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Almoravid

Numbers of players : 1-2 Age : 14+ Language : EN
Condition : New Reference : GMT2113
Almoravid
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  • Almoravid

Almoravid, Volume II in Volko Ruhnke's Levy & Campaign Series, takes us from Nevsky’s frozen northeast frontier to medieval Latindom's opposite corner.

€79.99
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Al-Andalus, 1085. The western jewel of Islam had broken into pieces. The petty Taifa emirs who inherited the once-mighty Caliphate squabbled and fought, then paid the Christian lords Parias in gold to avoid fighting at all. Alfonso VI, Christian king of a unified León and Castilla, could now put his extorted dinars to work. He would muster a great feudal host—not merely for plunder but to rip out the heart of Muslim Spain. He would seize the ancient Visigothic capital of Toledo and with it the great central plain to declare himself imperator of all Iberia.

But Alfonso would find there was fight left in al-Andalus, as Christian strikes radiating from Toledo were too much for even the emirs in their pleasure palaces to bear. Al‑Mutamid of Sevilla, the strongest among them, would risk the Taifa dynasties’ independence and call to arms a Muslim force unlike any that the Christian Kings had faced. Granada and Badajoz would join him to invite the Almoravid fundamentalists in to save the Muslim faithful. Yusuf, Sultan al‑Murabitun, had secured his Berber empire in Africa and seized a port and fleet just across the Mediterranean strait from al-Mutamid's Algeciras. A titanic campaign for Spain was set to unfold.

Almoravid, Volume II in Volko Ruhnke's Levy & Campaign Series, takes us from Nevsky’s frozen northeast frontier to medieval Latindom's opposite corner. The same base rules show the muster of lords, their levy of forces and capabilities, and their command of armies on campaign across 11th-Century Spain. But al-Andalus was not Russia: your lords will enjoy good Roman roads and gentler seasons but must bypass or smash against Iberia’s profusion of tough Moorish fortifications. Taifa politics and Parias tribute will guide your military strategy. African troops, bloodthirsty crusaders, the avaricious Cid—each may or may not make their appearance. And all will play out across a field half again as large as that of the first volume.

GAME CONTENTS

  • One 22x25½ inch Mounted Map
  • 177 Wooden pieces
  • 108 Playing Cards
  • Three full-color Countersheets
  • 17 cardboard Lord and Battle mats
  • One Lords sticker sheet
  • Four Player Aid sheets
  • Two Screens
  • Rules Booklet
  • Background Booklet
  • Six 6-sided dice


 
GAME SCALE

  • TIME: 40 Days per turn
  • UNITS: 100-200 Horse or 200-400 Foot
  • MAP: Point-to-point, 400 miles across

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