I. OF THE STATE OF AFFAIRS AND THE CAUSES OF THIS STRIFE
In the Year of Our Lord 1539, upon the seventh day of the month of August, the final hope of deliverance did expire for the valiant garrison of Spain, stationed at the seaside stronghold of Castelnuovo — Novi, as the heathen do name it.
Lo, for more than a month had these steadfast men endured the torments of siege: yawning trenches, ceaseless skirmishes, and assaults of iron and flame. Though Hayreddin Barbarossa, dread admiral of the Great Turk, did extend unto them terms of surrender, they answered him in the manner befitting resolute men:
“Let them come whenever they dare.”
— Don Francisco Sarmiento de Mendoza y Manuel
Within the crumbling walls did stand some three thousand and five hundred souls, soldiers not only of Spain but of honour itself. The town had been taken the prior autumn under banner of the Holy League, to redeem the sting of defeat at Preveza. Yet Venice, unfaithful to her vow, had fallen away; and no succour came by sea.
Before their ramparts did rise two hundred sails, and with them a host numbering fifty-four thousand. Though the High Command had granted leave to yield, Sarmiento and his tercio did resolve rather to meet the storm.
Thus was their fate made fast.
II. OF THE PURPOSE OF WAR AND THE ORDER OF BATTLE
Castelnuovo 1539 is no mere game of stratagem, but a contention of spirits: one that would conquer, and one that would resist unto death.
Each player taketh upon himself the mantle of command — one as the invader of the Crescent, seeking to storm the walls or utterly destroy those within; the other as captain of the Cross, sworn to hold fast and bleed the foe.
The Turk must seize three bastions within the citadel, or slay every last defender therein. He may choose patience and prepare the siege with measured hand — or cast aside caution, and loose a furious assault.
The Spaniard, though sorely outnumbered, is not without guile. Let him harass by night, with camisados of fire and steel. Let him turn the tide through cunning rather than might.
For this is no game of balance — but of sacrifice.
III. OF THE FIELD OF WAR AND THE ENGINE OF BATTLE
The theatre of war is adorned with ramparts, batteries, trenches and walls — all wrought in care and fire. The hosts are deployed in secrecy, their number and nature concealed until the hour of blood. Only when steel meeteth steel is their purpose made plain.
The deeds of command are done through cards, and the fate of battle is cast upon the bones — six-sided dice, fickle as Fortune herself. Yet the will of a commander endureth; even as his foe acteth, he may strike still, for cards replenish anew each round.
The days of siege are long and wearisome — four cards in their span. But when the cry of assault doth ring, the day groweth fierce and short, and seven cards are drawn — though each assault consumeth the strength of the Turk, bringing his doom nigh.
No field is ever the same; Spanish deployments shift as the tide. Each battle is a reckoning unto itself.
IV. OF THOSE WHO FIGHT, AND THOSE WHO LEAD THEM
The Ottomanhost descendeth like a tempest. The Azabs, a multitude without end, come again and again. The Janissaries, chosen of the Sultan, strike fierce and true — but once fallen, rise not again. The cavalry doth gallop swift, yet falter at the breach. From the sea, the fleet thundereth, casting fire from afar and bearing soldiers unto shore.
Within the walls stand the men of Spain, and with them their brothers of Venice and Italy. Arquebusiers, with powder and flame, reap death across the open ground. Pikemen form a living hedge, impervious to horse and man. Their cavalry, though few, break like thunder when unleashed.
Two captains bear the mark of greatness:
Sarmiento, firm as stone, strengtheneth all within his reach by improving their die rolls.
Agi, Janissary lord, stirreth wrath and zeal in his kin by improving the die rolls of Janissaries.
V. OF THE PLEDGE AND THE REWARDS FOR THE FAITHFUL
To lend thy hand to this campaign on Kickstarter is no mere purchase, but a solemn vow — a joining with those who stood when none came to their aid.
The standard reward granteth a full copy of the game, in the tongue of Castile or of Albion, and with it all fruits of the campaign, unlocked by the will of the people.
The all-in pledge yieldeth the game entire, together with a tray of neoprene, marked with the Cross of Burgundy, and a noble set of dice — sixteen in all, red and blue, forged for war.
And for those who seek more: further dice and trays lie in wait as addenda. The very map hath been reshaped by counsel of the wise — the bastion now standeth broader and stronger. All elements are offered in both tongues. And let it be known: these gifts remain for backers alone.
Pledge Levels and Add-ons:
Standard Reward:
1 copy of the game(English or Spanish).
All Unlocked Stretch Goals.
All-in Pledge:
Game.
Neoprene dice tray with exclusive Cross of Burgundy design.
Dice set(16 mm, 16 6-sided dice in 2 colors: 8 red and 8 blue).
Add-ons:
Additional dice sets.
Additional neoprene dice trays.
VI. OF THE DIGITAL FIELD AND THE COUNSEL OF THE COMMUNITY
Though the battle was once fought with blade and fire, it now liveth anew in the realm of thought. On Tabletopia may the field be entered, and there may valor be tested, ere the fates are cast in stone.
Many have walked those digital walls, offering counsel and caution. Their voices have borne fruit: the fortress is greater for their wisdom. What now standeth is not the work of few, but of many.
Thus is the siege renewed — in fellowship, in play, in remembrance.
VII. THE FINAL WORD FROM COMMAND
Thou who readest these lines — thou art no idle soul.
The burden now passeth unto thee.
Wilt thou stand with the few, as the walls tremble?