Empires of the Middle Ages

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Overview

Empires of the Middle Ages is an SPI grand-strategy simulation game covering medieval European history from an international scale over the period 771 A.D. to 1465, the time of Charlemagne’s reign to the end of the final collapse of the Byzantine Empire. Each player controls a historical kingdom or empire. The game includes a Grand Campaign covering the entire period from 771 to 1465, and several shorter scenarios, each covering a period of 50 to 100 years. Players expand territory through Endeavors (Conquest, Diplomacy, Defense, Pillage, Fortification, Ruling) while managing their Leader’s Stature and Social State. Victory Points are earned through territory control, gold accumulation, and achieving scenario-specific goals.

Components

Setup

  1. Players decide which scenario to play (Charlemagne and the Frankish Empire, Millenium, Age of the Crusades, Defeat in the East, or Twilight of the Middle Ages). Each scenario has an optimum number of players. The options, starting areas, and minimum number of Players for each scenario are indicated in the scenario descriptions.
  2. Each Player places their Court Area Social State marker on the indicated Area’s Social State Register. The marker indicates the initial Social State Norm of each Area.
  3. Each Player places a Leader counter on the Social State marker of their Court Area. Players then place three Stature markers, bearing appropriate Stature numbers, on the Leader Stature Displays.
  4. Each Player places an appropriate number of Gold markers in their Treasury Display to represent 12 Gold Points.
  5. Each Player places any Fortification, Diplomacy, Tie, and Claim markers on the map as required by the scenario descriptions.
  6. Players place Independent Social State markers in the Social State Register of all Land Areas that are not included in any Player’s Empire. Markers are positioned to indicate each Area’s Social State Norm.
  7. If any Areas are indicated in the scenario description to have characteristics differing from those indicated in the Area’s Register, Players place the appropriate markers in the registers of those Areas.
  8. The Game-Turn marker is placed in the appropriate position on the Game-Turn Record Track to indicate the year at which the scenario begins.
  9. The Year and Event Card decks are shuffled.

Turn Structure

Empire of the Middle Ages is played in successive Game-Turns. Each Game-Turn represents 25 years of elapsed time, consists of five Rounds, and at the beginning of each Game-Turn, certain special activities are conducted. A Game-Turn begins directly before the play of a Round representing the century, quarter-century, half-century, and three-quarter-century marks.

Game-Turn Sequence

At the beginning of each Game-Turn:

  1. Year Card Distribution: All discarded Year Cards and Event Cards are reformed into one deck, and the deck is shuffled. Year Cards are dealt. Players are not reassigned to the discarded pile.

Round Sequence (5 Rounds per Game-Turn)

A. Event Phase

  1. Year Card Distribution
  2. Crusade Determination Phase
  3. Schism Phase (optional)
  4. Magnate Phase
  5. Initiative Determination Phase
  6. Colonization Phase (optional)

B. Player-Turn Phase Players alternate turns in the order determined in the Initiative Determination Phase. Each Player-Turn:

  1. Player declares an Endeavor. The Player who has chosen to go first may draw the top card of the Event Card deck and, depending upon whether the card drawn is a Year or Holding Card, either immediately carries out the action described on the card, or holds the card for later use.

  2. During a Player-Turn, a Player may undertake up to five Endeavors. They may attempt to Conquer, Pillage, or gain Diplomatic ties with Areas in or bordering their Empire; they may attempt to Fortify or economically improve their own Areas. Each individual action requires the play of one Year Card and most require the expenditure of gold.

  3. When a Player’s Turn is completed, the next Player (as determined by Initiative) begins their turn.

Endeavor Types

Conquest: A Player attempts to conquer an adjacent or near Area, attempting to add it to their Empire. Conquest costs gold and requires committing a Year Card.

Diplomacy: Through a Diplomacy Endeavor, a Player may play a Diplomatic Tie between their Leader’s dynasty and an Area. Diplomacy ties are the primary means by which a Player may obtain Claims.

Defense: By conducting a defensive campaign in an Area, a Player reduces an enemy’s chance of succeeding in attempting to conquer or pillage that Area.

Pillage: Providing a special form of Taxation by which a Player may obtain more gold from an Area than would normally be possible. Unlike Taxation, however, Plunder detrimentally affects the Social State of the Area involved and automatically increases the likelihood that the Area will rebel.

Fortification: The construction of Fortifications in an Area (including institutions of Learning), which involves Conquest or Pillaging in that Area. Fortification affects defense rolls.

Ruling: The Ruling Endeavor has two purposes, one of which is administrative. The attempt to raise the Social State of an Area through administrative action.

Actions

Effectiveness Ratings

An Effectiveness Rating is a numerical representation of a Leader’s ability to successfully accomplish a task in a particular situation. Effectiveness Ratings are used to determine Endeavor results. The Effectiveness Rating is based on the Leader Stature of the Player undertaking the Endeavor. The Stature number is modified according to conditions and the Endeavor type.

Leader Stature

Each Player’s Leader represents the dynasty controlling their Empire. Leaders have three Leader Statures which indicate ability: military, administrative, and diplomatic. There are five levels of Leader Stature: 1 (Inadequate), 2 (Poor), 3 (Average), 4 (Good), and 5 (Brilliant). Leaders’ Stature levels change via Year Card events.

Gold and Taxation

Players earn gold by taxing the Areas within their Empire or by Pillaging foreign Areas. Gold is used to fund Endeavors.

Unrest and Rebellion

Areas may enter states of Unrest or Rebellion based on their Social State, taxation levels, and events. Rebellion can lead to loss of territory.

Scoring / Victory Conditions

Victory Points

Victory Points are earned through various means:

Game End

At the completion of the last Game-Turn, the Player who has won the game is the Player whose empire has met the Victory conditions described in the scenario. The Nature of Empire requires Players to maintain and expand their imperial territory. A Player’s only active piece is their Leader counter, which represents the current monarch of the Empire’s ruling line.

Primary Goal

The Player’s basic goal is to maintain their original Empire, to improve the Social State of the Areas in their possession, and to increase the number of Areas in their Empire. Players attempt to accomplish these goals by pursuing Endeavors with their available Year Cards and gold.

Special Rules & Edge Cases

Player Reference

Game structure: Game-Turns (25 years each) > 5 Rounds per Game-Turn > Player-Turns within each Round

Endeavor types: Conquest, Diplomacy, Defense, Pillage, Fortification, Ruling

Resources: Gold (earned via taxation/pillage), Year Cards (spent for Endeavors)

Leader Stature levels: 1 (Inadequate) to 5 (Brilliant) in military/administrative/diplomatic

Social State: Affects Area stability, taxation potential, and rebellion risk

Scenarios: Charlemagne (771-1075 AD), Millenium (976-1075 AD), Age of Crusades (1136-1200 AD), Defeat in the East (1201-1300 AD), Twilight (1386-1465 AD), Grand Scenario (full campaign)

Win condition: Most Victory Points per scenario criteria at game end