start with. If you realize your race is wrong for the terrain around you, that can be changed also. If the GM had to change your alignment to balance the game, you may change one additional ability.

  10. The nations are: