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Biblical Clash of Empires Updates



Amendment page 8. Turn Sequence. Movement and Attack. In this phase an army can move a maximum of 2 territories and then attack an opponent in the territory into which it has moved. Standing armies can move 3 territories and attack (Forced march).


This error has now been corrected in the rulebook.



Note: - Once a Capital Territory is captured any remaining Subordinate Territories, irrespective of distance, can be automatically garrisoned by the victor. Conquered territories either revert to a non-player status or are garrisoned by the victor. Let the dice decide and if necessary, modify for distance.  

Note: - For naval operations an army waiting for embarkation must be in the same territory as the fleet it is using. It cannot move into that territory, embark and then move on to its destination. This would require two separate movements i.e., move into the territory and then wait until the next turn to embark and move on to its destination before disembarking and then if necessary, carrying out a military operation in the territory in which the army landed. Unless repulsed it cannot move outside that territory until the next turn.

These omissions have now been added to the rulebook.

Example of Game Play

Starting the Game

When starting the game, the two main pages in the rulebook that you need to concern yourself with is page 3 and 8. These explain how to set up the game.

Each domain has a set number of army and navy units to place on the game board at the start of play. For instance, the Aegean has 8 army units and 4 naval units. A player can place these units in his or her territories as they see fit. The standard distribution is 4 army units in the capital territory, which for the Aegean is Mycenae and 2 in each of the subordinate territories namely Crete and Thessaly. As for the 4 naval units these should be placed on the coast as close to the capital territory as possible. The gold pawn represents the Supreme War Leader and starts play in the capital territory. All other players follow suit, although they are free to vary the number of units that they place in their territories. This is not the case for non-player domains. These domains are not represented by a physical player but are instead controlled by the rules of the game and are overseen ideally by an impartial umpire, but if one isn't available then this role should be shared between the players or a single player if playing solo.

After setting up you are ready to start the game. For the purpose of this example of play we shall say that you are controlling the Aegean and the army of this domain will be referred to as Mycenaean.

The gaming year is divided into twelve monthly turns. You start the game in monthly turn 1 of year 1. The first thing that each player must do at the beginning of every new year and in their turn is roll 1D6 to determine the level of rainfall in their part of the Biblical world. A roll of 1-5 indicates that rainfall is normal and no further action need be taken for that year. However, a roll of 6 indicates a low Nile in Egypt or drought elsewhere. This will have an impact on the number of troop points that the affected player will receive for that year. In the case of the Aegean, the player would normally receive 80 troop points per turn, but if unlucky enough to be stricken by drought, then this will be reduced by half to 40 points. Furthermore, any points received from trading cards will also be reduced to half for the duration of that year. If the region is afflicted with drought for consecutive years, then the same penalties will remain in place.

Now let us look at the turn sequence. This is the procedure that each player in his or her turn will follow for the duration of the game.

Receive Troop Points per Turn

First receive troop points per turn which for the Aegean player will be 80 points. These can be saved in the treasury.

Card Selection and react to possible Random Event

Next you as the Aegean player selects 2 trade cards from the top of the deck. This is the specified number of trade cards that the Aegean player is entitled to at the start of play as shown on the Domain Profiles. Let’s say that the cards selected are the Queen of Diamonds and the 8 of Clubs. These cards have a face value which in the case of the Queen of diamonds is 100 points and the 8 of clubs is that number namely 8 multiplied by 5 which is 40 points. This gives a total of 140 points which you can either cash in straight away by depositing the 140 points in the treasury or the cards can be kept to try and collect a special set which is based on poker hands. The maximum number of cards that a player can hold in up to a 3-player game is 7 (see page 9) and cashed in cards are placed at the bottom of the deck which should be shuffled regularly. Also remember that if an Ace is selected then this indicates a random event in which case you will have to turn to page 11 in the rulebook. Simply roll 1D6 to determine what type of event it is i.e., economic, political or conflict and then roll on the table indicated. The result will take immediate effect. All non-player domains and tribal groups remain in defensive mode only unless activated by a conflict event.


Next, we have recruitment. At this point you can spend your hard-earned troop points to buy army or navy units or carry out upgrades. As the Aegean player you will remember that you already have 80 points in the treasury and if you had decided to cash in the 140 points from the trade cards then this will give you a total of 220 points. This is not enough for any of the upgrades the cost of which range from 250 to 1000 points to buy. However, it is enough to purchase 1 Feudal army unit or 2 Seafaring navy units (War Galleys) which will cost 150 or 160 points respectively. Let us say you choose to buy 1 Feudal army unit (150 points) which will mean that you have 70 points left in the treasury. This new unit is added to those already set up in your domain on the game board. Please note that army units are produced or mustered in the capital territory and that multiple units can be shown by placing coloured poker chips under the garrison pawn or army pyramid. This means that if you keep the extra army unit in your capital territory i.e., Mycenae then the garrison would now be 5 units instead of 4 and would be indicated by placing a blue poker chip under the purple garrison pawn of your domain.


Movement and Attack

Lastly in the turn sequence is movement and attack. A Feudal army such as that possessed by the Aegean can move a maximum of 2 territories and attack an opponent in the territory into which it has moved. Only Standing armies can move 3 and attack (Forced March). Fleets can move an unlimited distance in one direction only. For the purpose of this demonstration let us say that you have assembled an army of 10 units in Mycenae and during this turn want to attack Arzawa in Anatolia which is part of the Hittite Empire. To do this you will need ten navy units to accommodate your invasion force. These you also have and this fleet of war galleys is used to transport the Mycenaean army to the coast of Arzawa. When moving these units, you will be required to roll 1D6. On the roll of 1 the fleet will be caught in a storm and 1D10 x10 percent of the fleet and the army units being carried will be lost at sea. Luckily a 4 is rolled and this doesn't happen. Neither does the defending fleet intercept the invasion force which would have required the defending player or non-player to roll 4-6 on 1D6. This the player controlling Anatolia fails to do. Thus, the Mycenaean army can disembark on the coast of Arzawa and can now attack an enemy field army and its stronghold. If the invasion force had been involved in a sea battle, then the Mycenaean army would have been able to attack an enemy field army or stronghold in the same territory but not both. The player controlling Anatolia rashly decides to give battle rather than stay in his or her stronghold which would have conferred a +2D6 Battle Advantage for defending a stronghold. The Arzawa garrison consists of 8 Feudal army units which are represented by a red pawn or pyramid on a blue and green poker chip. The Mycenaean army is identified by a purple pyramid on a red poker chip. Both armies square off. 

Quick Battle Rules

Now we will need to refer to the Quick Battle Rules on page 12 of the rulebook. Firstly, we should recognize that neither army is being led in defence or attack by their Supreme War Leader so there will be no +1D6 Battle Advantage for Supreme War Leader in command for either side. We can assume that the armies are being controlled by subordinate commanders. First both sides roll 1D6 for Initiative to see who gains a tactical advantage. This roll can be modified by certain upgrades and Special Abilities. As the Aegean player you get a +1 for Lightning Raid which is a Special Ability belonging to the Aegean domain. The Anatolian player has no modifiers so is restricted to a 1D6 only. As the Aegean player you roll a 5 to which +1 is added giving a score of 6, whereas the Anatolian player rolls 3. This means that you win Initiative and thereby the tactical advantage. Also make a note that the difference between the two scores is 3. After Initiative both sides make a Battle Roll. This means that they roll their Battle Dice which is determined by their army types. Both are Feudal armies so roll 2D6 using the highest scoring die only. You roll a 5 and a 4. The five is the higher scoring die so this is used for the Battle Roll. If you had rolled two even or two odd numbers, you would have been able to activate your other Special Ability which is Shield Wall. This would have enabled you to reduce your opponent’s Battle Roll by 1D6. Furthermore, having won Initiative you could have multiplied the result by 2 (Double Bonus). Next you must adjust for Combat Rating which for the Mycenaeans is . If you turn to page 18 in the rulebook you will find the Combat Rating to Fighting Bonus Conversion Table. Here you will find that ten units at Combat Rating equates to a +3 Fighting bonus. Lastly you must add any Battle Advantage Dice. Reading down the list you will see that you get a +1D6 for outnumbering your opponent 10 units to 8 and because you won initiative by 3 or more you also get a +2D6 for tactical advantage. This means that you get to roll +3D6 Advantage Dice. You roll a 6, 4 and 2 giving a total of 12. This together with the Battle Die score of 5 and the +3 Fighting Bonus gives a grand total of 20 which is the Battle Roll for the Mycenaeans. The Anatolian player now rolls his or her Battle Dice scoring a 4 and a 1. The 4 is the highest scoring die so this goes towards the Battle Roll. To this is added a +2 Fighting Bonus for 8 Feudal units with a Combat Rating of . As with the Mycenaeans the Anatolians failed to activate their Special Ability Surprise Attack which would have required two odd or two even numbers on the Battle Dice. For example, if the Anatolians had rolled a 4 and a 2 which are both even numbers then they would have gained a special +1D6 Battle Bonus. Also, if Initiative had been won then a Double Bonus would have been applicable. As it is, however, they didn't and neither do they get any Battle Advantage Dice. Therefore, the Anatolian Battle Roll is only 6 i.e., the Battle Die score of 4 and the +2 Fighting Bonus. The difference between the two scores determines the number of casualties. The difference between 20 and 6 is 14 which means that you win the battle with a differential of 10+. On the Battle Casualty Table, you will see that this means that the losing Anatolian army is destroyed and you suffer 25% of your ten units as casualties which equates to 2.5 rounded up to three units. A great victory for the Mycenaeans. If any of the Anatolians had survived then they could have taken refuge in their stronghold which you would then need to storm or lay siege to, but as it is there are none and therefore you gain control of Arzawa and receive 10 troop points in tribute per monthly turn. If you were to go on to conquer Anatolia by taking Hatti the capital territory, then you could claim the full tribute value of the domain which is 50 points and one extra trade card selection.

Note that if Anatolia was a non-player domain, then you would need to refer to page 14 in the rulebook which describes how such a domain would be able to defend itself if attacked. In the case of Arzawa this would have been the roll of 2D6 to determine the number of units which would have been sent from the Capital Territory (Hatti) to assist in its defence. This type of reinforcement is only available to non-player domains and is to make up for the fact that they are unable to accumulate units, reinforce garrisons and move units around, during the course of the game, in the same way that players can.

Your turn is now ended and the next player to the left will begin his or her turn sequence. If this happens to be the Anatolian player, then this will be when they can muster their forces and prepare for a counterattack.

Example of Play Battle Log


Domain = Aegean (Mycenae)


Battle Dice

1D6 +1

= 6

2D8 = 5 and 4

(Highest die only)

No. of Units

CR to Fighting Bonus/Battle Bonus if applicable


FB + 3

 Special Ability

(Shield Wall) = N/A

Battle Advantage Dice

Total Score

Opponent outnumbered +1D6

Tactical Advantage +2D6


3D6 = 6 + 4 +2 = 12

5 + 3 + 12 = 20

Domain = Anatolia (Arzawa)


Battle Dice

1D6 -1

 = 3


= 4 and 1

(Highest die only)

No. of Units

CR to Fighting Bonus/Battle Bonus if applicable


FB = + 2

Special Ability

(Surprise Attack) = N/A

Battle Advantage Dice

Total Score


4 + 2 = 6

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