From btuck@minstrel.com Mon Jul 6 13:06:20 1998 Date: Wed, 10 Jun 1998 00:12:42 -0500 (CDT) From: Ben Tucker To: Lis Beaty-Schraer Subject: Re: Sheep Game Stuff (FInally) > Oh, please, oh, please! The class is coming up (well, it's not till July > 6, but in my lexicon that's practically tomorrow, since the entire Lilies > War and a possible run to Cooper's Lake with Morgana intervene!) Also, I > have a question: the "Tales of King Arthur" movie that you used--any > suggestions on where it can be found? I'll mail you my copy if you promise to return it. It's from A&E some years back, and I've never seen anything else as good. I usually showed only some of it (my format only gave me a limited time for the film so I had to chop) the whole thing is good, however. Ben Here's a hopefully clearer set of rules. Please ask questions about them if you need clarification on how to use them. The Sheep Game V4b2 (c) 1998 Ben Tucker The Sheep Game consists of a scenario for role playing that focuses on the macro level economic and political aspects of the Middle Ages and Renaissance (450-1600). The scenario was originally designed to be played out on a map of England showing the Domesday book shire boundaries, (including the Scottish counties) and in Wales, the Cantrefs. A variant (for 30+ people or for adults) is also described which breaks each of these areas into 2-5 fields). London is treated as a separate space. Each player represents a family, with turns representing 25 years (approximately a generation). The rules of the game change to reflect differing conditions through the period of study. General rules of the game: 1. The moderator must be present in the room at all times the game is being played. 2. The moderator will declare the game in play and not in play. Official game actions may only take place while the game is in play. 3. The rules of the game can change. It is the players' responsibility to keep track of these changes. 4. The players may ask the moderator for rules clarification, but this should be deferred to interpretation by the leader (king, etc.) when possible. 5. Information in the moderator's notes should not be shared with the players unless they ask a specific question. Start: Each player starts in control of one cleared manor (their farm). This may be chosen by turns or randomly. [simple rule: shires treated as manors] A farm produces wheat and sheep. The amount of wheat and sheep that a farm produces may change, and circumstances may mean different farms could produce different amounts. Each player starts with a herd of sheep, some swords, several sacks of grain, and some gold coins. These should be concrete manipulatives: sheep are cotton balls, swords are pieces of pipe cleaner, grain is beads, and coins are sequins or dance-belt-coins. [advanced rules: each shire is composed of several (2-7) farms -- lordship of the shire is determined by control (of land or votes of landowners or the king)] Initial Setup: [simple form] Sheep Grain Gold Swords Barons (Nobles) 12 20 3 1-2 Freemen (Farmers) 7 12 1 0 10% of the class should be Barons, the rest should be farmers. The position of Count (aka Bretwalda/Dux Bellorum) is elected by the Barons. If they elect one of their own to the position, that person becomes king and the position becomes hereditary. The person who is chosen to be count the first turn gets: Sheep Grain Gold Swords Count (War Leader) 0 0 4 25% of class size It is possible to take control of (or lose control of) a farm through sale or through combat. Any field which is not owned by anybody may be claimed. If nobody successfully disputes the claim by the end of the turn, then that field belongs to the claimant. (sort of like in the game Risk[tm]). NB: London is a free space, not controllable by any one person. Enfeoffment: Barons and the King/Queen and the Duke can make knights by granting a farm, a sword, and a horse to any player. That player, if a farmer, may retain any other farm(s) s/he has. Responsibility for paying royal taxes on enfeoffed land remains with the donor -- they have to get the taxes from the Knight. The King/Queen may also be grant the title "Prince/ss" to one or more of their Knights if they so desire, which puts them in line for the throne. Players: FARMERS-Staying alive costs 2 sheep (or 1 gold) per turn to Moderator. If you cannot pay, you become a serf serving whichever Freeman, Seigneur, Baron, Duke, or King pays for you (at the Freeman rate). Freemen may carry swords, and may fight whenever they choose to. SERF: always attached to a Seigneur (overlord) Serfs may be traded from one Seigneur to another. Serfs earn one sheep per turn from the Seigneur. The Seigneur may grant retainer status to a Serf. Serfs may not own swords, though they may own shields. Serfs may only be used as soldiers in defense, and every other turn in attack (though some may be used one turn and some the next). RETAINERS: must give at least 4 sheep to someone who willingly accepts them. This person becomes their seigneur. Retainers may keep their reduced herd and attempt to profit thereby. Retainers are paid one sheep per turn by the Seigneur. Retainers may not carry swords, though they may carry shields. Retainers may only be used as soldiers in defense, and every other turn in attack (though some may be used one turn and some the next). A retainer who is given (and accepts) a sword and a grant of land becomes a knight. KNIGHTS: Freemen may seek service with a Baron, Count, Duke, or King. If one of these is willing to give them a sword, they become a knight. In exchange for a commitment to fight for whenever asked, the knight receives the sword (for free), one sheep per turn from their Lord, and a guarantee of protection (the Baron will help defend the knight's sheep). A knight can only be freed of his obligation by 1) Sale of the nobility 2) Mutual agreement with the Baron 3) The consent of the king 4) The consent of all the other Barons Knights may participate in the Council of the Realm, but must vote in agreement with their Baron if he so requests. A Knight may not become a seigneur while in service to a Baron. SEIGNEURS: must pay one sheep to each Serf or Retainer they have. Seigneurs must be Freemen. A Seigneur receives two extra sheep per serf or retainer per turn from the moderator. Any Seigneur who is not a Baron becomes a Baron in their second turn as a Seigneur. Seigneurs may sell freedom to retainers and sell retainership to serfs. BARON: Barons are responsible for the upkeep of the realm. Barons must each pay the count 2 gold per turn. When there is a king, they must pay the king's taxes. Only a Baron or better may have knights. Knights must provide their Baron two sheep per turn. A Baron receives two extra sheep per serf or one sheep per retainer per turn from the moderator. Barons may sell freedom to retainers and sell retainership to serfs. The barons may choose who gets to be count as long as the count is a freeman or better. A Baron may sell his/her Estates, with retainers and serfs attached (knights are free to go or stay). The Baron then becomes a freeman. COUNT: The count is the only one who can command the army. If the count does not call the army, individuals can choose to fight or not. The army may only be called to attack another country, or to defend the realm from another country's attack. If the count is present and fighting, then all soldiers fight better (+1 to roll). If the count is also a Baron, then the count becomes king/queen. The count is paid a fixed rate per turn by the Barons. The count cannot be both merchant and count at the same time. The count is not allowed to keep sheep. (Unless he becomes king). The count cannot have serfs or retainers, but may have knights. If the person chosen to be Count is a baron then they become King/Queen. If the count dies in battle, a new count may be chosen. KING/QUEEN:The royal household, once established, retains the position of count unless it cannot make payment or abdicates. The king/queen must approve of any sale of a Baron's lands, but must allow someone to buy them, if a Baron wishes to sell. The king/queen may levy taxes of up to 4 gold per turn from the Barons, but may ask for less -- this is instead of the count's fixed rate. The King/Queen is responsible for the collection of all taxes owed the moderator, and the payment of the cost of the upkeep of the kingdom. The cost of upkeep is variable over time. It starts at 1 gold per 2 students in the class per turn. The King/Queen must be paid the taxes they levy on the Barons of their realm. These taxes are initially set by the king/queen. The King may grant the right to be a "DUKE" to one player. The Duke (if there is one) has the right to collect taxes for the King. The Duke can set their own tax rate. If a Baron is in Fealty to the Duke (as opposed to the King), then the Baron pays the rate that the Duke sets for taxes (up to 3 gold per turn per Baron in Fealty). NB: The Duke pays taxes as per the following chart to the king, who can use them to pay the moderator. Duke or not, # other barons Duke must pay king/queenKing/queen must in kingdom (if there is a duke) pay moderator 1 2 10 2 4 15 3 6 20 4 8 25 5 10 30 The King/queen may sell the dukedom for whatever s/he can get for it. Once sold, it cannot be taken back unless the Duke cannot make payment or abdicates. If the King/Queen dies the duke may try to claim the crown. The King may appoint heirs to the royal line (Knights in service to the king/queen may be appointed princes/princesses). If the king/queen dies, the senior prince/ss becomes king/queen unless the Duke successfully contests their claim to the crown. On the death of the king, the Duke may challenge the senior Prince or Princess for the throne if he wishes. In this case, the Barons are free to choose sides. (The knights must follow their Barons) [simple form: The Council of the Realm consists of all Freemen or better ] Decisions concerning war must have the approval of the Count and one Baron with at least 50% overall supporting. Status Chart of Characters: King/Queen Duke Count Baron Barons and up may hire mercenaries Seigneur Knight Knights and up cannot run business Freeman-Merchant Only Freemen can run a Businesses Freeman-Shepherd Only Freemen or better may own swords Apprentice/Retainer Apprentice and down cannot run business Serf [advanced rule: The owner of a manor which is on the boundary of two different baronies may change the barony that it is in, if no one successfully disputes it through combat. [advanced rules: Claim is made by placing an armed force on the manor at the beginning of the turn. If it is the only force there at the end of the turn, it has been successfully claimed. A claimed manor must always have an armed force of at least one. (NB: this last is not a requirement in the basic rules but is a darn good idea). [advanced rules: Control of a shire confers the title of Baron. Control can be through ownership or through declared support of other owners. The owner of each manor must declare who they want as baron. If there is no majority, there is no baron. If there is a Baron, the Baron may supply the necessary armed force for the shire at his castle, and the tenants do not *have* to maintain an armed force on each farm. [advanced rules: The Baron is the person who controls the majority of the manors (cleared land) in a Barony. The Baron, once established remains baron unless overthrown. The Baron is responsible for defending the manors of the Barony against hostile claims. [advanced rules: The owners of manors in the Barony must pay taxes to the Baron at the customary rate (the Baron may ask for less). This rate is set by the Council of the Realm. [advanced rules: The Council of the Realm is initially all those who control at least one shire (own the majority of the manors or have the support of a majority of the tenants). The council may change the rules of membership, may enact rules of the realm, and other things. The Council must declare a meeting to act. The council should set rules for how a meeting is declared. [advanced rules: A Count may be designated to defend the Realm against foreign invaders. Each Baron may vote. end advanced rules] ********* Economics: There are three measures of currency: wheat, sheep and gold. Some things can only be paid in gold. Wheat is used to keep sheep and men alive inside a castle, to feed the herds in winter, and to feed people during the daily round. Economics: There are three measures of currency: sheep, wheat, and gold. Some things can only be paid in gold. Sheep are susceptible to raid, plague, harsh winters, and other effects. However, sheep reproduce and can increase your wealth. Sheep can also be corralled inside a castle during a raid. Wheat feeds both sheep and men, it is a valuable crop, but is susceptible to war and weather. Wheat gives both food and grain (for future crops). Wheat must be grown during each turn. The amount harvested will vary depending on how well the land is farmed, what the weather is like, and other effects. Gold has a fixed value and is not susceptible to theft (it can be kept locked up), but gold does not reproduce (unfortunately :) Sheep can be traded for gold. If there is no mint, the moderator will trade sheep for gold, and gold for sheep at the following rates: No Mint and No Merchant 4 sheep for 1 gold, 1 gold for 2 sheep No Mint or No Merchant 3 sheep for 1 gold, 1 gold for 2 sheep Each shire will support a maximum of 20 sheep, it may be seeded with up to 10 bushels of grain. (These numbers may need to be tweaked to produce the right effect based on the number of players). Each shire rolls 3d6 for the return on grain: 3 get 90% of seed back 4 get 100% of seed back 5 get 200% of seed back 6 get 300% of seed back 7 get 400% of seed back 8 get 500% of seed back 9 get 600% of seed back 10-15 get 700% of seed back 16-17 get 800% of seed back 18 get 900% of seed back each sheep eats 3 grain a year. Optional rule: each shire rolls seperately for value, or moderator can roll for whole country, or each person's holdings. [advanced rules: Manorialism: Each manor contains a number of fields. How many and what kind they are are unknown until the manor is claimed. Fields come in three types: Forest, Meadow, Farmland. The owner of the manor makes decisions about what will be done with the fields in it. Forest and meadow may be hunted for wild game with the permission of the owner, subject to restriction by the Council of the Realm. The forest may be cut down by two serfs or two hired freemen (nobles can't do this). This takes a full turn, and the persons doing this cannot do anything else during that turn. Free laborers may also be hired for this from the moderator (charged at double the Mercenary rate). A cut down forest is a meadow. A meadow may be grazed every year (at sustainable levels). A meadow may be cleared (burned down) whether or not it is grazed. (There is no charge to do this, but it must be declared during the preceeeding turn that this will be done). A meadow will support 10 sheep. A cleared meadow is farmland. Farmland may be planted as Cropland. Crops may be harvested at the end of each turn. Each successive turn the yield drops 15%. Farmland may be planted as Pasture. Pasture feeds 20 sheep the first year Each successive year it is used as pasture the yield drops two sheep Farmland is Fallow if it is not used for growing crops or for pasture. Land left fallow becomes meadow. Meadow or Farmland planted with trees becomes Forest after two turns. Farmland planted with trees becomes meadow after one turn. Fields produce various things depending on the type of field and which field it is. The amount of produce from a field may change, and different fields may produce different amounts at the same time. end adv. rules] Any player who loses ownership of all their manors or who cannot pay their taxes must enter the service of someone who can employ them (they become a Knight, Apprentice, Retainer, Etc.). Taxation: Every person in the game is required to pay taxes. Taxes pay for the costs of keeping the roads repaired, defending against invaders, having tournaments and festivals, and not least, feeding the people of the realm. A Farmer must pay 1/7 of his crop every year to the Baron of the Barony If there is no Baron, then he must pay 1/10 to the Moderator. A Baron must pay the taxes that the king demands, if there is a king. If there is no king, the barons are responsible for paying the count. The Barons determine how much they will pay the count... BARON: Barons are responsible for the upkeep of the realm in the absence of a king. Barons must each pay the count 2 gold per turn, or when there is a king, they must pay the king's taxes. The Count must provision all the soldiers that the kingdom needs to defend itself. He may supply them with weapons and/or horses. if there are not enough citizens of the realm available, he may hire mercenaries. The King is responsible for collecting all taxes due to the moderator. S/he is responsible also for the count's obligations. The Merchants must pay 1/10 of their income to the King, in addition, if they received start-up money from someone else, they must pay any agreed-upon amounts to those people as well. Everyone is also required to pay the Moderator at least 2 wheat and 1 sheep per turn for the food they ate, above and beyond the taxes owed. Commerce (make the merchants prepare the manipulatives in some way). Mint: To get into the Minting business costs 40 gold. The mint sells coins to other players at the rate of 5 fleeces for a one gold coin, 50 fleeces for a 10 gold coin. The mint sells coins to other players at the rate of two sheep per one gold coin, 20 per ten gold coin. Sheep can only be fleeced if they are grouped in tens when they are brought to the mint. The moderator will not trade in fleeces, only sheep: if there is no merchant there is no market for fleece. The mint buys its raw materials from the moderator or from the Merchant. Costs:from the moderator: Bullion to make coinscost 4 sheep per unit (one unit can make one coin, either a 1 gold or a 10 gold) from the merchant: 3 one gold coins for 4 units or 5 fleece per unit The mint owner pays the moderator 2 gold/turn for food & clothing. The mint may employ apprentices (at whatever rate is agreed to, payable by the mint). The mint can make two types of coin: 1 gold coins and 10 gold coins. Only the chief coinmaker can make 10 gold coins. The mint can only make a total value of 100 gold per turn. Any one coinmaker can only make (n) coins per turn. Armoring: there is a limited supply of weapons until there is an armorer swords cost 2 gold each from the moderator shields cost 1 gold each from the moderator As the armorer may not keep sheep, s/he must be paid in gold coin. The moderator stops selling armor when the armorer starts up. To get into the armoring business costs 30 gold Metal to make swords costs the armorer 3 gold per 2 units from the moderator or 1 gold per unit from the Merchant The armorer pays the moderator 2 gold/turn for food and clothing. The Armorer may employ an apprentice (at whatever rate is agreed to, payable by the armorer) an apprentice armorer must work full time for the armorer and will produce (n) item parts per turn. Swords take two parts, shields take one part. The armorer may change his prices with the approval of the Council of the Realm. Merchant: To be the merchant you must have a boat. a boat costs 20 gold. The merchant can collect goods within the kingdom for sale overseas for a five minute period, once per turn. The Merchant buys fleece from the Mint, or Sheep from the Shepherds He pays 1 gold for 2 sheep or 1 bullion piece for 5 fleeces He may not keep a herd of sheep. The merchant cannot fleece sheep him/herself. The merchant cannot mint his/her own coins from bullion The Merchant sells metal to the armorer at 1 gold per unit. The moderator will buy all the fleece that the merchant brings to him at a variable rate: 2d6 per 10 sheep (no fraction purchases) 2-31 gold 4-62 gold 7-93 gold 10-114 gold 125 gold The price should be determined after transport, before sale, but should not be revealed to the wool merchant unless s/he asks for this information (Speculation in commodities: i.e. holding goods for sale is legit, but must be discovered). Storage of wool overseas (if the player wishes to speculate) costs 1 gold/10 sheep/turn. The Merchant pays the moderator 2 gold/turn for food and clothing. The Miller flour from wheat. The miller must have a mill. A Mill costs 20 gold to build. The miller buys grain for ___ and sells the flour for ____. The miller can make 6 bags of flour from 7 bags of grain. If this work is done by hand the yield is 3 bags of flour for 4 bags of grain. The Mason builds castles: To be the Mason does not cost anything up front but requires experience and the ability to gather a work party. To be a Mason, you employ workers: Wooden hill forts take one turn and two people to build. Stone Castles take one turn and four people or two turns and two people. The wage you pay must be negotiated with the workers. The workers must be freemen before you hire them. The Mason cannot be a noble.(Remember that serfs and retainers can become free). The Mason (designer) must have designed a Hill fort or worked on a Stone Castle before s/he can design a stone castle. Cost to Build: What it does for you: Wooden Hill Fort 50 gold If defending in the fort 3 minimum defenders. Multiply army x 2 holds 50 sheep. Wooden forts must be rebuilt after an attack (whoever wins). Cost is 10 gold to rebuild. Forts must be rebuilt within 50 years (two turns) of the attack, or they must be rebuilt from scratch. Stone Castle 100 gold If defending the fort 10 minimum defenders.Multiply army x 3 holds 200 sheep Stone castles must be rebuild after each successful attack. (When the defender loses). Cost is 20 Gold. Castles not rebuilt become Hill Forts. Castles may be rebuilt at any time before they are attacked again. If they are attacked twice before being rebuilt they must be rebuilt entirely. Sheep in a castle cannot be stolen unless the castle is defeated. Sheep outside the castle can be taken at the rate of one sheep/battle/person in the battle who survives the fight. ***** Combat: 1d6 per soldier (player or mercenary) +1 for has a sword +1 for has a shield +1 for each soldier under direct command of the Count/King + additional for anyone in a fort who is defending. (Note that any given soldier (including the count) count can only fight in one shire per turn). Sum the totals for both sides, a 1 on a die (uncorrected) indicates a fatality. The total carries the field in that round. Attackers may continue to attack as many times as they wish but may not bring in reinforcements until the next turn. If the attacker outscores the defender they take posession of the shire [or manor in the advanced rules]. Players may seek single combat if they wish (on whatever terms they agree to) but they cannot seek single combat and be counted for the castle attack or defense at the same time. ______*______ ) ) Ben Tucker Owen Alun @ )_____________) & (612) 872-2201 Wandering Minstrel \----------|-----------/ 2111 11th Ave. S Northshield, Midrealm \_btuck@minstrel.com_/ Minneapolis, MN 55404 The wild men of Wales Are the men that God made mad, For all their wars are happy -- And all their songs are sad. (from The Ballad of the White Horse -- Chesterton)