Europa Universalis
Europa Universalis Rulebook
Table of Contents
Table of Contents
- I - Game Components
- II - Basic Rules
- III - Advanced Rules
- 23. Sequence of Play
- 24. Periods
- 25. Royal Treasury
- 26. Bankruptcy
- 27. Stability
- 28. Monarch
- 29. Events
- 30. Revolts
- 31. Pirates
- 32. Diplomacy
- 33. Minor Countries Diplomacy
- 34. Wars
- 35. Income
- 36. Domestic Trade
- 37. Foreign Trade
- 38. Commercial Gains
- 39. Centers of Trade
- 40. Colonies & Trading Posts
- 41. Industries
- 42. Rest-of-the-World Gold
- 43. Loans
- 44. Administrative
- 45. Administrative Operations
- 45.5 Manufactures
- 45.6 Raising of Exceptional Taxes
- 45.7 Improvement of the FTI or DTI
- 45.8 Commercial Fleet Action
- 45.9 Colonization
- 45.10 Establishment of a Trading-post
- 45.11 Competition
- Rest of the World
I - Game Components
Basic rules mostly concern the battle scenarios, played exclusively on the European map, for two players or more. They are limited mainly to the military field.
1. Maps
For both the Europe and Rest-of-the-World maps: the map is divided into provinces and seas, for the different aspects of the game (stacking of counters, movement, combat, economy, etc.). Color codes and important information are presented at the back of this handbook.
1.1 Europe map. The main map covers mostly Europe and partly North Africa and the Middle east. It is divided into provinces. Provinces are regrouped into major countries (represented by players) and into minor countries (with one or more provinces). "Home" or "National" provinces of major countries are delimited by clearly visible frontiers on the European map, in the country's color (same as on the counters of that country - e.g. France is color-coded in blue, both for counters and boundary of national provinces). Minor country provinces are listed in the Annexes handbook.
1.2 Rest-of-the-World map. Outside of Europe, provinces are regrouped in large areas, delimited by red-colored frontiers. Information relative to each area is printed within the area boundaries (or clearly close to it). It concerns natives military strength, exotic resources (sugar, spices...), the difficulty level for colonial establishment and tolerance level to European expansion. For more details, see § 55.
1.3 Provinces. Each province, in addition to its name, contains several other informations.
A. Income - The pink number printed in each province of Europe represents its income level, expressed in number of Ducats (D$), the monetary unit of the game. Outside of Europe, income of each province part of areas is the 1st number among the 3 mentioned for the said area.
B. Difficulty level and Tolerance level - Concern the Rest-of-the-World map only, for the various areas. The 2nd listed figure represents the "difficulty" of establishment for Colonies and Trading posts (incorporates such factors as climate, diseases, wealth of the land, water supply, weather etc...), and the 3rd is the "tolerance" level of the natives to European penetration. These levels apply to every province part of the same area.
C. Terrain - The terrain of a province is either clear (i.e. plains - beige color), forest (green, with symbol of tree), mountain (chestnut, with symbol of mountain), marsh (light green, with symbol of reed), or desert (yellow, with symbol of dune).
C.1 Rivers are represented by blue lines. They also serve as frontiers between provinces that they separate. They can be crossed by land units.
C.2 Straits are represented by blue arrows on seas (or lakes) separating two provinces. They can be crossed by land and naval units.
C.3 The terrain and rivers have an impact on movement and combat.
D. Cities - All cities indicated on the map are fortified. They are represented by a "level 1" fortress symbol, or by a "level 2" fortress symbol (See § 18). Each city has a name. Capitals of countries (both major and minor) are written in red.
D.1 Cities having a port are identified directly and solely by a port symbol (for level 1 fortified ports), or by a port symbol (level 2). Ports allow entry to each sea zone adjacent to the province containing the port.
D.2 Some provinces, mostly on the Rest-of-the-World map (e.g. Panama province with marshes) are separating two sea zones that are not adjacent. Naval units entering port in those provinces may exit the said port only into the same sea zone they entered it from (or a sea zone adjacent to both the port and the sea of entry). They cannot exit into a sea zone that touches a coastline which is not the same as the one they entered from. Note, however, that a port in those provinces are opened on each of the separate sea zones.
Example: the "Panama Canal" is not build yet, therefore units entering a port in Panama from the Caribbean Sea cannot exit to the Pacific Ocean. However, units may disembark in Panama port from naval units arriving through the Caribbean, then, after landing, may re-embark on different naval units located on the Pacific side of the same port.
1.4 Seas. Seas and oceans are divided into sea zones which are named. These sea zones display other informations.
A. Sea Risk Level - Each sea zone shows a numerical value printed in a cloud symbol (the higher the risk figure, the darker the cloud symbol). This value is called the sea risk level (See 15.3). Some seas outside of Europe have, in addition, a light blue circle containing a positive figure. It represents a die-roll modifier on naval movement attrition used whenever that sea zone is crossed during movement (even if the stack is not stopping in that same sea zone).
B. Commercial Zones - In some seas is found a merchant ship silhouette (with a number). This represents the center of a commercial zone, that can be either "sea", or "country" trade zone.
B.1 Each trade zone is considered as covering in fact the sea zone where is found its symbol, as well as all nearby, adjacent sea zones.
B.2 Round shaped trade zones are called "Country trade Zone" (CTZ), and carry the name of a major country. This country trade zone represent the domestic sea trade of the named country.
B.3 Square shaped trade zones are called "Sea Trade Zone" (STZ), without Special name except that of the sea zone where they are physically printed on the map. They cover the general trade, with no connection to one specific country, be it major or minor.
D. Pirates - Outside Of Europe, commercial zones are accompanied by a Skull and crossbones symbol representing pirates. This symbol possesses one (or several) value, called "appearance value", used to determine if pirates activate within that specific trade zone (mostly through random events, See § 31).
2. Counters
They are of two different sizes: large and small. The size has no impact on the game. The more important information for play is summarized on counters. Some counters possess different information between their front and their back (especially military leaders).
2.1 Counters description. There are 1412 counters in all for this game, representing: military units (armies, fleets, and small detachments (naval / land)); fortresses; military leaders (admirals, generals, conquistadors, explorers), and monarchs of major and minor countries; Trading posts and Colonies; commercial fleets; diplomatic status of minor countries; information markers: siege, looting, revolt, gold mines, turn / phase markers, technologies... etc.
A. Number of Counters - The number of counters provided in the game is the maximum usable limit. All the counters of a player may well not be available from the start of a Special campaign or scenario. Counters not available at start may become so during the course of game (as specified in the scenario).
B. Detail of the Counters - Information on counters is usually easily understandable.
B.1 Colors allow to identify the different nationalities of counters.
B.2 See the back of the scenario handbook for the description of the different counter types and explanation relative to the information presented on each type.
B.3 Armies, fleets, Trading posts and Colonies have a (+) symbol on their front and a (-) symbol on their back, giving general information relative to their actual content. The content level is: (+) = 50% or more, (-) = less than 50%.
B.4 Most military leader counters are used to represent two different leaders. One is presented on the front side, the other on the back (these leaders coming into play at different times, there is no possibility to have one same single counter being used to show two different leaders at the same time).
B.5 As a rule, generals and admirals serve in Europe, the conquistadors and explorers outside of Europe (with some exceptions).
B.6 Military leaders have 3 different "military" values each: maneuver, fire, shock / boarding (and also siege for some generals), as well as two figures giving their turn of appearance in and removal from the game.
B.7 Each leader possess also a letter indicating its hierarchical rank for command ("A" being the best) (See 17.1 - C or 17.2 - C).
B.8 A blue symbol indicates that this leader is authorized to leave the European map.
B.9 A "m" symbol indicates that this leader (admiral or general) cannot leave the Mediterranean (Black sea included) and coastal provinces of same sea.
B.10 A "@" symbol indicates that this leader can serve only in Asia (exclusively - See 55.2 – B).
B.11 A "$" symbol indicates that this leader can serve only in America (exclusively - See 55.2 – C).
B.12 A white symbol indicates that this leader is in fact a privateer (See 49.4) and not an admiral. Such a privateer may never command fleet counters.
B.13 A yellow symbol indicates that this leader is both an admiral and a privateer (See 49.4) and may command fleets.
2.2 Use of the counters.
A. Minimum number of leader counters - On the player's aides, there is an indication of the minimum of leader counters per category (generals, admirals, explorers, conquistadors) a player must have during a turn.
A.1 If the number of leaders in play, for a given category, falls or already is below the minimum, the player can draw at random one or more "?" leaders of the missing category to reach this minimum level.
A.2 Excess "?" leaders must be removed at random when there are enough named leaders in play to reach the minimum number per category.
B. Specific cases - The content of the counters (armies, fleets, detachments) is indicated on the player's aides. It is described in the Annexes handbook for minor countries.
B.1 Note that the "Heiliges Reich" army counter and detachments have a content similar to that of armies and detachments of the player currently being Emperor (See § 53 Political rules).
B.2 Use "Revolt" armies and detachment if needed for the Natives, French Protestant and British Royalist units if extra forces are necessary.
B.3 White fortress markers are used only for minor countries.
3. Tables, sheets and Dice
Most of results, procedures and modifications are summarized on explicit tables (See Players' Aids). The game uses ten-sided dice (called D10 hereafter) for the resolution of the different actions and phases of the game.
3.1 Tables. Tables serving to solve the different actions of game are regrouped on the players' aides.
3.2 Dice. The two dice used in this game are ten-sided. A zero (0) on the die always represent ten (10).
3.3 Players' aids. Each player has its own Player's aid that regroups all tables and information most relevant to play. It is recommended to keep at least one clear copy of each, using photocopy.
3.4 Record sheets. Each player has a set of record sheets at his disposal to record all of his actions, his military forces and strengths, his treasury, his income calculations... It is also advised to photocopy these record sheets before play, as each is rarely re-usable after utilization.
4. Glossary
Some abbreviations are used to facilitate writing notes by players, as well as to shorten some repetitions in rules.
4.1 Usual abbreviations. Abbreviations often used in the game are the following:
Frequent Terms
- Period: The 60 game turns are segmented in "period" of approximately 50 years (between 6 and 12 turns, according to the epoch in play. E.g, the 1492-1519 period is 6 turns long).
- Stability: it is an indication of the domestic situation of a country represented by a player.
- Stack: several (or single) military unit(s), with or without leader(s), placed on the map.
- Attrition: risk of loss linked to the movement, retreat, supply and sieges.
- Box: sites on the diplomatic track (or technology track) where are positioned markers of countries, both major and minors.
- CB: Casus Belli, motive of war declaration without loss of Stability
- Round: military sub-phase where each player, in turn, activate none, some or all his units.
- Campaign: allows the activation of military units for a round. There are 3 different types: Passive Campaign (PC), Simple Campaign (SC) or Multiple Campaign (MC).
- Day: complete sequence of combat (fire & shock/boarding).
- Strength Point (SP): a quantity of units of a specific type.
- Major country: country directly represented by a player in that game.
- Minor country: country not directly represented by a player in that game. A complete list of those figures in the Annexes handbook.
Characteristics of Monarchs: ADM: Administrative; MIL: Military; DIP: Diplomatic
Trade: CTZ: Country Trade Zone; STZ: Sea Trade Zone; FTI: Foreign Trade Index; DTI: Domestic Trade index; TP: Trading post; COL: Colony; IND: Industry
Land Units: A+: army, (+) side up; A-: army, (-) side up; D: detachment; I: infantry - Art: artillery - C: cavalry
Naval Units: F+: fleet, (+) side; F-: fleet, (-) side; D: detachment; N: warship (excluding galleys and galleass); Ga: galley and galeass; Tr: transport ship
Military Operations: MP: Movement Points; PC: Passive Campaign; SC: Simple Campaign; MC: Multiple Campaign
Land Technologies: Med: Medieval; Ren: Renaissance; Ter: Tercios; Arq: Arquebuses; Mou: Muskets ("Mousquets" in French); Bar: Baroque (from 1630, period of the Thirty years' War); Man: Maneuver (from 1700, first half of XVIIIth century); GD: Lace War ("Guerre en Dentelles" - from 1750, second half of XVIIIth century)
Naval Technologies: Car: Carack; Gln: Galleon; VL: Latin Sail ("Voile latine" in French); Bat: Battery; VA: Ship of the Line ("Vaisseau" - from 1650); TP: Three-Decks ("Trois-ponts" - from 1770, period of the War of Independence)
Various: VP: Victory Points; TR: Royal Treasury; D$: ducat, the monetary unit of the game; D10: ten-sided die; D100: 2 ten-sided dice, one indicating tenths, the other units.
II - Basic Rules
Basic rules mostly concern the battle scenarios, played exclusively on the European map, for two players or more. They are limited mainly to the military field. Rules are organized in rubrics processing the main aspects of the game, if possible in the order of the sequence of play but without following it in a too rigorous way. Each rule is introduced by a general presentation, followed by the detailed points. Examples may illustrate some rules (in general based on the 1492 era information).
5. Sequence of Play
Each game turn represents five years of real time. Players play simultaneously during each phase, except during the military phase, in which the order of play alternates (as indicated in the scenario, or initiative level during campaigns).
5.1 Sequence of play. The sequence of play in the basic game can be summarized as follows:
- Income & Diplomacy Phase *
- Logistics Phase
- Military Phase
- Redeployment Phase
- Interphase
* = in some scenarios only.
Income & Diplomacy Phase
6. Income & Diplomacy
This phase is limited, and exists only in some battle scenarios.
6.1 Sequence.
- Income
- Diplomacy
6.2 Income. Every player (one country or group of countries) receives each turn a fixed amount in ducats, as indicated in the scenario being played.
6.3 Diplomacy. In some scenarios, it is possible that minor countries are "tested" during this phase to determine their intention towards the players. This is checked through a die-roll, independently of the will of the players, as indicated in the scenario being played. A minor country can thus be controlled by a player. It is then considered as an "ally" of this player, i.e. its units and its territory are used by the player as its own.
Logistics Phase
7. Logistics
Follow specific scenario rules for Special cases.
7.1 Sequence.
- Maintenance
- Purchases
- Placement on map
7.2 Definition of a Military Unit. So as to facilitate the comprehension, here are some definitions: Military units (army, fleet, detachment) are counters used by countries to represent their armed forces in the game.
A. Units Content - Each unit has a content. This content is expressed in a variable number of strength points (SP). A land unit can contain a force distributed between infantry (I), cavalry (C) and artillery (Art) strength points. A naval unit can contain ships of 3 different types: warships (N), galleys (Ga), transport ships (Tr). Each unit can contain a variable force, up to the maximum of its capacity. This capacity is proper to each country (by unit), and depends on the period in play (indicated in the scenario). Content is indicated in the players' aides, and expressed in terms of SP of each type contained in the unit at its maximum size. For minors, it is indicated in Annexes in the descriptive list of minor countries.
7.3 Side (+) and Side (-) Army / Fleet. Each army and fleet has two sides (front / back): one is (+), the other (-). This notion indicates if the unit contains a total force known to be more (+) or less (-) than 50% of its maximum capacity. It is placed side (+) if it contains 50% or more (up to full strength) of its capacity. It is placed side (-) if it contains less than 50% of its capacity (to a minimum of one, i.e. there are no "dummies").
7.4 Detachments. A detachment is a militarily weak unit in terms of capacity. It can be naval or land (front / back). Its capacity is limited to 10 (any type of SP except artillery) for all countries, and whatever the period being played: A/ land detachment: 10 infantry or cavalry (conscripts or veterans), but no artillery; B/ naval detachment: 5 warships or transport ships, or 15 galleys *. * = whatever the period is, a galley (Ga) accounts for 1/3 of a ship.
7.5 Definition of "Friendly". A province, a stack... etc. is defined as "friendly" when it is controlled by: A/ the player; B/ another player that grants a passage right (through province) to the player, or an ally of the player (province / stack); C/ a minor country allied to either one of the above-mentioned players.
8. Maintenance
Each country has what is called a basic force, whose maintenance is free. However, a player can decide to increase his global forces beyond this basic force, but that will have for effect to cost him more ducats each turn so as to maintain this force in excess into play. Each player Costs Table indicates the different costs of land and naval unit maintenance, for those that are in excess of the basic forces. These costs also apply to their allied countries (if they have any). See Players' Aides for details. For land units, a distinction is made between conscripts and veterans SP.
8.1 Basic forces. Each country has a basic force whose maintenance is free. This force is different for each country (major or minor), and variable from a period to the other. It is composed of armies or fleets, side (+) or side (-), and/or detachments (naval or land), as indicated in the scenario or campaign played.
A. Equivalencies and specifications - Consider, for this free basic force maintenance the following equivalencies: A/ a side (+) army/fleet costs the same as 2 side (-) armies/fleets; B/ a side (-) army/fleet costs the same as 2 land/naval detachments.
A.1 Note that unless specifically indicated, a detachment (D) may either be a land or a naval detachment (player's choice, made during setting up).
B. Allied Minor Country - The basic force of an allied minor country is indicated in the Annexes, in the descriptive list of the concerned minor country.
B.1 If this force increases beyond its basic size, the player controlling the minor country has to pay the maintenance of the extra strength, using his own list of costs for that extra maintenance.
B.2 If the minor country has artillery in its basic force, but does not possess the Renaissance technology, consider all artillery SP as an equal number of infantry SP.
C. Experience of Units - Land units of the basic force (army, detachment) have in permanence the status of "veteran" for combats (See 17.2 - D). Naval units have no Special status (since there is no such distinction in the naval domain).
Example: the Venetian basic force, in 1492, is: 3 detachments and a side (-) fleet. In 1500, the Venetian player possesses a side (-) army containing 8 infantry SP and a side (+) fleet container 60 galleys. The side (-) army does not cost anything as it is equivalent to 2 detachments. The side (+) fleet costs the equivalent of 1 side (-) fleet and 2 detachments for the maintenance. The side (-) fleet and 1 detachment are free. The remaining detachment will have to be paid. See following example.
8.2 Maintenance costs. The cost of the maintenance is different according to: A/ the nature of the unit (army, fleet, detachment); B/ its capacity (side + or -) whatever the exact content in SP is; C/ its experience (conscript / veteran) for land units only; D/ its technologies (land and naval). Each major country has its own costs table, adapted to its structural capacities. This table is located on the Player's aide relative to that country.
Example (continuation of precedent): the Venetian player has a naval detachment in addition to its basic forces. It pays only the maintenance of this extra unit. Its naval technology is currently Carrack. By consulting his Cost table, he can see that he must pay 16 ducats for this extra maintenance.
A. Choice of units experience - Land units (those in excess as compared to the basic force) can be maintained in two different manners: as conscripts (less expensive but less efficient in combat, due to a lower morale), or as veterans (more expensive but they have a better morale in combat).
A.1 The player chooses under what form he maintains his land units and those of his allies. This choice can be made separately for each unit (i.e. army and/or detachment) and may vary from a turn to the other.
A.2 The totality of forces (infantry, cavalry, artillery SP) contained in the unit becomes automatically veteran if the maintenance is paid in veteran, or conscript if it is paid in conscript.
B. Fortresses - Each fortress counter placed on the map has a maintenance cost equal to its "level" indicated on the counter (red figure in the center of the fortress symbol).
B.1 A fortified city cost no maintenance, except if there is fortress counter placed over it.
B.2 Minor countries pay no maintenance for their fortress counters.
8.3 Demobilization. All force in excess as compared to the basic force, whose maintenance is not paid, is demobilized and removed from the military unit. A military unit without force is removed from the map (but the counter remain available for later use).
9. Purchase
Players do receive new forces only by buying them. Their prices vary with the technology, and their number is limited within each period played. Each minor country receives additional forces through the roll of one die on the reinforcement table (whatever their technology is). In some scenarios, players may receive reinforcements (as a minor country). All these forces are limited in number, either for the purchase limit, or regarding the maximum size authorized. This limit is fixed according to the played period (as per Player's aides), or by the number of available counters for the placement on the map.
9.1 Land forces purchase. To purchase units, use the costs indicated for each country on its Costs table (according to its land technology, See § 16).
A. Detail or Standard Purchase - Players can buy a unit (army or detachment) of their choice in two different manners: 1/ directly side (+) or side (-) with a standard content (different for each period) in infantry, cavalry and/or artillery SP; 2/ or by filling in the counter in detail, with the different types of SP and up to the maximum capacity of the unit, each component SP bought in this way having its own price, depending on the period in play. The side of the unit depends thus on the number of SP bought to fill it in. All Ducats fractions are to be rounded-up.
A.1 These counters (armies and detachments) have no cost by themselves.
A.2 The choice to buy standard or detail is free and left to the player, provided he does not exceed limits in doing so (See Advanced rules for details on limits).
A.3 In any case, whatever the type of purchase chosen, the maximum content of armies/fleets and/or detachment for the period in play cannot be exceeded.
Designer's Note: prices for detail and standard purchase are different as standard purchase are calculated on an average which may differ from what the player may obtain in calculating the standard cost himself. This is done on purpose.
B. Filling-up understrength units - To fill up understrength units, players must buy force in detail (See A.). No standard purchase is allowed in that case.
C. Purchase limits - The quantity of forces available for purchase each turn, at the normal price, is limited, according to the played period (see players' aides).
C.1 The number of forces purchased is also limited by the maximum capacity in number of SP of armies and detachments available to the player. The same is valid for minor countries.
C.2 The different possible distribution of an army content in terms of Infantry, Cavalry and/or Artillery SP is fixed for the whole duration of a period and cannot be modified, even when purchasing SP in detail.
C.3 The 10 SP content of a detachment, on the other hand, can be filled in with any type of SP except Artillery.
D. Overcosts - Some forces may have a supplementary cost when the normal per turn purchase limit is exceeded (See C.).
D.1 All forces bought in excess of this limit and up to the double of the limit cost double price.
D.2 Those bought between the double and the triple of the limit cost triple price.
D.3 The maximum purchasable is at the most equal to the triple of the limit and may never be exceeded.
D.4 A force bought outside normal recruitment provinces (See 10.1 - A) costs the double of its price (cumulative with above-mentioned overcosts).
E. Experience of Recruits - Land forces newly bought are always considered as conscripts (except rare exceptions, See scenarios and § 53 Political Rules). Note the distinction between conscripts and veterans within army or detachment contents, e.g. in the case where a unit maintained in veteran (during the maintenance sub-phase) has its content filled up with conscripts (during the Purchase sub-phase).
F. Artillery - Artillery is available only for countries having at least the technological level Renaissance.
Example: in 1515, France can buy at the normal price up to an army (+), i.e. a maximum of 25 infantry (I), 10 cavalry (C) and 2 artillery (Art) strength points (SP). France possesses the Renaissance technology (therefore it can buy canons!). Should it desire buying in detail 30I, 9C and 6 Art SP, the cost of its purchases would be: 25I at 0.5 ducats (D$) each (basic price of the period) + 5I at 1 D$ each (double of the period basic price), i.e. a total of 17.5 D$, rounded up to 18 D$. 9C at 3 D$ each (basic price), i.e. 27 D$. 2 Art at 5 D$ each (basic price), 2 others at 10 D$ (double of the period basic price) and the last 2 at 15 D$ (triple of the period basic price), i.e. a total of 60 D$. The total expenses represented by this purchase comes therefore to 105 D$. France choose to distribute those just bought forces among 3 newly created side (-) armies, e.g. 10I, 3C and 2 Art each (i.e. 15 strength points by army, which is < to 50% of the capacity of a French army in this period).
G. Fortress Construction - On the map exist only level 1 or 2 fortified cities. These levels can be increased by the construction of fortress counters.
G.1 The purchase price of fortress counters (according to their level) is permanent whatever the period in play. However, some fortification levels are accessible only when the player or minor country has reached a certain level of technology:
| Level | Ducats | Technology |
|---|---|---|
| 2 | 25 | Medieval |
| 3 | 50 | Renaissance |
| 4 | 75 | Baroque |
| 5 | 100 | turn 40 * or later |
* = with at least the Baroque technology.
G.2 To construct a fortress at a certain level, it is necessary to pay in addition to the final level price all non-existent intermediate levels. Already existent levels (on the map or on an already placed counter) are not to be paid.
Example: Calais is a level 2 fortified city. To construct a level 4 fortress there, it is necessary to pay both the level 3 (nonexistent yet) and the level 4, i.e. 125 ducats.
G.3 The number of fortress counters provided in the game is the maximum available. A player can always remove one fortress counter (or more) from the map if he wants to use it at another place (he has then to repay its full cost again).
G.4 There is no limit per turn for purchase of fortress. The only applicable limits are the technological level achieve by the player, his remaining treasury and the number of fortress counters available for placement.
9.2 Naval purchase. The naval force purchase is made in the same manner as for the land force purchase, with the exceptions below:
A. General case - The player can buy in detail ships of 3 different types: warships (N), galleys (Ga) for some countries solely, and transport ships (Tr).
A.1 Use costs indicated for each country in its own Costs Table (according to its current naval technology, See § 16), except for transport ships that have always a cost of 8 ducats (no influence of technology on purchases of transport ships).
A.2 Fleet and detachment counters have no cost by themselves.
B. Galleys - A galley uses up 1/3 of a ship in the stacking capacity within a fleet or detachment counter. Galleys can be bought only by a player having a port in: A/ the Mediterranean Sea (Black Sea included); B/ or in the Baltic Sea; C/ or in the Caspian Sea.
C. Ships Limits - The ships limit of purchase at the normal price is also the maximum purchase limit per turn.
9.3 Minor country purchases. A minor country receives forces by rolling one die on the reinforcement table (See players' aids), in an "Offensive" posture (i.e. use the column labeled "Offensive" on the reinforcement table), without any payment. In such a case, ignore any reference to military campaigns made in the table. These reinforcements can be placed only if the minor country has a military counter at its disposal that has a sufficient capacity to integrate the said reinforcement. Otherwise all excess reinforcements are lost.
A. Forces in Excess - If the newly received reinforcements make the total forces of the minor country exceeds its basic force allowance (See Annexes, list of minors), the player can choose between accepting them and paying the corresponding maintenance (during the next maintenance sub-phase), or refusing them.
B. Naval Limitation - A minor country can place a new naval unit only in one of its coastal provinces, and solely if it possesses fleet or naval detachment counters.
Example: Poland (from 1492 to 1792) can buy no ship because it possesses no fleet or naval detachment counters.
10. Units Placement
Once bought, the new forces are placed on the map, in principle within a national province of the owning country. Strength Points (SP) can be placed only in armies, fleets or detachments. Their number is registered in the player's military forces record sheet, in the box corresponding to the military unit where they are located and distributed among the different SP types available. Military leaders may also be displaced during this sub-phase.
10.1 Geographical limit. In principle, all newly placed units, or all reinforced units of a player, have to be placed in a national province of the owning country (and under its control).
A. Constraints - A newly created (or reinforced) fleet or naval detachment has to be in any home country port (not only a national province) when it is created or reinforced.
A.1 Some countries, according to the played scenario, must place (or reinforce) their land units in some specific provinces only (specified in the played scenario), unless they pay double price to have them placed elsewhere (see A.3 hereafter).
Example: in the period 1492-1560, Turkey has to place (and reinforce) its land units only in the national provinces of Thracia and/or Angora. Note: this does not apply to naval units in Europe.
A.2 Some countries can in addition create (or reinforce) units in some provinces outside their home country national provinces.
Example: it is the case of Spain in Italy, if it controls the province of Milano directly or through the "Habsburg inheritance of Milano" event.
A.3 Nevertheless it is still possible to create (or reinforce) a unit in a province out of those where the recruitment is normally authorized. This province has to be officially annexed. In this case, the purchase of the force costs the double of its basic price (See 9.1 - A), before any modification for overcosts.
A.4 Artillery SP can only be placed in army counters (not in land detachments). Artillery can be converted, at no cost, into infantry (if required or desired), of an equivalent experience (i.e. conscript or veteran).
10.2 Side (+) and side (-). Armies and fleets are placed (or adjusted) on their (+) side if they contain a force equal to 50% or more (all SP types together) of their total SP capacity (See 7.2). They are placed on their (-) side if they contain less than 50% of this capacity.
Reminder: a galley uses up 1/3 of a warship for this calculation.
Example: in AD 1500, the Venetian player has in the port of Venice, a side (+) fleet containing 60 galleys (its maximum capacity for this period is 25 ships per fleet [or 75 galleys]). During this sub-phase of placement, he adds 15 galleys (that he has just bought in detail), bringing his fleet to its maximum. He has also bought 10 other galleys (placed in another fleet counter) paying them at double price because he wants to place this new fleet in the port of Candie (in Creta, this province is annexed to Venice in 1492, but is not a national province, which explains why the price is doubled). This fleet in Creta is placed on its (-) side because it contains less than half of its maximum capacity (50% of 25 = 12.5 ships, or 37.5 galleys).
10.3 Military leaders redeployment. Each player can redeploy his military leaders, regardless of distances, to any military stack (or unbesieged city) under his control, provided that, while doing so, he respects the hierarchical order of command. However, a military leader in a besieged city cannot be redeployed. Any yet unplaced leader (for lack of available command or just arrived in play) can be deployed, as soon as constraints of command allow.
Military Phase
11. Military Sequence
The Military phase is segmented in a series of rounds (for both movement and combat), all of them identical and repetitive. However, there is uncertainty as to when this phase will end, because at the end of each round, players make a test to determine if the phase finishes. There are on the average 4 to 6 rounds per phase (2 minimum, and in very rare instances, up to a maximum of 11 rounds). Each round is representing, more or less, a year of real time. Players play one after the other, during each round of this phase. To facilitate the comprehension, let's say that the first player(s) is called "Camp A", the other(s) "Camp B". To displace their units (and to fight), players are obliged to pay the cost of a "military campaign", more or less expensive according to what they desire to undertake.
11.1 Sequence.
I. Camp A plays first.
- Choice of the Campaign
- Movement and interceptions attempts by Camp B
- Attrition
- Resolution of Combats
- Resolution of Sieges
II. Camp B plays second, following the exact same sequence.
III. End Phase Test
Note: a new round is played, whenever the phase end test fails.
12. Military Campaigns
Each player has to pay a "military campaign" if he desires to move his units and to initiate combats (or to continue already undertaken sieges). The cost of such campaigns is more or less important according to the objectives the player is pursuing. Should the player wish not to start any campaign in one round, he may pass and, in fact, remains inactive for this round. The choice to start a campaign or not has to be made every round. There are three different types of campaigns: passive, simple and multiple (according to a variable level of activity against the enemy). Undertaking a campaign means paying an "activation" cost. This cost is to be paid round by round, for each player.
12.1 Types of campaigns. Players can make different campaign types, but only one of any type can be undertaken in a single round. The 3 military campaign types are: Passive, Simple and Multiple. They provide a different number of stacks that can be activated for hostile actions, i.e. going into "un-friendly" territory.
A. Cost of Campaigns - Each type of campaign has a different cost.
- Passive Campaign (PC): 10 D$
- Simple Campaign (SC): 20 D$
- Multiple Campaign (MC): 100 D$
B. Passive Campaign (PC) - The player can move none, any or all of his military stacks at will, but only in friendly territory, or in any sea zone. The same applies to his allied minor countries.
B.1 The term "friendly territory" designates all provinces under the player's control (or that of his allies) and without enemy presence (military stack, or fortress, even besieged).
B.2 No movement that would involve an attack (of any kind), no landing in enemy territory and no naval blockade are authorized for the player.
B.3 Sieges already established can be pursued (since that does not constitute a movement).
C. Simple Campaign (SC) - Same thing as above, however the player is authorized to move one stack (without constraint) into enemy territory.
C.1 If a land stack is transported by sea to disembark in enemy territory, the naval stack that transports it is considered as the same stack as the landing stack (and not 2 different stacks) provided that all units constituting the land and naval stack have begun the round in the same port, province or sea zone.
C.2 An attack on an enemy stack (on land or at sea), or a naval blockade counts for one activated stack.
D. Multiple Campaign (MC) - The player is authorized to move freely any, some or all of his stacks, without any constraint in terms of territory (friendly or enemy), and to lead as many combats, blockades and sieges as he desires.
13. Stacking
Players can never exceed the stacking limit for their counters. This limit is two military unit counters per player and per province or sea zone (embarked land units at sea are not counted in the naval units stacking).
A. Stacking limit - The limit of stacking is 2 counters (armies, fleets and/or detachments) per player and per province, or sea zone.
A.1 The (+) or (-) side of units is of no importance in the stacking. Each unit (whatever is its internal force content) counts as one counter for stacking limits.
A.2 Leaders are never counted for stacking.
A.3 Land units transported by sea do not count in the stacking limit of the sea zone their carrying stack lies in.
A.4 This stacking limit for naval units is also valid in ports. On the other hand, land units in ports cannot be considered there as embarked and therefore counted for land stacking limits.
A.5 Stacking limits in besieged fortresses is the same as in a province, i.e. two counters.
B. Overstacking - The stacking limit can be exceeded (i.e. overstacking) during the course of movement, but has to be respected at the end of the movement phase. All unit in surplus (i.e. overstacked) are eliminated immediately at the end of the Movement phase.
B.1 The stacking limit may sometimes be exceeded during the course of a round (due for example to a player being attacked before he had a chance to move his units, or for a stack of 2 units successfully relieving the siege of a city containing already 2 friendly besieged units).
B.2 If this happen, the player must make sure that he will respect the stacking limit during his first opportunity to move the units.
B.3 If those units in excess are involved in combat during another player round, they do not participate in that combat but must suffer all adverse results (if any). The player owning the units always chooses which are involved and which are not.
C. Stacking Limits per Province - A province can contain only 1 stack of 2 units (or 2 stacks of 1 unit each) from one side at the end of the combat phase, except in the case of a siege where can coexist the stack(s) of the besieger and the besieged stack. Important Note: the various islands part of Denmark, Baleares and Ionia constitute one single province for game purposes (as delimited by the shade lines around them), in Special land movement and combat. A sea zone can contain any number of stacks belonging to different players, provided that no single player possesses more than 2 units in the said sea zone.
14. Movement
During each round of the Military phase, a player can move his stacks through provinces and sea zones of the map. Each movement of a stack will have to be related to a supply source. Movement may also be subject to attrition.
14.1 Capacity of movement. Land counters have, for each round, a capacity of movement of 12 movement points (MP). Each province crossed by the stack costs a certain number of MP. The movement of a naval stack has an unlimited capacity in terms of movement points. Movements of all units of a player have to be undertaken and completed, one by one, before any single combat or siege is resolved, with the exception of interceptions (because combat in such a case results from the decision of another player, See 14.8). Movement must be undertaken stack by stack (order of movement is important for interceptions resolution). Once moved, a stack can no longer move this round, except if forced to do so at the end of a combat (e.g. retreat after battle).
14.2 Land movement. The most important notion for land movement is to know which provinces are friendly and which are not. Indeed, this status is going to affect the amplitude of movement.
A. Friendly Provinces - During a round, activated land units can move freely among friendly provinces: A/ controlled by the player; B/ controlled by another player that grants a passage right; C/ controlled by an allied minor country of the player, or another player giving a passage right.
A.1 Each province moved through costs a certain number of movement points (MP) to the moving stack, as follows:
- Clear terrain (plain) in friendly province: costs 1 MP
- Clear terrain (plain) in an enemy province costs: 2 MP if at least one enemy stack or fortress (even besieged) is present
- Other terrain: 3 MP (with or without enemy presence)
- Crossing of rivers and straits, landing on a coastal province: +1 MP
- Naval transportation: 2 MP, whatever the number of sea zones crossed during transport.
A.2 If a stack has not enough remaining MP to enter a province, it is obliged to stop where it is, before entering the said province. A stack (if supplied) is never obliged to move, or to spend all its MP by movement. Unspent MP cannot be accumulated from round to round. The whole MP allowance is recovered at the beginning of each new round.
A.3 All movement costing 6 MP or more entails a risk of attrition (See 15.2).
A.4 It is not necessary to have a leader to move a stack.
A.5 Leaders may move alone on the map, with a capacity of 20 MP on land (unlimited at sea). They are considered as eliminated if attacked alone or successfully intercepted.
B. Presence of a Fortress - When a stack enters enemy territory (through multiple or simple campaign), it must cease its movement if there is an unbesieged enemy fortress in the said territory.
B.1 However, the stack may continue its movement (if it has sufficient remaining MP) if the player owning the stack detaches in the province a force at least equal to 10 times (or more) the level of the yet unbesieged fortress (even if there are enemy forces sheltered in that same fortress).
B.2 One or several detachments, even an army counter, may be created for the opportunity (if available). These counters are placed in the province where is found the fortress. This fortress is said to be "covered". The player must detach enough SP in the newly created detachments/army from his moving stack (as per B.1 above) to be allowed to resume movement.
C. Presence of an Enemy Force - A stack entering a province containing enemy units has to stop its movement, except if the said enemy decides to shelter his units in a fortress (if the fortress is friendly).
C.1 If the stack that moves has a strength at least 10 times superior to that of the enemy (if the latter remained out of the fortress), the enemy stack is eliminated, and the phasing player movement may continue.
D. Straits - Land forces may always cross the straits printed on the map, even if an enemy fleet is also present in the sea zone containing the straits symbol.
D.1 Crossing a strait costs 1 additional MP.
D.2 All islands part of the Danmark, Baleares and Ionia provinces (on the European map) are considered as one single and same province for land movement purposes.
14.3 Land supply. A stack of land units may not in any case be voluntarily located at a distance of 6 MP or more from a friendly supply source. A friendly supply source is an unbesieged friendly fortress. In such a case, movement is stopped in the last province that qualifies for supply. For the supply path length calculation, all provinces under enemy control cannot be counted as part of the supply path.
Example: Turkish campaign against Vienna in 1683. A Turkish stack of two armies leaves the city of Buda, in the province of Magyar (Hungary) that is controlled by Turkey. It crosses the province of Erbland that contains a level 1 enemy fortress (Presburg). The Turkish player creates 1 detachment containing 10 SP to "cover" the fortress (and he removes these 10 SP from the content of its 2 armies). Cost: 2 MP because it is a province of plain terrain with an enemy presence (even if the fortress has been covered, it was not so when the Turks entered the province). The Turkish player realizes that he cannot reach Vienna (Wien) and remain there out of supply (to establish a siege), because his stack would then be 6 MP away from his closest source of supply (Buda): Calculation: 2 MP for Presburg province (fortress in enemy control), +1 MP to cross the Danube river + 3 MP to enter in Austria (forest terrain) = Total is 6 MP. He prefers to wait to take the Presburg fortress to establish there his new supply source before resuming his drive to Vienna.
A. Retreat for Lack of Supply - If a stack begins a round out of supply (its supply source has been taken or besieged by the enemy), it must imperatively retreat to the closest friendly fortress, without combat. During this retreat for lack of supply, it must test for attrition (See 15.2).
A.1 This retreat can be made through a province occupied by the enemy (cost 2 MP) but without stopping there to enter combat. This is an exception to rule 14.2 B & C.
A.2 On the other hand, an enemy force located in a province through which retreating units move can attempt an interception of the retreating stack (See 14.8). This attempt is never mandatory but, if it is successful, entails an immediate combat.
A.3 This retreat for lack of supply is mandatory (and therefore free, no campaign cost implied).
A.4 A stack that must retreat for lack of supply will not be able to move voluntarily for the remaining of this round, even if the owning player of the said stack has not yet taken an opportunity to regularly move his retreating stack.
A.5 A stack that cannot reach a friendly fortress and supply source, is destroyed instead.
Example (continuation of precedent): the two Turkish armies have taken Presburg (which becomes their new supply source). In their next movement phase, they moved from Presburg and entered Austria to besiege Wien. But, during their own phase, a stack of Habsburg units enter the Erbland province where Presburg is located, taking the fortress in the ensuing combat phase. They thus block the Turkish supply path. During the following round, the two Turkish armies have therefore to retreat (for lack of supply) and must move to reach the nearest unbesieged friendly fortress, i.e. Buda. The Habsburg stack in Erbland decides not to intercept the retreating Turks, and both Turkish armies arrive at Buda where they remain for the reminder of the round. They must also roll on the attrition table for this retreat.
B. Sea Supply - Stacks that have just been landed by naval units are considered supplied during the course of the round where the landing took place.
B.1 On subsequent rounds, those land units (or land units in a coastal province) are considered as supplied if at least one friendly fleet counter (either F- or F+, not D) is located in the sea zone adjacent to the province they are in.
B.2 This means that a fleet counter provides supply only in the province where a landing took place, or a province adjacent to the same sea zone the fleet is located in.
B.3 The supply provided by the fleet does not extend inland into a province not adjacent to the fleet's sea zone.
B.4 If the fleet moves, for any reason, and is not present when supply is considered, the units on land are considered unsupplied unless they managed to find a supply source in the meantime.
14.4 Detaching or absorbing factors. Each stack (army, fleet or detachment) can detach (i.e. drop off) factors and/or leaders during movement across provinces, cities, ports or sea zones traveled through, without any restriction other than that of the stacking limit. Counters (armies, detachments) can be created to place the detached factors.
A. Detaching and Movement - Units thus detached can no longer move for the remainder of the current round, neither can they be absorbed by others units.
B. Detaching and Attrition - However, in the case of the moving stack suffering attrition, all units detached from the stack during the movement of the said stack suffer attrition as if they had moved all the way with the detaching stack. However, losses must be taken in priority among the units having moved the farthest.
C. Absorbing Factors - Similarly, any moving stack can absorb units and/or leaders during its movement, under both following conditions: first, the moving stack, by doing so, does not violate stacking limits at the end of its movement; second, units thus absorbed in the moving stack have not themselves already moved (including those detached by other stacks) during the course of the same movement phase.
C.1 A unit can only absorb units of the same nationality.
C.2 In case of attrition, the result applies to the totality of units, i.e. those moving initially with the stack and those absorbed during the stack movement.
14.5 Naval movement. Naval units (fleets or detachments) located in an unblockaded port or in sea zone can move, during each round, any number of sea zones that they desire.
A. Galleys - Naval units containing galleys (Ga) can only move through and in the following sea zones: Mediterranean: all 10 sea zones (Black Sea included); Baltic: Baltic Sea; and other galley-capable sea zones as marked on the map (naval movement attrition modifier applies to the sea zone for the duration of the turn) in the course of the round (See 15.3). However, the attrition may be modified by naval technology (See Technology) and declaring use of available ports in concerned sea zones.
C. Presence of the Enemy - Naval units are never obliged to stop when they enter a sea zone where enemy naval units are located. They may, however, be intercepted by those enemy naval units. Exception: naval units entering a blockaded port must stop and fight the enemy blockading force (See 14.7 below).
14.6 Naval transport. The transport capacity of a fleet (or a detachment) depends on the number and the nature of its contained ships: A/ a warship or a galley has a capacity of 1 naval transport point (ntp); B/ a transport ship has a capacity of 4 ntp.
| Tech. | Inf. | Cav. | Art. |
|---|---|---|---|
| Med to Man | 1 | 2 | 2 |
| GD | 1 | 2 | 2 |
A. Transport requirements - An army (or a detachment) necessitates a transport capacity proportional to the number and nature of the different forces that compose it:
- 1 infantry = 1 ntp
- 1 cavalry = 2 ntp **
- 1 artillery = 2 ntp **
- 1 military leader = 0 ntp
- 20 ducats = 1 ntp ** these types of SP must only and exclusively be loaded on transport ships.
B. Transport - The naval and land movements can be combined to allow a player to undertake transport.
B.1 The embarkation has to take place in a port, and the landing either in a friendly port, or in a coastal province (it is then called a landing).
B.2 Land units must be already present in the port at the time of embarkation.
B.3 If the naval stack undertaking the transport suffers from losses (attrition, combat), land units transported suffer from losses in the same proportions.
C. Restrictions on Transport & Landings - Land units may be transported by naval units of another allied player or minor country, but only if the said allied country is actively engaged in a war on the same side as the country owning the transported units (i.e. there is no "allied" transport during peacetime).
C.1 A fleet cannot transport units to and through sea zones unknown to it, even though the player owning the transported units know the said sea zones (See Rest-of-the-World rules - § 55).
Naval units containing galleys (Ga) can only move through and in the following sea zones: Mediterranean (all 10 sea zones, Black Sea included); Baltic Sea; Caspian Sea.
B. Naval Attrition - To the difference of land movement, all naval units must suffer from attrition, whatever the number of sea zones traveled through (even none if they remain in the same sea zone for the duration of the turn) in the course of the round (See 15.3). However, the attrition may be modified by naval technology (See Technology) and declaring use of available ports in concerned sea zones.
C.2 Note that fleets having just proceeded to the landing of units may go further and blockade the port of the province where they have landed their on board units.
14.7 Blockade. A naval stack can move to blockade an enemy port, to prevent all enemy naval unit from entering that port (or exiting from the said port). A blockade affects a port city siege resolution (See 18.3) and has an influence on the obtaining of wind gauge (See 17.1 - E).
A. Escaping Blockade - Units blockaded in a port can try to escape the blockade. They succeed if they obtain a result of 8 or more on a die-roll. This escape die-roll is modified as follows: +1 if the stack blockading the port has less ships than the stack attempting to escape (all types together). +? the differential of opposing admirals maneuver values (escaping player - blockading opponent), but solely if it is positive.
A.1 In case of failure (result < 8), the blockaded stack cannot escape the blockade and remains in port. See A.2 below.
A.2 On a result of 5 or less, the stack blockading the port has the possibility, if it desires so, to attack the stack that has tried to escape. In that case, it automatically gets the wind gauge. Combat ensues and results are examined. If the blockading stack loses the combat (suffering retreat), the blockade is broken. The stack that tried to escape can then escape the blockade and, if the players wants it, may continue moving or can follow the defeated blockading stack and blockade it in turn in the port the former retreated to. If the blockading stack wins the combat, the losing stack remains in port and the blockade continues.
A.3 If the blockaded stack succeeds in escaping the blockade, it can however still be intercepted, using the normal manner (including by the stack that blockaded it). In case of interception, it is considered as being found on the high seas, and not in front of the port.
A.4 Blockaded stack in a port can still choose to run the blockade, without seeking Specially to escape unbeknownst the blockading stack. In this case a naval combat takes place automatically (See C.1.1), the blockading stack getting automatically the wind gauge. If the blockaded stack loses the combat, it can nevertheless choose to force the blockade, whatever the cost, so that it can flee to another port. In this case, it undergoes an additional pursuit by the blockading stack (See 17.1 K). The latter can follow it and blockade the new port where it has fled. Forcing the blockade at all costs is mandatory when the port of a blockaded stack falls in the hands of enemy land units.
A.5 When a naval stack want to enter a blockaded port, it must first successfully battle the blockading enemy stack. In no case may any already blockaded units join this battle.
14.8 Interception. A player can always attempt, during the movement phase of an enemy player, to intercept any and all enemy stacks moving within his reach. Reminder: the movement of units of a player is done stack by stack.
A. Naval Interception - In a sea zone, a stack can be intercepted only by a stack located in the same sea zone, including from an unblockaded port of that same sea zone. A naval stack may only be intercepted when it enters the sea zone where the intercepting naval units are located. It cannot be intercepted when it leaves that same sea zone.
B. Land Interception - On land, a stack can be intercepted only by a stack located in an adjacent province, provided that the intercepting stack is not itself besieged. A land stack may only be intercepted when it enters a new province qualifying for interception from the province where the intercepting units are located. It cannot be intercepted when it leaves from its current province into another province that does not qualify for interception.
C. Resolving Interception Attempts - The interception succeeds if the result of a die-roll is 8 or more. This die-roll is modified as follows: +? the differential of opposing generals (or admirals) maneuver values (intercepting player - intercepted opponent). This differential can be negative. +1 if interception attempt takes place in a province containing a friendly city and/or a stack. -1 if the intercepting stack participated in a siege or a blockade during this round or the previous one. -2 if the intercepting stack is located in a port. -2 if the province of the intercepting stack contains units enemy of the said stack. -2 if Poor Weather event is in effect.
D. Restriction on Interceptions attempts - A stack may make any number of attempts as it is legally possible, but can intercept successfully an adverse stack only once per round. On the other hand, if the intercepting stack is victorious and remains in the province (or sea zone) where the interception has taken place, it may still attempt to intercept other enemy stacks moving within range later in that same round.
E. Successful Interception - If an interception attempt succeeds, the two stacks (the intercepting and the intercepted) suffer from attrition * (See 15.3) and then resolve a combat. * Note: automatic for naval interception (as if movement of both stacks had stopped in the sea zone of interception); only if 6+ MP spent for land.
E.1 If the intercepting stack wins, it remains in the province or sea zone where the interception combat took place. The intercepted stack must retreat (See 7.1 - J) immediately to the closest friendly province or port. The retreating stack must also suffer from attrition for this retreat (See 15.3).
E.2 A victorious intercepting naval stack can choose to follow the beaten intercepted stack and blockade the port where the latter has fled.
E.3 In case of defeat, the defeated intercepting stack must retreat to the closest friendly province or port, and must suffer from attrition (See 15.3). The movement of the stack that has been intercepted resumes normally.
Example: an English fleet led by a British admiral (maneuver value: 4) is located in Plymouth (port adjacent to both the Irish Sea and the Channel sea zones). An enemy fleet, led by a Dutch admiral (maneuver value: 2), moves from the Bay of Biscay sea zone into the Irish Sea. The English player declares its intention to intercept, stopping temporarily the Dutch movement in Irish Sea. He rolls a D10 for his interception attempt. He obtains a 5, modified by +0 (+2 for the differential of admirals maneuver values, -2 because the English fleet is in a port). This result is not sufficient to intercept successfully. The Dutch fleet resumes its movement and proceeds to the Channel sea zone. The English players announces another interception attempt (the first attempt having failed). This time, he rolls a 9, modified again by +0, but nevertheless sufficient for a successful interception. Both the Dutch and English fleets make immediately an attrition check (the Dutch using the attrition value calculated on the whole length of their movement, from the sea zone or port where it started its movement and up to the sea zone of interception), then a combat is resolved.
14.9 Leaders movement. A military leader can move unaccompanied by military units (if it is not in a besieged city) from and to any friendly military stack (unbesieged). This movement is authorized only if the hierarchy of command is respected (See 17.1 - C) both on the departed stack and at the end of this movement, on the reached stack.
A. Leaders movement capacity - A military leader has a 20 capacity movement points (MP) on land, without suffering any attrition. An admiral has a unlimited capacity on sea zones, without suffering attrition as well.
B. Interception of leaders - A military leader can be intercepted and, in case the interception attempt succeeds, is automatically eliminated (captured in the campaign game).
Note: the same applies to Conquistadors and Explorers on the Rest-of-the-World map.
15. Attrition
15.1 Principle. This attrition is systematic for naval units, and conditional for land units (if 6+ MP are spent during one single movement phase by any one stack).
15.2 Land attrition. If, in the course of a same round, land units move (or retreat) 6 MP or more, roll one die on the Attrition Table, under the #7 column. This attrition die-roll is modified as follows: -1 if all provinces traveled through during this movement are friendly (See 7.5); -? maneuver value of the general commanding the stack (except in retreat after a defeat in combat, where this value is not applicable - See § 17).
15.3 Naval attrition. The attrition applies to all naval stack having moved through any number of sea zones. Even those that do not move suffer attrition if they remained at sea during the round. On the other hand, a stack remaining in a port does not suffer attrition.
A. Risk Values - Each sea zone possesses a risk value that serves to determine attrition in the said sea zone. This risk value is located in a cloud symbol (whose intensity of black reflects the level of risk incurred in the zone).
A.1 If a player's stack moves into a sea zone and does have access to a friendly port (See 7.5) in the said zone, the risk value of this sea zone is reduced by 3 (but to a minimum value of 1).
A.2 In the case the stack moved through several sea zones, the risk value used for naval attrition is the highest encountered in the traveled through sea zones.
A.3 If several sea zones possess this same "higher" risk value, each supplementary sea zone (after the first) with this same risk value entails +1 modifier to the die-roll on the Attrition table.
B. Naval technology and attrition - Technology affects the column on which attrition is checked, by a number of column shifts to the left or the right as follows: Carracks and Galleys receive one column shift to the right, Vaisseaux receive one column shift to the left, Trois-Ponts receive two column shifts to the left.
C. Naval Attrition Test - The player suffering attrition rolls one die after the completion of the naval move and consults the column of the Risk table corresponding to the risk value retained for this attrition test. This column is modified as per B above for technology. The die-roll is modified as follows: +1 per sea zone crossed with a similar risk level +? depending on special risk modifiers (Rest-of-the-World map only) -? maneuver value of the admiral leading the moving stack +2 if Poor Weather event is in effect Losses are applied immediately (rounded up) before any possible combat is resolved.
16. Technologies
The technology, land or naval, is a key element in combats (as well as for purchases and maintenance costs of units). The technology determines, among other things, the morale of units participating in a combat. It also serves to determine the combat table to be used, as well as the fire, shock or boarding power of units.
16.1 Generalities on the technology. The different technologies of players (and minor countries) are fixed by scenarios.
16.2 Technologies. The following Naval and land technology exist:
Land Technologies: Med: Medieval; Ren: Renaissance; Ter: Tercios**; Arq: Arquebuse; Mou: Muskets; Bar: Baroque; Man: Maneuver; GD: Lace War ("Guerre en Dentelles"). ** Tercios: this technology is only available to the Spanish player and affects his Spanish infantry SP exclusively. Tercios remains valid until the Baroque technology is achieved by Spain. The +1 infantry morale modifier is also valid for Arquebuse technology (both coexist).
Naval Technologies: Car: Carrack; Gln: Galleon; VL: Latin Sail; Bat: Battery; Va: Vessel; TP: Three-Decks. The naval technology concerns only warships. Galleys and transport ships have no Special technology that may evolve with time. However, the level of technology affects the price of galley purchase (but not that of transport ships). Technology also affect naval attrition (See 15.3.B above).
17. Combats
There can be combat when enemy units are found in the same province or in the same sea zone. Sieges are also combats, but are processed separately (See § 18). If there is no retreat before combat, combat is mandatory. The order of combats is determined by the phasing player, except for interceptions that are resolved immediately. Combat is undertaken in several steps and takes into account the technology, strengths and respective morale of committed naval or land units and present leaders.
17.0 Generic Rule - Replacement leaders. When a stack of units (naval or land) is involved in combat and there is no military leader (admiral or general) present on the stack, the owning player immediately places one of his "replacement" leaders, selected at random, on top of that stack. That leader is commanding the stack for the whole duration of that naval or land combat. Once the combat solved, the replacement leader is removed, so that it can be used elsewhere, whenever required.
17.1 Naval combat. When two opposing stacks (fleets and/or detachments) are present in the same sea zone, there can be a naval combat if any one of the two players desires it.
A. Retreat before Combat - A player can refuse combat and retreat before combat by rolling the D10 die and obtaining a modified result of 8 or more. This Retreat before Combat die-roll is modified as follows: +? the differential of maneuver values of opposing admirals (player - opponent), if positive.
B. Sequence of Naval Combat - If the retreat before combat attempt fails or if the two players want to enter combat, the sequence of combat consists in a number of steps as follows: a - Determination of morale b - Determination of wind gauge. c - Fire. d - Retreat of the player that has the wind gauge, if he desires to do so e - Boarding f - Retreat, Pursuit (if one of the opponents breaks his morale), End of Combat and retreat. g - Injury of admirals
C. Command - The admiral in command of a stack during a battle is the one with the highest hierarchical rank (See 2.1-B7). In case of ties, the choice is made by the player.
C.1 If there are units of different nationality within the same stack, command belongs to the admiral leading the largest force (in number of ships, a galley being valued at 1/3 of a ship).
C.2 Impetuous Leaders: Admirals with a value of 6 in either fire and/or boarding will suffer from an additional -1 modifier to their injury check die-roll every time they use this value of 6 during combat. To offset this modifier, the player can publicly declare that his admiral will limit its value to 5 instead of 6 for the combat (choice made combat by combat and announced before rolling any die).
D. Step (a): Morale - It is determined once and for all, at the beginning of combat.
D.1 Each player declares what is the type of ships that is "in first line": warship or galley ships (transport ships may never be in first line, unless if they are the only type of ships present in the stack).
D.2 Ships in first line are not automatically the most numerous in a stack, but they have to represent at least 10% of the total of all ship types present in the stack.
D.3 It is the morale of first line ships that is taken into account for morale calculation, and this for all the battle. This first line ship must also suffer losses in priority.
D.4 If a stack is composed of units of two countries having a different technology, the technology used for the combat is: A/ that of first line ships; B/ or the technology of the most numerous type of ships (the less advanced in case of ties).
D.5 If the stack is constituted only of transport ships, it breaks its morale automatically at the end of the Fire step.
D.6 Remark: a naval unit is generally constituted exclusively either of a single type of warships, or galleys (with or without transport ships); therefore there is no choice to make, they are all considered in first line.
Warships (the only ones to benefit from the naval technology):
| Tech. | Morale |
|---|---|
| Car | 1 |
| Gln to VL | 2 |
| Bat to Va | 3 |
| TP | 4 |
Galleys and Transport ships: Ga = 2, NT = 1.
E. Step (b): Wind Gauge - Each player rolls one D10 and applies the following modifications: +? the maneuver value of his admiral; +/-? Wind Gauge modifier * depending on the type of ships in first line (according to their technology if they are warships) as compared to the one of the opponent. * = See Player's Aide to determine Wind Gauge modifier linked to ship types (column: player's ships, line: opponent's ships).
E.1 The player that obtains the highest modified die-roll gets the wind gauge. In case of ties, nobody gets it.
E.2 Having the Wind Gauge gives the benefits below, during all other steps of naval combat: +1 to fire die-roll; +1 to boarding die-roll; +1 to pursuit die-roll (if any).
E.3 Exception: when two fleets are composed solely of galleys (or galleass, See 17.1 - O), there is no Wind Gauge determination. This step is not taken in account, and one proceeds directly to the Fire step.
F. Step (c) - Fire step - The Fire step is resolved by having each player rolling one D10, result being read on the Combat Result Table (CRT), located on the Players' Aides. This combat is simultaneous. The Fire die-roll is modified as follows: +? the differential of opposing admirals' fire values (player - opponent), solely if it is positive; +1 if the player has the wind gauge.
F.1 The Column on the Combat Result Table (CRT) is determined for each player with the help of the Naval Fire Table, according to the type of ships in first line on both sides (line: player's ship type, column: opponent's ship type).
F.2 The percentage of loss inflicted on the enemy is calculated on the basis of the ships firepower, as follows: N = 1, Ga = 0.5, NT = 0. * = each warship (N) is worth 1 in firepower, whatever the naval technology.
G. Combat Result Table (CRT) - It indicates losses inflicted to the enemy, expressed in percentage.
G.1 This percentage is applied on the firepower value (or boarding value in step e) of the firing player's forces.
G.2 Losses thus obtained are rounded up. Then they are deduced from the opponent total number of ships. They are "Out of Combat" for the rest of this Special combat.
G.3 Losses must be taken in priority among first line ships, then by other types (if any). Losses are chosen by the owner of the stack, not his opponent.
G.4 On the table, a numerical value indicates a percentage loss (expressed in #%) inflicted on the opponent.
G.5 A (-) means that no loss has been caused.
G.6 A #% accompanied by 1 to 4 asterisks (*) indicates a loss of a morale level, respectively of 1, 2, 3 or 4 levels.
Example: let's suppose that a player has a firepower of 46, and that he inflicts 20% of losses during the fire step. This 20% amounts to 9.2 (20% of 46) rounded up to 10. His opponent must take 10 ships out of combat (whatever his force) among those he has placed in first line.
H. Step (d) - Retreat after Fire - At the end of the Fire step, the player having the wind gauge can retreat if he wishes so (See below 17.1 - E). If the player that possesses the wind gauge desires to continue the combat, proceed to the Boarding step. Otherwise, combat is over and players proceed directly to Step F to determine if there will be a pursuit or not.
I. Step (e) - Boarding step - The Boarding step is resolved by having each player rolling one D10, the result of which is read on the Combat Result Table (CRT). This combat is simultaneous for both players. The boarding die-roll is modified as follows: +? the differential of opposing admirals boarding values (player - opponent), solely if it is positive; +1 if the player has the wind gauge.
I.1 The Column on the CRT is determined for each player with the help of the Boarding Table, according to the opposing first line ship types (line: player's ship type, column: opponent's ship type).
I.2 The percentage of losses inflicted to the enemy is calculated on the basis of the boarding power of the different ship types, as follows: N = 1, Ga = 1, NT = 1. * = each warship (N) is worth 1 in boarding power, whatever the naval technology. The same is true for the two other types (galleys, transport ships).
J. Step (f) - Retreat and End of Combat - At the end of the combat, if none or both of the two participants has a zero or negative morale, both players must retreat simultaneously, and nobody wins the battle.
J.1 Each must return to the closest friendly unblockaded port (and suffer from attrition in the process).
J.2 If only one player breaks, he loses the battle, may be pursued ("chased") and must then retreat to the closest friendly unblockaded port. The winner of a combat can follow the loser and blockade the port where the latter has fled. This victor's movement cannot trigger any interception, but an attrition check must still be made (See 15.3) for the victor's units.
J.3 Admirals possible injury must then be checked, then the battle is over.
J.4 A retreat has to be made to the closest unblockaded friendly port. If none is available, the retreating force is destroyed instead (captured in the Campaign game).
J.5 An attrition check is made for this retreat, exactly as for a regular naval movement, i.e. according to the risk value of sea zones crossed during the retreat (See 15.3).
K. Pursuit - A Pursuit takes place when one of the players has a zero or negative moral at the end of any one step of the naval combat procedure (i.e. fire or boarding step). In that case, one D10 is rolled under the E column of the CRT. This pursuit die-roll is modified as follows: +1 if the winner has the wind gauge; +? the differential of maneuver values of admirals (winner - opponent), solely if it is positive.
K.1 Note that if both players have a zero or negative moral at the same time, there is no pursuit, no victor or loser, and both players have to retreat (See J.).
L. Capture during Pursuit - The winner can choose to capture up to 50% of all ships among those lost by his opponent during the pursuit (i.e. the losses incurred by the pursuit die-roll). However, the number of ships thus captured can never exceed 10.
L.1 These captured ships are put in a new naval detachment (if available). This detachment is then immediately placed in the closest friendly unblockaded port. It will be operational only from the next round.
L.2 All other ships lost by the pursued side are sunk.
M. Injury (or sacking) of Admirals - Each player verifies if his admiral commanding the stack has been injured (or sacked) during (after) combat. Note: do not roll for replacement leaders as they are automatically removed at the end of the combat (see 17.0 above).
M.1 An admiral is injured (or sacked) on one die-roll of 1 or less. This injury die-roll is modified as follows: -1 for an admiral having a fire or boarding value of 6 (unless declared as valued at 5 - see above); -1 for the vanquished admiral (combat lost by break of moral or voluntary retreat); -5 if all units of the player have been eliminated.
M.2 If the admiral is injured (or sacked), its fate is determined as follows, by rolling another unmodified D10: Odd: the admiral dies (or is sacked...). Even: the admiral is injured (or sacked) for a number of rounds equal to half the die-roll result, rounded up (if the turn finishes in the meantime, the admiral returns to play on the following turn).
M.3 If his admiral is killed, injured (or sacked), the player can take as his new admiral the admiral present on the same stack that has the rank hierarchically second to the admiral just removed (if any). If there is none present, the player draws a new military leader assuming the interim for the combat (if this combat continues). The new admiral is drawn among available "Replacement" leaders. This replacement admiral is removed from play at the end of the said combat.
N. Venetian Galleasses - These are very Special galleys that only the Venetian player can possess.
N.1 For all combat purposes, whenever venetian galleasses confront an enemy fleet with galleys placed in first line, they benefit from the following advantages: 1/ the galleass use the A column of the CRT for both the Fire and Boarding steps; 2/ each galleass has a firepower of 5 against galleys (instead of 1); 3/ each combat (fire, boarding) is not considered simultaneous for the galleasses. The galleasses inflict losses to the enemy first (separately of the other Venetian galleys), then the combat resumes normally; 4/ the losses inflicted by galleasses are taken on the opponent's galleys before the latter resolves his own sequence of combat.
N.2 Note, however, that morale loss inflicted by a galleass may never exceed 1, in each of the fire and boarding steps. Ignore excess * results obtained above 1 in these two steps.
N.3 Venice can construct the galleasses from 1550 onwards, at a price double than that of galleys, and this up to a maximum of 10 galleass units.
N.4 As far as other naval rules are concerned, a galleass is a galley.
O. Ports and Combat - No attack of units located in ports is allowed in this game. Units in ports can only be blockaded there. Units blockaded in a port may always sortie from that port and enter naval combat with the enemy stack blockading that same port. This combat is done as per the normal combat rules.
Example: the battle of Beachy Head - 1690. France is at war with Holland and England (allied together). The naval technology of both sides is VA ("Vaisseaux", i.e. ship of the line). The maximum fleet size for all these players during this period is 35 ships per (+) side fleet. Two French fleets make their junction in the Irish Sea zone and enter the Channel sea zone. The first French fleet, side (+) contains 30 warships (N) and 5 transport ships (Tr). It is led by admiral Tourville (rank B - values: 4.3.5 [maneuver. fire. boarding]). The second is also side (+), contains 30 N and is led by admiral Chateaurenault (rank: D - values: 3.3.4). In this same sea zone are located a side (+) English fleet with 35 N led by admiral Herbert (rank E - values: 2.2.2) and a side (+) Dutch fleet with 35 N, led by admiral Evertzen (rank D - values: 4.4.4). As allies, it is Herbert (English) that commands, since he leads the most numerous fleet. None of the players wants to refuse the combat. The morale of both sides is 3 (technology is VA) and warships are all in first line. On the wind gauge table, no player benefits from a technological advantage (same type of ship on each side), so only admirals count. The French rolls a 7, modified by +2 (for maneuver differential between Tourville: 4 and Herbert: 2), giving a modified result of 9. The Anglo-Dutch die-roll is a 8, modified by +0 (as the differential between Herbert and Tourville maneuver values is negative and, in such a case, only positive modifiers apply). The French player gets the wind gauge. During the Fire step, the French player rolls his D10 and obtains 6, modified by +1 (for wind gauge) and another +1 (for fire values differential between Tourville: 3 and Herbert: 2). It gives a net result of 8 on the C column TRC (VA / VA on the Naval Fire table gives C column). This entails a 30% * result, i.e. 30% loss inflicted on the enemy, which with 60 firing French ships, which means 18 ships lost. It also means 1 level of morale lost for the allies. The Allied die is a 6, modified by 0 (fire differential of admiral values being non positive) which, on that same C column of the CRT generates a 10% result, i.e. 10% loss (of 70 firing ship), or 7 ships, and a loss of 1 morale level for the French. Losses are noted. French strength goes down from 60 to 53 ships, the Anglo-Dutch from 70 to 52 ships. The French player (that still has the wind gauge advantage), does not exert his possibility to retreat before the boarding step and thus this step is performed. He rolls his D10 on the C column (for the Boarding) and obtains a 5, modified both by +1 (wind gauge) and +3 (for boarding values differential between Tourville: 5 and Herbert: 2), bringing a net result of 9 that generates 30%** loss inflicted by the 53 remaining French ships, i.e. 15.9 rounded up to 16 losses for the Allies. The Allies die-roll is a 5, not modified (the differential of admirals in boarding values being negative) which, on the C column, brings 5% loss of 52 remaining ships, i.e. 2.6 rounded up to 3 losses for the French. There remains 53-3=50 ships to the French (less than 33% loss as compared to initial strength), and 52-16=36 ships to the Allies (less than 66% loss from initial strength). The English and the Dutch must share losses by half. As the allies have broken, they lose the combat and must Retreat, after a French pursuit. The French rolls a 1, modified both by +1 (wind gauge) and +2 (for boarding values differential between Tourville: 4 and Herbert: 2), bringing a net result of 4 that generates no loss on the E column used for pursuits.*
[Note: historically, the battle stopped the evening of the first day, the Allies retreating with the tide.]
Each player must test his commanding admiral. The Allied obtain a 1, which entails an injury. The re-roll is an 8, meaning that Herbert is injured (for 4 rounds). It is therefore removed from the Allied stack, and Evertzen takes command (See 17.1-M3). The French obtains a 0, Tourville is not injured. The allies must retreat to the closest unblockaded friendly port (Portsmouth) where the French declines to follow and blockade them in. A result of 5 is rolled for attrition of the retreating allies, modified by -4 (maneuver value of Evertzen now in command), entailing no loss. The French gets 4 VP for this victory which do not qualify as a major victory (two enemy fleets defeated at 4 VP each in that case, instead of 2), the English and Dutch sharing the lost -4 VP for their defeat.
17.2 Land combat. It is resolved according to the same basic principles as in naval combat. When two opposing enemy armies are present in the same province, there must be a combat, except if the attacked player succeeds in retreating before combat. In combat, the attacker is always the player that moved his stacked last in the province where the combat takes place (therefore, the non-phasing player is the attacker during combat following successful interception).
A. Retreat Before Combat - A player can refuse combat and attempt to retreat before combat by obtaining a modified die-roll result of 8 or more. This retreat before combat die-roll is modified: +? the differential of maneuver value of opposing generals ("retreating" player - "attacking" opponent), only if it is positive.
A.1 This refusal of combat is automatically successful if the attacked stack takes refuge in the city of the province (but only if it is friendly, See 7.5). In that case, no die-roll is needed.
A.2 If such a stack is composed of two units and one of the two units of the stack remains outside the city, a combat takes place.
A.3 If there remains no unit outside the city, a siege can be established (See § 18).
B. Land Combat Sequence - If the retreat before combat attempt fails or if both players want to conduct combat, the sequence of combat is the following: a - Determination of stacks morale b - Fire. c - Shock d - Retreat and Pursuit if one of the stacks breaks its morale e - Possible Injury of generals This complete sequence constitutes one full day of combat.
C. Command - For each stack, the general leading the stack during battle is the one that has the highest hierarchical rank among those present on the same stack (See 2.1-B7). In case of ties, the choice is that of the player having the most units in that stack. However, if a monarch is present, he takes command as he has precedence over any general (even of his own country).
C.1 If there are units of different nationality, the command goes first: 1/ to a monarch (general with orange rhombus symbol or crown); 2/ to the general leading the largest force (in number of (+) or (-) armies and/or detachments, not SP).
C.2 Important Note: the generals' fire modifier of units with Medieval technology is always applied to calculate modifiers, even if their units cannot technically "fire".
D. Step (a): Morale - Morale is determined before the beginning of combat. It depends on the land technology in vigor (See § 16), and the experience of the troops.
| Tech. | Morale |
|---|---|
| Med | 1 |
| Ren to Ter * | 2 |
| Arq to GD | 3 |
* = morale is 3 for the Spanish infantry only (not Habsburg infantry) with Tercios technology.
D.1 Veterans increase the morale level by +1 if they constitute the majority of SP, compared to conscripts (i.e. 50% or more).
D.2 If a stack is composed of units of two different countries having a different technology, the technology used for the combat is that of the most numerous troops (the less advanced in case of ties), in terms of counters (i.e. A+ or A- or D).
D.3 The level of morale is calculated at the beginning of the battle.
E. Step (b) - Fire - The Fire step is resolved by the roll of a D10 on the Combat Result Table (CRT), for each one of the two players opposed in that combat. This combat die-roll is simultaneous for both players and modified as follows: +? the differential of opposing generals fire values (attacking player - defending opponent), but only if it is positive; -1 to the attacker (the one that is at the origin of combat) if the terrain is in mountain; -1 for both players if the terrain is in forest, desert or marsh; -1 for units having just landed or crossed a river/strait in the Movement phase.
E.1 The Column on the CRT is determined for each player with the help of the Land Fire table, depending on the participating units technology (line: player's technology, column: opponent's technology).
E.2 The percentage of losses inflicted on the enemy is calculated on the basis of the participating units firepower. The firepower value of the different types of land units is as follows:
| Tech. | Inf. | Cav. | Art. |
|---|---|---|---|
| Med | 0 | 0 | 0 |
| Ren to Ter | 0 | 0 | 2 |
| Arq | 0.5 | 0 | 2 |
| Mou to Man | 1 | 0 | 2 |
| GD | 1 | 0.5 | 2 |
E.3 The terrain modifies the firepower of artillery as follows: A/ it has 1 firepower when attacking (not defending) in mountain terrain; B/ it has 1 firepower for both attacker and defender in marsh and forest terrain.
E.4 At the difference of naval combat, there is no possible retreat after the land Fire phase.
F. Combat Result Table (CRT) - It indicates losses inflicted to the enemy, expressed in percentage.
F.1 This percentage is applied on the firepower value (or shock value in step e) of the firing player's forces.
F.2 Losses thus obtained are deducted immediately from the opponent total number of units. In case of fractions, losses thus obtained are rounded up.
F.3 Losses are chosen freely by the opponent, among its forces. Except in the case of a pursuit where the order is: artillery, infantry, cavalry.
F.4 On the table, a numerical value indicates a percentage loss (expressed in #%) inflicted on the opponent.
F.5 A (-) means that no loss has been caused.
F.6 A #% accompanied by 1 to 4 asterisks (*) indicates a loss of a morale level, respectively of 1, 2, 3 or 4 levels.
G. Step (e) - Shock - Shock is resolved by the roll a D10 by each player, the result of which is read on the CRT. This combat roll is simultaneous for both players and is modified as follows: +? the differential of opposing generals shock values (player - opponent), but only if it is positive; +1 if the player has the superiority in cavalry (twice more cavalry than its opponent) **; -1 for the attacking player (the one that originated combat) if the terrain is mountain; -1 for both players if the terrain is forest, desert or marsh; -2 for units having just landed or crossed a river/strait in the Movement phase. ** Not applicable in a forest or marsh terrain, and for a combat that follows the crossing of a river or a strait, or upon landing.
G.1 The Column on the CRT is determined for each player with the help of the Shock table, according to their respective technology (line: player's technology, column: opponent's technology).
G.2 The percentage of losses inflicted to the enemy is calculated on the basis of the shock power of the strength points present, as follows:
G.3 The terrain modifies the power of shock as follows: A/ cavalry SP are worth 1 in forest, marsh or mountain terrain; B/ shock power of a stack is reduced by half during a combat that follows the crossing of a river or a strait, and also upon landing.
H. Step (d) - Retreat - At the end of the combat, if none of the two participants has broken morale, nobody retreats.
H.1 Nobody wins the battle in that case. Each goes to the closest unbesieged friendly city, the attacker retreating first (and each must suffer from attrition).
H.2 If only one player has broken, he loses the battle, suffer a pursuit, and must retreat.
H.3 Players must determines if generals have been injured before the retreat (if any) is effected, but after any possible pursuit.
H.4 Retreat following a combat is done in the same manner than that for lack of supply (See 14.3), with the main difference that generals do not modify the attrition die-roll.
H.5 A retreating stack has to move until it reaches the closest unbesieged friendly city, otherwise the retreating force is destroyed.
H.6 If the retreating force leaves the province where the combat was held, it automatically suffers from attrition (See 15.2), whatever the number of MP expanded in doing so. The #7 column of the Attrition table is used for retreats after combat.
H.7 A losing player may retreat in the city situated in the province where combat took place, with the whole or part of his stack without suffering attrition. However, this is not possible if the said city is besieged or already stacked with 2 counters. Units that remain outside of the city (in case only some units decide or can retreat into the city) have to undertake a normal retreat, if they can. A siege can then be established by the victor (to See § 18) if the retreating units took refuge totally or partially into the said city.
I. Pursuit - A Pursuit takes place when one of the players has a negative morale level at the end of one of the phases of combat (i.e. fire and/or shock), or if one of the two retreats.
I.1 A D10 is played on the E column of the CRT. This pursuit die-roll is modified as follows: +1 if the winner has the superiority of cavalry (See G.) except in marsh, mountain and forest terrain; +? the differential of maneuver values between opposing generals (winner - opponent), but only if it is positive.
I.2 The percent of losses applicable is calculated on the remaining shock power of the winner.
K. Injury (or sacking) of Generals - Each player verifies if its general commanding the stack has been injured (or sacked) during (after) combat.
K.1 A general is injured (or sacked) on one die-roll of 1 or less. At the end of the combat, if none of the two participants has a zero or negative morale, or if both have broken at the same time, the two players retreat simultaneously. This injury die-roll is modified as follows: -1 for a general having a fire or shock value of 6; -1 for the vanquished general (combat lost by break of moral); -5 if all units of the player have been eliminated.
K.2 If the general is injured (or sacked), its fate is determined as follows, by rolling another unmodified D10: Odd: the general dies. Even: the general is injured (or sacked) for a number of rounds equal to half the die-roll result, rounded up (if the turn finishes in the meantime, the general returns to play on the following turn).
K.3 If his general is killed, injured (or sacked), the player can take as his new general any general possibly present on the same stack that has the rank hierarchically second to the general just removed. If there is none present, the player draws a new military leader assuming the interim for the combat (if this combat continues). The new general is drawn among available "Replacement" leaders. This replacement general is removed from play at the end of the said combat.
L. Fortress and Land Combat - No attack of units located inside a fortress is allowed in this game, apart from the siege rules (See § 18 hereafter). Units besieged in a fortress may always sortie from that fortress and enter land combat with the enemy stack besieging that same fortress. This combat is done as per the normal combat rules.
Example: the battle of Mohacs - 1526. The Turkish player (Renaissance technology) has just declared war to Hungary (medieval technology). Two side (+) Turkish armies, each filled 30 infantry (I), 20 cavalry (C) and 3 artillery (Art) strength points (SP), penetrate into the province of Pecs (from Croatia province, by crossing the river). One is full of veterans, the other of conscripts, therefore the global Turkish morale is considered as conscript, i.e. worth 2 (since veterans are not a majority). The Ottoman Sultan, Soliman himself (values: 3.3.1) (maneuver. fire. shock) is in command. In the province of Pecs there is a Hungarian army, side (+), with 20I, 20C, (all veterans), as well as a Hungarian detachment with 5I and 5C (conscripts), both units of Medieval technology. This stack is led by a minor country "?" general (values: 2.2.2). The Spanish player, that controls the minor country Hungary for the course of this war, decides not to retreat before combat. A battle is therefore started in Pecs province. The Turkish morale is 2 (technology: Renaissance). The Hungarian moral is also 2 (1 for Medieval technology, +1 for majority of veterans).
During the Fire step, the Hungarian player, Medieval technology, can not fire (no artillery, and infantry firepower is zero). The Turkish player is Renaissance and has a firepower of 12 (6 Art x 2 firepower value each). According to the land fire table (Renaissance vs Medieval), the fire is resolved on the C column of the CRT. The Turkish die-roll is an 8 modified by +1 (for fire Soliman: 3 versus minor (?) general: 2), which gives a net modified die-roll of 9, bringing a result of 30%**, i.e. 30% losses (based of 12 firepower), i.e. 4 Hungarian SP lost (taken in Infantry SP), and 2 levels of morale lost for the Hungarian. There remains only 25C and 21I in the Hungarian stack. However, having thus reached a zero morale, the Hungarians break and lose the battle (historical result). For the sake of the example, consider that the Turkish modified roll is a 8, giving a 30% result.*
During the Shock step, the Hungarian shock power is 71 (25C x 2 each + 21I). The Turkish one is 73 (40C x 2 + 60I + 6 Art, total 146, but divided by two for the river crossing). The Hungarian player rolls a 7, modified by +1 (for shock differential: general ?: 2 - Soliman: 1), i.e. giving a 8 on the B column, which entails a 30% result, or 30% SP losses (of 71), or 21 losses and 1 level of morale lost for the Turkish player. The Turks decide to take all losses in Infantry SP. The Turkish player obtains a 7 result on the A column, modified by +0 (the differential of generals in shock not being positive) and -1 (for having just crossed a river), i.e. a net of 6 which entails a 20%* result, i.e. 20% SP losses (of 73), or 15 losses (all taken in Infantry SP by the Hungarians) and 1 level of morale.*
It remains only 40C, 39I, 6 Art in the Turkish armies, and 25C, 6I for the Hungarian stack. The Hungarian player is now standing at 0 morale, therefore he breaks and is going to be pursued in the ensuing retreat. The Turkish pursuit power is identical to its remaining shock power, i.e. 61 (40C x 2 + 39I + 6 Art, total 121, but still divided by two for the river). The pursuit die-roll, E column, is a 10, modified by +1 (for maneuver differential Soliman: 3 versus general?: 2) and -1 (crossing of the river), therefore modified to 9, which entails a 30% loss (of 61), or 19 losses (6I first lost, then 13C, because of pursuit losses-taking order). In total, the Hungarian player has suffered 25I losses (4 to fire, 15 to shock and 6 in pursuit) and 13C. The Turkish player has lost 21I losses to Hungarian shock. Generals are tested, but nobody is injured.
17.3 Combats & Victory Points. Each combat, on land or at sea, brings victory points (VP) to the victor and costs the same number of VP to the loser.
A. Victor - The victor of a combat is the player that does not retreat and that put his opponent to rout (i.e. breaks his opponent morale).
A.1 The victor of a combat earns 2 VP per (+) or (-) side army / fleet that the loser committed to the combat (i.e. the maximum thus gained is 4 VP).
A.2 Only 1 VP is earned if the victor is an allied minor country, whatever the composition of its stack.
A.3 The victor also earns only 1 VP if his stack was composed of detachments only. In the case of an army/fleet being present with 1 detachment, the victory brings only 1 VP, in addition to those provided by the presence of an army/fleet (not modified by major victories - See D below).
B. Loser - The loser of a combat is the player that retreats (except in the case of retreat at fire step in naval combat if that player has the Wind Gauge). The loss of VP is calculated in the same manner as the gain for the victor (See A above).
C. Draw - There is a draw if both players retreat or break morale simultaneously. There is no VP gain or loss for neither of them, although both have to retreat (See 17.2 - H).
D. Major Battles - There is a Major Battle when all three following conditions are met: 1/ there is at least one A+/F+ present on the losing side; and 2/ the losing side has lost at least 66% of its initial strength; and 3/ the victor of such a battle has not suffered more than 33% losses compared to his initial strength. In such a case, gains and losses of victory points are doubled (even if it concerns an allied minor country ally, but only if A+/F+ counters of that minor ally are present in the said battle).
Example (continuation of the precedent): the total Hungarian losses is 38 SP out of an initial strength of 50, which comes to more than 66% of his initial force. The Turks have lost "only" 21 SP, less than 33% of their initial total. Therefore it is a major Turkish victory.
E. Recovery of Morale - The morale lost in the course of the battle is recuperated when the battle ends.
17.4 Retreat priorities and possible stacking problems.
A. Priorities - As stated above, retreat must be made towards the closest friendly unbesieged city or unblockeded port. This may lead to some stacking problems when the said port or city contains some units already. In such a case, retreat must be made to the second nearest qualifying port or city that does not contain units that would bring the stack to exceed the stacking limits. This is called a longer retreat.
B. Longer retreat penalties - For every such city or port that cannot be entered due to stacking limitation, the retreating players suffers a +1 modifier to his retreat attrition die-roll.
C. Absorbing or eliminating units in retreat - However, should the player wish so, retreating units may absorb units in the port or city province first entered during retreat, providing that, in such a case, the stacking limits are not exceeded. If so, excess SP and units are eliminated. If even 1 single SP remains, it must be eliminated if the player wishes not to retreat farther than the first friendly city or port reached during the retreat.
18. Sieges
A siege takes place when a land unit stack is found in a province containing an enemy fortress. The besieger has the choice, each round, between two actions of siege: the siegeworks or the assault (but not the two). To continue a siege, the besieger has to pay a military campaign by round (does not matter which, See § 12).
18.1 Fortresses. Fortresses are either already registered on the game map (level 1 or 2 only), or represented by fortress counters of players major countries and those of minor countries (usually of white color background). Fortresses are quantified by level, going from 1 (the weakest) to 5 (the most elaborate).
A. Fortified Cities - A.1 All cities and ports registered on the map are fortresses, with a minimum fortification level of 1. A.2 The "²" symbols on the map represent level 2 fortified cities.
B. Fortress Counters - Players and minors possess fortress markers, allowing the increase of a city fortification level beyond printed on-map levels 1 or 2. Fortress counters show two values: A/ the figure placed in the middle of the fortress symbol is the value of its level; B/ the number at the bottom right-hand side, outside of the fortress symbol, is its combat value, used during assaults only (see below).
B.2 Fortresses indicated on the map have the same combat values as those printed on fortress counters of a similar level.
18.2 Siege. To besiege a fortress, it is necessary that the besieger possess at least a force 10 times as strong as the level of the fortress. This strength is appreciated in terms of infantry, cavalry and artillery strength points.
A. When to Establish a Siege - A stack may always besiege the enemy fortress in a province empty of enemy stacks, including at the end of a victorious combat.
B. What to Do in a Siege - Once the siege established, the besieger has the choice, each round, between two different types of actions: 1/ either to undertake a siegeworks operation; 2/ or to launch an assault.
18.3 Siegeworks action. The besieger seeks to weaken the defenses of the fortress, and to force it to surrender. But that risks to be a long process. To resolve siegeworks action, the besieger must roll one D10 on the Siege Table, which is modified as follows: +/-? the differential of siege values of all generals present (these of the besieger's generals - these of the besieged generals). +1 if the number of artillery SP of the besieger is superior to the value of the fortress. +2 if the number of artillery SP of the besieger is at least double the value of the fortress. +1 if an "Usure(-)" counter is placed on the besieged fortress ("Usure" means Attrition). +3 if an "Usure (+)" counter is placed on the besieged fortress. +2 if a "Breach" result has been obtained during any preceding round of the same turn. +1 if the fortress contains one (or two) land detachment having taken refuge within its walls. +2 if the fortress contains an army (or two) having taken refuge within its walls (non-cumulative with the +1 above). -? the level of the fortress. -2 if the fortress is an unblockaded port (See 14.7). -2 if the fortress is situated in a terrain other than clear (i.e. in forest, marsh, desert or mountain). All these modifiers are cumulative.
A. Generals Siege Value - Some generals have a siege value. It is indicated on their counter by a red figure, at the extreme right of their other values. Generals not bearing this indication on their counter are considered as having a siege value of zero (0).
A.1 All siege values of all generals present at the same siege are added together and taken into account.
A.2 A general can be placed in a fortress (i.e. in a defensive role), even if he is not accompanied by a detachment or an army. His siege value (if any) then applies in favor of the fortress defense (as a negative modifier).
B. Siege Table Results - Results are of six different types: Besieger Losses (for the besieger), Usure(-) or Usure (+) (for the besieged), Honors of War, Breach, and Surrender.
B.1 Besieger Losses (A) - The besieger must roll a D10 on the Attrition table, under the column corresponding to the number of rounds elapsed since the beginning of that siege (including the first) this turn. This Attrition die-roll is modified as follows: -? the combined siege values of besieging generals; +2 if the fortress is situated in a terrain other than clear (i.e. forest, marsh, desert or mountain). If losses suffered through this besieger attrition make that the 10:1 ratio between besieger and the fortress value cannot be maintained (See 18.2), the siege has to be lifted at the beginning of the siege phase of next round, unless this ratio have been reconstituted meanwhile (e.g. by arrival of reinforcements during the movement phase, bringing the ratio back to 10:1 again - see example).
B.2 Usure (-) and Usure (+) - These markers are placed on the fortress and will modify all ulterior siegeworks results. They also have an impact on the besieged troop attrition checks (if any). If there is already one or more Usure counters on the fortress, they accumulate. However, 2 Usure (-) counters are always replaced by a single Usure (+). In addition, there can never be more than 2 Usure counters (either - or + side up) on any one besiege fortress. Any additional Usure marker of any type is ignored.
B.3 Breach (B) - The besieger can, if he desires so, launch immediately an assault on the besieged fortress. It benefits from a breach in the walls, which gives him these following advantages: 1/ a Breach decreases the combat value of the fortress to the quarter of its original value; 2/ and it allows not to subtract the level of the fortress from the assaulting player die-roll (both in fire and shock steps - See Assaults below).
B.4 Honors of the War (HW) - The besieged player asks to surrender with Honors of War. Two outcomes are possible: 1/ if the besieger accepts, the city is captured and the besieged player places a detachment comprising a number of conscript infantry strength points equal to the level of the fortress and moves it automatically, together with any surviving besieged units, to the closest unbesieged friendly city. There is no attrition for such a movement. The fortress is then captured by the besieger. 2/ if the besieger refuses: consider the HW result as a Breach result and then resume siege (with a possible assault by the besieging units).
B.5 Surrender (R) - The fortress is captured by the besieger. Besieged units that were inside the fortress (if any) are immediately destroyed (captured in Campaign games - See Advanced rules).
18.4 Assaults. The besieger seeks to take the fortress by force (instead of making a longer siegeworks action). An assault follows the same sequence as a land combat. The besieger is the attacker.
A. Unit that can participate to Assaults - During an assault, only infantry and artillery SP can be used by the attacker (cavalry, although it may besiege, can never assault a fortress).
B. Fire and Shock Power during Assaults - For the attacker: same as those of a land combat (See 17.2 - E). For the besieged player (defender): fire and shock powers of the besieged player are based on the combat value of the fortress (See 18.1-B1), diminished of all losses taken by this value in the course of previous days of assault.
B.1 The firepower of the besieged player depends however on its land technology. The combat value of the fortress being assimilated to that of an equivalent number of infantry SP (See 17.2-E.2). With Renaissance or Tercios technology, the firepower of the fortress is that of its level, i.e. considered as an equivalent number of Artillery SP. Note: remember that the firepower of infantry with Renaissance or Tercios technology is zero.
B.2 Units having taken cover inside the fortress are not counted during assaults for the defender firepower calculation. But, on the other hand, they must take priority in all casualties suffered during assaults (consider that these units' SP come to the walls to recomplete a depleted defense).
C. Assaults Resolution - Assaults are resolved by following a similar procedure to that of a land combat, including the modification incurred by the generals fire and shock values: a - Calculation of Morale; b - Fire step; c - Shock step; d - Injuries of Generals; e - New assault determination?
D. Step (a) - Morale - Apply the same procedure as for a land combat (See 17.2 - D), knowing that the fortress has a morale level equal to that of infantry SP of the fortress owner, according to its technology. A fortress is always considered as veteran.
D.1 Units having taken refuge inside the fortress are never counted in the calculation of morale.
D.2 Tercios technology morale bonus do not apply to Spanish fortress.
E. Step (b) - Fire - It is resolved simultaneously, as in a land combat (See 17.2 - E), with the following important differences in terms of columns of the CRT where the die is rolled:
E.1 Fire Column of Besieged units: column A** applies when Def(ender) is >= Renaissance. ** No fire step when both are Medieval or for the Defender if he is the only one being Medieval. Note: the shock column is the same (see below). Also remember that if the defender technology is Renaissance, its firepower value is only equal to the fortress level value (as per 18.1 - B.1 above). In all other cases, it is equivalent to the fortress printed combat value. Medieval technology allows no fire. Therefore, defenders, when they are Medieval, skip the fire step.
E.2 Fire Column of the attacker: column B when Att(acker) >= Renaissance & Def = Medieval; column C when Att >= Renaissance & Def = Ren or Ter; column D when Att >= Renaissance & Def >= Arquebuse.
E.3 The fires die-roll of each player is also modified as follows: +? the fire values differential of opposing commanding generals (player's highest ranking general - opponent's highest ranking general), but only if it is positive; -? the level of the fortress (attacker die-roll only), except if a breach result has been obtained in a previous siegeworks operation of the same round. All other modifiers are ignored. Medieval technology allows no fire. Therefore, attackers, when they are Medieval, skip the fire step.
F. Step (c) - Shock - It is resolved simultaneously, as in a land combat (See 17.2 - G), with the following important differences in terms of columns of the CRT where the die is rolled:
F.1 Shock Column of the besieged player: same as the one used during the Fire step (See E.1). Remember that, at the beginning of the assault, the shock power value of an assaulted fortress is in all technologies equivalent to its printed combat value.
F.2 Shock Column of the attacker: column A when Att >= Renaissance & Def = Medieval; column B when Att & Def = Medieval or Def = Ren or Ter; column C when Def >= Arquebuse.
F.3 The Shock die-roll of each player is also modified as follows: +? the shock values differential of opposing commanding generals (player's highest ranking general - opponent's highest ranking general), but only if it is positive; -? the level of the fortress (attacker die-roll only), except if a breach result has been obtained in a previous siegeworks operation of the same round.
G. Step (d) - Injury of Generals - Same as for a normal land combat (See above § 17.2 - K).
H. New Assault Determination? - In the case where neither the attacker, nor the besieged player breaks its morale (or in case the Defender is not eliminated), a new day of assault may take place immediately (choice of the attacker) in the same round. Designer's Note: this is different from the land combat where only one day of combat takes place.
H.1 The two players follow the procedure of assault again, just as described above.
H.2 For this second "day" of assault, the defender takes as his new fortress combat value, the residual combat value of the previous day, and so forth until the assault is over (see below).
H.3 This procedure is resumed each time that a day of assault ends without any side having broken its morale or been eliminated.
H.4 If the last defending factor is eliminated during the same round when the attacker breaks his morale, the fortress is nevertheless captured.
I. Failure of an Assault - If the attacker has broken its morale, or if it preferred to renounce to launch a new assault (See J), the assault is considered a failure. In case of failure, the attacker ceases all attacks, and this Special assault is ended. However, he is not forced to retreat if the siege prerequisites remain valid (10:1 ratio). He will be able to resume a siege procedure (siegeworks or assault) during his next round (if any).
J. Fortress Repair - If the attacker's assault has been repelled, the combat value of the fortress returns automatically to its initial level, at no cost. This is done at the conclusion of the current round where the assault was undertaken. He must also detach units from the besieging force in a number of infantry SP equal to the residual level value of the fortress. If the fortress is printed on the map (not a counter), it is assumed that it is automatically "repaired" and recovers its original level at the conclusion of the assault. However, the capturing player must still detach the required SP (to man the captured fortress walls!).
18.5 Attrition of units inside a fortress. Units that have taken refuge in a besieged fortress must suffer attrition. This attrition is tested at the same time.
A. Dismantling a Fortress - A fortress counter may also be dismantled.
A.1 As an alternative, the capturing player may choose to dismantle the counter (if any) representing the captured fortress (the counter is simply removed from the game).
A.2 A fortified city (printed on the map) always possess its intrinsic fortification level, and thus can never be neither dismantled, nor reduced (see above).
18.7 Un-resolved sieges. All besieged fortresses not captured at the beginning of the Redeployment phase (See § 20) generates two possible alternatives: 1/ if, during the course of the siege, the besieger has obtained at least one Usure (+), Breach or Honors of the War result, the siege may be maintained (if the besieging players wants so, otherwise see below). In this case, the besieging player is not forced to repatriate the besieging stack to the closest friendly unbesieged city (by land or sea movement). However, see A and B below, as well as section 20. 2/ if the besieger has not obtained anything more than a Usure(-) result, he must retreat the besieging stack (See 14.3 - A).
A. Naval Retreat - Any naval stack blockading a besieged port must return to a friendly port in all cases.
B. Counters adjustment - Attrition - If the siege is maintained during the Redeployment phase, all markers placed on top of the besieged fortress are removed, except for one Usure(-) marker maximum (if any) that may remain in place.
B.1 An Usure (+) marker is turned back to its (-) side in such a case.
B.2 All previous Breach (B) and Honors of War (HW) results are lost.
C. Siege Interruption - A siege can be interrupted from several manners, either: 1/ after having established the siege, the besieger undertakes no military campaign (of any type, i.e. he "passes") in any given round; 2/ the besieger no longer possesses the minimum 10-1 ratio against the level of the fortress (See 18.2) at the start of the siege phase of a round; 3/ the besieger is obliged to retreat following a lost combat against a relieving enemy force in the besieged fortress province.
C.1 The siege is considered lifted immediately when any one or more of the above conditions applies.
C.2 If the siege is lifted, all Usure (+ or -) counters are immediately removed, even if the fortress is again besieged in a following round.
C.3 All previous Breach (B) and Honors of War (HW) results are lost.
Attrition of units inside a besieged fortress is tested at the same time as other attrition checks, i.e. during the besieged player's movement phase of the round, but the calculation differs in a sense that the Attrition Table is not used for siege attrition:
A. Method - The besieged player must roll one die. The die-roll result is then multiplied by 10, giving a percentage figure applied as attrition losses to units sheltered in the besieged fortresses (losses are rounded up). This siege attrition die-roll is modified as follows: -3 if the fortress is an unblockaded port; -? the siege value of any one besieged general (if any); +1 if a Usure (-) marker is placed on the besieged fortress; +3 if an Usure (+) marker is placed on the besieged fortress. This rule applies only to units sheltered in the fortress, not to the fortress combat value itself.
18.6 Fortress capture. A fortress taken by siege (siegeworks or assault) is reduced by 1 level at the moment of its capture. The capturing player may then replace the fortress counter (if any) by one of his (at 1 level less than the initial level of the captured fortress). If the fortress is printed on the map (not a counter), it is assumed that it is automatically "repaired" and recovers its original level at the conclusion of the assault. However, the capturing player must still detach the required SP (to man the captured fortress walls!).
A. Dismantling a Fortress - A fortress counter may also be dismantled.
A.1 As an alternative, the capturing player may choose to dismantle the counter (if any) representing the captured fortress (the counter is simply removed from the game).
A.2 A fortified city (printed on the map) always possess its intrinsic fortification level, and thus can never be neither dismantled, nor reduced (see above).
18.8 Victory Points & Siege. Victory Points (VP) obtained for sieges depend on the level of the besieged fortress. These VP are attributed at the conclusion of the Interphase.
A. Victor of a Siege - The victor is the player that controls the fortress at the conclusion of either the Peace phase or the Redeployment phase: either the besieged player if he has been able to hold until then, or the besieger if he has captured the fortress.
B. Victory Points - The victor of a siege receives during the Peace Phase as many VP as the initial value of the fortress level (i.e. before reduction, if captured by the besieger, See 18.6). The loser in a siege loses as many VP as those gained by the victor. However, the gain or the loss is limited to only 1 VP if the victor and/or the loser is an allied minor country.
Example: the Siege of Rhodes 1522. The Turkish player declares war to the Knights (The Order of Saint-John of Jerusalem), based in the island of Rhodes. The Turkish player and this minor country both have the Renaissance technology. During the movement phase of the first round, the Turkish player embarks 2 side (+) armies, each containing 30 infantry (I), 5 cavalry (C) and 3 artillery (Art) [all veterans] Strength points. They embark on 2 side (+) Turkish fleets (with 75 galleys and 10 transport ships) (See 14.6 for transport capacity details). These armies are led by the Turkish general Ali Bey (values: 4.4.3 - maneuver. fire. shock), their morale is 3 (Renaissance: 2, veterans: +1). The Turkish player chooses to make a simple military campaign (See 12.1 - B) to disembark his forces in Rhodes, both fleets moving on to blockade the port. The island possesses a level 3 fortress (fortress marker) and a Knight detachment (10I SP, all veterans), with a morale of 3. The Knights' general, named "Grand Maître" leads this detachment (values: 1.1.1 -1, the last figure being its siege value). The Knights, as a minor country, is played by the Spanish player. This player decides to have the detachment taking refuge inside the fortress at the moment of the Turkish landing (i.e. automatic retreat before combat). The Turkish player has a ratio largely above 10:1 against the fortress (60I, 10C, 6 Art = 86 factors versus level 3). He can therefore besiege Rhodes, and he decides to start with a siegeworks action. The Turk calculates his siegeworks modifier, as follows: +3 (6 art against level 3), +1 (for the detachment sheltered in the fortress), -1 (for siege differential Ali Bey: 0 - Grand Maître: 1), -3 (level of the fortress), -2 (terrain: mountain). The total amounts to a -2 net modifier. He rolls a D10 on the siege table and obtains a 7, modified to 5: result is Usure(-).
An Usure(-) marker is placed on the fortress, and the round of the Turkish player finishes. The Knights have to roll for attrition, because of the detachment sheltered in Rhodes. A 6 is obtained, modified by +1 (due to the Usure(-) just placed) and another -1 (siege value of Grand Maître), giving no change to the die-roll. Therefore the detachment suffers 60% losses (on 10 SP), i.e. 6 losses. There remains only 4I SP within the Knights detachment.
During the second round, the Turkish player pays for a passive military campaign (to allow for the continuation of the siege). He estimates that an assault could have a chance to take the fortress (Note: that seems very foolhardy without the benefit of a breach obtained through siegeworks action). The assault begins. Both the Turkish and Knights morale are standing at 3. During the Fire step, the Knight player fires on the basis of a 3 firepower (with Renaissance technology, the assimilated firepower infantry is null, and the fortress firepower is thus considered to be equal to the level of the fortress, i.e. 3). The A column is used. The die-roll gives an 8, not modified (differential of opposing generals fire values being negative), what amounts to a 30% result, i.e. 30% losses (out of 3 firepower value), rounded up to 1 loss (taken in Infantry SP) and 1 level of morale lost for the Turks. The Turkish attacker fires with 6 Art. Its firepower is 12. The modifier to the die-roll is -3 (for the fortress) and +1 (differential of opposing generals fire values is positive), for a net of -2. He obtains an 8, modified to 6, on column C (Renaissance vs Renaissance), i.e. a result of 10% losses (on 12 factors), or 2 losses for Christians. These losses are taken by the detachment (where only 2I SP now remain).*
The combat value of the fortress is still intact; the Turkish assault force is now standing at 59I and 6 Art. (remember, cavalry do not participate in assaults). During the Shock step, the Knights have a shock power of 60 (combat value of the fortress). The die-roll gives a 5, non-modified (differential of shock values of opposing generals is not positive), what amounts to a result of 10% losses (of 60) under the A column, or 6 losses taken in Infantry SP by the Turks. The Turkish player has a power of shock of 71 (59I + 6 Art valued 12). He rolls a 2. The modifier to this die-roll is -3 (for the fortress) and +1 (differential of shock values of opposing generals being positive for the Turks), which is a net of -2, what results in 0 on the B column, i.e. no result. Generals are tested, but nobody is injured. None of the two adversaries having broken its morale, the Turkish player decides to continue the assault for a second day (this is different from land combat).
The combat value of the fortress is intact, and Turkish have now 53I and 6 Art SP left. The morale of the Turkish player has fallen to 2. On the second day Fire step, the Christian player rolls a net 6 and inflicts 20% losses (3 firepower), or 1 loss (taken in I), and 1 level of morale. The Turkish player inflicts no loss (0 result). In the Shock step, the Christians obtain the same die-roll result as in Fire (this time 12 losses and -1 again to the Turkish morale), and the Turkish inflicts 4 losses (which destroys what remains of the Knights detachment, the extra 2 losses being taken on the fortress combat value which is now reduced to 58). Generals are tested, and the Grand Maître is injured (3 rounds). It is immediately replaced by another Grand Maître (special rule concerning the Knight - See Advanced Rules). That amounts to same for the Turks.*
After this second day, the status of each camp is the following: for the Turkish: 41I and 6 Art, morale 0; for the Christian: combat value of the fortress at 58, morale 3. The Turkish player breaks and now realizes that he cannot anymore carry on with the assault. The siege is over for this round. The siege is nevertheless maintained because the Turkish player still possess the necessary 10:1 ratio against the fortress (41I+10C+6Art SP = 57 vs 3). The combat value of Rhodes is raised back to its basic value of 60. The Usure(-) marker is still in place. The morale of each player returns to its initial level.
On the third round, the Turkish player makes a simple campaign, and reinforce his besieging force with 2 detachments (containing 19I SP, veterans) via sea transport and they are immediately incorporated in its armies upon landing, bringing them both back to nearly maximum capacity. He has now again 60I, 10C and 6 Art. He chooses to make a new siegeworks action. The die-roll gives a 9 on the siege table, with a modifier that is now standing at -2 [See 1st round for calculation, the +1 for the presence of the Usure(-) marker being compensated by the disappearance of the Knights detachment.] This die-roll gives an Usure (+) result. An additional Usure marker is placed, side (+), on the fortress (as there are already 2 Usure markers on the fortress, no additional one can be placed anymore). There is no attrition for the Knights as there is no land unit sheltered anymore inside the fortress.
For his fourth round, the Turkish player makes a passive campaign, and chooses again to make a siegeworks action. He obtains a 10 (Very Lucky!) modified this time by +0, thanks to the Usure (+) marker placed the previous round, which gives a B result (breach). He feels that it is now the appropriate time to launch an assault under favorable conditions. Aware that the turn may end brutally anytime soon, he chooses to make it immediately, as allowed by the Breach result. The combat value of the fortress is divided by 4 because of the breach result, therefore it stands at 15 (60/4), and its level is no longer subtracted from the fire (and shock) die-roll of the attacker in case of assault.
In the ensuing Fire step, the Knight player rolls a 1, modified by +0 (same calculation as previous assault for him), A column, inflicting no losses to the Turkish player. The Turkish attacker has a firepower of 12 (6 Art * 2). He obtains a 6, modified by +3 (fire values differential, no fortress level subtracted), i.e. 9, C column, which bring a 30%* result (of 12), a 4 SP losses to the defender and 2 levels of morale. The value of combat of the fortress now is reduced to 11 (15 - 4). During the Shock step, the Christian player rolls a 8, modified by +0, column A, which gives a 30%* result, i.e. 30% losses (on 11 factors), or 4 lost Infantry SP and 1 level of morale to the Turks. The Turkish player responds. His Shock power is 72 factors (60I+6Art * 2), and he obtains another 7, modified by +2 (shock, Ali Bey) what amounts to a net 9, B column, that is 40%** (of 72), or 29 losses, and 2 levels of morale for the Christian defenders. The value of the fortress being thereby eliminated, Rhodes is captured by the Turkish player (as well as the Grand Maître leader). Generals are tested, but none is harmed.*
The fortress counter is reduced to level 2 due to the fact of its capture. As the fortified city of Rhodes has an intrinsic value of 2, the Turkish player decides to remove the fortress counter since it is not useful. He must anyway detach 2 Infantry SP from his armies (i.e. a number equal to the remaining level) to man its newly "Muslim" walls. The Military Phase of the turn ends on the sixth round, hopefully for the Turkish player. During the Redeployment phase, the Turkish player earns 3 VP for the capture of Rhodes (equal to its initial fortress level), and the Spanish player loses 1 (as the Knights is an allied minor country, loss is limited to 1 VP).
19. Phase End Test
Each round, from the second on, when every player has had the opportunity to make at least one activation (that he has played a campaign or passed), their is a possibility that the military phase may be ended.
A test must takes place from the end of the second round on. One player rolls a D10 to determine if the military phase has come to an end. If the die-roll result is strictly inferior to the number of already played rounds, the military phase ends. Otherwise, a new round is started.
End Phase
20. Redeployment
A. Raising of a Siege - If a besieged fortress has no Usure (+) placed over it, or has not suffered a Breach or HW result during the course of the turn, the besieger has to retreat to the closest friendly unbesieged city or port, and has to roll for attrition under the 7 column of the Attrition Table (See 15.2). Generals may use their maneuver value to modify this attrition roll.
B. Besieger Attrition - If the besieger has not lifted the siege (as per § 18.7 - C above), he has nevertheless to suffer attrition, but this time under the 5 column of the attrition table. Besieged generals may apply their siege value as a negative modifier to this attrition die-roll.
C. Victor of a Siege - The victor of a siege is the one that has the control of the fortress, the other player is the loser. This applies even if the siege continues as per 18.7 - C.
C.1 Siege Victory Points are then attributed or removed for each siege, resolved or not (See 18.8).
C.2 The maximum gain/loss of VP in that Phase is 1 VP.
D. Return to Port - Naval units being located in a sea zone have to retreat to a friendly, unblockaded port of their choice (not necessarily the closest one). They roll for attrition (See 15.3). This is also applied to naval stacks currently blockading a still besieged enemy fortress (i.e. even if besieging troops have been able to remain in the province where the besieged port is located).
21. Interphase
Apply all specific rules of the scenario being played, in Special those concerning the calculation of VP linked to the military and political situation at the end of the turn. Remove military leaders scheduled to leave the game and take those scheduled to arrive on the following turn.
A. Dates on Military Leader counters - The date of arrival (turn number) is the figure located on the left-hand side of the leader silhouette. The date of departure (turn number) figure is located on the right-hand side of the leader silhouette.
B. Placement of newly arrived Leaders - These leaders are placed on military stacks of their owner, located in friendly unbesieged cities or friendly province.
C. Leaders removal from Game - Leaders are removed from the game if their date of departure corresponds to the turn just played (i.e. they leave the game at the end of their scheduled turn of departure). Think to check the back of military leader counters, as it is possible that another military leader arriving soon is displayed on the other side of such a counter.
22. Victory
A player wins by having accumulated at the end of game more victory points (VP) than any other player. These VP are received each turn (e.g. for battles and sieges) and also at the end of the scenario being played. Scenarios contain the list and means of obtaining VP from those to be attributed at the end of the played game.
III - Advanced Rules
Advanced rules are designed for campaign scenarios, which are played with the whole set of rules (Basic and Advanced). The game seems quite complex at first glance, this is why it is advised to get acquainted with some of the main mechanisms by playing your first games solitaire, or by beginning with XVIth century campaigns (easier to play than later ones). Rules are organized in rubrics processing the main aspects of game, if possible in the order of the sequence of play but without following it by too rigorous a manner. Each point of the rules comprises a general presentation, followed by the different detailed points relating to it. Examples illustrate some specific points of the rules (based in general on a significant AD 1492 situation). Each of game turn in a campaign represents five years of real time. Each round is roughly equivalent to one campaign season (i.e. one year on average).
23. Sequence of Play
Players play simultaneously each phase, except during the Military phase, in which the order of play alternates according to the sum of the players' monarchs capacities. Administrative operations being written, they can be resolved simultaneously without conflict among players.
- Monarchs Survival Phase
- Events Phase
- Diplomatic Phase
- Income Phase
- Administrative Phase
- Military Phase
- Redeployment Phase
- Peace Phase
- Interphase
Phases already described in the basic game remain appreciably the same. Phases non yet described are detailed in the following paragraphs.
24. Periods
A period represents a series of turns, historically homogeneous, with a duration of approximately 50 years (more or less). The 60 game turns are distributed in several periods to simulate the different epochs of the era covered by this game. These periods give the rhythm of the campaign game, especially the 1492-1792 Grand Campaign. Each player possesses, for his country, a series of limits to his purchases and actions, that are determined for each one of the periods covered in the game. These limit are a maximum that cannot be exceeded, except for very few specific cases.
24.1 Periods. The seven periods (and corresponding length in game turns) covered by the game are the following:
- Period 1492-1519: 6 turns
- Period 1520-1559: 8 turns
- Period 1560-1614: 11 turns
- Period 1615-1664: 10 turns
- Period 1665-1699: 7 turns
- Period 1700-1759: 12 turns
- Period 1760-1792: 6 turns
24.2 Limits by period. Within each of the above periods, countries represented by the different players have a certain number of limits for their different actions and purchases. There are limits as well as for the number of units, strength points contents and number of counters (especially Manufactures, Colonies and Trading-Posts).
A. Limits Validity - These limits are valid each turn during the period for which they apply. The period limits cannot be exceeded, except for some Special cases specified in the rules.
B. Limits Tables - The limits, for each player, are regrouped in two different tables on the player's aide. One table presents the limits per turn within each period, the other the limits per period applicable globally for the whole duration of the said period. Taking into account the variable length, in number of turns, of the different periods, it is usually necessary to read the numerous information printed on these tables at the beginning of a given period, their usage proving then very repetitive within a same period, thereby making them self learning.
C. Turn Limits Table - The Turn limits per period concern essentially diplomatic and administrative actions, and also the logistical elements (counters sizes & contents, recruitment, etc..) for each player and each period of the game.
C.1 Each player has a limit of diplomatic actions relative to his diplomacy on minor countries, for each of the various periods of the game.
C.2 Each player has a limit for every administrative operation that he can attempt each turn within the period, in Special: Creation of Manufactures; Exceptional Tax raising; Improvement of FTI / DTI; Commercial Development; Colonization; Establishment of Trading post; Competition Action; Improvement of the Technology. These actions constitute the player main activities during his administrative phase. Important Note: a player may always use less actions (or even none) than allowed by his maximum period/turn limit.
C.3 Forces limits indicate the number of units of the basic force, considered to have a free maintenance (i.e. those in play without having to pay their maintenance each turn). Land units of this basic force are veterans (See 17.2 - D).
C.4 Minimum Leaders. The player must also have in permanence a certain number of leaders, specified by type (Admirals, Generals, Conquistadors, Explorers - Specified with their initials). If the historical leaders that the player receives do not suffice to reach this minimum leader quantity per type, he can take some additional leaders at random, among his available unnamed "?" leaders of the required type.
C.4.1 He must remove them when the need is no longer felt, due to sufficient named leaders of the concerned category in play.
C.4.2 The monarch counter is never counted in this limit.
C.5 Military force purchase limit per turn. The military force purchase indicates the maximum number of forces, for each type of strength point (infantry, cavalry, artillery, warships & galleys, transport ships), that the player may construct in each Purchase phase.
C.5.1 Remember that the purchase limit, for land forces only, can be doubled, even tripled, by paying overcosts (See 9.1 - D).
C.5.2 On the other hand, the purchase limits for ships can never be exceeded (exception: the role of Fisheries as an "exotic" resources, See 61.4 - D).
D. Period Limit Table - The limits fixed in this table cannot be exceeded in principle. This is valid in any and all turns of the period (see for some Special exceptions hereafter).
D.1 The DTI (Domestic Trade Index) and the FTI (Foreign Trade Index) of a player are both limited to a maximum ceiling (level) during the length of a given period. However these limits may possibly be increased, temporarily or permanently, thanks to events or player's decision (see E below).
D.2 The player has a limit of Colony and Trading post counters that he may place on the map, outside of Europe, for the whole length of a period. This limit can be increased only through events, temporarily or permanently.
D.3 The player has a limit of Manufacture markers (round shaped counters) that he may have in play, on the map of Europe, during a given period. This is a limit in terms of Manufactures counters, not units, as every round-shaped counter may represent up to 2 manufactures of the same type.
D.4 Land military units of the players have, for each type of SP, a maximum recruitment capacity, per turn, for each period. It may be increased by events. Also, if a player does not possess the Renaissance technology (or a more advanced one), he cannot build and place artillery SP in his armies. The capacity in his army counters that is reserved for artillery can be used for infantry SP instead as long as his technology is Medieval. However, this is no longer valid after the player has reached Renaissance technology (or a more advanced one).
D.5 In the case of ships, there is in addition to the turn limit above a maximum total available number of warships, indicated for the whole length of a given period. That absolute maximum warships limit can be placed in his naval units. This limit includes all types of warships (however a galley uses up to 1/3 of the total) but not the transport ships.
E. Exceeding certain Limits - A player can decide to exceed the limits of a period for the DTI, the FTI and Manufactures only, but he thus takes the risk to lose Stability (See § 27.) in a chronic manner. Anyway, there nevertheless always exists an absolute limit than can never be exceeded in any case, as follows:
E.1 The DTI and the FTI of any player can never exceed the level of 5.
E.2 The maximum number of Manufactures counters of a player is limited by the number of such counters provided in the game.
D. Penalty for Exceeding the Limits - If an event provokes a revolt in the country of a player that has exceeded his limits, and if the result of the modified die-roll serving to determine the intensity of the revolt is even, then the player immediately loses: 2 in Stability levels, 1 Manufacture, 1 level of FTI, 1 level of DTI. This applies every time the conditions are met, i.e. as long as any of the above limits is exceeded by the concerned player.
25. Royal Treasury
The Royal Treasury (TR) represents the accumulation of all income, past and present, of a player less his expenses. It is modified (usually reduced) by inflation at the end of each turn.
25.1 Royal Treasury (TR). The TR of a player is credited with all income or other financial gains of the player, and debited of all his expenses.
A. Bankruptcy - From the instant a TR is empty (i.e. valued at zero), the player immediately suffers bankruptcy (See § 26.).
B. Inflation - The TR of a player, during the Interphase at the end of each turn, is decreased by the inflation percentage indicated by the inflation level. Read its value under the inflation marker positioned on the prices track located on the Rest-of-the-World map.
B.1 All ducats lost are rounded up to the nearest plain figure.
B.2 The percentage of inflation depends on the amount of gold repatriated to Europe from territories located in the Rest-of-the-World (See Rule 51.3).
26. Bankruptcy
A player suffers from bankruptcy at the instant when his royal treasury reaches 0 ducats (or less). The consequences are serious for the Stability, income and investments of the concerned player.
26.1 Bankruptcy effects. When a player suffers bankruptcy, the following effects are immediately applied: A/ the Stability decreases by 4 levels; B/ 2 Manufactures, chosen at random, are eliminated; C/ 4 levels of commercial fleets are lost, chosen by the bankrupted player; D/ 15 VP are lost. A bankruptcy has also an unfavorable and permanent effect for the player when he rolls on the Loans table (See Players' Aides) during each remaining turn of the current period.
26.2 Bankruptcy and peace. Bankruptcy forces the bankrupted player to immediately sign a peace with all of his enemies, if bankruptcy brings his Stability to the -3 level. This peace is determined and resolved during the immediately following Peace step, then the game resumes its normal course (to See § 50.).
27. Stability
Stability, is the most important indicator for a player in a campaign game. It is Stability that allows players to best manage their country, because it has an impact on most administrative operation, as well as monarchs survival, income, war duration and on peace levels achieved.
27.1 Presentation. The Stability track is located on the Rest-of-the-World map. Each player has a Stability marker, that may fluctuates between -3 and +3. A positive Stability is a good thing; then to be at +3 level is excellent. A null or negative Stability is ominous, and penalizes the player.
A. Variation of the Stability - The Stability varies according to the actions of the players or situations affecting the player (e.g. state of war), or else by events. These variations are indicated here and there in the concerned rules or events. It is not necessary to learn each and every one variation, as they will be reminded to the player's when the need arises.
27.2 Stability and income. The Stability affects the income as follows: +10% to Income with a +3 Stability. From -10% up to -50% for a negative or null Stability. These values are indicated at the bottom of each box on the Stability track.
27.3 Stability improvement. The player may improve his Stability, by attempting a Stability Improvement Operation (see 50.2). Stability may also improve during the Redeployment phase when prosperity increases (see rule 49.1).
Monarch Phase
28. Monarch
This phase is played simultaneously, each player testing the survival of his monarch, and determining, if needed, the characteristics of its successor. The player represents the monarch of his country. The monarch possesses 3 values: Military, Administrative and Diplomatic. These values are used for diplomatic and administrative operations of the player, and in a lesser measures in the military domain. The different characteristics of a monarch are used for diplomatic operations on minor countries, administrative operations and also to improve the technological level of the player's country. In a lesser measure, the Military characteristic affects combat (if the monarch leaves in person to conduct the war). Every monarch has also a maximum life duration determined upon its arrival on the throne (i.e. in play). When he dies, characteristics of the successor are determined randomly.
28.1 Sequence.
- Monarchs Survival test
- Successor values determination (when required)
- Initiative calculation
28.2 Presentation. The player represents the monarch of the country he is in charge of. He may execute different actions thanks to values of his monarch, whose reign has a limited duration.
A. Reign Length - A monarch has a reign length evaluated in number of turns. A monarch must undergo a survival test each turn, and if it succeeds them all successively, it dies at the beginning of the turn following its last turn of reign. The reign length of a monarch is determined at the moment of its advent, on the reign table (note that reign length of the first monarch in play is given for each campaign scenario).
B. Sudden Death - This reign length may indeed be suddenly reduced by a failure of the Survival die-roll, or by event. See 28.4 below.
28.3 Monarch values. Each monarch possesses 3 values: MIL: Military; ADM: Administration; DIP: Diplomacy. Each one of these characteristics is determined only once, at the time a new monarch ascends the throne (after the death of the precedent), thanks to the Monarch Values Table (See Players' Aides and § 28.7 below).
A. Military Value - The Military value is the main modifier of the technology improvement operation (See § 45.12). It also serves to determine combat values (maneuver. fire. shock) of the monarch when serving as a general (See 48.3).
B. Administrative Value - It is the main modifier for most administrative operations, either for the choice of the column, or for die-roll modifications (See § 45).
C. Diplomatic Value - It is the main die-roll modifier for diplomatic actions, such as the attempt to get control of a minor country (See § 33).
28.4 Survival test. Each monarch has to make a survival test at the beginning of each turn. Each player rolls a D10 for his monarch, and on a modified result of 10 or more, the monarch dies. This die-roll is modified as follows: +1 if the Stability of the country is negative; +1 if the monarch is of fragile health; +2 on the turn following a dynastic crisis; +1 as above, on the second turn following a dynastic crisis; +? as per random event(s). Opposedly, on a result of 1, the reign length of a monarch increases by 1 turn (limited to a maximum of two additional reign turns per monarch). If the monarch is deceased, it is necessary to determine values and reign length of its successor.
28.5 Reign length. The reign length of the monarch's successor is determined by the roll of a D10 on the Reign Table (See Players' Aid). It gives the reign length, in number of turns, for the new monarch. It indicates also the status in which the reign begins, namely: Dynastic Crisis, Minority (3 possible), Majority, Fragile Health. Roll again for reign length if: 1/ Dynastic crisis is rolled; and ignore any other result but reign length number; 2/ Fragile Health is rolled; and ignore any other result but reign length number.
28.6 Monarch reign start status.
A. Dynastic Crisis - A dynastic Crisis entails a series of temporary disadvantages for the player.
A.1 Values of any new monarch ascending the throne via Dynastic Crisis are determined at random by the roll of an unmodified D10, giving directly the new monarch's values (i.e. do not use the Monarchs Values Table). Re-roll if a 10 is obtained, as 9 is the maximum value allowed for each characteristic.
A.2 Monarch values are then temporarily divided by two (rounded up) for this turn (only).
A.3 Every Dynastic Crisis generates a 2 levels drop of Stability for the affected country.
A.4 In addition, a Dynastic Crisis: 1/ gives an immediate Casus Belli (CB) against the victim country to every ally of the concerned player, provided that such ally has offered a dowry in marriage (See 32.2 - C); 2/ validates some political events if they occur during the next event phase, or have already occurred in the period currently played (e.g., "Fronde in France" or "War of The Spanish Succession"). The Crisis specific treatment is then described in the event.
B. Minority - Minority can be of the 3 different and following types: Baby, Child or Teenager. It entails a temporary reduction of each one of the monarch's values, starting at -3 for a baby, then -2 for a Child and finally -1 as a teenager (one turn each - See also 28.7.B below).
C. Majority - The monarch is an adult, without any Special modification or change to its values.
D. Fragile Health - The monarch is grown-up (i.e. Majority), but suffers from a weak physical constitution. Therefore it receives a permanent +1 modifier to its Survival die-roll each turn, until its demise.
28.7 Values of successor. The 3 values of the new monarch are determined after reign length has been established.
A. Procedure - The player rolls a D10 for each value, on a column corresponding to the value of the just defunct monarch in the same category (see Values Table). Each die-roll may be modified according to events having occurred during the immediately preceding reign, such as: -1 for each "Death of the Heir of Throne" event; -2 for the "Excellent Ministers" event (even if it was obtained several times), with a certain number of specific conditions applying, as per event description (See Annexes).
B. Temporary Modifications - Once determined, these values can be modified temporarily if the monarch is minor (see § 28.6 - B above) or if there is a dynastic crisis (See 28.6 - A). These modifications apply to each value of the monarch: -3 if the result is "baby", -2 and -1 respectively on the two following turns; -2 if the result is "child", -1 on the following turn; -1 if the result is "teenager".
B.1 Divide values by 2 for the turn, if a dynastic crisis occurs.
B.2 Nevertheless, the minimum for the each value remains 1. The maximum value never exceeds 9 in any case.
28.8 Initiative. The initiative is used during the military phase, to determine the order of play for the turn between the different players. Players play in turn, according to the descending order of the sum of their respective monarchs' values, from the highest (playing first) to the lowest (playing last). This is called the Initiative value. Tie must be solved by unmodified competitive die-rolls.
Events Phase
29. Events
This phase is played simultaneously. Events are of two different orders: economic events and political events. Each player rolls for one economic event. Then, three (sometimes 4) political events are rolled for the turn by the initiative player (not one per player as before). Economic events are rolled on the Economic Event table. This table does not depend on the period in play and applies at all times. It is completely random. Political events are rolled on the Political Event table (Events are taken among those concerning the played Period). So as to preserve historical realism, these events are centered on the played period, although no event is predictable and events from a previous or later period may still arise.
29.1 Economic events. Economic events are determined by the roll of two consecutive D10 (name "first" and "second" die-roll) on the Economic Event table. The number obtained by crossing the line figure (first die-roll) and the column figure (second die-roll) gives the economic event, which applies to the player.
A. Special Cases - In some described specific cases, the event may concern all players (e.g. Poor Weather).
B. Description & Duration - The detailed description of each event is provided in the Annexes handbook. Each event, except explicit precision of the contrary, applies immediately and only during the current turn, and solely for the player that has rolled for it (there are some exceptions - See list of events).
29.2 Political events. Political events are regrouped in tables, each table corresponding to one single period. They are determined by the roll of two consecutive D10 (first and second die-roll) on the Political Event table of the period played. Each table has for result either a number, or a "R" or a "D" (and even both a figure and either a R or a D, separated by a slash). Political Events tables are located in the Annexes book.
A. Number of events per turn - There are 3 Political events per turn. It is possible that a fourth one may be generated by die-rolls made for the first three.
B. Determination of Events -
B.1 First Die-roll - The roll (1-9) of the first die is used to determine the column on the current Political Event table. If a 10 is rolled, then re-roll and check the 3 possibles cases below: Re-roll is (1 to 7): a fourth event is played this turn. Ignore all future ten (0) results on the first die-roll, including for all of the other events not yet rolled for (re-roll until you do not get a 0). Re-roll is (8 to 9): the event is checked on the table of the previous period (or even the one before if the previous period has no longer any available event to be selected), or on the same table in the case of the 1492-1519 period. The column to use in such a case is always the first column, unless already filled up (proceed to the second in such a case, and so on...). Re-roll is (10): the event is checked on the table of the next period, or on the same table in the case of the 1760-1792 period. The column to use in such a case is always the first column, unless already filled up (proceed to the second in such a case, and so on…).
B.2 Second Die-roll - The roll (1-9) of the second die is used to determine the event itself within the selected column on the correspond period table. Count the boxes in the column downwards (i.e. from top to bottom), jumping already marked-off boxes, until you reach a box count corresponding to the number obtained on the second die. Should you reach the bottom of a column, continue counting from top to bottom on the next column on the right, and so on until you reach the required figure and corresponding box (note that the extreme left column is considered to be at the "right" of the extreme right column). The event thus determined may be applied, and, if so, its square is marked-off (it will no longer be selected). However, see F below. If a ten (0) is obtained on this second die-roll, the die is re-rolled under the same column, but in the table of the next period (or the precedent period if the current one is the last period, i.e. 1760-1792)... etc.
B.3 If the result located in the obtained box is a number, it concerns an historical event. Refer to the Annexes handbook to find it and apply its effects.
B.4 A "R" result indicates the occurrence of a revolt, so consult the Revolt Table of the played period (located in the Annex book).
B.5 A "D" result indicates a diplomatic upheaval concerning minor countries. To solve it, roll two D10 and add the numbers thus obtained. For each controlled minor country, this sum is compared to the "fidelity" value of the said minor (fidelity is printed in red at the back of the minor country diplomatic marker).
B.5.1 If the fidelity of the minor is equal to or inferior to the obtained sum of the dice, the diplomatic marker is moved down the Diplomatic track a number of boxes equal to the difference between the fidelity value and the above-mentioned sum.
B.5.2 Should this reduction move the marker beyond the first diplomatic box on the track, the marker is removed from the track and placed in the "Neutrals" oval holding area located at the top left of the Rest-of-the-World map (labeled "Les Neutres" on the map).
C. Die-roll Modifiers - The following die-roll modifiers apply to the dice rolled for political events:
C.1 Period 1492-1559: Tordesillas Treaty Modifier - -1 if both Spain and Portugal are catholic; -1 if there are Colonies or Trading posts in America placed this turn or the previous one (if any); -1 if Spain or Portugal holds the diplomatic counter of the minor country Papacy. This applies during each political event phase of this period (#1) until the event "Treaty of Tordesillas" is obtained.
C.2 Period 1560-1614: Spanish Tax on Holland Modifier - -1 applied to the second die-roll for each turn that the Spanish player has taxed a non-revolted Holland (See 53.) during any and all preceding period.
D. Repetitive Events - Some events can figure on several boxes on a period's political events table. When a specific event occurs, the box obtained by rolling the dice is marked-off. However, for some events, the other similar boxes on the table are not marked-off, allowing the event to repeat itself sometimes again in the same one or any following turn, provided that the event is explicitly described as repetitive (e.g. "Wars of Religions in France"). If the event description states that its occurrence is unique, although the event may have several boxes, consider all future results bringing the same event as an "R" or "D" event instead. Such events are identified by a slash separating the event number from a "R" or "D" letter.
E. Filling up a Table - When there no longer remains any unmarked-off box in a given table (an exceptional but possible case), proceed to the next period event table (but players still remain in the same period as far as other rules and limits are concerned).
F. Conditional Events - Some events can happen and be applied only when others have been released previously (even in the same turn if the said event is obtained after the one triggering it). Those types of events are identified by asterisks (*) at the right of their number on the event table. If the condition releasing such an event is not met at the time the event is rolled for, its box is not marked-off, and the result is considered to be a "R" or a "D" (see letter on right-side of the slash) instead, unless specified otherwise. For more details, consult the event case by case (see Annexes handbook).
G. Duration of Events - Events have a one-turn duration in principle, unless the contrary is explicitly stated in the event description (e.g. The 30 Years War may last up to 6 turns). Others can also be triggered by previously obtained events, or may be released later by other events if their conditions are met (e.g. "Death of the Throne Heir" economic event that may trigger a Succession war).
H. Uncertainty of Events - It is never certain that an event could happen, due to the fact that there are more boxes to be marked-off in every period table than the total number of events that can possibly be achieved within the duration of the period.
Example: the 1492-1519 period comprises 5 turns, i.e. in theory 15 political events (or at best 20 if luck generates one additional event each turn). The table of this period comprises 40 boxes, meaning that at least half of them will remain un-marked.
30. Revolts
A revolt is determined randomly, concerning where and when it occurs. Its virulence is variable. A revolt usually bring a drop in the Stability level of the victim player. This player has to crush the revolt as quickly as possible, otherwise taking the risk to witness an extension of that revolt (that can go so far as overthrowing the player's monarch, bringing real trouble...).
30.1 Presentation. Revolts are generated by events. The revolt tables indicate the strength and location of the revolt, according to the period in play. The revolt tables are located at the start of the Annexes handbook. One table is used to determine the victim country (then used again to know who else controls the revolt). Another group of tables (one per country) helps determine the revolting province. Finally a table gives the virulence (i.e. the strength) of the revolt.
A. Procedure - One proceeds in the following order, by rolling one die during each of the steps below: 1. country victim of the revolt; 2. province where the revolt takes place *; 3. country controlling the revolt **; 4. virulence of the revolt. * = if the province no longer belongs to the victim country (or to one of its vassals), the said country controls the revolt (step 3. is thus skipped). ** = that country cannot be the victim country (unless as per * above). The die-roll used to determine the revolting province is modified by the Stability of the victim country.
B. Virulence of a Revolt - According to the result given by the Revolt Strength Table, a side (+) revolt counter is placed on the province if the revolt result is "strong", or side (-) if it is "weak".
B.1 Some results indicate that these counters are accompanied by a general (?) or a revolt detachment (containing 10 conscript infantry SP). The general (?) is chosen randomly among the light gray minor countries generals.
B.2 In such a case, the revolt detachment is placed in the province city. Rebels thus benefit then from the province fortress which they now control.
B.3 Units of the player present in the said province are immediately retreated (without attrition) to the nearest friendly, unrevolted, province.
30.2 Revolt consequences. At the Redeployment phase, if one or more revolts still exist in a country, the said country loses Stability: 1/ for each side (+) revolt, it loses 1 stability level; 2/ for all side (-) revolts, it loses only one additional stability level. However, the maximum a player can lose from revolts of all types is 3 stability levels.
A. Revolt and Income - All provinces in revolt (either a strong or a weak revolt present) bring no income during the player's income phase.
B. Control of the City in a province in Revolt - A revolt never controls the city of the province where it is located, except if it was generated together with a revolt detachment that specifically controls the city (as per the Revolt Strength Table results), or if this is specified by the event that has generated the said revolt (e.g. this is the case in some Political events, such as "Rebellion of La Rochelle").
C. Control of the Revolt - The player designated to "control" a revolt manages it as good as it seems to him. This player is considered as "friendly" for that specific revolt (See 7.5). For example, its military stacks can enter the province in revolt as if it belonged to him (i.e. it has become a friendly province), provided that there are no enemy stacks in the said province.
D. Technology of Revolts - Revolt detachments (or armies) are considered as having the immediately inferior technological level as compared to that of the country where the revolt takes place (the minimum being always Medieval).
E. Revolt stacking - There may be only a limited number of revolts in any one province. The maximum is 2 revolts markers per province, any side (+ or -) up, plus two revolt detachment and/or armies (same stacking rules as for "regular" military units).
30.3 Repression. To suppress a revolt in a province, the player has to send troops in the said province (and therefore to pay a multiple or simple campaign as the province is not friendly to him anymore). He may also attempt a repression in a province if the city of that province is still under the control of the rebels (either besieged or not).
A. Repression Test - The player rolls a D10. If the modified result is 8 or more, the revolt disappears if it was weak, i.e. side (-) up, or becomes weak if it was strong, i.e. changed from side (+) to side (-) up. This die-roll is modified as follows: +1 for each detachment of the player present in the province; +2 for each side (-) Army of the player present in the province; +4 for each side (+) Army of the player present in the province; +/-? the differential of maneuver values of opposing generals (player - rebel), even if it is negative; -3 in terrain other than plain; -2 if the revolt is strong, per revolt, i.e. side (+) up; -1 for France, when event "War of Religion in France" is in effect; -1 for England, when event "Civil War in England" is in effect; -1 for Spain when the event "United-Provinces Revolt" is in effect.
A.1 However, an unmodified die-roll result of 1 is always considered as a failure.
A.2 Similarly, an unmodified die-roll result of 10 is always considered as a success.
30.4 Extension of revolts. At the redeployment phase, revolts that still exist on the map may proliferate (the victim player has lost the corresponding levels of Stability before the extension of the said revolts - see above).
A.1 Adjust the revolt markers simultaneously: 1/ a previously side (-) weak revolt becomes a side (+) strong revolt. 2/ a previously side (+) strong revolt generates a side (-) weak revolt in one adjacent province (belonging of course to the victim country), of the choice of the player controlling the revolt.
A.2 If this is not possible, a detachment of revolt is placed in the same province (or an army if there are already 2 revolt detachments present, the SP of the detachments being absorbed in the army). Note: a previously weak revolt that becomes strong does not generate a weak revolt.
A.3 A city in revolt generates a side (-) revolt in its province if it is not besieged and there is no revolt marker anymore in the said province.
A.4 See 31 hereafter for consequences on piracy.
30.5 Execution of the Monarch. If, at the moment of the Peace phase, all national provinces * (delimited on the map by a frontier of the color of country) are in revolt, the regime of the country is overthrown and the monarch is executed. * = do not count those that have been annexed by other countries.
A. Consequences - All revolts present in the country are removed. A new monarch is determined, its values are those obtained directly by the die-roll results, without any modifier (and without consulting the Monarch Value table), and this for every characteristic.
A.1 Then a reign length equal to the a die-roll on the reign table is determined, to check the reign start status (i.e. child, teenager, adult or fragile health).
A.2 The royal treasury is decreased by half (rounded down).
A.3 The DTI is reduced by one and 3 Commercial fleets levels are reduced in the CTZ box of the country (chosen at random, even on other player's commercial fleets). Note: it represents pillage and lost properties due to this really unstable situation!
A.4 The Stability is reduced by 4 levels.
31. Pirates
Pirates may appear in STZ/CTZ following the occurrence of the economic event "Pirates". Each turn they remain in play, pirates will try to weaken the players' commercial fleets, during the redeployment phase of the turn (See § 49).
A. Appearance of Pirates - Pirates appear in Rest-of-the-World STZ (identified by a pirate symbol) and sometimes in specific STZ/CTZ in Europe (according to events).
A.1 When the "Pirates" event occurs, roll one single D10 for all STZ outside of Europe. The number located close to the pirate symbol on the map is the pirates appearance value. If the die-roll result is superior or equal to the appearance value, one side (-) pirate counter is placed in that STZ. A die-roll result of 10 brings a side (+) pirate into play immediately in that same STZ.
A.2 Two pirates (-) are exchanged for one side (+) pirate. Pirates (+) and pirates (-) can coexist in a same STZ, without limit.
A.3 When all provinces bordering all the sea zones attached to a Special STZ or CTZ are in revolt (unusual but possible), place one side (-) pirate in the said STZ/CTZ at the beginning of the Peace phase.
B. Special Pirates STZ - The following STZ: Coast of Peru, Western Atlantic Ocean and Gulf of Guinea possess 2 pirates appearance values. The STZ Caribbean Sea Zone possesses 3 appearance values. All other STZ on the rest-of-the-world map possess only one such value.
B.1 For STZ having 2 or 3 appearance values, use the first value when only one player possesses Trading posts or Colonies in coastal provinces of that STZ (See 1.4-B1).
B.2 For STZ having 2 values, use the second appearance value when there are 2 different players or more possessing Trading posts or Colonies bordering that STZ.
B.3 For the STZ Caribbean Sea Zone, use the second value in the case of only 2 different players, and the third value when there are 3 players or more having such trading-posts and colonies.
C. Pirates and Privateers - See rule 49.4 for all details pertaining to damage inflicted by pirates and privateers.
Diplomatic Phase
32. Diplomacy
This phase is played simultaneously. Players may negotiate to establish agreements between them (official alliances or informal agreements). Then players make diplomatic actions with minor countries to control them (or to lower the level of control of other players). These levels of control are appreciated to various degree (Royal Marriage, Subsidies, Military Alliance... etc.). Players end this phase by declarations of war (between them or against minor countries).
32.1 Sequence.
- Negotiations between Players
- Agreements & Declarations of War
- Diplomacy on Minor Countries
- Resolutions of Actions
- Diplomatic Counter adjustment
32.2 Negotiations between Players. Players can negotiate freely between them to get into various kinds of agreements, as long as they respect the letter and the spirit of the rules. Players' diplomatic relationships may however be "officialized" in alliances, or may be broken. Players negotiate between them, freely. It is advised that the time of negotiations be limited to at most 10 minutes on an average (5 is counseled, but not always possible or realistic).
A. Outcome of Agreements - When negotiations are closed, players announce their agreements: informal agreement, or alliance (by specifying which), and their possible trade refusal. This is done during the Diplomatic phase, before the declarations of War and any Diplomacy on Minor countries. The simple public announcement of the agreement suffices to validate it. This public agreement bears treaty value.
A.1 These declarations must be made loudly in the order of the initiative (See 28.8).
A.2 Two types of agreements exist: the informal agreement (limited in scope), and the alliance. Only an alliance allows to conclude important agreements.
A.3 There exists several different types of alliances, each corresponding to a precise agreement (See 32.3 below). The type of alliance must always be publicly announced to all other players.
32.3 Alliances. Only players possessing a determined alliance can cooperate in the various domains considered hereafter.
A. Different Alliances - There are 4 different levels: Dynastic Ties; Loan Treaty; Defensive Alliance; Offensive Alliance.
B. Modes - Alliances are concluded between two or more players. A player can conclude as many different alliances as he desires with the same player, and/or with different players, with the restrictions given for each type of alliance as described hereafter.
C. Dynastic Ties - A pair of players may conclude a marriage between the ruling families of their realms, so as to create family ties. They can no longer declare war on each other without Casus Belli (CB). This alliance last for the whole duration of the next 2 consecutive turns, except when specific events occurs, forcing its cancellation.
C.1 To conclude this marriage, one of the two players has to offer a dowry to the other. The dowry has to be 100 ducats (minimum, more can be offered), or consists of one single province, Colony or Trading post, immediately ceded to the other, receiving, party upon conclusion of the agreement (i.e. at the end of the Diplomatic Phase).
C.2 The two players are authorized in addition to exchange an extra province, Colony or Trading post. This exchange may be made in addition to the dowry (e.g. exchange of one province + dowry of a province / or 100+ ducats), but it is not compulsory and may never involve national provinces. This extra transfer costs 1 level of stability to the ceding party.
C.3 The dynastic alliance can be canceled at any given time. The party that cancels it loses 2 Stability levels.
C.4 Only the dynastic alliance allows players to cede or exchange a province, Colony or Trading post. Each ceded possession has to be specified at the time of the alliance conclusion. Each ceding costs 1 level of stability to the ceding party.
C.5 The player that pays the dowry can benefit from a War of Succession inside the other player's country, i.e. he is allowed to declare war on that country as if he had a CB, or on the contrary he is allowed to enter a war as an ally of that same country (See 53.), as if he had a defensive alliance with it. This is valid only if a dynastic Crisis occurred in the country that received the dowry.
C.6 A dynastic alliance cannot be renewed with the same player less than 3 complete turns after the official end (i.e. be it after two turns or earlier because it was previously broken) of the previous alliance.
D. Loan Treaty - Only players that have agreed on a Loan treaty can lend money from one to the other. One is referred to as the "lender", the other as the "borrower".
D.1 To be validated, the moneylender has to transfer at least 50 ducats to the borrower on the turn the treaty is concluded. Restriction: the lender is forbidden to lend more than his turn income. Modes of pay-back and interest are left to the discretion of players (the "loan" can be even a gift without refund).
D.2 The treaty remains valid as long as the borrower has not paid back all received ducats. Other loans can be concluded on following turns, but always in the same way (moneylender to borrower). No new, additional, loan treaty can be concluded between these two players as long as that one remains valid.
D.3 The borrower can break the treaty at any time, and refuse to pay interest and/or the capital owed to the lender. In such a case, he loses immediately 1 Stability level and receives a negative modifier of -2 on the Loans table until the end of the period currently played.
D.4 If an event releases a Casus Belli between the moneylender and the borrower and that the war is declared between them, the treaty is immediately broken without penalty. In such a case, no back payment or reimbursement is to be made by the borrowing country.
E. Defensive alliance - A player linked to another player by a defensive alliance has to declare war on any other country that attacks his co-signer. He is considered as benefiting from a CB for this specific declaration.
E.1 If the player refuses to declare war along with his co-signer, he immediately loses 2 Stability levels and the alliance is canceled. The co-signer also receives a temporary CB against the defaulting player.
E.2 This alliance lasts for the duration of the next 2 turns, except when and if canceled by events or voluntary cancellation by one (or even both) of the co-signer.
F. Offensive alliance - Same as for the preceding type of alliance, except that it applies also in the case where the co-signer is at the origin of the war declaration on another, third-party, player. Also apply E.1 and E.2 above.
32.4 Informal agreements. An informal agreement allows all types of actions and understandings that does not require specifically a formal alliance (ex. right of way through player's provinces, supply...). The breach to such an agreement entails no penalty for the player in cause.
32.5 Trade refusal. During peace, a player can refuse the access of his market to the foreign trade of another player, but that costs him one Stability level at the moment he announces his decision. Once taken, the decision can be maintained from one turn to the other (without any additional decline in Stability).
A. Reaction of the Other Player - The other player whose trade has been denied then receives a temporary CB against the player refusing him trade. If he refuses his own trade in reprisal, he suffers from the same effects (loss of 1 level of Stability... etc.).
B. Value of Trade Refused - When a player is refused the trade of another, the foreign trade loss is assigned: it is calculated on the basis of the refusing player European Trade value, i.e. the income of the refusing player's provinces, including vassals (See § 37.). This value must be deducted from the basic 1500 D$ of European trade, in addition to all deductions made for the player's provinces (and those of his vassals) as well as for possible events.
33. Minor Countries Diplomacy
After having negotiated between them, players may "negotiate" with minor countries. Each player has 1 to 6 diplomatic actions per turn. This number is given, for each country and each period, in his list of limits, as per the Limits table located on Players' Aides. Each diplomatic attempt against one minor country necessitates 1 such action and a investment in ducats, that can be basic, medium or strong. Actions and diplomatic expenses have to be written on the player's record sheet in the space allocated to "diplomatic actions". Results of those actions must then be assessed. Each is solved with the help of two dice. In case of success, the influence that the player exerts on the minor is adjusted. Each minor country that is influenceable by the diplomacy of players has a diplomatic status marker displaying the relevant indications for the diplomatic game. Each such counter is placed on the diplomatic track located on the Rest-of-the-World map. Such a counter must be found in permanence placed in a square corresponding to its attitude towards a player, or in the square reserved to the neutrals.
33.1 Presentation. The principle of the diplomacy with minor countries is that there can be only one influence of any one single player on a given minor, meaning that this player has a preponderant influence. This influence is divided into different levels of increasing importance, which are: 1 - MR: Royal Marriage*; 2 - SU: Subsidies*; 3 - AM: Military Alliance*; 4 - CE: Expeditionary Corps*; 5 - EG: Entry in war; 6 - VA: Vassal; 7 - AN: Annexation. * Note = nothing to do with that which could exist between players.
A. Limit - This influence may be limited sometimes to a maximum level for some specific minor countries, and/or for some Special players. It is even possible that a player could not make diplomatic action against a Special minor (e.g. the Turkish player against Persia).
B. The Diplomatic Track - Each player has a line of his own on the diplomatic track situated on the Rest-of-the-World map. Columns indicate the different diplomatic status that the player can achieve on a minor, as described immediately above.
C. Diplomatic Counters - Each counter (front / back) regroups relative information concerning the minor country mentioned on that counter. All these information figure also in the handbook of Annexes, for each and every minor.
33.2 Diplomatic actions. A player has a number of diplomatic actions which is limited according to the period in play (from 1 to 6 actions per turn).
A. Principle - The player registers on his record sheet all his diplomatic actions of the current turn, by specifying which minor countries are aimed at. He must pay the cost of each action and indicate on his record sheet the level of investment placed in that action (either basic, medium or strong).
A.1 The player can also declare that he is supporting one action of another player. This support is a diplomatic action of the player by itself (it has to be paid as a basic investment diplomatic action), and must be written on the supporting player record sheet. Supports can be discussed and established as an informal agreement between the player granting support and the one receiving it. In all cases, supports can never be sold to another player more than 30 D$ each.
A.2 A player can make only one single action on a single minor country per turn, i.e. he cannot accumulate his actions on any manner on the same minor country within one same and single turn. He is also not allowed to attempt any diplomatic action (or support another player) on a minor country with which he is in war. The only "diplomatic" action allowed on minors at war with the player is separate peace (See 50.15 Peace with minors).
B. Cost of Diplomatic actions - Basic investment: 20 D$. Medium Investment (+2 to the die-roll): 50 D$. Strong investment (+5 to the die-roll): 100 D$. Support (+1 to the die-roll): 30 D$ maximum.
33.3 Resolution of an action. When all players have completed the writing down of their intended actions on the record sheet, each action is resolved. Two cases are possible to solve an action: 1/ the aimed minor country is neutral or controlled by the player; 2/ the aimed minor country is under the control of another player. The term "control" means that the diplomatic marker of the minor country is located on a box of the diplomatic track of any one player. That player controls the minor. According to the 2 cases depicted above the procedure used in solving the action differs.
A. Order of Resolution - Actions are all announced, and then solved, minor by minor, the order of which being of no importance (choice of minor according to the initiative if contentions between players), in the following order: 1/ actions on neutral minor countries; 2/ actions on minor countries already controlled by players. Note: actions must have been written down to be considered as valid.
B. Case of a Neutral Minor, or a Minor already Controlled by a Player - The action is aimed at increasing the level of control of the player on that minor country. The player rolls one die-roll (modified as indicated in D below.), then two dice are rolled by any other player to illustrate the resistance of that minor to the control attempt.
B.1 If the modified die-roll obtained by the player is strictly superior to the sum of the 2 dice obtained for the minor resistance, the player earns a number of "points of progression" used to make the marker of the minor advance on the diplomatic track (See F.).
B.2 The player earns a number of points of progression equal to the result of the difference between the player dice and those rolled for the minor. If the result is null or negative, it does get any point of progression (there is no "negative" progression).
B.3 If several players attempt an action on the same neutral minor country, these actions are resolved together at the same time (each player rolls his die-roll and modifies it). The player that obtained the best result (i.e. the highest modified result) is "selected" to proceed further. Solve ties by competitive unmodified die-rolls. The two dice for the minor are then rolled, and the action is resumed normally (as in B, B.1 and B.2 above).
B.4 If the player makes an action to increase his own level of control on a minor already on his line of the diplomatic track, while other players try at the same time to lower the player's marker on that same minor. These actions are resolved independently of each other (see C below for the actions of the other players). The action of the already controlling player is resolved and applied first.
C. Case of a Minor Controlled by Another Player - The action is aimed at decreasing the level of control of another player on the minor country. The player attempting this action rolls one die (modified as indicated in D below.), then the controlling player rolls one die (which is also modified).
C.1 The controlling (i.e. defending) player has to pay the cost of the action investment to counter the attacking player's action, otherwise the counter of the minor country is automatically replaced in the "Neutrals" box before the attacking player rolls his die.
C.2 If the modified die-roll of the attacking player is strictly superior to the modified die-roll of the defending player, the former earns a calculated number of "points of progression" equal to the difference of dice results.
C.3 This difference is used to move the minor country diplomatic marker down the track, on the defending player's line on the diplomatic track (See F.).
C.4 If the result is null or negative, nothing happens and the defending player keeps the marker where it is.
C.5 The investment paid by the defending player is to be paid in addition to all other investment and costs paid that turn, should he also had attempted his own action(s) on different minor countries (or even one of his actions on the same one).
C.6 The defending player benefits from a bonus applicable to his die-roll according to the degree of control that he exerts on the minor. This bonus is reminded to the player's attention at the top of the Diplomatic track on the map.
C.7 If several players make an action on a same minor country already controlled by another player (including one of them), all their actions are resolved at the same time. Each player rolls one die (and modifies it as per D below). The one that has obtained the best result is "selected" (solve ties as in B.3 above). Then the defending player rolls his die (and modifies it), and the action proceeds normally.
D. Modifiers - This action does not require a table to read its results. Any player that rolls for this Minor Diplomacy has his die-roll modified as follows: +? DIP value of his monarch +? according to investment in the concerned action (medium or strong) +1 same religion (until 1614 - not applicable from 1615 onwards) +1 per other player supporting the action -4 different religion (until 1614 - not applicable from 1615 onwards) -2 different religion, but only between Islam and Christianity (from 1615 onwards) -3 if the player was at war against the minor during the preceding turn +1 bonus* of player's country as per the diplomatic marker of the minor country +1 if the minor diplomatic marker is on the Royal Marriage or Subsidies box (controlling player only) +2 if the minor diplomatic marker is on the Military Alliance or Expeditionary Corps box (controlling player only) +3 if the minor country marker is on the Entry in War, Vassalisation or Annexation box (controlling player only) +/-? as per applicable event (e.g. +2 for Catholics on Protestants for being conciliatory following "The Reform" political event) * = Note that some bonuses are valid only from a date (e.g. "> 1700": bonus valid from 1700 onwards).
E. Cost of Progression - Each Status (i.e. box) on the diplomatic track has a variable cost of progression, according to the level of control (status name is printed at the top of the track) and the concerned minor country.
E.1 Political status "Neutrals", "Royal Marriage" and "Subsidies" cost always 1 point of progression. Exception: to enter the Subsidy box for the Switzerland minor country marker costs 3 points.
E.2 The cost is variable for the other status according to minor countries. It is indicated on their diplomatic marker (See 33.1 - C), as well as in the list of minor countries located in the annexes handbook.
E.3 If a "*" figure on the diplomatic marker for a Special status, it indicates that this political status is not achievable with this minor country.
E.4 If initials appear instead of a figure (cost), they indicate that only the country having these initials can reach this political status, under the restriction that a specific event allowing it has occurred.
Example: if a marker leaves the "Neutrals" box and moves up to the "Military Alliance" box, only that status is taken into account. Intermediate results such as "Royal Marriage" and "Subsidies" are ignored.
Example: the Latvija (Lithuania) minor country diplomatic marker bears 10Sw (initials standing for Sweden) at the location of the Annexation (AN) cost on the marker. It indicates that only Sweden can annex the Latvija (at a cost of 10 points of progression for Sweden).
F. Diplomatic Markers Adjustment - Costs of progression indicate the number of points of minimum progression to advance (or move back) the counter of the concerned minor on the diplomatic track.
F.1 When all diplomatic actions have taken place, the minor country diplomatic marker is moved according to the number of points of progression obtained for that minor and the costs to enter the various status boxes, in favor of the player having obtained the success on this minor.
F.2 When it is required to move a marker back, the cost to enter the status boxes (backward) is the same as for advancing into it. Example: it cost 2 points of progression to move a marker back from a box that cost 2 to enter. Note: not applicable to "D" events.
F.3 If, for a same minor country diplomatic marker, both advances and back-moves occurred in the same diplomatic phase, the number of points of progression to be applied is the net difference between those allowing advances and those to be used for moving the marker back. This may happen if both the controlling and attacking players succeed.
F.4 Advancing a diplomatic counter is never mandatory. A player may always stop the marker progression even if sufficient progression points remain.
F.5 Moving back a marker is mandatory. If the marker reaches the "Neutrals" box while doing so and some remaining points of progression are still available, the marker can then progress in favor of the player that has succeeded in the action, for a number of points of progression equivalent to the remaining balance.
F.6 All points of progression balance that do not suffice to enter into (or move back from) the box is lost and not applicable.
G. Political Status - The diplomatic marker of a minor country is moved on the track until it reaches a political status box, as allowed by the number of points of progression and the various costs to enter those boxes. If the marker has progressed, intermediate boxes indications are ignored. Apply only the result and benefits of the status corresponding to the box where the marker is located.
33.4 Royal Marriage. The Royal Marriage (MR) box gives the advantage of a bonus of +1 during any ulterior diplomatic phase as long as the player controlling the minor country retains this status.
Dowry: when the minor country diplomatic marker reaches the MR box by advancing (not by moving back), the player rolls one die. If the result is: A/ Even: the player receives the sum of the dowry in ducats as indicated on the diplomatic marker (See 33.1 - C). B/ Odd: the player has to pay the dowry. If the player refuses to pay the dowry, the marker is returned immediately to the "Neutrals" box.
33.5 Subsidies. The position of a diplomatic marker on the Subsidy (SU) box gives a bonus of +1 during any ulterior diplomatic phase for the player controlling the minor country.
A. Subsidies - The player rolls a D100 (two dice, one for tenth, the other for units - 00 means 100). He modifies the obtained die-roll result by the Subsidy modifier (always negative) indicated on the minor country marker (See 33.1 - C). If the result is: A/ positive: it indicates the number of ducats that the player receives from the minor; B/ negative: it indicates the number of ducats that the player has to pay to the minor.
A.1 If the player refuses to pay, the marker is immediately and directly returned to the "Neutrals" box.
A.2 The positive net amount obtained by Subsidies can never exceed 50 Ducats, except explicit precision of the contrary as explained in some events.
A.3 When a players pays the subsidies, the ducats thus transferred to the minor are deducted from the player treasury (and just marked-off, i.e. there is no such thing as "minor country treasury").
A.4 Diplomatic "income" (i.e. positive subsidy) is credited to the player TR at the end of the Diplomatic phase.
33.6 Military Alliance. The position on the Military Alliance (AM) box gives a bonus of +2 during a ulterior diplomatic phase for the player controlling the minor country.
A. Minor country forces available - In addition, the player can use units of the minor country, within the following limits: A/ the basic force of the minor is usable only within the territory of the minor, without limitation (See Annexes, list of minors); B/ a maximum of 2 stacks from this force can move into any one province or sea zone that is adjacent to the territory of the minor (but only if the said province or sea zone is friendly or enemy to the player controlling the minor).
A.1 The units belonging to the player can also freely move into the territory of this minor; which is then considered as friendly territory for the controlling player.
A.2 However, this is allowed only under the following condition: the minor country authorizes access to its territory, or may move its military units outside national territory (as described above) only if the player is currently involved in a war (i.e. not valid during player's peacetime conditions).
B. War - If the player is involved in a war, he may use the forces of his minor country allies without having to lose stability for them to declare war (within the limit of A above). However, declaring the minor in the war is not automatically successful (See rule 34.5 G.3 below).
C. Losses - All losses undergone by units of an allied minor country may be replaced, but only if such units are located in a province initially belonging to the said minor at the time of the Logistics sub-phase. This replacement is done automatically and at no cost to the player, up to a maximum equal to the minor basic force (all excess is lost).
33.7 Expeditionary Corps. The position on the Expeditionary Corps (CE) box gives a bonus of +2 during any ulterior diplomatic phase for the player controlling the minor country.
A. Minor country forces available - Same as for the Military Alliance, except that the player can use one stack from the basic force of the minor country freely, including outside its initial territory (except outside of Europe if the said minor country has no Colony or Trading post there). This is also solely applicable for territories of the player or his enemy (and any sea zone in Europe).
A.1 Expeditionary Corps never received reinforcements and, once destroyed, are no more available for the same conflict where they were lost.
A.2 The minor country Persia may only use its Expeditionary Corps forces in Turkish or Mameluk territory and also inside formerly Persian provinces located on the Rest-of-the-World map.
B. War & C. Losses - Same as Military Alliance.
33.8 Entry in War. The position on the Entry in War (EG) box gives a bonus of +3 during any ulterior diplomatic phase for the player controlling the minor country.
A. Minor country forces available - Same as Expeditionary Corps, except that the minor country also receives reinforcements each turn in the Logistics sub-phase, rolling one die on the reinforcement table. The player controlling the minor has then the choice to accept or to refuse these reinforcements. Reinforcements are to be placed in units of the minor country currently located within their initial home territory. If he accepts them, the purchase of reinforcements is free but it will have to pay the maintenance of all forces in excess as compared to the basic force of the minor country. However the minor country can finance itself a variable number of detachments in addition to its basic forces. This number is equal to the Income bonus as printed on the reinforcement table. The player has not therefore to pay maintenance for these extra detachments.
B. War - Same as Military Alliance, but the stacks of the minor country may move up to 12 MP away from home territory. Note: every territory of member states of the Saint Empire is home territory for HR units.
C. Losses - The minor country may replace its own losses (through the use of the above-mentioned reinforcement table), at no cost of the player.
33.9 Vassalisation. The position on the Vassalisation (VA) box gives a bonus of +3 during any ulterior diplomatic phase for the player controlling the minor country.
A. Minor country forces available - Same as for Entry in War, except that the minor country does not finance detachments in addition to its basic forces (cancel A.1 above). Any extra force is paid by the controlling player from his own treasury, using his own costs for such purchases and maintenance. Vassal minors keep their basic forces free maintenance.
B. War - Use vassal minor country units as the player's own units, except that they are not allowed to leave Europe.
C. Losses & Reinforcements - The player pays for and replaces all losses as he sees fit, but to a minimum equivalent to the vassal basic force.
C.1 Vassals do not get reinforcements via the use of the reinforcement table. The player has to pay for them. They are included in his own purchase limits.
C.2 The player may not build units of his own (except fortress) within vassals territory. Only vassals units may be built there.
D. Income - Vassals income from provinces and commercial fleets is included in the controlling player's income, both during war or peace time.
D.1 Vassals province contribute to domestic and foreign trade.
D.2 Vassals provinces do not contribute to manufactures percentage income.
E. Minors that cannot be Vassals - Some minors can never be vassals. They have in this case an asterisk (*) printed on their diplomatic marker (See supra) on the vassal position.
33.10 Annexation. The position on the Annexation (AN) box gives a bonus of +3 during any ulterior diplomatic phase for the player controlling the minor country. When the minor country marker is in the AN box of a player, that country is considered as annexed by the player.
A. Units and Income of annexed Minors - All force of an annexed minor are removed, and provinces of that minor are annexed, although they cannot be considered as national provinces of the annexing player.
A.1 The player receives all income from annexed provinces as if they were his own, including for manufacture percentage income.
A.2 He may build units there as in other non national provinces.
B. Condition of Annexation - To be annexed diplomatically, a minor country has to be adjacent to a province already controlled by the annexing player, otherwise the diplomatic counter of the said minor is placed on the Vassal box and cannot be move up to the Annexation box. In addition, it is necessary that the minor country could be annexed (meaning that there is no asterisk (*) on the diplomatic marker of the said minor - See 33.1 - C).
C. Desannexion - An annexed minor can be de-annexed if another player succeeds in moving the diplomatic marker of the minor country back on the diplomatic track, away from the AN box. This applies to annexation having originated from either a diplomatic action or a military conquest (except some specific cases specified in the Annexes handbook - e.g. Hungary or the Mameluks).
C.1 A minor can also be de-annexed by a diplomatic variation during the event phase (See events), change that could make the marker present position be moved one or more boxes back.
33.11 Rest-of-the-world minor countries. These minors are: Oman, Aden, Mysore, Hyderabad, Ohio, Sudan, Sibir, Mogol Empire, Chinese Empire, Nefoud and Japan. See the Special cases below.
A. Oman, Aden and Sudan - Oman and Aden minor countries cannot be subject to players' diplomacy as long as the minor country Mameluk is still in existence (See 53.).
B. Ohio, Hyderabad, Mysore - A player cannot attempt any diplomatic action on these minors as long as he does not possess a Colony and/or a Trading post in an Area adjacent to or inside their territory.
C. Sibir - No single game action (including diplomacy, movement and combat) is authorized on this minor as long as there is no Russian player, i.e. before AD 1560 in the Grand Campaign game.
D. Mogol, China, Japan, Nefoud - No diplomacy is possible on these minors (See Annexes).
E. Persia and Mameluks - Although possessing some territories situated on the Rest-of-the-World map, these two minors are considered as European minors and use the same rules for diplomacy.
33.12 Papacy. Any Catholic player that has a status of at least Military Alliance (AM) with the Papacy receives an extra 50 D$ income at the end of the Diplomatic phase (See § 33). However, this rule no longer applies from 1615 onwards.
33.13 Fidelity of minors. Minors all bear on their marker an indication of fidelity. It is this indication that is taken into account in the case and resolution of "D" (diplomatic) event during the event phase (See 29.2-B5).
Example: Diplomacy with Minors. In 1700, during the diplomatic phase, the French player (diplomatic value of his monarch: 8) prepares 1 diplomatic action on the Lorraine minor (currently in the Spanish Expeditionary Corps box) with a strong investment (cost: 100 D$). The English player supports the French action in Lorraine (cost for England: 20 D$), having negotiated beforehand to receive from the French 30 D$ for this gesture (i.e. a net profit of 10 D$). The Spanish player (diplomatic value: 3) also writes down an action on Lorraine on his note-sheet, with a basic investment (cost: 20 D$).
During the resolution of actions, players announce their choice. Both the Spanish and French players announce that they attempt an action on Lorraine. The resolution of these two actions on Lorraine is dissociated because one player already has a control and intent to increase it, while the other tries to weaken the other player's control level. The Spanish player, having heard the French attempt, replies that he will defend his control level and makes an additional medium investment in reaction (50 D$) to the French attempt.
The Spanish player (that controls the Lorraine) solves his action first. He rolls one die and obtains a 1, modified by +3 (monarch) +2 (existing Military Alliance status), i.e. 6. Two dice a rolled for the minor country resistance and an 8 is obtained for Lorraine. The difference of both result is negative (i.e. in favor of the minor country), therefore the Spanish diplomatic action is a failure and nothing happens.
The French player now rolls for his action, getting a 9, which is modified by +8 (monarch) +5 (strong investment), +1 (English support), i.e. a net modified result of 23. The Spanish defense die-roll is a 1, modified by +3 (monarch) +2 (medium investment - reaction), +3 (Expeditionary Corps box modifier), i.e. 9. The difference of dice is positive, therefore the French action is a success. He obtains 23-9 = 14 points of progression on the Lorraine minor.
When all actions have taken place, each diplomatic counter having been the object of an action, is adjusted. Lorraine thus receives +0 points of progression following the Spanish action, and -14 points following the French action, i.e. a net of -14. The Lorraine diplomatic marker is moved from the Expeditionary Corps box (cost: 2 pts), to the Military Alliance box (cost: 1 pt), then Subsidies box (1 pt), Royal Marriage box (1 pt), and reaches the Neutral box (1 pt), having spent 6 points in the process. There remains a balance of 8 unspent points.
The French player can then make the marker progress on the French line of the track, from the Neutrals box: it can enter the Royal Marriage box (1 pt), Subsidies box (1 pt), Military Alliance box (1 pt), Expeditionary Corps box (2 pt), for a total of 5 points. The balance is 8-5=3, is not sufficient to enter the Entry in War box (because it would be necessary to have 4 remaining progression points to do so - see counter values). Note that the French player has the possibility, if he wishes so, to place the Lorraine diplomatic marker on any box on the track that would be below the maximum box he has reached (i.e. inferior to Expeditionary Corps box).
33.14 Status of minors in 1492. This list figures in the Annexes, giving for each minor country information on its name in the game, its historical name, its basic forces, its income, its wealth modifier, its diplomatic status, the content of its military units in various types of SP, its religion and its technology limits and levels; as well as all details for the processing of Special cases.
34. Wars
They take place due to independent decisions of any player or players (announced during the Diplomatic phase) or may be started by events.
34.1 Declarations of war. Wars are declared during the Diplomatic phase (by the attacking player), before actions on minor countries are written down and resolved. A minor country may also declare war during the events phase, as described in some events (e.g. "Poland declares War on Russia" event in period 1560-1614).
A. Casus Belli (CB) - A Casus Belli (CB) allows to declare war by losing only 1 Stability level, without any loss of victory points (VP). CB are of two different types: permanent or temporary.
B. Temporary Casus Belli - The temporary CB is provided by events, or by the rules. It may be used only once and is then canceled.
C. Permanent Casus Belli - Here are the permanent CB: 1/ following the Reform (event), all Catholic countries have a permanent CB against all Protestant countries (and vice versa). This is no longer valid after 1615, included. 2/ Spain has a permanent CB against all Pagan or Muslim countries. This is no longer valid after 1700, included. 3/ Turkey has a permanent CB against all Christian countries and against Persia. This is no longer valid after 1700, included. 4/ a player has a permanent CB against any country (player or minor) that has the monopoly of the player's CTZ, or that has annexed a national province of the player.
34.2 War declaration cost. A declaration of war costs VP, as well as a loss of Stability, according to whether the player has a CB or not.
A. Cost in Victory Points - (-) No VP: with CB. -10 VP: without CB, against a player or a minor country vassal of a player. -5 VP: without CB, against a minor (except vassal minor country - see above).
B. Cost in Stability - -1 level: with CB. -2 levels: without CB. Note: cost in lost stability may be altered by existing treaties and alliances between players (See § 32. above), or also by event description.
34.3 Stability & War. During the war, at the end of each turn, the Stability of each participating player is reduced by 1 cumulative level each turn (e.g. the player loses 1 level on the first turn, 2 others on the second, 3 on the third and so on... etc.). However, after 4 consecutive war turns, the loss is limited to -4 levels per turn, and this until the peace is made.
A. Stability and War End - The duration of wars is not limited in principle. However, if a country at war stays two consecutive turns in the -3 Stability box (when at war with the same enemy); peace has to be concluded (See 50.13).
34.4 Trade & War. The war forces all belligerent players to refuse mutually the trade access to their market (trade refusal). This influences the calculation of their foreign trade income as follows: A/ the European market value of each one is decreased by the amount of Income of the other player provinces (including vassals). B/ other commercial income sources (commercial fleets, exotic resources, etc...) are not affected directly by the state of war.
34.5 Minor countries at war. A minor country is at war if: 1/ a player declares war on the minor country (or the reverse through an event resolution); 2/ or if it is located in the Military Alliance box (or higher) of a player at war and is declared in the war by the controlling player (See G. below for details of minor declaration in a war). The term "assailant" is used to designate the enemy of a minor, even if the minor is at the origin of the war declaration.
A. Reaction of Player already controlling an attacked minor country - If a player declares war on a minor (other than a vassal), the player controlling that minor has a temporary CB against the assailant. All declaration of war against a vassal implies an automatic declaration of war to the country controlling the vassal. As a consequence, cost in stability is 2 levels without CB (or 1 with CB). The CB in question may be valid against the vassal minor or its controlling player.
B. Neutral Minor Control Determination - A neutral minor country attacked by a player [or the reverse (through event)] must be played by a player. This player is chosen according to the following priority order: 1/ a player that is already at war with the assailant; 2/ or a player determined by the list of preference established for each minor country state (See Annexes handbook) or determined by the description of the event triggering the war. In no case the assailant can be chosen as the player handling the attacked minor country.
B.1 A player can refuse to take control of a neutral minor country attacked by another player or attacking another player: in such a case, he suffers a 1 Stability level loss. In this case too, another player is chosen as per B above,... etc. If all players refuse to take control, the first player on the list of preferences must play the minor, losing one additional stability level in the process.
B.2 A player that accepts the control of a neutral minor that has been declared war upon places the minor diplomatic marker on his diplomatic track, in the Royal Marriage box (i.e. the first box on the left of the diplomatic track). However, this is done without the said player benefiting from the effects of such a position.
B.3 The fact to accept to play a minor country at war does not mean that the player is himself at war against the assailant.
C. Effect of War on Diplomatic Actions - Only the player that plays the minor country can make diplomatic actions on that minor. However, he cannot reach the status "Annexation" (if achievable) as long as that the minor is at war.
C.1 To do so, the player running the minor has to break all military alliance (either defensive or offensive), if any, with the player enemy of that minor country, at no cost in Stability.
D. Player Controlling the Minor is already at War against the Assailant - The player plays its attacked minor countries normally.
D.1 A minor country with its diplomatic marker standing at Military Alliance or Expeditionary Corps status is moved directly to the Entry in War box of the controlling player if its national territory is invaded by the assailant. It cannot decline from that box as long as the war lasts.
D.2 The player, being himself already at war with the assailant, can intervene and help militarily the minor.
D.2.1 If the player pays for a multiple campaign, minor country units can be included as part of his stacks.
D.2.2 The reverse is not true, i.e. minor countries campaigns cannot be used to activate the controlling player's units, except if both are stacked together and led by a minor country leader.
D.3 The minor automatically makes peace at the same time as the controlling player. It means that if the player concludes peace with the assailant, the war is also over between the latter and the controlled minor. If the player is at war with others players or minors, his minors remain at war at his side if their markers are located in the Military Alliance box or higher.
E. Minor country alone at War - The player that gets the control plays the minor country as if it was standing at an "Entry in War" status, whatever the exact control status of the player presently is.
E.1 A "D" event (Diplomatic perturbation) can decrease the level of status (if the player is not himself involved in that war), but not below the "Royal Marriage" box.
E.2 The minor can exceed its basic forces with received reinforcements, without the player having to pay the excess units maintenance (but he will have to pay it if he enters himself in that same war against the assailant).
E.3 The player receives VP (both positive and negative) linked to the actions of his controlled minor, but can intervene militarily only when he enters himself that same war on the assailant.
E.4 The peace with a minor that is alone at war follows a Special procedure (See 50.15).
E.5 If the player declares war on the assailant, the diplomatic marker of the minor is then placed directly on "Entry in War" box of the player, and cannot move back as long as that war continues.
E.6 If the player obtains a status of vassal via diplomatic action on that minor, he must declare war immediately on the assailant or forfeit the newly achieved vassal status (and move the marker back down to Entry in War box).
F. Conduct of the War - The player plays the minor country as he wants, at the same time as his own units in the round (according to initiative order). Basic Forces of a minor country at war are deployed inside its national territory. Then, each turn, the minor country receives reinforcements on the reinforcement table, as indicated according to its status (See Annexes).
F.1 The minor country automatically receives a free Simple Campaign for its forces, each round.
F.2 The minor country may sometimes receive one or more Multiple Campaigns (through the Reinforcement Table).
G. Intervention of Minors in a War declared by their Controlling Power - When a player enters or declares war, his controlled minor countries (including vassals) do not automatically participate in that war, if they are not themselves directly attacked.
G.1 To participate, a minor must be rolled for and a modified result of 8 or more must be obtained. This die-roll is done during the Diplomatic Phase, immediately after the player's declaration of war and before any other diplomatic activity on minor countries.
G.2 This die-roll may be attempted only once per minor and per turn. It may be renewed on a still neutral minor on a following turn, at the cost of one of the player's diplomatic actions.
G.3 Modifiers to this entry die-roll depend on the country the player wants his minor to declare war upon. They are the following: +? diplomatic control level bonus +? political bonus on the country (e.g. France +1 on Bayern) +2 if the enemy player has a common border with the minor country -2 for Poland (not applicable in case of a player attacking Russia or Turkey, and also to France when controlling Poland following a French success in the "War of the Polish Succession" event) -4 if the religion of the enemy player is the same as that of the minor -4 if the closest enemy province is 6 MP or more from the minor territory, or more than 2 sea zones away from a minor coastal province. -4 if the minor country is already involved in a different war
34.6 Reinforcement Table. Reinforcements can be chosen for each minor by the player that has the control, according to one of the following 3 attitudes: Offensive, Defensive or Naval. An attitude is chosen at the start of the Logistics sub-phase and is valid for the current turn only. The choice may be changed every applicable turn. Once an attitude is chosen, one die is rolled (and modified - see below) and the Reinforcement Table indicates the result.
A. Choice of Attitudes - This attitude has an impact on forces that the minor is going to obtain and on the way to conduct the war, namely: Offensive: the minor country has to move at least a stack into enemy territory (i.e. the enemy player territory or the territory of one of the controlled minors of the assailant), if the said enemy territory is adjacent to the minor country territory, or within possible reach of same (i.e. maximum 12 MP away). Note: when attacking a player through an event, a minor country may move as many of its available force and as far as possible within enemy territory. Defensive: the minor country cannot move any stack outside of its territory. Naval: the minor must move at least one naval stack to undertake an attack against an enemy naval stack, or to establish a blockade or also to undertake transportation and/or landing of its land units into enemy territory.
A.1 The choice of the attitude is left to the player that controls the minor country. This choice may be changed each turn. Exception: if the minor is the attacker (as described in the event), the player must choose automatically an Offensive attitude (or Naval if the minor country has fleet or naval detachments counters - see A.2 below), as per event description.
A.2 The naval attitude may only be chosen for a minor country that has naval counters at its disposal.
B. Modifier to Reinforcements - Some modifiers may be applied to the die-roll for reinforcements. All modifiers are cumulative.
B.1 There is a "Political" modifier specific to some minor countries. Such a modifier is indicated on the right-hand side of the Reinforcement Table, and also in the country's description in the Annexes.
B.2.1 If none is indicated, no such modifier exists.
B.2.2 Some political modifiers are only applicable within specific time frames.
C. Modifier: Leaders - C.1 In addition the Reinforcement Table gives the possibility of additional military leader(s).
C.2 A military leader is obtained by the roll of a D10 equal to or inferior to the value indicated on the Reinforcement Table under the rubric "Leaders".
C.3 A general is then picked at random among gray-colored minor leaders (?) still available.
C.4 In case a naval attitude has been chosen for the minor and a leader is obtained, an admiral (?) can be picked up in place of a general.
D. Reinforcements Types - Specific Cases - All land reinforcements are conscript, except for the following minors and the SP types below: 1/ 100% of Swedish new forces obtained between 1560 and 1740 included are veterans. 2/ Same thing for Switzerland (in permanence). 3/ Same for Prussia after 1740, or after the event "Prussian Army Reform", whichever comes first. 4/ 50% of all newly received cavalry of Poland, Mameluks and Persia are veterans. 5/ Persia can place its reinforcements in its Asiatic provinces outside of Europe. 6/ Portugal, when a minor country, can place 30% its reinforcements in its possessions outside of Europe (if any), but only when not annexed by Spain (see event). All these percentages are rounded up.
Income Phase
35. Income
This phase is played simultaneously. Players determine their income. Income must be registered on the player's economic forms. The registration order of the income is clearly identified on the economic form of the player. Note that 4 income blocks (province, trade, rest-of-the-world, various) have sub-totals to facilitate the calculation. All this forms the Gross Income of player.
35.1 Sequence.
- Variation of Exotic Resources Prices
- Calculation of Income
35.2 Price of Exotic Resources. Exotic resources represent the main trade resources little or not known in Europe (or fairly rare). These exotic resources are: Sugar, cotton, tobacco, spices, fisheries, furs, products of orient (such as silk, chinaware, etc.) and... slaves. These resources may be exploited by the players' Colonies and Trading posts.
A. Prices - Prices of these resources fluctuate according to the European Offer (quantities exploited by players and minor countries) and European Demand. The price of a resource is the value indicated on the Prices track, just below the resource Price marker.
B. Exploited Quantities - Exploited quantities depend on the number produced by the totality of Colonies/Trading posts of all players and minor countries (See Rest-of-the-World § 60 & 61). The exploited quantity of a given resource is the value indicated under its Quantity marker (on the Exploited Quantities track).
C. The change in Prices - Initial price of each resource is fixed in each scenario played, under the At Start Prices rubric. Players must total the number of each exotic resource exploited in the world (including those exploited by minor countries). The production marker of the said resource is placed on the Quantities Exploited track, above the number corresponding to the said quantity.
C.1 If the total of exploited quantities of one single resource is above 20, the marker is flipped on its back side showing the +20 symbol, and placed on the track above the number of total quantities diminished by 20 (e.g. for a total of 30, the marker is flipped back side up, on the 10 box).
C.2 Three cases may appear, according to the arrows indicated above and/or below the box the Quantity marker is on: A/ One or Two arrows above the box: if there are one or two arrows located above the box where the marker is placed, there is price adjustment. A D10 is rolled that must be compared with the value at the left-hand side of the Quantity marker of this resource. If the D10 result is above or equal to this value, the Price counter is adjusted one (or two) boxes to the right, according to the number of arrows. B/ One or Two arrows below the box: same thing, except that it is necessary to look for arrows located at the bottom of the box, and compare the D10 die-roll with the value at right-hand side of the Quantity marker. If the result is above or equal to this value, the marker is adjusted to left, according to the number of arrows. C/ Arrows both above and below the box: same thing, as cases A and B above, but two price adjustments test as per A and B above to be made separately. If the result is above or equal to the right and/or left value, the marker is adjusted to left and/or right respectively, according to the number of arrows in each direction.
Example: Sugar production - 1680. There are 18 sugar produced by players and minors in 1680. The quantity counter is placed in the "18" box on the track (1 arrow on top, 2 arrows on the bottom). Case C above applies. 1/ On die is rolled for the top arrow, an 8 is obtained and compared to the value on the left-hand side of the price marker (bearing a 5). As the result is at least equal to 5 (in fact above this value), the price marker is adjusted 1 box to the right (i.e. price increase). 2/ One die is rolled, and a 10 obtained, for the 2 arrows at the bottom. As the result is above the right-hand side value of the price marker (which is 8), the price marker is adjusted 2 boxes to the left (i.e. one box per arrow). 3/ In the end, the net result is that there is a price decrease of 1 box.
C.3 Some Quantity markers have no +20 mention on their back: that means that there can be no more than 20 resources of this type in exploitation per turn (the market cannot absorb more, or they simply do not exist).
D. Limit to the Variation of Prices - The progression of a given price is limited to a maximum ceiling, for each resource. Each ceiling is indicated on the price track. A ceiling must never be exceeded. Do not roll the D10 for possible price rise if the ceiling is already reached by the marker. Opposedly, the minimum of a price is either the one indicated in the scenario or 0 if no indication is mentioned.
E. Other Variations of Prices - Prices of resources may also be modified by events, or at the start of some periods, for some resources (such as those indicated on the prices track) even if the said resources are not automatically available yet.
E.1 The resources that are not available are the following (with date of availability): Sugar and Tobacco from 1615 onwards; Cotton from 1700 onwards.
E.2 Even if not available, their prices may be affected by events. This is an anticipation of the future Demand on these resources.
35.3 Calculation - Gross Income. The gross income is decomposed in 4 parts: Land income, Trade income, Rest-of-the-World income, and Industry income.
A. Land Income - The player registers: 1/ the income of all his provinces (each income is printed in purple on the map); 2/ the income of all provinces of his vassal minor countries; 3/ then in negative all the income corresponding to provinces that are in revolt, looted, and/or under enemy control (he receives no income for all such provinces). This constitutes the Net Land Income of the player. This income is written down on the player economic record sheet individually in each of the above rubrics and as a total in the Land Income sub/total box. Events that affect the income of provinces are not permanent and are therefore registered in the rubric labeled "Other territorial income" (may be negative) of the economic record sheet.
B. Trade Income - The player registers: 1/ the Domestic trade, obtained by cross-indexing the income of provinces of the player and his vassals (calculated in A. above) with the Domestic Trade Index of the player (called "DTI"). 2/ the Foreign trade, obtained by cross-indexing the current European market value* with the Foreign Trade Index of the player (called "FTI"). * = the current European market value used by a player is equal to 1500 D$ minus all income of provinces controlled by the player and its vassals, the land income of other players refusing him trade, and whenever required, minus an amount of European trade loss depicted in some events. 3/ revenues of the player commercial fleets in all STZ/CTZ. 4/ bonus in case of monopolies by any of the player commercial fleet placed on its (+) side in STZ/CTZ (50% or 100% monopoly according to the degree of that monopoly - see below). 5/ the income of the Trade Centers (Mediterranean, Atlantic, Orient) controlled by the player (100 ducats each in principle) who possess the greatest number of commercial fleet levels relevant to each trade center. All these income form the "Commercial Income" of the player. This income is written down on the player economic record sheet, in each of the above rubrics and also in the Trade Income sub/total box.
C. Rest-of-the-World Income - The player registers: 1/ the income of his Colonies; 2/ the income of his Trading posts; 3/ the income of his exotic resources. This forms the "Rest-of-the-World Income" of the player. This income is written down on the player economic record sheet, in each of the above rubrics and also in the Rest-of-the-World Income sub/total box. (See § 55 and following for details.)
D. Manufactures Income - The player registers: 1/ the fixed income of his manufactures; 2/ the variable income of his manufactures; 3/ the income of his European mines. This forms the "Income of Industries" of the player. This income is written down in each of the above rubrics and also in the Industry sub-total of the economic record sheet.
35.4 Calculation - Net Income. The gross income is then modified by the Stability of the player. There can be a gain or an income loss. The player has then the possibility to borrow ducats from the game system. This is done by rolling for a National or International loan on the Loan Table and by choosing which one offers the best conditions.
A. Income & Stability - The player earns or loses income according to its Stability level, in the following percentage amounts: +10%: Stability +3; (-): Stability +1 or +2; -10%: Stability 0; -25%: Stability -1; -33%: Stability -2; -50%: Stability -3. Round up gains and losses in ducats. The gain or the loss of income is registered on the corresponding box on the economic record sheet.
B. Loans & Interest - The player registers on his economic record sheet, in the relevant box(es): 1/ loans received or subscribed (in negative for refunds); 2/ interest paid (always negative) or received (from loans to other players).
C. Net Income - The player makes the sum of his gross income with the possible gain/loss from his Stability, his loans and interest paid. This forms the Net Income of the player.
35.5 Available Treasury. The available treasury of a player is his Net Income + the treasury that remained from the previous phase and +/- loans and interest contracted by the player. The player makes the sum of his Royal Treasury (as it stands at the end of the Diplomatic phase) and his net income. This forms the Available Royal Treasury of the player for the current turn. The player will be able to use this treasury for all the future phases of the turn, notably the following one (Administrative Operations).
35.6 Rest-of-the-World Gold. Although not being directly integrated to the various income of the player listed above for the Income phase, the production of gold by mines located in the Rest-of-the-World takes place during the Income phase. Note: this is important if the gold mines are captured during the Military phase.
36. Domestic Trade
This income is determined by cross-indexing the Land Income (on-line) with the DTI (in column).
A. Land Income - It has been calculated in 35.3 - A. (total of provinces, provinces looted... etc.).
B. DTI - The DTI value is provided by the scenario or the campaign being played. The player can improve his DTI in the course of the game (by administrative operation, See 45.7).
37. Foreign Trade
This income is determined by cross-indexing the European market value for the player (on-line) with the FTI (in column).
A. European Market Value - It is basically evaluated at 1500, minus the following: A/ the income of all provinces controlled by the player (and his vassals); B/ the income of all provinces of other players (and their vassals) with which the player is at war or those that refuse him their trade (See 32.4); C/ same with minor countries that are at war with the player; D/ amounts possibly given by events (trade loss due to wars in Europe, as described in the event). Note that the basic value of 1500 D$ increases to 1700 D$ once the minor country USA is in play.
B. FTI - The FTI value is provided by the scenario or the campaign being played. The player can improve his FTI in the course of game (by administrative operation, See 45.7).
38. Commercial Gains
Commercial gains incorporate income generated by commercial fleet levels present in a country trade zone (CTZ) or in a sea trade zone (STZ). These levels are gained through successful administrative operation (See 45.8), and lost by competition (See 45.11) of the other players and also by pirates or privateers attacks (See 49.4). These levels are recorded on the commercial fleets record sheet of the player.
A. Commercial Fleets - A commercial fleet is identified by a counter bearing an ID letter. This letter identifies the commercial fleet on the record sheet of the player and physically on the map. The player can place a maximum of one commercial fleet for a given STZ/CTZ. That does not include those of his different vassals if some are present.
B. Commercial Fleets Levels - The commercial value of a commercial fleet is quantified in term of levels. The levels represent the fleet market share in its Special trade zone. A fleet possesses 1 to 6 levels. It is placed on its (-) side if it possesses 1 to 3 levels. It is placed on its (+) side if it possesses 4 to 6 levels.
C. Commercial Gain - It depends on the level of the fleet and on the STZ/CTZ where it is located, as follows: +1 D$ by level in STZ; +2 D$ by level in CTZ.
D. Commercial Bonus - This level income is however modified as follows: A/ for all STZ or CTZ in which the player possesses a side (+) fleet, he gains a bonus equal to 50% of the value printed in the ship symbol of the said STZ or CTZ (rounded up). B/ for all STZ or CTZ in which the player is the only one to possess a side (+) fleet containing 6 levels and that there is no other commercial fleet in the said STZ/CTZ, he gains a bonus equal to 100% of the value printed in the ship symbol of the said STZ or CTZ.
E. Competition & Levels - See § 46 for rules processing the Competition.
F. Definition Reminder of a STZ/CTZ - Each STZ/CTZ covers several sea zones: the one where the symbol is located, and all adjacent sea zones. Reminder: a STZ symbol is a square, a CTZ is a circle. Some sea zones of different STZ/CTZ may overlap.
39. Centers of Trade
There are 3 Centers of Trade in the game: the Mediterranean Center; the Atlantic Center; the Eastern or Levant Trade Center, called "Grand Orient" in this game.
A. Centers Income - Each Trade Center brings a 100 D$ income, except the Grand Orient center which has a variable income (with a trend to the decrease... !).
B. Centers in 1492 - The Mediterranean Center is located in the port city of Venice (Venezia province, controlled by the Venetian player). The Grand Orient Center is located in the port city of Alexandria (Alexandria province, controlled by the minor country Mameluks). The Atlantic Center is located in the port city of Anvers (Flanders province, controlled by the Spanish player).
C. Centers Displacement - The Atlantic and Mediterranean Centers may be displaced during the Interphase (See § 51). Each center belongs to the player that possesses the greatest number of levels in commercial fleets in specific CTZ and STZ. If the controlling player changes, the Center is displaced to a national port of this player (of his free choice).
D. Mediterranean Center - STZ/CTZ attached to Mediterranean Center are: all Mediterranean (i.e. Gulf of Lion, Ionian Sea) and Adriatic Sea STZ, Black Sea STZ, Caspian Sea STZ, Turkiye CTZ.
E. Atlantic Center - STZ/CTZ attached to the Atlantic Center are: all STZ or CTZ other than those of the Mediterranean Center, on both the Europe & Rest-of-the-World maps.
F. Grand Orient Center - The Grand Orient center, located at the port city of Alexandria (Alexandria province, Mameluks minor country) follows Special rules. This center represents mostly the caravan land trade from Asia to Europe.
F.1 It remains positioned at Alexandria, as long as the minor Mameluks is not conquered by the Turkish player. When this occurs, the Center is transferred during the following Interphase to the Turkish port city of Smyrna until the end of the game (in the Turkish province of Smyrna).
F.2 The income of the Grand Orient Center is set at 100 D$, but may be reduced as follows: -10 D$ if there are between 1 and 5 Colonies or Trading posts (side (+) or (-) up) belonging to Christian players (all players except the Turk) in India or in Asia (See 55.2 B & D), Siberia excepted. -10 D$ for every 5 additional colonies and/or trading-posts as above (rounded up). -10 D$ for each Christian commercial fleet, either (+) or (-) side up, in any one or both of the following STZ: Eastern Indian Ocean, Oman Sea Zone. -50 D$ if Turkey and the minor country Persia are at war. -? as per event description. However, that income can never become negative and, if so, remains at zero (0).
G. Venice and the Grand Orient Center - As long as the Center is located at Alexandria, the Venetian player receives 50% (rounded up) of the current income of the Center.
H. Enemy Occupation of a Center - If the province containing a Center is occupied, the player possessing the Center receives no income from it.
H.1 If this province is ceded (during peace) and that the player still holds the conditions of control, that player must displace the Center to any other port located in his home country.
H.2 If none is available, the Trade Center is removed from play until a suitable province is available.
40. Colonies & Trading Posts
A Colony represents the establishment of colonists in the "New World" (or elsewhere, as long as it is on the Rest-of-the-World map), bringing income by themselves and allowing also, in some cases, the exploitation of exotic resources of the areas they are located in. A Trading post is the establishment of merchants on the shores (or in the interior) of overseas areas, outside of Europe, bringing income of their trade, and allowing the exploitation (by exploitation of the native manpower or trade) of exotic resources (except for some areas or resources in America and in Siberia, where the income is proceeded differently, for lack of sufficient servile workforce). See details in § 55 and following.
A. Colonies & Trading posts - Each Colony and Trading post is identified by a counter bearing its name. This name identifies the establishment on the record sheets of the player. A player can place such an establishment in provinces located on the Rest-of-the-World map (exceptions, See 55.2 - F) by succeeding in a Colonization (See 45.9), or Trading post establishment (See 45.10) administrative operation.
B. Colony Levels/Trading posts - The value of a Colony or a Trading post is quantified in term of levels. It represents its degree of development.
B.1 A Colony or a Trading post possesses from 1 (minimum) to 6 (maximum) levels. The establishment is placed on its (-) side if it possesses 1 to 3 levels. It is placed on its (+) side if it possesses 4 to 6 levels.
C. Income of a Colony - It depends on the level of the Colony: side (-) Colony: +1 D$ by level, +? D$ equal to the Area Income value. Side (+) Colony: +1 D$ by level, +? D$ equal to double the Area Income value. Exception: no income at all if the Colony is exploiting a gold mine (See § 42).
D. Income of a Trading post - It depends on the level of the Trading post: side (-) Trading post: 1 D$. Side (+) Trading post: 2 D$.
E. Income of Exotic Resources - Each exotic resource brings an income equal to the number of that resource that the player currently exploits, multiplied by the price of the exotic resource for the turn (See 35.2).
41. Industries
Other sources of income of a player are coming from his European mines, and his Manufactures.
A. Manufactures - Manufactures represent industries of all types developed by the player (round-shaped counters). The name of each manufacture has no real importance (except for technology development).
A.1 These manufactures are created by the administrative operation of "Manufacture Creation". The front side of the counter is used to represent 1 manufacture of the given type, the back indicates that there are 2 manufactures of that type.
A.2 Each manufactures brings to the player a fixed revenue (called Permanent Income - See B below) in ducats as indicated on the counter, as well as a variable income, expressed in percentage (%) of the total land income of the player provinces (but not those of his vassals). Note: these fixed revenues and percentages are purposely different for each country.
A.3 Manufactures located in a looted province or out of the control of the player (military occupation, revolt... etc.) bring no variable or permanent income (the counter is ignored but not removed from play).
B. Permanent Income - The permanent income of manufactures is summed up and registered in the corresponding box of the player's economic record sheet.
B.1 This income is not affected by territorial changes except physical occupation, revolt or looting of the province where one manufacture counter is located.
C. Variable Income - The percentage (%) printed on manufactures are summed up. The variable income is thus the sum of all these percentages, applied on the global land income of the provinces controlled by the player (vassals excepted). Fractions are rounded up.
C.1 The variable income is registered on the corresponding box of the player's economic record sheet.
C.2 This income is affected by territorial changes including ceded provinces and/or physical occupation, revolt or looting of the province where one manufacture counter is located.
D. European Mines - Each European mine brings a fixed income of 20 ducats as long as that mine is not depleted (this may happen following a random event). The European mine income is registered on the corresponding box of the player's economic record sheet.
D.1 Mines located in a looted province or out of the control of a player (by military occupation, revolt... etc.) bring no income.
D.2 The income of mines located outside of Europe is processed separately, because it has to be repatriated to Europe (See § 42 & 48.4) before it can be credited to the player's treasury.
42. Rest-of-the-World Gold
The gold may also be produced by gold mines located in the Rest-of-the-World. This gold is not registered in the player's income immediately, because it has first to be repatriated to Europe. But it is nevertheless produced during the income phase. The repatriation of the gold takes place during the Military phase (and might thus be seized by an enemy...), or during the Redeployment phase (and thus might be exposed to attacks by pirates or privateers) according to the mode of repatriation chosen by the player.
A. Income of Mines - Mines produce 20 D$ of gold each, except two of them, one located in the Azteca area and the other in the Inca area, that produce 40 D$ and 50 D$ respectively.
B. Exploitation - To exploit a gold mine, a Colony (with any number of levels) has to be in the province containing the mine symbol. If a player desires to exploit it, he simply has to announce it. Note: the player is not obliged to exploit a mine even if he has a colony in that province.
B.1 Once announced, the exploitation is definitive until depletion of the mine (by random event) and cannot be voluntarily stopped.
B.2 A Colony exploiting a mine produces no other income. The gold produced is counted separately on the economic record sheet because it has to be transported to an European port (See 48.4) before to be credited into the player's treasury.
B.3 No slaves are needed to exploit a gold mine.
B.4 Gold has a major influence on the variation of inflation.
43. Loans
A player may obtain a loan by rolling several dice on the Loans Table. Two possibilities exist: subscribing to a National loan or to an International loan. The player chooses which one he prefers to subscribe to, according to the amount that is available and the interest to be paid for it. This can be checked before a final choice is made. Only one loan can be obtained each turn from the "game system" (i.e. do not include loans received from players). Loans and interest are cashed in and out of the Royal Treasury directly.
43.1 Nature of loans. A loan may either be National or International. The player can only subscribe to one single type of loan for one given turn. He must first determine for each one, on the Table of Loans, the offer that is made by the "market" (capital, interest).
A. Table of Loans - The table indicates the amount, the duration (for National loans) and the applicable rate for the loan. Modifiers to the dice differ according to the type of loan and the specific situation of the player rolling for that loan.
B. National Loan - The player borrows the money mostly to the medium class of his home country. A National loan may well not be refunded by the player that has subscribed it. If he does not refund the capital or stops to pay interest, he immediately loses 1 stability level and will receive cumulative die-roll penalties for his next loans of all types (See Loans table) until the end of the current period.
C. International Loan - This type of loan must to be refunded in its entirety within a maximum period of 3 turns after it is obtained. An international loan can be refunded by another loan (of any type). If the player cannot refund the loan at the expiration of the third turn following its subscription, or else if he cannot pay interest, he suffers an immediate bankruptcy (See § 26).
D. Interest of a Loan - Interest is paid during each turn until the capital has been refunded entirely. Interest is based on the interest rate obtained for the loan. Every turn, the amount of interest is always based on 100% of the subscribed capital, even if the principal has been partially refunded in previous turns.
E. Loans and Gifts between Players - Players are authorized to lend money to each other. In that case, amounts, interest and the duration terms are fixed at their convenience.
E.1 Any loan or gift necessitates the existence of an official diplomatic agreement: the loan treaty (See 32.2 D).
E.2 In such a case, the transfer of capital and interest to be paid takes place during the Diplomatic phase (See 32.2 - B).
E.3 However, such a loan or gift can never exceed 200 ducats per turn, even if funds are available in the TR of the moneylender.
E.4 If terms fixed by the loan treaty are not respected, the defaulted player has a temporary CB against the other (defaulting) player, for the duration of the next 3 turns. For example, this may happen when the player that has received the loan does not pay its interest, or worse, does not refund...
F. Refunds at the End of the Game - Any player that has not refunded any current International or National loan at the end of the game loses a number of Victory Points (VP) equal to the double of the ducats not refunded (principal and interest combined).
43.2 Venice, Portugal. During the Grand Campaign 1492-1792, the Portuguese and Venetian players can grant no loan or gift to whoever else in the course of the last three (3) turns of their presence in play, i.e. before they are transferred respectively to Netherlands and Russia.
43.3 Netherlands. The Netherlands player wishing to be transferred to Austria (see Grand Campaign rules), is allowed to take this transfer decision only if he has granted no loan or gift since at least three (3) turns before the turn of transfer.
Administrative Phase
44. Administrative
During this phase, play is simultaneous. This phase integrates the Logistic phase already described in the basic rules, and adds a new phase, that of "Administrative Operations". These allow players to try to develop in many different fields, such as colonies, commercial fleets, trading-posts, technology, manufactures, trade, etc... Every administrative operation must be written down to be attempted.
44.1 Sequence. I. Logistic sub-phase: 1. Maintenance; 2. Purchases; 3. Placement of Units II. Administrative Operations sub-phase: 1. Investments and operations registration; 2. Resolution of operations
44.2 Logistic sub-phase. It is identical to the one presented in the basic rules (See § 7), with the following exceptions: A/ the term "ally" is replaced by "vassal" (minor country having the vassal diplomatic status). B/ the maintenance and minor country purchases are described in detail in the Diplomatic phase, according to the degree of control of the player (See 33.4 to 33.10). C/ Special rules for the Rest-of-the-World map are described at the end of those rules in the § 55 and following.
Privateers' Logistic: privateers are used during the Redeployment phase mainly to decrease commercial fleets levels (See 49.4). Players can buy privateers (if their limit in number of privateers counters still available allows it). Side (-) privateers cost 10 D$, and side (+) cost is 20 D$. Their respective maintenance is 5 and 10 D$. Note that there are limits to the maximum number of privateers counters that a player may use in a turn (See 49 for details).
44.3 Mercenary leaders. White general counters (with one side only) are mercenaries and can be rented during the Logistics sub-phase.
A. Availability - Their available number during a turn is determined by the roll of one die. 1 to 4: no mercenary. 5 or 6: 1 mercenary. 7 or 8: 2 mercenaries. 9 or 10: 3 mercenaries. Mercenaries are drawn at random, faces unknown to the players before bids are made for hiring them.
B. Rent of Mercenary Leaders - A player at war (and only then) has to announce during the Logistic phase (Purchase sub-phase) if he desires to bid for mercenary leader. He has to pay a minimum of 10 ducats for each mercenary leader so desired. This sum is lost, even if the player does not obtain the use of the mercenary.
B.1 If several players want a same mercenary, they have to make competitive secret bids. The best offer gets the use of the Mercenary for the turn. All other bids are lost.
B.2 Once bought, the player gets knowledge of the mercenary value.
B.3 A mercenary can lead a player's stack even in the presence of a military leader of the player's with a higher rank. However, in this case the player has to pay 10 ducats. A mercenary can never take precedence over a monarch.
B.4 Mercenaries are in service of the player for 1 turn only. They are removed from play at the end of the turn Interphase.
B.5 Wallenstein is a mercenary in the exclusive service of the Habsburgs during the "Thirty Years War" event, and only then. It is removed from the game forever once the event is completed.
45. Administrative Operations
Any player may attempt to undertake and succeed in administrative actions to develop his country, his trade, to colonize, develop his technologies... etc. In the course of a same turn, he can be brought to execute some, all or part of those presented hereafter, according to his free choice and/or financial possibilities.
45.1 Presentation. The number of operations by type, depends on the limit in vigor for the currently played Period. The general rule is: each player is entitled to undertake a minimum of one operation of each type, except otherwise specified (See Limit tables of the player in his own Players' Aides).
A. Procedure - The player is financially limited by the available ducats contained in his Royal Treasury. Administrative operations of a player have to be written on its Administrative Operations record sheet, otherwise they are considered as void.
45.2 Types of operations. There are 3 different groups of Administrative Operations, each integrating one or several operations.
A. Main Groups - Domestic operations; External (or Foreign) operations; Technological operations.
B. Main group operations - The details among the three main groups is the following:
B.1 Domestic Operations: Creation of Manufactures; Exceptional Tax raising; Improvement of FTI/DTI.
B.2 External Operations: Commercial Fleets Development; Colonization; Establishment of Trading post; Actions of Competition.
B.3 Technological Operation: Improvement of the Technology (naval or land).
See specific cases on player's aides.
Operations with Multiple Limit (higher than 1): if a player has a 2+ limit for a given type of operation (e.g. Colonization or Competition), he can choose between several separate attempts, or a multiple attempt on the same objective. Example: with 2 actions of Colonization in 1700-1759, the English player can make 2 attempts on the same Colony or 1 attempt each on 2 different Colonies, in the same turn.
45.3 Operations limit. The player is limited in general to 1 operation by type. This limit by turn is valid for all the periods.
45.4 Investments. Players can increase their chance of success by increasing the cost of an operation, i.e. by investment.
A. Definition of Investment - Players get bonus to the column used for the action resolution (to the die-roll for the technology improvement action) according to the level of investment made for that action. 1/ a basic investment gives no bonus (in fact, it is the basic cost of the operation). 2/ a medium investment has a higher cost but gives a bonus of +1 to the die-roll of conjuncture. 3/ a strong investment has the highest cost but gives a bonus of +3 to the die-roll of conjuncture.
A.1 The investment (basic, medium or strong), has to be written and paid operation by operation.
A.2 Note that the cost of the investment varies with the type of operation.
B. Detail of Operations - The other applicable modifiers, and types of operations are described in the following paragraphs.
General Method: the player rolls one die for each one of his written administrative operations, for which he has paid the cost and investment (if any). This die-roll is named "conjuncture die-roll" and is undertaken for each operation (e.g. 2 rolls for 2 actions on the same Colony, or on 2 different Colonies). It is modified by investments, various specific modifiers (according to operation type and player's characteristics) and applicable special rules or events for the turn.
Internal Operations
45.5 Manufactures
This operation can be attempted only once per turn, whatever the period is.
A. Price - Basic Investment: 30 D$. Medium (+1 column): 50 D$. Strong (+3 columns): 100 D$.
B. Procedure - The operation is attempted on the Commercial & Colonial Actions table, under a column whose value is calculated as follows: ADM + FTI + investment - 9. The die-roll of conjuncture is then rolled. This die-roll is modified as follows: +? Stability of country; -1 for Spain if inflation level is 10% or more; -1 for Turkey, and for Russia before Peter the Great; +2 for England after 1700; +/-? by event.
C. Result - A "S" result on the table indicates a success. The player places a new manufacture of his choice on its (1) side, or on its (2) side for an already placed counter. Any other result is a failure.
D. Placement of Manufactures - A player can place a maximum of 3 Manufacture counters in the capital province of his home country and 1 counter in any other national provinces.
D.1 Choose the province of placement (capital province excepted) among national provinces, in decreasing order of income value. Note: some provinces not following the above rules may be designated in certain scenarios setups.
D.2 If a province of placement is ceded during peace, the counter is displaced immediately and automatically to another suitable national province.
E. Limit - The number of Manufacture counters is limited per player and per period (and finally by the countermix limit itself). This period limit may be exceeded (if the player wishes so). See optional rule 24.2 - E.
F. Military Occupation - If the player temporarily loses control of the province where the manufacture counter is located, or if the province is looted, the manufacture then ceases to produce for as long as the occupation (military, revolt... etc.) or the looting remains. Similarly, the Occupant cannot use this "occupied" manufacture for his own production.
45.6 Raising of Exceptional Taxes
This operation can be attempted only once per turn, but only if the Stability of the attempting player's country is not at -3 level AND the player's country is currently at war (with another minor and/or major country or more).
A. Price - This operation is free!
B. Procedure - This operation does not necessitate the use of a table. Proceed as follows. The player makes his die-roll of conjuncture, which is modified by: +? ADM of monarch; +? value of Stability level, multiplied by 3 (Note: may thus be a negative number); +/-? by event.
C. Result - The obtained modified result, multiplied by 10, gives the number of ducats to add to the royal treasury, or remove from the TR in case of a negative result. The Stability decreases by 2, whatever the result and amount of ducats obtained in the process.
45.7 Improvement of the FTI or DTI
This operation can be attempted only once by turn, whatever the period. It must be attempted either for the FTI, or for the DTI (note the choice on the attempting player's record sheet), but not for both in one single turn.
A. Price - Basic Investment: 30 D$. Medium (+1 column): 50 D$. Strong (+3 columns): 100 D$.
B. Procedure - The operation is attempted and resolved on the Commercial & Colonial Actions table, under a column whose value is calculated as follows: ADM + Investment - 9. The conjuncture die is then rolled and modified by: +? Stability of country; -1 for Turkey and Russia; +2 for England after 1700; +/-? by event.
C. Result - A "S" result indicates a success, in such a case, the FTI or the DTI increases by 1 level. Any other result is a failure.
D. Limit - The maximum the DTI and the FTI can reach is fixed by player and by period. This period limit may be exceeded (if the player decides to do so). See rule 24.2. However, in any case, it may never exceed 5.
External Operations
45.8 Commercial Fleet Action
This operation concerns commercial fleets located in Sea Trade Zones (both STZ and CTZ).
A. Price - Basic Investment: 10 D$. Medium (+1 column): 30 D$. Strong (+3 columns): 50 D$.
B. Procedure - The operation is attempted and resolved on the Commercial & Colonial Actions table, under the column whose value is calculated as follows: In STZ: FTI + Investment - fleets*. In CTZ: FTI + DTIp/o + Investment - fleets*. * = -1 for each foreign commercial fleet present (whatever its side). p/o = + DTI of player (if action takes place in his own CTZ) OR - opponent DTI (if action takes place in the opponent's CTZ). The die of conjuncture is then rolled and modified by: +1 if player's fleet is on its (+) side; -1 if pirates are present in STZ/CTZ; -1 if there were war operations and/or privateers during the previous turn in the concerned STZ/CTZ; +/-? by event.
C. Result - A "S" result indicates a success, the commercial fleet gets an additional 1 level. When it reaches the level 4, it is placed on its (+) side.
C.1 It cannot go above 6 levels in any case. First level obtained is always level 1.
C.2 If there is already a foreign fleet on its (+) side (even if acquired at the same time, as operations are resolved simultaneously), a test of competition must take place (See § 46) until there remains only one single (+) side fleet in the same STZ/CTZ.
C.3 Any other result is a failure.
45.9 Colonization
The province where the colonization attempt takes place has to be written down and announced.
A. Price - Basic Investment: 30 D$. Medium (+1 column): 50 D$. Strong (+3 columns): 100 D$.
B. Procedure - The operation is attempted on the Commercial & Colonial Actions table, under the column whose value is calculated as follows: FTI + Investment - Difficulty*. * = - difficulty value of the Area (second red figure, as per map indications) where the colonization attempt takes place. The die of conjuncture is then rolled and modified by: +2 if the Colony already exists (i.e. improvement of an existing colony in the same province); +? maneuver value of one conquistador present in the province (if any); -1 war operations in the area during the previous turn; -3 for the first attempt of colonization of the player (applied only once for the whole game); -2 for second attempt (idem); -1 for third attempt (idem); +/-? by event.
C. Result - A result "S" indicates a success. The Colony is placed on its (-) side with 1 level (when placed for the first time in a previously empty province), or gets an additional 1 level if it existed already. When it reaches the level 4, it is placed on its (+) side. The maximum number of levels allowed is 6.
45.10 Establishment of a Trading-post
The province(s) where takes place the attempt of establishment has to be written down announced.
A. Price - Basic Investment: 10 D$. Medium (+1 column): 30 D$. Strong (+3 columns): 50 D$.
B. Procedure - The operation is attempted and solved on the Commercial & Colonial Actions table, under the column whose value is calculated as follows: FTI* + Investment - Natives*. * = - tolerance of the natives of the Area (third figure) where the attempt takes place. If there is no value, consider that it costs 1 in this precise case. The die of conjuncture is then rolled and modified by: -1 for any number of foreign Trading post in the area; +? maneuver value of any one conquistador present (if any); -1 war operations in the area during the previous turn; +/-? by event.
C. Result - A "S" result indicates a success. The Trading post is placed immediately on its (-) side with 1 level (when there is none before the attempt), or earns 1 level if it existed already. When it reaches the level 4, it is placed on its (+) side. The maximum number of levels is 6. The first level obtained is always level 1.
45.11 Competition
This operation is aimed at reducing the level of foreign Trading post in a province, or foreign commercial fleet in a STZ/CTZ.
A. Price - Basic Investment: 10 D$. Medium (+1 column): 30 D$. Strong (+3 columns): 50 D$.
B. Procedure - The operation is attempted and resolved on the Commercial & Colonial Actions table, under the column whose value is calculated as follows: FTI* + Investment - Foreign FTIo**. * = + attempting player's DTI if the action is located in his own CTZ. ** = - opponent's DTI if the player plays the action in the opponent's CTZ. The opponent must be specified and written down on the player's record sheet for each action. The die of conjuncture is then rolled and modified by: -1 if presence of at least one Trading post (in the area) or at least one commercial fleet of a country other than the one aimed at (i.e. a third party); -1 war operations in the area or STZ/CTZ during the previous turn; +/-? by event.
C. Result - A "S" result indicates a success. The aimed at foreign Trading post, or commercial fleet, loses 1 level. If the said Trading post (or commercial fleet) is reduced to the level 0, its counter is removed from the map. Any other result is a failure. See § 46 for more details on competition.
D. Constraints - A Competition action can only be attempted in a STZ/CTZ or Area where the player possess himself a commercial fleet, colony or trading-post, or any sea zone or area adjacent to same.
46. Competition
The Competition is mandatory if several commercial fleets are side (+) in the same STZ or CTZ, or else for the attribution of exotic resources in case the maximum production of resources is exceeded. Competition may also arise due to a deliberate action of a player, on opponents' (or minors) Trading posts and commercial fleets.
46.1 Mandatory competition. There is mandatory Competition in a STZ/CTZ when it contains more than one side (+) commercial fleet following the resolution of all other administrative operations.
A. Resolution - This mandatory Competition is resolved at the end of the Administrative phase, after completion of all other voluntary actions of Competition decided by the players (Resolved during administrative operations).
A.1 The procedure is the same as that of an administrative operation of Competition (See 45.11 above), with the exception that players cannot make any investment in that instance. This mandatory action is free and does not count on the competition actions limits of the turn (See 24.2).
A.2 Each involved player (i.e. all those having a side (+) fleet involved) rolls a D10 on the Colonial and Commercial Action table. If the player does not obtain a "S" result, his side (+) commercial fleet loses 1 level. The process is continued until there remains only one single side (+) fleet in the said STZ/CTZ. It is thus possible that there remains no side (+) fleet.
A.3 When a player has a side (+) fleet with 6 levels involved, all other players and minor countries, including those with side (-) fleets must roll for competition until the 6 levels side (+) fleet remains alone or loses one level.
46.2 Voluntary competition. It takes place by means of a Competition action (according to the player's turn limit for that type of action).
A. Case of application - This action is aimed at the commercial fleet or the Trading post of another player or minor, in a STZ/CTZ (for fleets) or Rest-of-the-World province (for Trading posts). Note that a competition can be made only in a STZ/CTZ where the player attempting competition possess a commercial fleet himself, or in an area where he possess a trading-post (or an adjacent area to same).
B. Procedure - The player must write down, then announce each one of his attempts, as well as the player or minor the action is aimed at. Otherwise, the action is canceled.
C. Defensive Investment - The aimed at player may, in defense, pay a medium or strong investment, without having to deduct this defensive action from his own competition actions limit.
D. Calculation of Result - The column is determined as described in 45.11 - B above. For all "S" results, the level of the target is decreased by 1 level.
E. Number of Actions and Distribution - The competition action can be made as many times as the number of such action that the player is entitled for the period in play. These actions of a player can aim several times the same opponent's counter, or several counters of the same player, or else counters of several players, and this until the player reaches his allowed actions limit.
46.3 Distribution of exotic resources. That resembles the mandatory Competition resolution. It may happen when, in a same Rest-of-the-World area, at least two players each have one or more side (+) Colonies and/or Trading posts. In such a case, it is impossible to share equitably the exotic resources (normally 1 by level present), since the total number of these levels may well exceed the number of exploitable resources in the said area.
A. Method - Proceed to an action of Competition for each concerned area, involving the players possessing the said side (+) Trading posts and/or Colonies. This action is undertaken as in 46.1 above and stops when there remains only one single player with one (or more) side (+) counter, or when the total number of levels does not exceed the total number of available resources.
B. Result - The player that is the only one remaining with side (+) counters gets as many exotic resources as his number of levels allow him to produce. The choice of the type of resources is up to him if there are different types present. Possible balance is then distributed proportionally among the levels of the other players' counters, but also including those belonging to the player with the side (+) counter(s). All fraction is lost.
46.4 Commercial fleets partial monopoly. It is obtained in a given STZ/CTZ by the player that possesses the side (+) fleet in the aforementioned STZ/CTZ. If there are other side (-) fleets present in the said STZ/CTZ, the player is considered to be exerting a partial monopoly. A partial monopoly brings a bonus equal to half the numerical value printed in the STZ/CTZ symbol (rounded up), and 1 VP per turn the condition is maintained.
46.5 Commercial fleets total monopoly. It is obtained in a STZ/CTZ if the player is the only one to possess a commercial fleet in the said STZ/CTZ and that fleets is at maximum level, i.e. it contains 6 levels. This type of monopoly is quite hard to achieve, but may sometimes be granted automatically by events (e.g. "The Act of Navigation" for England).
A. Income & Victory Points - A total monopoly brings a bonus equal to the numerical value printed in the STZ/CTZ symbol, and 3 VP per turn the condition is maintained.
46.6 The monopoly of exotic resources. The monopoly of an exotic resource is granted when a player is alone to exploit that resource. It means that no other player or minor country exploits even one unit of the same resource. Note that this does not include Rest-of-the-World minors such as Oman, Aden, Mysore, China, Persia, etc... According to the number of such a resource currently exploited, the player receives victory points each turn the conditions are maintained.
A. Victory Points - A player receives 1 VP per turn for each type of resource for which he possesses a monopoly and exploits up to 5 units of the said resource.
A.1 He receives 3 VP per turn for those for which he possesses a monopoly and exploits 6 units or more.
46.7 Competition and minor countries. The nature of competition with minor countries depends on the nature of their diplomatic status.
A. Diplomatic Status - The diplomatic status influence is as follows: A/ if the minor country is a vassal (marker in vassal box) of a player, it is considered as belonging to the player for all actions of Competition and is included in both the player's costs and limits. It uses the player's FTI. B/ if the minor is not a vassal and is at peace, it is immune to Competition; if it is at war, proceed as above. Special Cases: Portugal, Venice and Holland, when minors, have a minimum intrinsic FTI value of 3.
B. Reduction of Minors Commercial Fleets Levels - Minor countries having lost levels on their commercial fleets, either by player's Competition or pirates/privateers, automatically regain one such level per turn and for each one of their fleet, until they reach their initial 1492 level. Note: levels lost or gained beyond that initial level are irremediably lost - this may happen in scenarios where the starting levels are different from 1492 or for Venice in the Grand Campaign Game when it becomes a neutral minor country.
C. Colonies and Trading posts of Minors - Colonies and Trading posts of minors, once eliminated (by Competition or combat & conquest, transfer following peace, ...) are gone for good.
47. Technologies
The technological level of each player is set at the beginning of the campaign to be played. This level may evolves with actions of the players and also with some events, or finally with time.
47.1 Technology markers. Each player possesses 2 technology markers, one to represent his land technology and the other his naval technology (i.e. his type of warship - the naval technology marker bears an anchor for easier identification). They are both placed on the same technology track.
A. Markers of Minors - There are also markers for European minor states (regrouped in 3 different entities or categories - See 47.3) and some Rest-of-the-World minors (See 62.1 - B).
47.2 Mobile markers. There are also counters, called mobile markers, for each specific technology, naval and land, except those existing in 1492 (Land: Medieval, Naval: Carrack). There is also no marker for the technology Tercios (concerning the Spanish player only).
A. Access to Technologies - The date on the mobile markers indicates first possibility of access to the technology (in terms of year, not game-turn).
A.1 If a player has a too rapid progression, he will have to wait until the access date arises to benefit from the said technology, even if it means several turns to wait. The player's technology marker remains in the box preceding immediately that of the mobile marker.
A.2 The player's marker will be adjusted only on the turn registered on the mobile marker. Only then will the player possess the technology in question. The mobile marker will also be then equally adjusted (See 47.5).
B. Placement of mobile markers - Mobile markers are placed as requested in the scenario, on the box of the technological track with the box number indicated in the scenario set-up.
47.3 Minor countries & categories. Minors are regrouped in separate entities, each having its own technologies.
A/ The "Latin" category regroups all the Latin Christian minor countries (of both the Catholic and Protestant religion), including Hungary when its annexation by Habsburg (See 53.) has taken place, and Poland before 1700 (not included). Their technologies, naval and land, both increase on each turn that is indicated by a L on the game-turns track.
B/ The "Orthodox" category regroups all minors of the Christian Orthodox religion, Hungary before its annexation by the Habsburg, and Poland after 1700 included. Their technologies, naval and land, both increase on each turn that is indicated by a O on the game-turns track.
C/ The "Islam" category regroups all minors of the Muslim religion, including the Mogol Empire and Persia. Their technologies, naval and land, both increase on each turn that is indicated by a M on the game-turns track.
D/ The following minors: Ohio, Hyderabad, Mysore, China and Japan are equally regrouped together. Their technology, which is land only, increases on each turn that is indicated by a C on the game-turns track.
All other minors that do not figure in any one of the above groups have no naval technology and their land technology remains always Medieval.
A. Progression - Players must succeed in their operations of technology improvement to allow advance for their markers.
A.1 Opposedly, technologies of minors automatically advance 1 box at the turn where their letter (L for "Latin", O for "Orthodox"... etc.) appear on the game turn track.
A.2 Minor countries technologies are, in addition, adjusted automatically in three cases: 1/ significant delay as compared to leading players (See 47.8). 2/ Sweden automatically reaches the Baroque (BAR) land technology when it enters the war during the "Thirty Years War" event (or before that event if Gustave Adolphe is in play), if not already so. The land technology of all other Latin minors becomes Baroque two turns after Sweden. 3/ Prussia automatically achieves the Guerre en Dentelles (GD) technology when it enters war during the "Seven Years War" event, if not already so. The land technology of all other Latin minors becomes GD on the following turn.
47.4 Technology progression. The technology of players progresses of one or more levels, according to the result of their technological improvement attempts (See 50.2). A progression may also be obtained by an economic event.
Minor countries adjustment: the progression of the minor countries technology is done once all players have solved their technology improvement attempts. It means players cannot benefit from Minors technological advances.
47.5 Mobile marker adjustment. A mobile marker is adjusted automatically when a player or minor technology marker reaches it. The player or minor entity technology marker that just entered the mobile marker box (see below) also automatically and immediately gets an extra +1 box advance on the track.
A. Method - When a mobile marker is reached by a player or minor entity technology marker, it is moved down the technology track just in front of the next player or minor entity marker of the same category (i.e. land or naval). In case such a player's or minor entity marker is immediately at the left of the mobile marker, the latter is not moved at all and remains in place.
B. Renewal of the Process - This process is repeated for each technology, and at each time that a player or minor entity technology marker reaches the box where the mobile marker is currently located.
C. Simultaneous progressions - Remember that all technology improvement operations of players is done simultaneously. Therefore, there is no way to benefit from someone else's moving of the mobile marker before one's own to progress in the same turn. See also 47.4 A above for minors.
D. Adjustment with time - When the date (year value) on a mobile marker is inferior to the current game-turn date, the mobile marker is moved down the technology track one box for each year above its date value, until it reaches the box immediately in front of a player's or corresponding minor entity technology. As there is no marker for the Tercios technology, note this change of position on paper, for the use of the Spanish player only.
47.6 New technology. The Technology track is located on the Rest-of-the-World map and is used for all markers (i.e. mobile markers, player's and minor entities markers alike).
A. Conversion to a Newly acquired Technology - After having reached the mobile marker of a new technology and having obtained the said technology, the player has to pay a cost of conversion to this new technology, otherwise the benefit to his military units (and advantages in combats) are lost.
A.1 This cost of conversion has to be paid immediately for the totality of armies, fleets or detachments of the concerned player (except vassals) that are currently on the map. If not, the progression of the concerned technological marker is canceled and the player's marker returned to its original position on the track.
A.2 Exceptionally, if the player does not have enough treasury to pay for the conversion, he may immediately get the right to obtain an exceptional loan (National or International), but at double the interest rate compared to the figure obtained on the Loan Table.
A.3 Minor countries never pay cost of conversion, whatever their diplomatic status.
B. Conversion Costs - 10 D$ for each side (+) Army or Fleet; 5 D$ for each side (-) Army or Fleet; 1 D$ for each Detachment of the concerned category. Exception: naval units counters that contain only galleys or transport ships, have not to be included in the converted units (and therefore are not paid for).
C. Technologies and Prices - With the evolution of the technology, the prices of the different forces, both land and naval, increase. Refer to the Costs table for details (on Players' Aides).
47.7 Technological advance. Within a same type of technology (naval or land), the advance of one player or minor entity technology marker (not the mobile marker) on another player or minor entity corresponding marker may give an advantage to the former as follows: for a 6 boxes or more advance: the player (or the minor entity) receives a bonus of +1 to all his die-roll made for interception (naval and land) and wind gauge (naval).
47.8 Keeping up with technology. A player (or minor countries entity) that is late enough in technology (naval or land) compared to the leading player or corresponding minor entity may benefits from a bonus to keep up. The calculation of the bonus depends on the number of boxes separating the player (or minor entity) with the leading marker in the concerned category.
A. Cross-linked Categories - Each player technology is linked to one minor entity technology, helping to determine if the player technology is late or in advance compared to the minor countries of his group. The linked groups are established as follows: 1/ Turkey: "Islam" minor entity. 2/ Russia: "Orthodox" or "Latin"* minor entity (* = from Peter The Great onwards - See 53.). 3/ All Other: "Latin" minor entity.
B. Keep-up Bonus - If the technology marker of a player is located 6 boxes or more behind the technology marker of the minor entity to which it is linked (naval or land), the player benefits from a bonus of +1 for each box of difference, counted from the sixth box behind included.
B.1 This bonus is applicable during the resolution of each technological operation during which the condition remains valid (but for similar technology; e.g. having the land technology marker 6 boxes behind the naval technology of the minor entity marker does not qualify for the bonus).
B.2 Similarly, if the technology of a minor entity is 6 boxes or more behind the technology of a player linked to it, the concerned minor entity technology must advance automatically on the technology track until it is located no more than 5 boxes behind the equivalent player technology marker.
B.3 Note that is also done, as for regular minor countries advances, after all players have resolved their technology adjustments.
Advanced Military & Redeployment Phase
48. Military
The Military phase in the Campaign game is played as in the Basic rules (See § 11). However, some Specialities linked to combats on the Rest-of-the-World map are explained in § 55 to 61 (i.e. those regrouping Rest-of-the-world rules). Also, a sub-phase is added to the military phase, dealing with the struggle against pirates and privateers (if any). The gold produced on the Rest-of-the-World map (during the income phase) can be transported by naval units for repatriation to Europe (enabling the player to perceive the income of his mines located outside of the European continent).
48.1 Sequence. The order of play in this phase is according to the initiative order, which may vary with the players' monarchs values.
- Choice of the Campaign
- Movement & Discovery
- Attrition
- Resolution of Combats
- Resolution of Sieges
- Struggle against Pirates/Privateers
- Test of Phase End
If the Phase End test fails, a new round is played, following the above sequence, until the Military phase is finished (i.e. there are from a minimum of 2 rounds up to 10 maximum in one single Military phase).
48.2 Major battles. In addition to the gain or loss of Victory points, the victor of a major battle earns 1 level of Stability, and the defeated player loses 1 (minors are not affected by loss of stability).
48.3 Monarchs in combat. Players can use their monarch counter as a military leader. However, a baby or child monarch cannot serve as military leader (See 28.6 - B).
A. Values Determination - Its values for combat (maneuver, fire and shock) are determined by the roll of one die on the following table, according to the current (including modifications by events) MIL value of the monarch.
Monarch Values Table (printed in the manual under the heading "Siege Table"):
| Die-roll | MIL 1 | MIL 2 | MIL 3 | MIL 4 | MIL 5 | MIL 6 | MIL 7 | MIL 8 | MIL 9 |
|---|---|---|---|---|---|---|---|---|---|
| 1-2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 |
| 3-4 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 1 | 2 |
| 5-6 | 0 | 0 | 0 | 0 | 1 | 1 | 2 | 2 | 3 |
| 7-8 | 0 | 0 | 1 | 1 | 2 | 2 | 3 | 4 | 5 |
| 9-10 | 1 | 1 | 1 | 2 | 3 | 4 | 4 | 5 | 6 |
A.1 Roll one die for each of the 4 characteristic: maneuver, fire, shock, siege. The die-roll is modified by -3 for the siege value.
B. General/Admiral - A monarch is always used as a general. Two exceptions: 1/ the Doge of Venice is used exclusively as an admiral; 2/ the Russian czar Peter The Great may be used as an admiral as well as a general (See 53.), but its values are fixed by the rules.
C. Capture of Monarchs - The use of a monarch as military leader leads to risk of combat casualty. If a monarch is killed or captured (i.e. if all units with which it was stacked have been eliminated in combat or siege), the player immediately loses 2 stability levels, in addition to the possible combat-related losses.
C.1 A captured monarch must be ransomed during the redeployment phase for a fixed sum of 200 ducats. This sum must be paid or the player suffers immediate bankruptcy.
C.2 The monarch returns to the player's capital province immediately once the ransom is paid or the player suffered from bankruptcy.
48.3 Commercial Zones. (printed as a second, separate "48.3" in the manual) For naval movement purposes, the STZ/CTZ boxes are considered as being located in the sea zone that contains their symbol physically.
48.4 Galleys.
A. Movement restrictions - On the European map, a naval unit containing galley units can also move into the Mediterranean, the Baltic and the Caspian seas. On the Rest-of-the-World map, a naval unit containing galley units can also move into Persian Gulf and Red Sea Zone sea zones.
B. Period Bonus (optional) - The bonus (or malus) is as follows: 1/ before 1615 not-included, a stack composed exclusively of galleys attacking a fleet of warships (N) and/or TR without galleys receives a combat bonus of +1 for both the fire and boarding steps of the naval combat. 2/ between 1615 and 1664 included: no bonus. 3/ after 1665 included, a stack composed exclusively of galleys attacking a stack with warships (N) gets a die-roll negative modifier of -2 to both its fire and boarding steps of the naval combat. Note: transport ships are ignored in the detail of stack composition.
48.5 Fireships. Fireships have been used with relative success (against the Armada by Drake in 1598, or the Russians against the Turks in 1770) during the periods covered by the game.
A. Conditions of use - Fireships attacks can be made only against blockaded enemy naval units, not in open sea combat.
A.1 Only admirals with a boarding value of 4 or more may make fireships attacks.
A.2 In addition, galleys may not be used for fireships attacks.
B. Procedure - To use a fireship, the blockading player must eliminate one of his warships (N) SP and roll one die. On a modified result of 8 or more, the attack is successful. The only modifier applicable is the attacking admiral boarding value.
C. Result - If the attack is successful, roll another die. The result is the number of enemy warships (if different types are present, losses are taken on a pro-rata basis) immediately sunk. No admiral injury test is necessary for fireships attacks.
48.6 Gold transportation. The gold produced outside of Europe has to reach one of the producing player's European port (gold can thus be forwarded to an European province belonging to the player, not necessarily a home province port) so that the latter may receive it in his TR. The gold may be transferred according to three different manners: 1) Direct transfer via commercial fleets: the Colony exploiting the gold has to be situated in a province that borders a sea zone part of a STZ containing a commercial fleet of the player (See 1.4-B1). 2) Land and sea transfer via commercial fleet: a land line of communication must be established from Colony to Colony until it reaches a Colony satisfying the preceding condition (a above). However, the maximal distance between the qualifying Colonies must not cost more than 12 MP. The path has to be announced by the player moving the gold, specifying each province and/or colony traveled through (as if the player was moving a land unit). 3) Naval transfer: gold may also be transported by naval unit(s) with transport ships in them where the gold can be loaded. The naval unit must either be leaving from the Colony producing the gold or any other qualifying port colony as per b above. Each transport ship can carry a maximum load of 20 D$ of gold.
A. Flota de Oro - The Spanish player has a counter named "Flota de Oro" that he may use especially and exclusively for the convoy of gold, with an unlimited capacity in gold. This counter has to make the trip from a colony port outside of Europe to a European port of the Spanish player to transport the gold.
A.1 The Flota de Oro marker is placed automatically back on the Rest-of-the-World map, in a colony port belonging to the Spanish player, at the beginning of each turn.
A.2 This counter is considered as a naval unit (but does not count in the stacking limit of a stack). Therefore it must roll for attrition as any other naval unit. If this unit is intercepted while alone (not escorted), all the gold it currently carries is captured.
A.3 If attacked when escorted and if the escort loses the battle, the attacking player receives a percentage of the transported gold equal to the pursuit die-roll result.
A.4 If the escort wins the combat, no gold is captured.
B. Units making the Gold transportation - Units making the transportation of the gold can be moved even if the player makes no campaign at all during the round (and therefore pays for none).
B.1 Units transporting the gold can be intercepted by enemy units.
B.2 It is not necessary to have a land detachment to carry the gold by land (consider that there is an intrinsic detachment of a few men and mules carrying the gold).
B.3 If the gold moving alone (as per B.2 above) is intercepted, all of it is captured by the intercepting player. If it is accompanied by units, and that a battle takes place, all of the gold belongs to the victor of the land combat.
B.4 The gold taken by military units (land or naval) has to be repatriated in a European port of the capturing player to be credited to that player treasury. It may also be dropped in a Colony of the capturing player before the turn's end. In all other cases, it is considered lost.
B.5 A player is not obliged to transport his gold every turn. In this case, the gold produced remains in the Colony where it has been produced or dispatched after capture (note the "in waiting" quantity on the colony record sheet).
48.7 Struggle against Pirates & Privateers. Each round, a player may attempt to eliminate pirates or privateers from STZ/CTZ. To do so, the player has to possess in the said STZ/CTZ one or more fleets or detachment and he must announce the aimed at pirate/privateer (maximum one attempt per player's stack in a given CTZ/STZ). However, to attack a privateer, the player must be at war with the player owning the privateer unit (see exceptions for the English Sea Hounds - § 53.).
A. Pirates/Privateers elimination Test - The player must roll a D10 and obtain a modified result of 8 or more to eliminate pirates and/or privateers. Modifiers applicable are: +2 by side (-) fleet of the player; +4 by side (+) fleet of the player; +1 if at least a naval unit of any player or a minor is present (against pirates only); +/-? differential of admiral maneuver values (player - privateer only - N/A against pirates); -3 by side (+) pirate/privateer unit; -1 by side (-) pirate/privateer unit; -1 if there has been combat operations (i.e. naval combat) in the said STZ/CTZ this turn. (Note: including this round but not including previous attempts by players to reduce pirates and/or privateers in this round or another round of this turn.)
A.1 Each success of the player eliminates one side (-) pirate/privateer unit.
A.2 A player can undertake only one such operation per STZ/CTZ and per round. This limit is valid whatever the number of pirates or privateers present is.
A.2.1 Privateers/pirates must be attacked one by one each round.
A.2.2 On the other hand, several players can attack several or similar pirates and privateers in the same STZ/CTZ each round.
48.8 Timar. The Turkish player possess a number of "timariots" (i.e. feudal) troops in addition to his military basic force. They are represented by pashas (provincial governors) counters. Each pasha is both a Turkish general and a small military force in itself (equivalent to 1 or several detachments - up to 3 maximum). However these pashas may become increasingly corrupted, and they cost ducats each turn to the Turkish treasury. With events, they can even become extremely corrupted (back side) and less competent militarily.
A. Pashas - The Turkish player has a certain number of pasha units at his disposal. Each one is similar to a general, i.e. it has military values and a hierarchical rank. Pashas also have two additional information: on the left-hand side of the counter (blue figure): its value in force increments of 10 SP (see A.1 below); on the right-hand side of the counter (red figure): its corruption cost in Ducats.
A.1 A pasha has a standard military force of 5 infantry and 5 cavalry SP for each number of force increment. For example, a 3 valued pasha commands 15I and 15C SP. This force is always considered as conscripts, and can never become veteran.
A.2 Important: pashas cavalry, being light cavalry, is always valued at 1 for shock and 0 for fire, whatever the Turkish technology may be.
B. Placement of Pashas - When at peace, the Turkish player must place a maximum of one pasha per province, with the limit that none can be placed in a province that is adjacent to a province already containing another pasha. In addition, no pasha may ever be placed in the Turkish capital province, Thracia.
B.1 Pashas counters are taken randomly among those not yet placed on the map.
B.2 If the Turkish player controls more provinces than he has available pashas to rule them, the extra is lost and placement canceled.
B.3 When at war, the pashas can be moved without any constraint of placement but must respect hierarchical rank constraints. When peace returns, the above constraint is back in force.
B.4 No new pasha may be drawn when Turkey is at war, even if required by a separate peace and corresponding province conquest on one or more other opponents.
C. Dismissal of Pashas - The Turkish player can dismiss (or impale...!) a pasha at any given time during the Redeployment phase (replace the removed pasha among those not yet in play). The Turkish player may then re-draw another one immediately at random.
C.1 Every time a pasha is removed, the Turkish player loses 1 Stability level, then must lose another 1 level for each two pashas dismissed in addition of the first one (rounded up).
C.2 The Turkish cannot dismiss any pasha if his Stability is already standing at or reaches the -3 level.
C.3 The newly drawn pashas are placed in a qualifying Turkish province (with the constraint of B. above if at peace).
C.4 No dismissal of pasha is allowed during wartime.
D. Corruption Cost of Pashas - The sum of the Corruption Values of all the on-map pashas is deduced from the Turkish income each turn. Register this loss in the "Other Income" (in negative) of the Turkish player economic record sheet.
E. Decadence - Some pashas can become very corrupted immediately, when one or more of the following situations occur: 1/ "Corruption" event; 2/ the Turkish Stability is negative; 3/ the Turkish player raises exceptional tax (See 45.6); 4/ the Turkish player suffers bankruptcy; 5/ the Turkish player maintains more military units than his allowed basic forces when at peace; 6/ the Turkish player exceeds his FTI, DTI or Manufactures limits (See 24.2 - E).
E.1 If such is the case, one die is rolled, and the unmodified result indicates the number of pashas that become very corrupted. These pashas are chosen by a player determined by the roll of a die on the Revolt Table corresponding to the played period (See these tables at the beginning of the Annexes handbook).
E.2 Only pashas that are not very corrupted yet may be chosen by the players.
E.3 A very corrupted pasha usually has lower military strength and costs more for corruption. It is even possible that a pasha has 0 in force value, in which case it costs for corruption and has no military utility.
E.4 Already very corrupted pashas (on map) remain so, i.e. they do not "benefit" from the decadence.
F. Stacking of Pashas - The Turkish player can stack up to 2 pashas in addition to the other military units in a stack. This is an exception to the rule that limits to 2 the number of units in a stack.
G. Pashas & Units Experience - In case of combat, if a pasha is present, the experience of the stack is automatically "conscript", even if the other units present are constituted of a majority of veterans.
H. Combat Losses - Losses undergone during combat can be attributed to a pasha, up to the number of SP part of that pasha counter.
H.1 In this case, whatever is the supported loss, the pasha is lost (to be replaced randomly by another pashas during the redeployment phase of the first turn following peace - See 49.1 - E).
H.2 There is no pasha replacement while the war is in effect.
H.3 The force content in SP of a pasha cannot be incorporated in any other military unit (and conversely).
I. Technology & Pashas - The pashas units cannot benefit from a technology level that would be superior to "Arquebuse", even if the Turkish player develops its land technology beyond that level.
I.1 To retain the Timar system in play, the Turkish player must no longer roll for land technology and make progress in it beyond the "Baroque" level (included).
I.2 To be allowed to roll again for better land technology, he will have then to choose between the Reform of the Turkish Army, or to maintain the Timar system (See § 53. for details).
49. Redeployment
The redeployment phase unfolds the same manner as that described in the Basic rules (See § 20) with some additional phases, as follows:
- The Players' State Prosperity is verified, because it can influence positively or negatively their Stability.
- Pirates and privateers (if any) able to attack commercial fleets in STZ/CTZ do so to decrease these fleets levels.
- The gold produced on the Rest-of-the-World map can also be repatriated during this phase (but it is then submitted to attack by pirates or privateers, if any).
49.1 Sequence.
- Prosperity
- Land Stack looting
- Attack of Pirates & Privateers
- Extension of Revolts
- Retreat of Units (Sieges) & Attrition of Besiegers
- Collection of all Gold Repatriated
A. Prosperity - Players adjust their Stability according to the possible increase of their prosperity. See 49.2 for more details.
B. Looting - Land Stacks - Land stacks of a player located in enemy territory may loot that territory.
C. Attack - Pirates & Privateers - Pirates and privateers must attack commercial fleets to decrease their level, and to seize gold that may have been forwarded by these fleets (if any). The procedure is described below in § 49.4.
D. Extension of Revolts - Unsuppressed Revolts propagate in neighboring provinces (See 30.4).
E. Retreat of Units - Siege - Same as in the Basic rules (See 20 - A).
F. Collection of the Gold - The gold is repatriated through commercial fleets; then all the gold repatriated (during either one or both the Military or Redeployment phases) is registered on the repatriating player's economic form. The whole of the gold already repatriated to Europe is then perceived by the player and credited in his treasury.
49.2 Prosperity. The player checks on his economic form the evolution of his gross income on the last two consecutive turns (including the one just played).
A. Effect on the Stability - If the gross income has progressed 2 consecutive turns, the Stability increases 1 level.
A.1 If it has decreased 2 consecutive turns, the Stability declines 1 level.
A.2 Otherwise it remains stable and stability is not affected.
49.3 Looting. Players may receive supplementary income at this phase by looting provinces, Colonies or Trading posts of the other players (or minor countries) that their units occupy.
A. Principle - A player can loot a province (or Colony/Trading post) if he possesses land units there (i.e. armies or detachments, or Turkish pashas) during this phase. Looting is allowed even if the player does not control the fortress of the said province, colony or trading-post.
B. Adjustment of Already Existing Looting Markers - Remove all side (-) lootings marker, then adjust all side (+) lootings marker from their side (+) to their side (-), before to proceed to looting of the current turn.
C. Looting Income - The player that loots receives immediately in his Royal Treasury a sum equal to the total cumulated income of all looted provinces (not including exotic resources for Colony/Trading post).
D. Placement of New Looting Markers - When a looting takes place, one side (+) looting marker is placed on the map, in the looted province, colony or trading-post.
E. Consequences of Looting - A side (+) or side (-) looting marker in a province (Colony, Trading post) cancels all land income of the said province (or Colony, Trading post), but not the exploitation of and income from exotic resources.
49.4 Pirates & Privateers. Pirates and privateers attack commercial fleets to attempt to decrease their levels, and possibly to capture gold repatriated to Europe that may be forwarded by these fleets. Pirates and privateers may either be strong (side (+) up), or weak (side (-) up).
A. Pirates - Pirates appear by event (See § 31) and are placed directly in the STZ/CTZ where they remain until completely eliminated. They are active every turn.
B. Privateers - Privateers belong to players. They are bought during the Administrative phase (See 44.2 - A). A simple campaign activation is necessary to move them. The player can transform a side (-) privateer into a side (+) one by paying 10 D$.
B.1 The number of privateers is limited according to the different countries (by the number of counters provided in the game) but privateers have no limit of stacking and may coexist with fleets and detachments of their owner.
B.2 Another limit for privateers counters is the following: there can be only one privateer counter in play for any player in each and every turn where the player has no privateer admiral present on the map.
B.2.1 When one or more privateer admiral ("©" symbol) is in play, the limit of privateers is that of the countermix.
B.3 They do not undergo any attrition and cannot be intercepted while moving except if the port from where they exit is blockaded. In such an instance, consider that a side (-) privateer is equivalent to 1 warship, and a side (+) privateer is equivalent to 2 warships.
B.4 For some minor countries, the purchase of privateers is free each turn (or every other turn). Especially: A/ the Knights (See 53.); B/ the Barbaresques: the Muslim minor countries of North Africa (Al-Djazair, Tunisia, Tripoli, Cyrenaica), each having privateers. The Barbaresque privateers can act every turn. They attack non-Turkish commercial fleets located in most Mediterranean STZ. However, these privateers may see their activity restricted by Presidios (See 53.). Lost Barbaresque privateers are replaced for free 1 or 2 turns after their destruction (in either a strong or weak siding, according to countries). When at peace, they are handled by the Turkish player. Note: see the Annexes handbook for details per country.
B.5 For privateers and pirates to be placed in a STZ, it is necessary that at least one of the sea zones attached to the STZ has been discovered, by the owning player for privateers, or by any player for pirates. Exception: rule 53.
B.6 The only other manner to attack them is to hunt them in the STZ/CTZ where they act by rolling for their destruction during a round of the Military phase.
C. Actions of Pirates and Privateers - Each player possessing a commercial fleet in a STZ/CTZ where pirates are active has to roll a D10 on the Pirates, Privateers and Natives Attacks table (See Players' Aides). Levels losses are taken on the player's fleet present in the STZ/CTZ (including minors).
C.1 For privateers to attack, their owner must be at war with the player owning the commercial fleet(s) attacked. Exception: see Political Rule § 53. concerning the English "Sea Hounds". Also allowed for Knights and Barbaresques privateers (see § 49.4 B3 & § 53., as well as Annexes). The player owning the privateer unit rolls the die, consulting the privateers and pirates attacks table, and losses of levels are taken on the fleets of countries attacked by the privateer.
D. Pirates, Privateers and Natives Attacks Table - Results of this table depend on the pirates or privateer force as well as on adverse defending forces. Applicable Die-roll Modifiers are: +2 per side (-) defending fleet (Vs pirates/privateers); +4 per side (+) defending fleet (Vs pirates/privateers); +1 for one or two naval detachments of the defending player (against privateers only); +1 if at least a naval unit is present (pirates only); +/-? differential of admiral maneuver values (privateer Vs player - N/A against pirates); -3 per side (-) pirate/privateer; -1 per side (+) pirate/privateer; -1 if there has been combat operations in the STZ/CTZ this turn. Note: definition of a "defending" fleet/detachment: it is a stack of fleet/detachment markers present at the start of the Redeployment phase in a sea zone part of the concerned STZ/CTZ.
E. Choice of Losses - The player can choose to suffer his losses from his warships in the STZ (if any). In such a case, 2 eliminated warships equal the loss of 1 level of commercial fleet. Return of lost levels: all levels eliminated by privateers and pirates are noted on a separate record. Eliminated levels return to play at the rate of 1 per Administrative Operation, free of charge, in a commercial fleet placed in the STZ/CTZ where the levels were eliminated (and nowhere else). This may generate competition.
F. Income of Privateer - Each level eliminated by a privateer brings a 2D$ income to the player that controls the privateer unit. This income rises to 10D$ if the fleet losing levels transported gold. This "privateers" income is to be placed in the relevant rubric of the privateering player economic record sheet.
G. Pirates & Privateers Looting - Pirates and privateers can loot Trading posts or Colonies (and also enemy provinces for privateers).
G.1 Looted provinces, Colonies or Trading posts may belong to minor countries or to players. For privateers to be allowed to loot, it is necessary that a state of war exists between the owner of the privateer unit and the owner of the looted province. Exception: for privateers, in some Special case (See 53.30 Sea Hounds special rule).
G.2 Pirate may loot following a political event "Pirates" (See 31.), if there is already at least one side (+) pirate in the STZ whose sea zones are adjacent to provinces with colonies and/or trading-posts.
G.2.1 Pirates loot on a modified die-roll of 8 or more. Add +1 to the die roll for every side (-) pirate in the STZ in addition to the first, side (+), pirate. One victim colony or trading-post is chosen at random.
G.3 The privateer/pirate marker intending on looting is placed in the concerned province, Trading post or Colony (consider that they disembark during the first round of the Military phase!). If the said privateer/pirate unit is still present at the Redeployment phase, it loots (as described above).
G.4 In case of land combat in the said province, colony or trading-post, consider that each side (-) privateer/pirate is the equivalent of 2 veteran infantries, and side (+) units are equivalent to 5I SP. Each 2 SP loss suffered by the pirate/privateer units results in a step reduction, i.e. a side (+) unit is reduced to its side (-), or if it is already on its side (-), the pirate/privateer unit is eliminated.
G.5 A replacement leader (gray color) must be placed on top of pirates in case of land combat.
G.6 A maximum of 1 privateer/pirate unit (any side up) can loot the same Colony/province in the same turn.
G.7 The player (for privateers) that loots a province, Colony, Trading post receives immediately in his Royal Treasury the double of the province, colony or trading-post income. He receives in addition all the gold that may be present in the said Colony.
G.8 Pirates receive no income for looting, but a looting marker is still placed on the map (See 49.3).
H. Return to Port - After resolutions of pirates and privateers attacks, players must repatriate their military naval units and their privateers to a port of their choice, by rolling for attrition for the sea zones risk levels as during normal naval movement for their naval units (reminder: privateers are immune to naval attrition).
H.1 Naval player units are repatriated first, privateers second. The order between naval units and/or privateers of the various players is the same as that of the initiative (See 28.8).
H.2 Pirates are never repatriated and remain permanently in their STZ/CTZ of appearance, until their destruction by a player.
H.3 No interception may ever occur during this phase, including by presidios (See § 53.).
I. Gold Capture - Gold transported by commercial fleets is automatically captured if the owning player has no naval unit in the STZ to defend it (See 1.4-B1). The gold taken by pirates is always lost. The gold taken by privateers is cashed in the Royal Treasury of the player controlling the privateer unit(s).
Peace Phase
50. Peace
Wars can be ended only by a Peace. There are several types of Peace. These types depend on the difference between the Stabilities of the loser and of the winner of the said peace. However, players must be extremely careful not to be at a -3 level of Stability for two consecutive turns. In such a case, they would be forced to accept any peace... However players still have the possibility to act on their Stability level before peace is concluded.
50.1 Sequence.
- Stability action investment
- Action of Stability resolution
- Peace
Peace offers and discussions are made according to the order of the initiative.
50.2 Stability improvement action. A player can attempt to improve his Stability, but this is never compulsory. If he desires to improve it, he must write down the investment he wishes to put for such an action and then roll for the Test of Stability Improvement. The Stability is then adjusted in function of the obtained result. This result may even be negative!
A. Investment - Basic Investment: 30 D$. Medium (+2 to the die-roll): 50 D$. Strong (+4 to the die-roll): 100 D$.
B. Procedure - This action is resolved without requiring a table. The player rolls the die of conjuncture. This die-roll is modified as follows: +? ADM monarch; +? if medium or strong investment; +2 if victim* of a declaration of war this turn; -2 if at war with a minor country; -3 if at war with one or more players (non-cumulative with the -2 above); -5 if an enemy stack is in the national territory of the player**; +/-? by event. * = solely if the player has not transgressed himself an alliance, and has not declared war to anybody during this turn. ** = non applicable for France during "The Wars of Religion" (concerning Protestant units only). Same for England and Royalist units during the Civil War.
C. Result - If the modified result is equal to: 11+: the Stability increases 1 level; 15+: the Stability increases 2 levels; 18+: the Stability increases 3 levels; 5 or less: the Stability decreases 1 level. Reminder: Stability varies from -3 to +3.
50.3 The informal peace. The informal peace is concluded following a mutual agreement between 2 players or more, and has to be announced to all other players.
A. Consequences - None of the players earns any VP for an informal peace. The war stops immediately and each player regains 1 Stability level.
A.1 This type of peace can comprise any clause for which there was mutual agreement between the involved players, in the limit authorized by rules (See 32.4). This type of peace can not be concluded with a minor.
50.4 Formal peace. A formal peace can be of 3 different types: white-peace, conditional and unconditional. Once the principle of such a peace is accepted by the involved players, the type of a formal peace cannot be negotiated and is determined by the differential of the involved players Stability (see § 50.12 & 50.13). It is also the only type of peace authorized with a minor country (See § 50.15).
A. Consequences - The two players have to evacuate all conquests made during the course of this war and return to the situation of provinces control existing at the start of the war, except express agreement between both players. All temporary CB are canceled. Permanent CB are preserved.
For the detail of peace, we will call "Stability Differential" (SD) the differential between the stability values of the 2 players at war, namely between the one with the highest Stability (victor) and the one with the lowest (loser).
50.5 White Peace (WP), or Peace of Level 0. If SD = 0 (Stability levels of both players have the same value) a white peace occurs.
50.6 Conditional Peace 1 (CP1), or Peace of Level 1. If SD = 1, a peace of level 1 occurs.
A. Result - The player, whose Stability is superior, receives one province of the loser's choice. It must be selected among those conquered. However, another province (un-occupied by the victor) may be chosen instead if there is mutual agreement between the two signatories of the peace. All temporary CB are canceled, permanent CB preserved.
B. Indemnities - If the victor has not conquered any province or if he prefers to renounce to the one he is entitled, he receives 50 D$ of war indemnities instead.
50.7 Peace of Level 2 (CP2). If SD = 2, a peace of level 2 occurs.
A. Result - The player, whose Stability is superior, receives one province of his choice. It must be selected among those conquered. However, another province (un-occupied by the victor) may be chosen instead if there is mutual agreement between the two signatories of the peace. All temporary CB are canceled, permanent CB preserved.
B. Indemnities - Same as above, but indemnities are valued at 50 D$ per province.
50.8 Peace of Level 3 (CP3). If SD = 3, a peace of level 3 occurs.
A. Consequences - The player, whose Stability is superior, receives two provinces, one of the loser's choice and one of his choice. They must be selected among those conquered. However, another province (un-occupied by the victor) may be chosen instead if there is mutual agreement between the two signatories of the peace. All temporary CB are canceled, permanent CB preserved.
B. Indemnities - Same as above, but indemnities are valued at 75 D$ per province.
50.9 Peace of Level 4 (CP4). If SD = 4, a peace of level 4 occurs.
A. Result - The player, whose Stability is superior, receives three provinces, one of the loser's choice and two of his choice. They must be selected among those conquered. However, another province (un-occupied by the victor) may be chosen instead if there is mutual agreement between the two signatories of the peace. All temporary CB are canceled, permanent CB preserved.
B. Indemnities - Same as above, but indemnities are valued at 100 D$ per province.
C. CP4 and Diplomacy - In addition, the victor receives a bonus of +5 in diplomacy for the turn immediately following the peace.
C.1 This bonus is applicable on one of the vassals (of the victor's choice) of the loser (if this one is a player - not applicable to minor countries).
C.2 The choice must be secretly written down at the time the peace is made.
50.10 Unconditional Peace (IP), or Peace of Level 5. If SD = 5 or 6, an unconditional peace (IP) occurs. An IP may also occur when the capital province and 50% (rounded up) of all national provinces are occupied by the enemy.
A. Result - The player, whose Stability is superior, receives three provinces, all of his choice. They must be selected among those conquered. However, another province (un-occupied by the victor) may be chosen instead if there is mutual agreement between the two signatories of the peace. All temporary CB are canceled, permanent CB preserved.
B. Indemnities - Same as above, but indemnities are valued at 150 D$ per province.
C. IP and Diplomacy - Same as for CP4 (bonus +5).
D. Forced Peace - The loser of an IP has not the right to declare war on the victor for the whole duration of next turn.
50.11 Transfers of provinces at the time of peace. The choice of provinces transfer always concerns: 1/ provinces taken militarily in the course of the just concluded conflict (except the capital province - however, see 53.15 & 53.16); 2/ or provinces that used to belong to the victor and were annexed by the loser during a preceding war.
A. Transfer of Colony - A player can choose a Colony in place of a province, on the condition that he has effectively occupied this Colony during the course of just ended conflict.
A.1 This Colony counts as a province, whatever its side up (either - or +). If it has never been occupied during the conflict, it may still be chosen but then counts as two provinces in the calculation of provinces to be ceded during peace. It cannot therefore be ceded in the terms of peace of level 1 or 2.
B. Transfer of Trading posts - The victorious player can, similarly, choose a Trading post instead of a province, but this trading-post counts as one province if it is side (+) or a half province if it is side (-) (however see B.1 hereafter).
B.1 Also, if the Trading post chosen has never been occupied during the conflict, it counts as two provinces if side (+) or one if side (-).
50.12 Separate peace. If several players are at war together, some may be forced to make separate peace because of their Stability level.
A. Separate Peace and Casus Belli - In this case, any other player at war on the same side that the one making a separate peace receives an immediate temporary CB against this player.
A.1 This CB may only be used the turn immediately following the signature of the separate peace or it is lost.
A.2 Players that have military alliances between themselves are considered as breaking their alliance in case of one (or more) of them making a separate peace (i.e. they suffer a loss of 2 levels of Stability).
B. Separate Peace with Minors involved in a War declared by their Controlling Power - When a player has succeeded in getting his controlled minor countries (including vassals) involved in that war, a separate peace with those minors is not automatically possible.
B.1 To make a participating minor country sign a separate peace, the enemy player must roll for each such minor and obtain a modified result of 8 or more. This die-roll is done during the Peace Phase, immediately after the enemy player declared his intention to look for a separate peace with one or more of his opponent controlled minor countries.
B.2 This die-roll may be attempted only once per minor and per turn. It may be renewed on a still involved minor on a following turn.
B.3 Modifiers to this separate peace die-roll depend on the minor country the player wants to enter separate peace negotiations with. They are the following: -? enemy diplomatic control level bonus +? political bonus on the country (e.g. France +1 on Bayern) -2 if the minor country has a common border with the player +2 for Poland (not applicable in case of a player attacking Russia or Turkey, and also to France when controlling Poland following a French success in the "War of the Polish Succession" event) +4 if the religion of the enemy player is the same as that of the minor +4 if the closest enemy province is 6 MP or more from the minor territory, or more than 2 sea zones away from a minor coastal province. +4 if the minor country is already involved in a different war
B.4 If an 8 or more result is achieved, the minor will accept separate peace negotiations, independently of the desires of its controlling player. Proceed to Peace with minor as described in rule § 50.15.
50.13 Peace constrained. If a player is for two consecutive turns at -3 in Stability, vis a vis the same enemy player, he is obliged to make peace with this player. The level of that peace then depends on their Differential of Stabilities (SD).
50.14 Consequences of the peace. The peace brings the conflict opposing the players to an end.
A. Peace and Casus Belli - Permanent CB are canceled if their cause disappears with the war (e.g. return of a national province previously annexed). The temporary CB linked to this just ended war disappear automatically.
B. Peace and Evacuation - All units present on the territory of a former enemy are repatriated by their owner to the closest friendly province of his choice, without having to pay the cost of activation and without rolling for attrition.
C. Peace and Stability - Finally, during the conclusion of a peace, the Stability increases by 1 level for each signatory player. The increase takes place immediately at the end of the peace phase, also including any player or minor that signs a separate peace.
50.15 Peace with minors. To make the peace with a minor *, the "assailant" player (See 34.5) has to indicate that he commits himself to peace negotiations with the minor, OR must have succeeded in making the minor accept a separate peace offer (See 50.12.B above). A player may make multiple peace with different minor countries, but each must be solved separately and there can be only one attempt per minor and per turn. * = if the player that controls the minor is not himself at war with the assailant (unless separate peace is accepted by the minor as per 50.12.B above).
A. Method - To make this, the player rolls a D10, taking into account the sought-after peace level and all applicable modifiers. The level of peace is chosen by the player, without taking into account his own Stability.
B. Result - The peace is signed if the modified die-roll result is 5 or more.
C. Peace level Modifier - This modifier is the double of the value of the peace level chosen. It is considered as a positive modifier if the offered peace is favorable to the minor, or as a negative modifier if the offered peace is favorable to the player.
D. Nationality Modifier - It is applied for the case of conflicts with specific minor countries which are: -4: Persia, Mameluks, Russia (when minor). -3: USA, China, Mogol, Japan, Sweden before 1760, Prussia after 1700, Venice (if minor), Poland, Austria/Habsburg. -2: Sweden after 1760, Portugal (if minor) before 1615. -1: Portugal (if minor) after 1615.
E. Modifiers of Situation - These are applied cumulatively according to what happened during the current turn (and to some extent what happened during previous turns): +3: by province lost by the minor; -3: by province conquered by the minor; -2: by major battle won by the minor (See 17.3 - D); +2: per major battle won by the player; -1: per battle won by the minor; +1: per battle won by the player; +1: per minor military leader killed or captured; -1: per military leader of the player killed or captured; +1: per siege won by the player; -1: per siege won by the minor; -2: if minor is heretic (Catholic Vs Protestant, Muslim Vs Shiite); -2: if the target minor has accepted to negotiate a separate peace offer (see 50.12.B above for accepting such a peace); +/-?: accumulated modifiers from previous turn(s), if any. All these modifiers are cumulative in one single turn. A balance of a maximum of +4 (player's favor) and a minimum of -4 (minor country's favor) can be kept from one turn to the other. All other balance modifiers are lost from one turn to the other.
F. Consequences of Peace - If the peace is signed, the player earns one level of Stability. The player that controlled the minor does not earn anything. If the minor country is the victor, the player that controls the minor country chooses the ceded provinces (if any). He must do so in priority among those located the closest from the minor country's territory, in terms of movement points (a sea zone "costing" 2 MP for this calculation).
G. Failure of Peace - If the die-roll is inferior or equal to 5, the war with the minor continues normally for the following turn. Another peace attempt with that minor will be allowed during the peace phase of next turn.
Advanced End of Phase
51. Interphase
This phase is played simultaneously. It follows most of the Basic rules. In this phase, Inflation is determined and affects all players treasuries. Inflation increases according to the quantity of gold repatriated during the Redeployment phase of this turn from the Rest-of-the-World.
51.1 Sequence.
- Placement & Death of Military Leaders
- Inflation
- Calculation of end of turn VP.
51.2 Placement of leaders. Generals & admirals to be received (those stated as available from the start of the following turn) are placed normally (See 21 - B).
A. Conquistadors & Explorers - The conquistadors and explorers may either be placed in a national province of the player (See 1.1), or on the Rest-of-the-World map, in a Colony or a Trading post of the player.
B. Generals & Admirals with $ or @ symbol - Note that some leaders (generals or admirals) bearing a symbol such as a $ (America) or an @ (Asia) may be placed only in a Colony or a Trading post of the player that is located on the specified continent. If there is none, the leader is delayed until either removed or the conditions of placement are satisfied.
51.3 Inflation. The Gold counter placed on the track of Resources, Prices indicates the % of inflation currently in force.
A. Quantity of Gold Exploited - All of the gold repatriated to Europe (all players amounts together) is added. The obtained total is divided by 20 (rounded up). This result cannot exceed 19 (if it exceeds it, consider it as a 19 result). Then subtract this number from 20. The obtained result indicates the box where the "Gold Production" marker must be placed on the Exploited Resources track.
B. Variation of the Inflation level - The adjustment of the "Gold Production" marker is made in a similar manner than that of all the other exotic resources (See 35.2 - C). Note that inflation can only increase by this method. The inflation can however also be modified by events, and may well sometimes decrease (e.g. the "Deflation" event brings decline to the level of inflation).
C. Optional rule - Players that do not produce gold on the Rest-of-the-World map are affected by the inflation as if the inflation marker was found one box to the left of the box it currently occupies. It means that, for those players, the inflation marker in box #1 brings 0% inflation.
51.4 Victory Points. Players accumulate (or lose) victory points (VP) each turn, for regular or Special situations, and also for some specific discoveries.
A. VP of Players - Here is the list of the most usual VP:
Each turn, during the Interphase: +/-? its Stability; +1 by STZ/CTZ where the player possesses the only side (+) commercial fleet; +3 by STZ/CTZ where the player possesses the only side (+) commercial fleet, with 6 levels; +1 by monopoly of 1-5 units of an exotic resource; +3 by monopoly of 6 units or more of an exotic resource.
At the conclusion of the Peace Phase: +/-? land income value of the lost or earned province (peace or annexation), per province; +/-1 per diplomatic marker reaching the AM or higher box, only once it is obtained or lost (events excepted); +/-1 per battle where only detachments were present; +/-5 per army/fleet of the player present if major battle won/lost by the player; +/-2 per army/fleet of the player present if battle won/lost; +1 per successfully held fortress (for the defender); +? level of the fortress for successful siege or assault (besieger only); +1 for a white peace; +/-? for a conditional peace, victor/loser, ? being = 2 times the peace level; +/-10 for an unconditional peace, victor/loser; -10 for each declaration of war without CB against a player; -5 for each declaration of war without CB against a minor country; +1 for each new Colony in the turn or each Colony brought on its (+) side this turn; +1 for each new Trading post in the turn or each Trading post brought on its (+) side this turn; -20 for a player accepting to change its religion under peace conditions.
Discoveries (Redeployment Phase): General rule: 0 VP per newly discovered sea zone or province on the Rest-of-the-World map, with the following exceptions: +50 first discovered province (by sea) in America, except Terre-Neuve area; +100 first discovered province (by sea) in Asia; +50 first round-the-world trip, in 1 turn*; +20 first round-the-world trip, in 2 turns*; +20 second round-the-world trip; +3 first province of Quebec Area; +2 first province of Grand Lacs (Great Lakes) Area; +3 first province of Rocheuses (Rocky Mountains) Area; +10 Cape Horn sea zone; +10 Cape of Good Hope sea zone; +3 Hudson Bay sea zone; +3 first province of Alaska (by land or sea zone); +5 first province of Alaska (by sea, from a port in Asia); +5 first province of Panama (by sea, from a port in Europe or by sea from the western coast of South America); +5 province of Kamtchatka reached by land from Europe over Siberia; +1 for each province bordering the river situated in the Amazonie Area; +1 for each province bordering the river situated in Louisiane, Ohio, Illinois and Plains Area; +5 for conquering Inca and/or Azteca areas (each); +10 for each province conquered on China or Japan. * = either one.
B. VP and Minor Countries - Minor countries controlled by a player bring VP to the controlling player. Proceed as follows during the Peace phase: the player must total all earned or lost VP by the minor (as in A. above) during this turn; he also adds 1 VP per round during which the minor was under his control during the just completed Military phase. The player earns (or loses) half of these VP (rounded up).
52. Victory
A player wins by having accumulated at the end of the game the highest number of victory points (VP). These VP are received each turn, and also at the end of periods or campaigns, according to the players' objectives (See scenarios handbook). In campaigns, players must choose secretly objectives for each period, and when these objectives are achieved at the end of the played period, they receive VP. They can lose VP for un-attained objectives. Finally, players receive VP at the end of the game (end of last played period), according to the final situation check.
Special Rules
53. Special Rules
These special rules concentrate each on a very Special case that is used in the Campaign games. The Special rules relevant to all major powers are followed by those relevant to each and to each minor.
53.1 Presentation. Whenever necessary, Political rules take precedence over the Basic and Campaign rules, even if sometimes they may contradict the said rules.
General Special Rules: Succession War, Civil War, Presidios, Trade Companies and Tordesillas Treaty
53.2 War of Succession. There can be a Succession war if the player loses his monarch with the following conditions being in force:
A. Conditions - There is a risk of a war of succession occurring in the player's country if the player: 1/ received a dowry for a Dynastic Alliance with another player, and that this Dynastic Alliance is still in vigor; 2/ obtained a result on the Reign table for the monarch's successor showing a Dynastic Crisis. The country suffering the above is hereafter called "the victim".
B. Declarations of War - The player that has given the victim a dowry during their Dynastic Alliance has two possible attitudes: 1/ either declare war on the victim country, 2/ or claim support to the victim's new monarch, thus declaring war immediately to all the victim's enemies, without cost in either VP or Stability. Such a support cannot be refused by the victim country. If nobody declares war on the victim, there is no war of succession.
C. Risks of the War - If a player that has declared a war of succession wins the conflict (at least by a conditional peace in his favor), the victim/supporting country can no longer declare war voluntarily to that player until the end of the current period, in addition to all the other conditions of the signed peace. Exception: CB given by events.
C.1 If the victim player wins the war of succession (minimum a conditional peace in his favor), any player supporting him and participating in that war benefits from the same condition (except cession of provinces) as those obtained by the victim country (as in C. above) except if the supporting player's stability is standing at 3.
C.1.1 Peace is made at the same time as that of the victim country, unless the supporting country remains at war with other participating countries.
C.2 A supporting country cannot be declared war upon by the victim country for at least two turns after the conclusion of the war of succession, whatever the outcome of the war.
C.3 However, the reverse is not true.
C.4 In the last case above (C.3), a supporting country loses all the advantages described in C.1 & C.2 and the war resumes normally.
53.3 Civil War and Foreign Interventions. When England, Spain, France, Holland and/or Russia suffers from a civil war, intervention by players in that civil war suffers from some specific constraints.
A. Foreign intervention limit - Other players may, without declaring a war to the country victim of a civil war, send units to fight in that country, on the side of one or the other fraction (possibly of the same religion than that of the intervening player). This intervention is limited to a maximum of one land stack and/or 1 naval stack.
B. Excessive foreign intervention - If one or more players send more than one stack on the side of any one faction in such a war, he must declare war on the country where the civil war rages.
B.1 In such a case, the civil war stops temporarily and the victim country may use units of both factions in his civil war to fight against the invader(s).
B.2 If such a fight against invaders lasts more than two turns and no peace is concluded, the civil war is over.
B.3 However, in B.2 above, the units of both factions are kept under the control of the victim country until the peace is signed with all foreign invaders.
C. Minor countries and civil wars - No minor countries are allowed to intervene in a civil war, unless specifically mentioned by the Civil War event description.
53.4 Presidios. A Christian player controlling a port located in either one or more of the following provinces: the European map African coast, the islands of the Mediterranean or the Hellas and/or Morea provinces; may construct there a fortress considered as separate from the port city. That specific fortress is named a "Presidio" (use a fortress counter of the player to represent it and place that counter in front of the port symbol of the concerned province). A Presidio captured by the owner of the port city is removed from the game.
A. Presidios and Blockade - The port is considered as blockaded by this fortress, even if the country that thus exerts the blockade is not at war with the owner of the blockaded port.
A.1 Any entry or exit on this port by privateers units generates an automatic unilateral naval combat (without any wind gauge and boarding steps which are canceled in that specific case).
A.2 The Presidio fortress has a naval firepower value equal to the double of its level. Only the Presidio fires during that special combat. Naval units fired at do not respond (no roll on CRT necessary).
A.3 Fleets and detachments are affected as below, but combat is never mandatory for the presidio player. If he decides to do so, he must immediately declare war on the players or minor country owning the moving fleet(s) and/or detachment(s).
A.3.1 However, the above War declaration constraint does not apply when only privateers are moving past the presidio.
B. Presidio fire - It is solved on the B column of the CRT whatever is the outgoing or entering ship type, or the technology of the player that controls the presidio. No bonus is applicable to the Presidio fire step.
C. Losses & Movement - In addition to the losses inflicted via the CRT, when the fire die-roll of the presidio indicates at least a 10% loss, or if the naval stack (privateers, detachments, fleets) receives one or more morale level loss, the naval stack cannot exit or enter that port this turn.
53.5 Trade Companies (Optional). Any player in addition to the English and Dutch players can create his own trade company during the period 1560-1614, by paying 200 D$ and losing immediately 100 VP.
A. Effects of the Creation - The player benefits from the same advantages as those obtained by the English and Dutch players, as described in their respective events "Creation of the East India Company" and "Creation of the Veerenigte Oostindische Company", for the period 1560-1614.
A.1 These benefits are applicable only until the end of the current period and as long as the Stability of the player is positive or null.
A.2 If the Stability of the player that has created a Trading Company reaches the -3 level during one turn and remains here at the beginning of the immediately following Income phase, the Company suffers from bankruptcy and its advantages are no longer available for the player.
A.3 If the English or Dutch player creates his company before the occurrence of the corresponding event, the said event that creates it normally can no longer take place and is ignored instead (replace it with a D event).
53.6 Tordesillas Treaty. With this treaty, Spain and Portugal decide to share the world outside of Europe, to delimit their zone of influence. The rule applies only to scenarios after 1500 (only if the Treaty is specified as being in force) or at the time this event occurs in the Grand Campaign 1492-1792.
A. Event determination - the Tordesillas Treaty dice modifiers - both dice (first and second) rolled for event during the 1492-1519 period are modified as follows: -1 if both Spain and Portugal are catholic; -1 if there are Colonies or Trading posts in America placed this turn; -1 if Spain or Portugal holds the diplomatic counter of the minor country Papacy. These modifiers no longer apply from 1520 onwards.
B. Treaty - Until 1550 included, any Catholic country (except Spain and Portugal) that sends an expedition (i.e. moves a stack of units on the Rest-of-the-World map) outside of Europe must immediately lose 1 Stability level. This restriction applies even if the said country is at war with either one of Portugal and Spain, or even with both of them.
B.1 Similarly, every colonization attempt (successful or not) by any other Catholic country but Spain or Portugal costs this country 1 Stability level loss.
B.2 Each country thus concerned also loses the diplomatic counter of the Papacy if it controlled it (which then becomes neutral).
C. Zones of Influence - Spain cannot make any discovery or Colonization, Trading posts, commercial fleets placement attempt in any and all of the sea zones and areas located in or bordering Africa, Asia, as well as the Belem, Recife, Bahia and Rio areas of South America.
C.1 Spain is however allowed to send an expedition to make the round-the-world trip and may also attempt to colonize the area of Lucon in Asia.
C.2 The prohibition for Portugal concerns all of America areas and bordering sea zones, except the above-mentioned Belem, Recife, Bahia and Rio areas and their adjacent sea zones. Portugal may, as Spain, attempt to colonize Lucon or make a round-the-world trip.
C.3 Spain and Portugal can, without declaring war, attack any and all units of other players (including themselves, e.g. Spanish units in the Portuguese zone of Influence) or minors that are found in their respective zones (each in his own zone).
C.4 Should Portugal and/or Spain possess colonies and/or trading-posts in un-allowed areas (due to placement before the treaty is signed), these counters must be exchanged with equivalent counters of the righteous owner of the concerned area.
53.7 Leaders Eugene and Saxe. General Eugene (origin country: Savoia) and Saxe (origin country: Sachsen) can be attributed to either France or the Habsburg.
A. Attribution - On the turn these generals appear, roll a D10 for their attribution. Modified results are applied as follows: 1-3: France; 4: Country of origin; 5-0: Habsburg. Modifiers: +4 if the current French monarch has 7 or more as MIL characteristic; -4 if the current French monarch has 5 or less as MIL characteristic; +1 for Eugene; -2 for Saxe.
B. Secret bids (Optional - but not recommended) - This die-roll can be modified in addition by a secret bid of both the French and Habsburg (Spain if not dissociated) players. Modify the die by +1 for each 10 D$ the Habsburg spend, and -1 for each 10 D$ spent by the French. The maximum placement authorized to each is 100 D$. All bid money is lost, whatever the final result.
Special Rules for Major Powers
53.8 Spain.
A. Spain against Protestants - Each time that Spain declares war on a Protestant country and obtains an unconditional peace from this country, the Spanish player may decide to abandon all province(s) transfer and ask as sole peace condition the restoration of Catholicism in the said country.
A.1 Case of the Counter-Reform - This clause is mandatory if the Spanish player is partisan of the Counter-Reform (See political event "The Reform").
A.2 Gain on Conversions - For each Protestant country thus forcibly converted, Spain receives 10 VP if it is a minor country and 50 VP if it is a player. If the scenario or an event gives different values, apply them and ignore the above.
A.3 Effect of the Reconversion - All reciprocal permanent CB between these players and/or minors are canceled following the restoration of Catholicism. 1/ A major country (i.e. a player) who is reconverted more than two turns after its initial change of religion suffers from the following side effects, each turn, if it maintains the new (forcibly imposed) religion: A/ the country loses 1 additional level of stability each turn; B/ every even-numbered turn, the player must roll on the revolt table, in addition to any revolt mandated by events or the rules. 2/ If the country reverts to its religion as it was before the reconversion, it loses 1 stability level and grants a temporary CB (valid till end of the current period) to the country that imposed the change of religion on it. In such a case, side effects as per 1/ above are canceled. 3/ On the other hand, a forcibly reconverted minor country returns to the Protestant faith at the start of the turn following its "reconversion", without any side effect.
A.4 Case of Spain if Non-Catholic - If Spain is not Catholic, replace "Spain" in this rule by "France" (if the former is Catholic). If France is also non-Catholic, cancel this rule.
A.5 End of Religious Struggles - All these above rules no longer apply from year 1615 onwards. Option (recommended): players can possibly extend the duration of these rules until the end of the "Thirty Years War" (if it occurs), as a common agreement.
B. Spanish Colonial Policies - Spain, only when a Catholic country, follows specific colonial policies regarding colonization, ruling of colonies and the search for gold.
B.1 Vice-Roys - When a Spanish conquistador captures the Azteca capital city of Tenochtitlan, or the Inca capital city of Cuzco, this conquistador is named vice-roy of those respective areas (as well as the adjacent area of Sonora in the case of the Azteca area conqueror) and is not allowed to leave them anymore until removed from play.
B.2 Missionaries - The Spanish player is allowed one extra colonization action (as compared to the turn limit), free of charge, each turn and for a specific area, provided that both the following conditions are met: 1/ Spain has a conquistador in the area; 2/ the chosen area is publicly announced during the Administrative phase and the said conquistador is named vice-roy of the said area, i.e. is not allowed to leave it anymore.
B.3 El Dorado - The Spanish player may only attempt to place colonies and/or trading-posts in areas in America which contain at least one gold mine site, or in areas adjacent to such gold mine areas, or also in Haiti, Cuba and Antilles areas. This restriction is lifted from 1615 onwards.
B.4 Exclusive and Asiento - The Spanish player is not allowed to give permission to any player or minor country commercial fleet to be in a STZ whose sea zones are bordering provinces with Spanish colonies and/or trading-posts only.
- Other players must normally have colonies and/or trading-posts in coastal provinces bordering sea zones attached to a STZ to be able to place a commercial fleet there.
- On the other hand, the Spanish player may grant Asiento (Slave trade Monopoly) to any other one player from 1665 onwards in exchange of 4 free slave units brought by this player.
- This player then receives 20 VP on the turn he is granted Asiento, plus one additional 1 VP per turn where he supplies the required 4 slaves (or more).
- Asiento is lost when the benefiting player does not provide the 4 required slaves or is at war with the Spanish player.
- In such a case, Asiento may then be given again.
C. Don Juan - The Spanish leader Don Juan is a dual function leader.
C.1 He can serve as a general and/or admiral, according to the turn numbers printed on the counters. He can, however, have only one function per round (no change within the same round), to the choice of the controlling player.
C.2 In addition, he can only have the function (general or admiral) described on the side bearing the earliest turn of appearance until the first turn where their second function is valid has arrived.
53.9 Portugal.
A. Portuguese Dual Function Leaders - Portuguese leaders Da Gama, Almeida and Albuquerque have two different sides on their counter: one is a conquistador, the other either an admiral or a general.
Choice of the Function: at any given time in the course of a same round, the Portuguese player can use one or the other of these sides (but not the two at the same time). Example: in the same round, Da Gama can be an admiral during movement on sea zones, then, having disembarked, become a conquistador.
B. Portugal Secret Monopoly on Discoveries - In all the 1492, 1520 and Grand Campaign games, the Portuguese player is not allowed to sell, give or trade any of his discoveries, colonies (except those that may be concerned with the Tordesillas Treaty application) or trading-post with any other player. Note: the Dutch suffer the same restrictions in later periods.
53.10 France.
A. Leader Bussy - The French leader Bussy, is a dual function leader but also a Conquistador.
A.1 He can serve as a general and/or admiral, according to the turn numbers printed on their counters. He can, however, have only one function per round (no change within the same round), to the choice of the controlling player.
A.2 In addition, he can only have the function (general or admiral) described on the side bearing the earliest turn of appearance until the first turn where their second function is valid has arrived.
A.3 He has the ability to use the Conquistador Table in areas located in India. Any stack led by him does not generate any attack by the natives (See Rule 62.6.C Military Presence).
Note: leaders Clive, Dupleix, Bussy and Coen are Conquistadors in India/Asia.
B. Leader Dupleix - The French leader Dupleix has the ability to use the Conquistador Table in areas located in India. Any stack led by him does not generate any attack by the natives (See Rule 62.6.C Military Presence).
53.11 England.
A. English Sea Hounds - The English privateer admirals Drake and Hawkins, as well as both explorers Cavendish and Frobisher are the "Sea Hounds".
Utilization: Sea Hounds may lead privateers that they command to the attack of Colonies and/or Commercial fleets of other players, without England having to declare war on those players. They can however attack only one such player per turn, during the Military or Redeployment phase. There is no loss of stability for England in doing so as there is no state of war between herself and the attacked country.
B. English Dual Function Leaders - The English leaders Blake, Monk & Rupert are dual function leaders.
B.1 They can serve as generals and/or admirals, according to the turn numbers printed on their counters. They can, however, have only one function per round (no change within the same round), to the choice of the controlling player.
B.2 In addition, they can only have the function (general or admiral) described on the side bearing the earliest turn of appearance until the first turn where their second function is valid has arrived.
B.3 During the "English Civil War" event, Rupert may be a Royalist leader and have a separate color (pink) to indicate when used by the Royalists. The English player may use a loyal Rupert only with its red colored counter.
C. Leader Clive - The English leader Clive has the ability to use the Conquistador Table in areas located in India. Any stack led by Clive does not generate any attack by the natives (See Rule 62.6.C Military Presence).
53.12 Turkey. The Turkish player benefits from Special rules for his conquests, and for his military force (the Timar, See 48.7). He also suffers from the influence of the Knight privateers (See 53.23) on its Stability.
A. Turkish Conquests - The Turkish player can annex the capital province of a conquered country, in the same conditions than those of the Russian player (See 53.14). However, the main difference is that such a conquest may release a Crusade against him (See paragraph F).
B. Turkish reforms - When Turkey land technology marker reaches the technology "Baroque", it can no longer advance. To continue, Turkey needs to reform the Turkish Army, but it has then to renounce to the Timar system.
B.1 Procedure - If the Turkish player desires to make the reform, he has to announce it in the Administrative phase and attempt to make the reform during the turn Interphase. To do so, Turkey must have a null or positive Stability (not negative). Turkey can make the reform without risk if it possesses a monarch with a military characteristic (MIL) of 8 or more, but in that case Turkey must lose 3 Stability levels to ensure the reform success. It also automatically suffers from 2 revolts, selected on the current period Revolts tables. If Turkey does not have such a monarch, the Turkish player may nevertheless attempt the reform. An immediate survival test of his monarch is made, with a positive modifier (malus) of +5: A/ if the monarch dies, the attempt fails, and the values of the successor are rolled with a malus of (-3) (for all of the MIL, ADM, DIP characteristics). However, the successor reign length is rolled normally and not modified; B/ if the monarch survives, the reform succeeds, but Turkey loses on a permanent manner a side (+) army removed from its military basic force, and this until the end of the game. In both cases, Turkey loses 3 Stability levels and also automatically suffers from 2 revolts as in A.1 above.
B.2 Consequences - If the reform takes place, the Turkish player can therefore develop its land technology beyond the "Baroque" level, but loses the benefit of the Timar system (See 48.7). Remove all pashas from the game. Reduce the basic force of Turkey each period as in § A.2 above, i.e. one less side (+) army.
C. Turkish capture of Vienna - If the Turks capture Vienna (Austria province) and hold the city at the end of a turn, Venezia, France and England (if Catholic) both lose 1 Stability level each if they have no offensive alliance with Turkey (See 32.2 F). Spain (or Austria if a player) loses 2 Stability levels. Other countries are not affected.
C.1 Consequences - Each turn where Vienna stays under Turkish control, Spain (or Austria if a player): A/ loses 1 Stability level per turn in addition to all other losses. B/ receives a bonus of +3 for all its diplomatic actions with minor countries that have a common frontier with the Habsburg, and a bonus of +4 with Poland. This bonus remains even if Vienna is ceded to Turkey during a peace, and this until Vienna is Habsburgs/Austrian again. Turkey receives 50 VP for the capture of Vienna, but only once in a game. Spain (or Austria if in play) loses 25 VP for the same.
C.2 Vienna and the Crusade - The capture of Vienna gives a bonus of +5 to the Crusade die-roll (See paragraph F).
C.3 Transfer of the Capital - If the province Austria (containing the city of Vienna) is ceded to Turkey, the capital of the Habsburg minor country is transferred to any other city in a Habsburg province, at the choice of the Spanish (or Austrian if in play) player. If so, Spain (or Austria if in play) ceases to lose 1 stability level per turn. The new capital can be again conquered by the Turkish player, but in that case its capture brings no special VP bonus to the Turkish player. It also does not cost any special VP to the Habsburgs/Austria. Vienna becomes automatically and immediately the capital of the Habsburg again if the province of Austria is reconquered by the Spanish (or Austrian) player.
D. Facing the Ottomans - Before 1560, any player or minor country entering combat (on land or at sea) against Turkish units* suffers a malus of -1 to both his shock (on land) or boarding (at sea) die-rolls. This malus applies only on the first said combat. This malus does not apply to fire combat (either on land or at sea). The Venetian player is immune to this malus, as well as the following minors: Mamelucks, Genoa and The Knights. * = not their vassals if alone with no Turkish units.
E. Turkey against Shiites - Each time that Turkey declares war on Persia or the Mameluks and obtains an unconditional peace from this country, the Turkish player may decide to abandon all province(s) transfer and ask as sole peace condition the restoration of Sunnism in the said country.
E.1 Gain on Conversions - For each Shiite country thus forcibly converted, Turkey receives 10 VP if it is a minor country and 50 VP if it is a player. If the scenario or an event gives different values, apply them and ignore the above.
E.2 Effect of the Reconversion - All reciprocal permanent CB between these players and/or minors are canceled following the restoration of Sunnism. 1/ A major country (i.e. a player) who is reconverted more than two turns after its initial change of religion suffers from the following side effects, each turn, if it maintains the new (forcibly imposed) religion: A/ the country loses 1 additional level of stability each turn; B/ every even-numbered turn, the player must roll on the revolt table, in addition to any revolt mandated by events or the rules. 2/ If the country reverts to its religion as it was before the reconversion, it loses 1 stability level and grants a temporary CB (valid till end of the current period) to the country that imposed the change of religion on it. In such a case, side effects as per 1/ above are canceled. 3/ On the other hand, a forcibly reconverted minor country returns to the Shiite faith at the start of the turn following its "reconversion", without any side effect.
E.3 End of Religious Struggles - All these above rules no longer apply from year 1615 onwards.
F. Crusade against Turkey - Until 1614 (included), each time the Turkish player conquers or annexes a Christian province during the Peace phase, there can be a call to the Crusade launched by the Pope. From 1615 onwards, the call to the Crusade ceases.
F.1 Call to the Crusade - The call to the Crusade takes place immediately in the course the same above-mentioned Peace phase. If there is a Crusade, an immediate sub-phase of War Declaration follows, then the turn resumes its normal course. A Crusade starts if on one D10 a modified result of 8 or more is obtained. A net unmodified 10 result on the die-roll is always a success, whatever the modifiers. Modifiers*: +1 for each annexed or conquered Christian province (as per 1492 religious status) by the Turks since the start of the period played; +5 if Vienna is captured by the Turks; -2 for each Catholic player at war against another country (Turkey excepted); -3 if the event "The Reform" has occurred at least once in any previous turn, including this one. * Note: the maximum modifier value is limited to +5 in all cases.
F.2 Participation to the Crusade - If there is a Crusade, each Catholic player, in the order of initiative, has to decide whether he participates or not to the Crusade.
- If he refuses to participate, he immediately loses 2 Stability levels (3 for the "Defender of the Catholic Faith", See event "The Reform"), and the diplomatic counter of the Papacy if he was controlling it.
- If he participates, he must declare war to Turkey immediately and is considered as benefiting from a special CB in doing so. That CB entails no stability loss when declaring war to Turkey due to a call to the Crusade.
- If the player enters war against Turkey, he may automatically and immediately obtain, if he desires so, a white peace with one or more currently Catholic adversaries (mediation of the Pope!). If the latter(s) refuse the said peace, they (each) lose 1 Stability level and the diplomatic counter of the Papacy (if controlled). In addition, the country thus denied a peace opportunity is not forced anymore to participate to the Crusade and does not lose stability for such a refusal.
- In all other instances, all other Catholic countries receive a CB against a refusing country.
- Catholic minor countries never refuse the Pope mediation and automatically agree to a white peace with a player with whom they are currently at war. Protestant minors are not affected and may remain at war (however this state of war does give an "excuse" not to participate such as in point 3 above).
- If it is the player who himself refuses the mediation and ensuing white peace, he immediately loses 1 stability level and all other Catholic players have a temporary CB against him.
- If no player participates in a Crusade, no minor participates either (See E. below for minor participants).
F.3 Crusaders and Target Territories - Catholic countries participating together in a Crusade are considered as allied, and can stack their units together, and authorize each other participant country the access of their territory as long as this enables their participating crusader stacks to reach Turkish territory.
- At least half (rounded up) of all the activations made by crusaders during a round of the Military phase must be directed towards provinces that are considered as targets (see point 2 below) of that crusade.
- Target provinces are the provinces most recently conquered by Turkey, as well as the Turkish capital province of Thracia and the provinces of Judea and Samaria, plus Malta, Creta and Cyprus if Turkish occupied.
F.4 Military Leader of the Crusade - It is a general or admiral of the first participant player. This general or admiral is automatically the leader of the largest crusading force as, during the Crusade, it is considered to possess the highest hierarchical rank (even above kings and monarchs). This general or admiral may well lead a totally foreign crusader force (i.e. even counters that are not of the general's nationality).
F.5 Minor Countries and Crusades - The following minor countries: Papacy, Genoa, The Knights, Toscana and Parma always participate in a Crusade where at least one player is involved. Their diplomatic counter is placed on the "Entry in War" box of the first crusading player (order of initiative) that has declared war on Turkey.
- This does not apply if they are already on the track of another player that also participates in the Crusade, in which case they progress on the Entry in War box of that player (unless they are already higher).
- At the end of the Crusade, all minors that were not controlled by one of the Crusading player before the Crusade start are immediately placed back into the "Neutrals" box. Note: keep separate record of their pre-Crusade diplomatic status.
F.6 Venice, Poland, Hungary - Venice (as a minor country) participates also to the Crusade if one modified die-roll of 8 or more is obtained. This die-roll is modified by +1 for each Venetian province of 1492 already conquered by the Turkish player. Same thing for Poland (Polska) and Hungary (Hungarn) (die-roll modified with their own provinces).
F.7 Crusade and the Holy Roman Empire - The Emperor player participates inevitably if one of his provinces or one of those belonging to the Holy Roman Empire has been conquered, or if Hungary has been conquered by the Turks (See 53.2).
F.8 Endorsement of the Papacy - Crusader players receive at the end of each Diplomatic phase a global diplomatic income of 150 D$, shared equitably between them in divisions of 25 D$ (the surplus going on the first participant).
- This money coming from the Papacy, the usual 50 D$ diplomatic premium that the Papacy gives for a "Military Alliance" (or higher) status is not perceived anymore (See 33.12).
- This is valid during all the length of the current Crusade. At the same time, the modifier value for "Subsidies" on the Papacy counter becomes -150.
F.9 Crusade and Separate Peace - A crusader player that makes separate peace with Turkey undergoes a loss of 3 levels of Stability. This separate peace also gives, in addition, a temporary CB to all the other crusading players against him, valid until the end of the Crusade.
- If the Turkish player asks for peace to a Crusader, he must ask it to all of them. He must choose the provinces part of peace conditions among Christian provinces the most recently conquered by him.
- No minor country participating in a Crusade may be tested by the Turkish player for separate peace attempts, except the two cases below: A/ a major country has signed a separate peace with Turkey; B/ Venice if no Venetian territory is presently Turkish-occupied AND Turkey cedes any former Venetian territory presently occupied back to Venice in the ensuing separate peace (if successful).
F.10 Provinces regained by a crusade - Provinces regained by the victorious Crusade must include provinces previously annexed by Turkey that return then to their first proprietor. They have to be chosen in the order of the most recent Turkish conquests, especially that (or those) whose conquest has released the Crusade.
F.11 If there is a surplus in the number of obtained provinces, it is necessary to take them in priority, in the order below, among the following: Rhodes, Ionia, Morea, Hellas, Samaria, Judea, Lebanon, Aleppo.
53.13 Holland. All following rules are applicable only after 1560 (except the Spanish tax rule in play since 1492). Before 1560, Holland (Nederland on the country's counters) is not represented directly by a player. It is represented after 1560, by the player that was playing Venice (for the Grand Campaign 1492-1792).
A. Initial Forces of Holland - They are indicated in the 1492 scenario (or Grand Campaign) for commercial fleets. These fleets levels may be increased by play during the first two periods of a Grand Campaign, even if no "Dutch" player is officially present (See scenario rules). All other at start forces and characteristics are indicated in the 1560 campaign scenario (such as military forces, as well as DTI, FTI, Manufactures, Treasury etc...)
B. Holland before the Revolt - The Dutch player can make no campaign in the military phase, before the revolt occurs. His monarch does not calculate its characteristics for both the DIP and the MIL domains. Holland can create no military unit until the occurrence of the revolt. Its diplomacy with the other players is limited to informal agreements and to the dynastic alliance (except with Spain). No Dutch diplomacy is allowed on minor countries.
C. Spanish Tax - Spain can decide to tax Holland each turn, at will, of a fixed sum of 50 D$. This is valid for each and every turn if announced publicly, from 1492 to 1555, and takes place during the Income phase.
C.1 After 1560, Spain cannot tax Holland anymore.
C.2 For each time that there was a tax publicly announced before 1560, reduce the first die-roll by a cumulative 1 (to a minimum modified value of 1) for each political event rolled in period 1560-1614, until the revolt occurs.
D. United Provinces revolt - The revolt takes place at the moment when the "United-Provinces Revolt" event occurs. This event liberates the Dutch player of all his above constraints (See 53.19 - B).
D.1 Revolt - When the revolt occurs, the Dutch player becomes free to make any action that he desires. The revolt also provokes the following side-effects: A/ the Dutch monarch Guillaume of Nassau appears (values 9.9.9); its reign length is to be determined on the Reign table (a dynastic crisis or a minority is ignored, re-roll instead). B/ all units (Spanish or other) located in the provinces of Zeeland, Holland, Den-Haag, Gueldre, Brabant and Friesen are eliminated. These above provinces become Dutch national provinces (as per grey-colored border on map), even if they have been ceded to another player or minor country before the revolt. C/ during the Logistic sub-phase of the Revolt turn, the Dutch player can buy military units, with his present Royal Treasury, without any turn limitation for ships except the ceiling authorized for the period, and up to the triple for land units, without overcosts. D/ if Guillaume (i.e. the monarch counter) is placed as general on the map (See 53.22), units stacked with it are all considered as veterans. E/ Holland technologies are considered equivalent to those of the "Latin" minor entity, but the Dutch markers are placed 1 box ahead of those of the said entity, provided that, in doing so, those markers do not reach or exceed a mobile marker with a date that is not yet achievable.
D.2 Effect of the Revolt - Special state of war between Holland & Spain - The Spanish and Dutch players are immediately and automatically considered as being at war, although no declaration of war has taken place. This state of war remains as long as Spain has not recognized the Independence of the United-Provinces or fully conquered them. During this war, at each turn end, Stabilities of both Spain and Holland decrease each by 1 level maximum instead of the regular progressive decrease for war. However, if Spain is at war with another player or minor, this extra stability loss is ignored and the regular stability loss for war applied instead. For Spain only this decrease becomes a -2 level decrease per turn between 1615 and 1660 included; then a -3 level decrease per turn between 1665 and 1695. Holland no longer loses Stability after 1615 for this special state of war (but still does for other "regular" wars!).
D.3 End of the Revolt - It comes to an end due either to the recognition of the United-Provinces by Spain or their full conquest by the Spanish player. This recognition has to be announced by the Spanish player, during the Peace phase, at least one full turn after the one when the revolt occurs. This announcement entails a truce of 3 consecutive turns between Spain and Holland. During the truce, neither of them can declare war to each other, nor to their respective vassals. Holland can however attack Portuguese units and counters located on the Rest-of-the-World map if and only if Portugal is currently annexed by Spain (by random event of the 1560-1614 period). This is not considered as breaking the truce. During the course of the truce, the Spanish player may lose some victory points due to recognition of the United-Provinces Independence (see Grand Campaign period objectives for Spain & Holland). However, at the end of the truce, the game between Spain and Holland becomes entirely normal.
E. Dutch flood - The Dutch player can decide, during the movement of enemy troops in Zeeland, Brabant, Holland or Den Haag provinces, to flood immediately these provinces (announced choice province by province).
E.1 Application - Enemy units must immediately cease their movement, retreat to the province of departure, and suffer attrition under the 7 column (See 15.2). No movement from a non-Dutch player or minor country is allowed in a flooded province. Place a Looting marker, side (+) up, in each flooded province (adjusted only during the turn following the turn of flooding). The prohibition of movement ceases when the looting marker is removed. The Dutch player may move in his flooded provinces, but each counts for 6 MP instead of its regular MP cost.
E.2 Cost in VP and Stability - Each flooded province costs 5 VP and -1 in Stability to the Dutch player each turn the looting marker remains in the province.
F. Dutch Secret Monopoly On Discoveries - From 1650 onwards and Grand Campaign games, the Dutch player is not allowed to sell, give or trade any of his discoveries, colonies or trading-post with any other player. Note: Portuguese has similar restrictions in early periods.
G. Leader Coen - The Dutch conquistador Coen is the only one allowed to use the Conquistador Table in Asia, and this solely in the areas of Java, Sorebaja, Sumatra, Malaya and Borneo. Immunity against natives attacks: any stack led by Coen does not generate any attack by the natives (See Rule 62.6.C Military Presence). Note: leaders Clive, Dupleix, Bussy and Coen are Conquistadors in India/Asia.
53.14 Russia. Russia begins the Grand Campaign, the 1492 and 1520 Scenarios as a minor country. This remains so until 1559, with the Speciality that no diplomacy is allowed on this minor. Its capital city is Moscow.
A. Grand Campaign 1492-1792 - In 1560, the Portuguese player takes control of Russia that then ceases to be a minor country. In its place, Portugal then becomes a minor country that keeps all units and counters located on the Rest-of-the-World map that the former Portuguese player had placed previously (See Scenarios). These counters are kept where they are.
B. Initial Russian Forces - Russia, as a player, starts with forces and units as described in the 1560 campaign (See Scenarios). Some events of the 1520-1559 period may attribute Polish provinces, the minor countries Kazan, Astrakhan, and Steppes to Russia (the latter then disappear unless successfully defended by Turkey - See events description).
C. Russian Under-Development - Before 1560, consider all Russian provinces as having a cost in MP double than normal, for all units belonging to non-Russian players and minor countries, except Kazan, Astrakhan and Steppes.
D. Peter the Great - If the Russian player obtains a monarch whose sum of characteristics is at least 18 and whose ADM value is 8 or more, this monarch is Peter the Great. This great monarch may also arrive following the event "Peter The Great".
Values of Peter the Great as a military leader: military values of Peter the Great are not attributed the same way as those of the other monarchs (See 53.10). Take the following values (maneuver, fire, shock/boarding) according to the number of combats Peter the Great leads: First combat: 2.1.2. Second combat: 3.2.3. Third combat: 3.3.3. Fourth and following: 4.4.4, siege: -1. From the third on, Peter the Great may also serve as an admiral, with the following values: 3.3.4. All the other rules concerning monarchs are fully applicable to Peter the Great.
E. Saint Petersburg - If the Russian player has Peter the Great for monarch, he can build the city of Saint Petersburg in the province Newa, if he currently controls it (either as a ceded province, a fully Russian province, or a militarily occupied province). The fortress counter bearing the "Saint Petersburg" name is then placed in the Newa province. This city has a special fortification value, and has a port. Note that before Saint-Petersburg is constructed, the Newa province city is not a port.
E.1 Cost of Construction - Saint Petersburg costs 300 D$ to build, and becomes the capital of Russia, once constructed. It replaces then the other existent city in Newa.
E.2 Duration of Construction - The construction of Saint-Petersburg takes 5 turns (place the marker's name pointing down in the interval). The city exists completely only after the 5 turns length has elapsed. The payment of the construction cost may be shared in any fashion during one or more of the 5 construction turns, but has to be totally paid for the city to be considered as constructed. During the construction process, consider Saint Petersburg as a port (and a city of level 1).
E.3 Initial Value - The intrinsic fortification of that city is level 4 (except if the technology of the Russian player does not allow it, in which case use the maximum value authorized by the Russian technology). This level may be increased to level 5 for an additional 200 D$ (if already level 4) paid in a maximum of three consecutive turns.
E.4 Impact on the Newa Province Income - The province Newa has its income multiplied in a permanent manner by the level of fortification of Saint Petersburg once the city is constructed.
F. Russian army reform - Markers of both the land and naval technology of Russia can never exceed the boxes where the corresponding minor entity technology marker(s), i.e. the "Orthodox" minor entity are located. This remains so until Peter the Great is the Russian monarch.
F.1 Special Troops Limit - The Russian player can use no more than 5 army counters and 1 fleet counter before the reform. The number and types of detachments is not limited.
F.2 Technologies and Reform - When Peter the Great is the Russian monarch, the minor entity technology Russia is linked to becomes that of the "Latin" minor entity (See 47.8 - A). Above restrictions are then immediately raised.
G. Arkhangelsk, Russia CTZ, and the river fleet
G.1 Creation of the Port of Arkhangelsk - Arkhangelsk is a Russian port located in Europe, but effectively out of the European map. It cannot be attacked, blockaded or conquered. Arkhangelsk is created by the event #2 of the 1560-1614 period ("Creation of the Muscovy Trade Company"), or automatically in 1615 if the event did not occur. As long as the port is not created, the Russian player cannot build naval units of any type or commercial fleets. If Arkhangelsk is created only in 1615 due to event #2 not having occurred, the advantages of the Muscovy Trade companies to England (see event description) are not applied.
G.2 Russia CTZ - The Russia CTZ does not exist before the creation of Arkhangelsk. Once that port is created, the CTZ brings a monopoly income of 5 D$. This income is increased to 10 D$ once Saint Petersburg is created. The commercial monopoly bonus (See § 38) is respectively 3 (before St-Petersburg) / 5 (after St-Petersburg) for the side (+) commercial fleet with less of 6 levels (partial monopoly), and 5 / 10 for side (+) commercial fleets with 6 levels (total monopoly).
G.3 River Fleets and the Black Sea Zone - If the Russian player has Peter the Great for monarch, and if he controls a province with a river frontier and that the said river rejoins the Black Sea zone (e.g. the Kharkow province), the Russian player may create a "River" fleet in this province. This fleet can then consider the city of this province as its home port. This port gives directly on the Black Sea zone. This port cannot be blockaded, unless the city is besieged.
H. Cossacks - If the Russian player controls one or more of the following provinces: Ukranya, Kharkow, Donetsk or Bessarabia, he receives each turn 5 free conscript cavalry SP in a city of his choice (or a Colony in Siberia) during the Logistics phase.
H.1 Cossack Free activation for Siberian discoveries - From turn 15 to turn 35 included, the Russian player receives a free simple campaign to make a land stack move to any or all provinces of Siberia (See 55.2 - E), adjacent to a province already discovered by Russia.
H.2 Cossacks' Siberian Free Maintenance - The Russian player can maintain for free 2 detachments located in Siberia, on the Rest-of-the-World map, each containing 10 cavalry SP. This free maintenance exists as long as the above condition of Cossack control subsists.
H.3 However, these detachments are never promoted to veterans.
I. Russian conquests - The Russian player can annex a province of a minor country, even if the minor country's capital is in the said province. This also applies to Turkey (see 53.12), but to no other player or minor country (except when granted by events). Validity: this is valid only if the conquered province is adjacent to a Russian province, and occupied by a Russian military unit (and not that of a Russian vassal).
J. Souwarov - This general may enter play from turn 57 (instead of turn 60 as indicated on the counter), when a Russian general dies or is injured in the course of a combat between turns 57 and 60. Souwarow replaces this general immediately, but is not considered as ranking A before turn 60 (consider it as rank Z!).
Special Rules for Minors
(Habsburgs, Holy Roman Empire, Hungary, Poland, Prussia, Sweden/Denmark, Switzerland, Knights of St John, Mameluks, USA)
53.15 Habsburgs. This special minor country is an integral part of the patrimony of the Spanish player. Consider it as a "special vassal", although technically it is not following all vassal states rules. This special status ceases to be in force during and after the event "War of the Spanish Succession", provided that the said event entails the dissociation of the Habsburg with Spain. It is also ended if the Spanish player chooses to be Protestant during the Reform (See political event).
A. The Habsburg as a Minor country - As long as this minor country is not dissociated with Spain, the Habsburgs diplomatic marker is permanently placed in the Spanish Entry in War (EG) box.
A.1 All rules corresponding to the play of minor countries having the Entry in War status are applied for the Habsburgs, with in addition the Special rules that follow.
A.2 After the rupture of the Habsburg with Spain, the Habsburg becomes the Austria minor country (use the Habsburg diplomatic marker) and is dealt with as all other minor countries.
A.3 Austria may become a player when the Dutch player desires to change country and to be established there. This is valid solely during the Grand Campaign 1492-1792 (See Scenarios).
B. Special Case: Attacks on the Habsburg - Before the separation mentioned above, any attack on the Habsburg is considered as an immediate and automatic declaration of war on Spain (the reverse is not true in principle), entailing all costs in lost VP and Stability for doing so.
B.1 If the Spanish player desires to have a still neutral Habsburgs enter a war where he is himself already implicated, he must have the Habsburg declare war, thus paying the costs in VP and Stability (if they have no CB towards the target country).
B.1.1 However, there is no die-roll required to have them enter the war (automatically successful).
B.2 Exception: there is no cost in either VP or stability if a player other than the Spanish player controls any or all of the Hungarian provinces after the Habsburg have received the "Habsburg Inheritance of Hungary" event (See 53.17) and the Habsburg declare war on that player.
C. Habsburg Technology - The technology of the Habsburg is independent from that of Spain. It belongs to the "Latin" minor entity. Precision: the Tercios technology only applies to the lone Spanish infantry troops, not the Habsburg's.
D. Habsburgs and the Holy Roman Empire - The Habsburgs can take control of the Holy Roman Empire as a vassal at the end of the "Thirty Years War" event, when the requisite conditions are satisfied. See resulting changes in the event description. Unless precision of the contrary, the Habsburgs is always starting a scenario as the Emperor country.
E. Religion of the Habsburgs - The Habsburgs are always Catholic and inevitably member of the Counter-Reform (See event "The Reform"), whatever is the choice of the Spanish player as far as religious attitude is concerned. However, if the Spanish player chooses to be Protestant, the dissociation with Habsburg is taking place immediately and the Habsburg become a "normal" minor country at once.
F. Dissociation with Spain - The Habsburgs, if it is dissociated with Spain, can become a fully fledged player country if the Dutch player wishes so (Grand campaign only, See Scenarios).
G. Austrian Player - If the Dutch player chooses to become Austrian, he receives 1 Austrian manufacture (unit, not counter) for each period already played since 1492, and not including the current one.
H. Habsburgs and Separate Peace - The Habsburgs never accept to negotiate separate peace when not dissociated with Spain.
53.16 Holy Roman Empire. The Holy Roman Empire is a political entity incorporating most of the German minor countries (including the Habsburg). These minor countries bear the mention HR (Heiliges Reich or Holy Roman Empire in German) next to their name in the list of countries in the Annexes handbook. The Emperor (usually a Habsburg) can use HR military counters under some conditions.
A. Army - The Holy Roman Empire possesses one army counter and two detachment counters.
B. Control of the Holy Roman Empire - The Spanish player representing the Habsburg is in principle the Emperor at the beginning of each scenario, except if the contrary is specified by an event (e.g. the event "Election to the Holy Roman Empire" that allows the French player to become Emperor).
C. State of War - When a player declares war on a minor country part of the Holy Roman Empire, the Emperor player has an immediate CB against this player. If the Emperor declares war on the aggressor, he obtains the military assistance of the Holy Roman Empire, as follows:
C.1 Place in the capital city of the Emperor or in a province of the attacked German minor country, the Imperial (HR) detachment with 8I and 2C veteran SP, without paying for its purchase or maintenance.
C.2 The Emperor player may also have the use of the Imperial (HR) army counter in which he can integrate all forces of one or more German HR minor country that he controls (from the "Expeditionary Corps" status or higher on the diplomatic track) or his own forces if in his own country (by placing the HR army counter there).
C.3 During each Logistic phase, if the Emperor pays 10 ducats, he may receive additional Imperial forces. This is done by rolling a D10 on the minor country's Reinforcement Table (without any modifier, in the "Defensive" attitude). Reinforcements thus obtained can be placed in Imperial (HR) units if they are in German (HR) territory. The maintenance of the army and of detachments of the Holy Roman Empire is free.
C.3.1 Campaigns obtained through the Reinforcement table may only be used to move HR units, either alone or together with units of the Emperor.
C.3.2 Fortress received via the table may only be placed in the attacked HR country (first choice) or the Emperor territory (second choice).
C.4 These HR units remain in play until either eliminated or the end of the war that triggered their appearance on the map. They are removed after the peace is concluded, including all SP given by the emperor and currently placed in the HR counters.
C.4.1 However, fortress levels received through the Reinforcement table are kept on the map.
C.5 All the above C. rules are canceled if the Emperor player is the one who declares war on a minor country member of the Holy Roman Empire. In this case, the HR army and detachment are unavailable until the peace.
D. Territorial use Restrictions - Imperial units can only be used in an Italian or German province, or in any European provinces of the Emperor, including Hungary if the Habsburg is Emperor and has inherited that minor country (controlled or not).
53.17 Hungary. Hungary is one of the minor countries that may be definitively removed from the game if it is conquered before 1535. It may also be inherited by the Habsburgs (through political event) and therefore disappear as an independent minor country.
A. Conquest before 1535 - Before 1535, Hungary (Hungarn) is conquered when its army is eliminated in combat, and/or loses a major battle with its army, and/or if its capital (Buda) is captured.
A.1 If any one of the three cases above happens, Hungary disappears. Its forces, and its diplomatic marker are definitively removed from the game.
B. Habsburg Inheritance event - If Hungary is not conquered before 1535, and if the event "Habsburg Inheritance of Hungary" occurs, that minor country immediately and automatically becomes a special vassal of the Habsburg minor country (therefore of the Spanish player). It is considered as a full part of the Habsburg minor country (See 53.15) and its units become Habsburg units.
B.1 Its technologies and the capacities of its units are then immediately re-adjusted to the level of Habsburg characteristics. Its army and detachment counters are considered as Habsburg counters for all game purposes. The diplomatic marker of Hungary (Hungarn) is removed from play. Hungary's basic force is added to that of the Habsburgs.
B.2 If the above event takes place while Hungary has been conquered before 1535, the former Hungarian provinces become automatically provinces of the Habsburg minor country when units of the latter occupy them militarily, even if these provinces have not yet been ceded as part of a peace.
B.3 If the Habsburg minor country attacks and conquers Hungary before 1535, it can no longer benefit from the above event.
C. Otherwise - If the event "Inheritance..." does not occur in the game, or if the country is not conquered before 1535, apply all normal rules.
53.18 Poland. Poland is a minor country that suffers "penalties" from year 1700 onwards, both in diplomacy and technology. Players receive a -3 modifier for all their actions of diplomacy on Poland. The minor entity to which Poland technology is attached is now "Orthodox" (See 47.8 - A).
53.19 Prussia and Sweden. All land forces SP received by these two minors during reinforcement or purchase by these countries are veterans after the following has arrived: for Prussia, this occurs after the "Reform of the Prussian Army" event or when Frederick II appears in play, whichever comes first. For Sweden, it occurs from 1550 onwards, and until the end of the game.
53.20 Union of Kalmar (Denmark and Sweden). As long as this union is in vigor, Denmark and Sweden (Sverige) are considered as one and the same minor country and any attack on either one is considered as an attack on both and entails the installation of all forces of these two minors.
A. Diplomacy - However, diplomatic actions have always to be negotiated country by country, even when the Union is still in force.
A.1 To obtain an Expeditionary Corps or an Entry in War status on either one of the two countries, it is necessary to have the diplomatic marker of each country on the same position (or higher).
A.2 The player that has the control of both diplomatic markers plays both countries in case of attack.
B. End of the Union of Kalmar - This union disappears either after the event "End of the Union of Kalmar", or when the Swedish military leader Gustave-Adolphe enters play, whichever comes first.
53.21 Switzerland. If the Swiss army (named Helvetia on the army counter) suffers a major defeat during a battle against a stack of any player, Switzerland immediately signs a "Perpetual Peace" with the winning player's country at the conclusion of the up-coming Peace phase.
A. Perpetual Peace - When the peace is signed, Switzerland may no longer attack (or have its units used by a player to attack) the winning country and reciprocally. This peace brings 10 additional VP to the player that obtains it, and a gain of 1 additional level in Stability.
B. Diplomatic Limit - If Switzerland signs a perpetual peace, the Swiss diplomatic counter (Helvetica) can no longer ever exceed the Military Alliance box of any player, including the victorious player.
C. Swiss Mercenaries - The player receiving the benefit of the perpetual peace may buy at the normal cost up to 10I SP per turn. These SP are not counted in his turn limit. They are automatically veterans.
53.22 Venetian Dual Function Leaders. The Venetian leaders Barbarigo and Bragadin are all dual function leaders sharing the same counter.
A.1 They can serve as generals and/or admirals, according to the turn numbers printed on their counters. They can, however, have only one function per round (no change within the same round), to the choice of the controlling player.
A.2 In addition, they can only have the function (general or admiral) described on the side bearing the earliest turn of appearance until the first turn where their second function is valid has arrived.
53.23 Knights of Saint-John. The Knights minor country represents the Knights of the Order of Saint-John of Jerusalem. This minor country starts in the province of Rhodes at the beginning of the game in 1492. Any Christian player declaring war to the Knights loses immediately 4 Stability levels.
A. Transfer to Malta - Whenever Rhodes is conquered by the Turkish player, the Spanish player may cede the province of Malta to The Knights (if this province is still Spanish and that player is willing to do so - See A.4). Malta thus becomes the capital province of The Knights minor country.
A.1 In counterpart, the Spanish player receives the diplomatic marker of the Knights, placed directly in his Vassal box (See C). It will remain there until the disappearance of the Knights. No diplomacy is then allowed anymore on this minor, except for Spain (for possible diplomatic annexation).
A.2 Units of the Knights are transferred and recompleted automatically to Malta upon ceding of this province by Spain.
A.3 If Malta is conquered by the Turkish player after this transfer, all Knights units are destroyed definitively, even if the province is subsequently recaptured by a Christian player.
A.4 If the Spanish player does not hold Malta or does not want to cede it to the Knights, that minor country is removed from play forever.
B. Diplomacy - The Turkish player can never make any diplomacy with The Knights minor country.
C. Units of The Knights - Units of the Knights are always veterans. Their maintenance is free, including that of all reinforcements received.
D. State of War & Campaigns against Turkey - The Knights are in a permanent state of war against Turkey. The reverse is not true, meaning that Turkey does not systematically lose stability due to being "at war" with The Knights.
D.1 However, whoever controls the Knights is not considered himself at war with Turkey.
D.2 When Turkey wants to attack the Knights, it has to declare war on them the normal way, except that it does not lose any stability level in doing so (but loses the regular stability as long as the war drags on).
D.3 The Spanish player that controls the Knights benefits from a free Simple campaign activation each turn for units of The Knights to attack the trade of Turkey.
D.4 This attack is undertaken by the privateer counter (which is basically on its (+) side) of the Knights which is placed in the Turkey CTZ (or any other Mediterranean STZ where there are Turkish commercial fleets, at the Spanish player's discretion).
E. Effect of the Knights Privateers attack on Turkish trade during Peace time - Each turn that the privateer (+) of The Knights inflicts losses on Turkish commercial fleets, and if there is still a port under Christian control (it doesn't matter which Christian nation, player or minor country) touching sea zones in the Eastern Mediterranean or Aegean Sea, Turkey loses 1 Stability level if at peace. If already at war, Turkey does not lose extra stability for such a successful attack on its trade.
F. Grand Master - The Knights have a permanent military leader named the "Grand Master" (on one of its sides is the named Grand Master "La Valette", available between turns 15 to 19 only).
F.1 It is never eliminated (a new Grand Master is automatically and immediately elected if it is killed, injured or captured).
F.2 The Grand Master may be used either as an admiral (privateer admiral included) or a general, at the discretion of the player controlling that minor.
53.24 Mameluks. The Mameluks represent the Arabic States spreading from Egypt to Syria in 1492. The Mameluks are Shiite Muslims.
A. Conquest - The Mameluks are conquered when their two capital cities of Damas and Cairo are taken, or if one of them is captured and no combat has taken place between the Mameluk army (not detachments) and the assailant on the turn of the capital capture.
A.1 The Mameluks minor then disappears in the ensuing Peace phase. Remove the diplomatic counter of the Mameluks from play.
A.2 In addition, if the Mameluks are conquered by the Turkish player, the "Grand Orient" Trade Center is displaced to Smyrna (See 39 - G).
A.3 Until the Mameluks are conquered, no diplomacy is allowed on the following Rest-of-the-World minors: Oman, Aden, Sudan.
53.25 United States of America. The United States of America (USA) is a new minor country created by an English defeat during the event "War of Independence of the English Colonies in America".
A. Forces of the USA - The USA have in permanence a basic force made of one side (+) army. This army is equivalent in size and capacity to an army of the English player.
A.1 The USA controls all rebel colonies that have victoriously seceded from England. See the Annexes Handbook for more details.
A.2 Any player and minor countries can now place commercial fleets in STZ located on sea zones adjacent to USA territories, without restriction.
A.3 The basic value of the European foreign trade increases by 200 ducats after the creation of the USA, reaching the fixed value of 1700 D$ instead of 1500 D$.
A.4 The USA is a stoutly neutral country. Therefore, no diplomacy is possible with the USA.
B. USA and War - In case of declaration of war on the USA, this minor rolls on the Reinforcement Table both during the Logistic purchase sub-phase and every 3 rounds in the Military phase (rounds 3, 6 and 9 of a turn).
B.1 Also consider that American Colonies of the USA have 6 levels each for militia and fortification (see colonies below), but not for movement and supply purposes of the attacker (not applicable to USA units).
B.2 In case of war, the USA are played by France (or England if France attacked the USA).
54. General Rules
These are general rules and advices. Players use their common sense to decide their application or not.
54.1 Common sense. All conflict in the interpretation of the rules has to be solved according to common sense. Discussions and resolutions have to be adopted to the majority of players.
54.2 Secrecy. Information printed on player's record sheets are secret. In counterpart, all actions, decisions, income and forces of the players have to be written. A player can ask for the verification of another player's record sheets if he thinks that there can be an error. Any such control bringing up the discovery of errors that the faulty player is not able to justify of good faith or explain entails the loss of 1 level of Stability, or even 3 levels if all the other players decide it unanimously. If the faulty player is already at -3, he must lose all his treasury and suffer immediate bankruptcy (See § 26).
54.3 Errors. If there is one (or more) error, and that this error has benefited the player, it must be corrected immediately upon discovery. If this error has hurt the player, no correction is made.
54.4 Timing. We recommend a timing of 5 minutes for diplomatic actions and 5 more for players' administrative operations. Another 2 minutes by round is recommended per player to solve movements (interceptions not included). This timing limit may be exceeded, especially during the first turns of a campaign or during later periods when the number of units and stacks to move increase sharply.
Rest of the World
To make matters clear, most of the rules applicable to play on the Rest-of-the-world map are regrouped here.
55. Geography
55.1 Provinces of the Rest-of-the-World map.
A. Areas - Provinces on the Rest-of-the-World map are regrouped into Areas. Areas are delimited by a red frontier.
A.1 Different indications (income, natives, exotic resources...) are given for each Area. These indications are applicable to each and every province in the same Area.
A.2 Exception: gold mines are only in the province where they are physically located on the map. They bring a revenue of 20 D$ each when exploited, except those located in the Azteca and Inca Areas, that bring 40 and 50 D$ of revenue respectively.
B. Additional values of an Area - Each Area contains, in addition to its income value, two other numbered indications: A/ the "difficulty" level of establishment that serves to determine success of Colonization attempts (9 is the worst, 1 is the best); B/ the "tolerance" level of the natives that serves to determine the success of Trading posts implantation attempts (9 is the worst, 1 the friendliest).
B.1 When there are no natives, or natives but no exploitable exotic resources, a hyphen (-) replaces the tolerance value (equivalent to a 1 for the operation of Trading post implantation, See 45.10).
B.2 Summary: an Area has therefore 3 values: Income / Difficulty / Tolerance. Each applies to every province part of the Area.
C. Exotic Resources - Some Areas contain specific symbols that are those of exotic resources: Blue Square: Fisheries. White Square: Sugar. Pink Square: Cotton. Brown Square: Tobacco. Beige Circle: Furs. Brown Circle: Slaves. Red Circle: Spices. Orange Circle: Products of Orient.
C.1 Exotic resources are available for the whole of an Area and can be exploited in any province of the area (the physical location of the province within the area has no importance on resources exploitation - see competition for details on resource sharing).
C.2 The figure indicated inside the symbol of the exotic resource is the total number of that type of resource for the whole Area, and not for each province.
C.3 The symbol shape (square or circle) gives an indication as how the concerned type of resource may be exploitable: 1/ square: exploitable solely by Colonies in America and in Africa, and by Colonies and Trading posts everywhere else on the map; 2/ circle: exploitable both by Colonies and Trading posts everywhere on the map.
55.2 Names of zones. The Rest-of-the-World map is subdivided in large geographical zones for the location of some events and the placement of some military leaders (see inside back cover of the Annexes handbook).
A. Africa - All Areas comprised between Mauritania and Sudan, following the coast. Insular Areas of Cape-Verde, Madagascar, Seychelles and Mascareignes are part of Africa.
B. Asia - All Areas located to the east of Africa (at the right of the Nile and Sudan areas on the map), be there on the continent or on islands (except those islands quoted in B above). For game purposes, Asia does not include Siberia but includes India. The Areas of Nefoud, Kazakhstan and all Persian provinces on the Rest-of-the-World map constitute a subsection of Asia called "Moyen-Orient" ("Mor" - Middle East) used for some placements in scenarios.
C. America - All Areas located westward of Africa (i.e. at the left of Cape-Verde, Mauritania and Senegal areas on the map), be there on the continent or on islands (except those islands quoted in B above).
D. India - All Areas comprised between Bahk and Bengale included. India is part of Asia.
E. Siberia - All adjacent land Areas comprised between Sibir and Kamtchatka included, north of Persian provinces, Kazakhstan (and the Terra Incognita), Mandchu and Korea areas. There exists a land passage between all the northernmost provinces of the Baikal and Amour areas, connected to the northern province of the Kamtchatka area. The distance of this passage is 6 MP.
F. The Areas assimilated as European provinces - The provinces of Acores, Canarias, Urals, Kars, Persis, Meched, Ormuz, Ispahan, Morocco and Nile are considered as European provinces in all respects. They cannot receive either Colonies or Trading posts counters.
F.1 Exception N°1: it is possible to place a maximum of one Trading post in the Persian province of Ormuz. Consider the tolerance of the natives (Persians) as being 9 in such a case.
F.2 Exception N°2: the Irakian province located outside of Europe may be colonized if Iraq is annexed. This may only be done by the player having annexed Iraq (or having it as a vassal).
F.2.1 That Irakian province is considered as an area with one single province and its area values are then 5 / 5 / -.
F.2.2 However, if Iraq is no longer annexed or vassal of the player owning the colony marker, this colony is eliminated.
G. Connected areas, provinces and sea zones - Europe & Rest-of-the-World - European western sea zones are all directly connected to all the following sea zones of the Rest-of-the-World map: Northern Atlantic Ocean, Acores and Canarias sea zones. The port of Suez on the European map (Nile province) also touches Red Sea Zone. The Caspian Sea Zone, and the provinces Urals, Kars, Arabia, Nile, Morocco are on both maps.
H. The Pacific Ocean - It is constituted by 2 sea zones named "Grand Pacific Ocean" and situated one and the other at each extremity of the Rest-of-the-World map. They are both considered as adjacent to each other.
H.1 Exception: when sailing from the sea zone "Sea of Okhotsk" to the sea zone "Sea of Alaska", consider that the Pacific Ocean is constituted of one sea zone only, instead of the 2 usual zones as described above.
56. Counters
Counters used in addition to those of the basic and campaign games as described above are the conquistadors, explorers, Colonies and Trading posts.
56.1 Types of counters. Conquistador and Explorer leaders cannot use any one or more of their competence in Europe, except in the case of Explorers leaving from a port in Europe to a destination on the Rest-of-the-World map, or when Explorers are intercepted on their way from the map of Europe.
Reminder of symbols on military leader counters: blue "¤": may leave the European map; "@": can serve only in Asia; "$": can serve only in America.
A. Colonies and Trading posts - Colonies and Trading posts are placed on the Rest-of-the-World map following a successful administrative operation to implant them, and cannot move once placed. In case of destruction or transfer, these counters are reusable. The name that is printed on the counter serves only to facilitate its identification.
B. Conquistadors and Explorers - The conquistadors and explorers are usable respectively as generals and admirals for movement and combat, on the Rest-of-the-World map only. They possess in addition some specific advantages: A/ Conquistadors: modify land discoveries, combats against natives, and give bonus to Colonies or Trading-Posts placement attempts; B/ Explorers: modify sea zones discoveries, coastal provinces discoveries, and give bonus to some Colonies or Trading-Posts placement attempts. Both follow the hierarchy rules for command (See 10.3, 17.1 - C, 17.2 - C). Conquistadors and Explorers can be placed (and displaced) directly inside discovered provinces of the Rest-of-the-World map, even if the player does not possess a Colony or Trading post yet in the said provinces, provided that there is at least one military unit present.
57. Military Aspects
57.1 Movement. Movements on the Rest-of-the-World map have a cost doubled in MP as compared to the corresponding cost on the European map. Exceptions: in provinces containing a named city printed on the Rest-of-the-World map, in level 6 Colonies. In addition, there are supplementary risks of attrition if provinces or sea zones traveled in or through are undiscovered. Each land detachment (not armies) that crosses a province bordered by a river or a lake pays only 2 MP, whatever is the terrain, if the province is unoccupied (presence of unit of another player).
A. Passive Campaign - To undertake discoveries or attack natives only a Passive campaign is required, even if the concerned provinces (for discoveries or attacks against natives) are not exactly "friendly".
B. Restriction - Land units (armies, detachments) cannot advance in more than one unknown province per round, except if they are accompanied by a conquistador.
B.1 To enter an unknown province with a stack not led by a conquistador requires that the said unknown province be adjacent to a Colony or Trading post owned by the player moving the stack.
B.2 A stack of units entering an unknown province or sea zone has to interrupt momentarily its movement, to make there a test of discovery (See 57.2 and 58).
C. Supply - The supply of a land stack through unknown provinces is impossible (even with a conquistador), but at the difference of Europe, retreat is not mandatory. However, this stack cannot attack voluntarily in such a case.
D. Commercial Fleets - A player can place a commercial fleet in a STZ located on the Rest-of-the-World map if any one of the following requirements is met: 1/ he has discovered all sea zones corresponding to the said STZ (See 1.4-B1); 2/ he has a Colony or an adjacent coastal Trading post to the said STZ and has discovered at least one of the sea zones part of the said STZ; 3/ another player having already a commercial fleet in the said STZ authorizes him to access it (definitively acquired once given).
57.2 Rest-of-the-World attrition. If the province or the sea zone is discovered, proceed as in Europe. Otherwise, when a stack of units enters an unknown province or sea zone, it must stop there, and roll for attrition (since it has just moved), except for land units having moved for less than 6 MP. Then, once attrition is solved, a test of discovery may take place (See 58.1 A).
A. Seas of Great Risk - Some sea zones possess a Great Risk modifier, symbolized by a positive figure in a blue circle (e.g. Cape Horn +2). If one of these sea zones is entered and/or traveled through, its Great Risk malus will apply on the attrition die-roll. Great Risk modifiers are cumulative.
B. Military Leaders and Attrition - Outside of Europe, the conquistadors and explorers can use their maneuver value to reduce the die-roll of attrition. Generals and admirals can use it for that purpose only if they are authorized to move to the Rest-of-the-World map.
57.3 Stacking. Stacking rules are the same as those applicable in Europe for military units. In addition, each province can contain a maximum of one Colony or one Trading post.
A. Colonies - The first Colony to be placed in an Area has to be located in a discovered coastal province (if the area possesses one coastal province), or if none is available (land province or all coastal provinces already occupied), in a free discovered province. A Colony may also be placed in a discovered non-coastal province if the latter is adjacent to another Colony of the player, or within 6 MP of the said colony.
B. Trading posts - A Trading post can be placed on any empty discovered province without any restriction.
C. Choice of Placement and Casus Belli - To place a Colony/Trading post in an empty province of an Area where there are already colonies/trading-posts (located in other provinces of the same area) of other player(s) does not constitute a CB, unless this has been formulated expressly in any specific agreement concluded between the involved players.
58. Discoveries
Only discoveries allow players to enter sea zones or provinces outside of Europe with a lesser risk. In addition, the Colonies and Trading post placement can take place only in discovered provinces. A stack can attempt a discovery with or without military leader. To avoid the worst, it is preferable that the stack be led by a conquistador (on land) or by an explorer (in a sea zone). When a discovery is made, it is noted on a record sheet, for each player as some discoveries also bring VP.
58.1 Discovery. A test of discovery is necessary each time that a stack of a player enters unknown territory. This test is undertaken after both the land and naval attrition have been verified.
A. Method - To discover a province or a sea zone, it is necessary to have obtained a "Success" result on the Discovery table. Explorers and conquistadors use their value of maneuver to modify the die-roll of discovery in the following cases: A/ Explorers: in sea zones and coastal provinces. B/ Conquistadors: in provinces.
A.1 In case of a "Failure" result, all concerned units have to retreat (See 14.3-A or 17.1-J).
A.2 If the result includes a "*" symbol, each military leader present must make a test. The concerned player must roll one die: if the die-roll is strictly superior to the value of maneuver of the concerned leader, this one is eliminated.
B. Cape Horn - The Cape-Horn sea zone (located south of Patagonia area), can be crossed only once discovered, and only by those players having discovered it.
B.1 A player penetrating in this still unknown (for him) sea zone must immediately stop there his movement for the round.
B.2 This discovery (and the authorization of passage that derives from it) can however be sold or ceded to another player by informal agreement (See 32.3).
C. Victory Points & Discoveries - Province or sea zone discovery brings no VP on the player that succeeds in it, except for some that may bring a specific amount of VP (for the complete list, See 51.4) to the first player to achieve them.
C.1 Asia and America continents are considered discovered when a naval stack of a player reaches for the first time a coastal province of that continent (See 55.2 A & B & C).
D. Discovery of Province or Sea Zone already Known by other Player(s) - Those discoveries bring no VP, but they are indispensable for the concerned player to be able to enter without risk, colonize, place a Trading post or a commercial fleet in a STZ. The player has to succeed in its own discovery attempt, or to obtain the property of that "discovery" by agreement with another player (that has already undertaken this discovery).
E. Sale of Discoveries - A discovery can be sold or ceded by informal agreement (See 32.3), but at the rate of only one province or sea zone per turn. See also Political rule 53.39 for Portugal and Holland.
F. Validity of a Discovery - A discovery is really valid and credited to a player only if at least one unit participating in the expedition of discovery returns to friendly territory to announce that discovery, during the current turn or any following one. Otherwise the discovery, although having succeeded, is a failure... (because it is unknown in Europe...!)
G. Distribution of Discoveries - With time, the knowledge of discoveries spreads and discoveries become known to all.
G.1 Until 1660 included, only provinces containing a side (+) Colony/Trading post may become known to all on the turn following their side (+) placement.
G.2 From 1665 on, all previously made discoveries (land and sea zones) become known to all. New discoveries become known to all from the second turn following their realization.
Example: the Spanish player discovers the eastern province of Cuba in 1492. He notes that discovery on his record sheet. This discovery will be known to all from 1665 (to those that do not know already).
58.2 Provinces and zones already discovered. Some provinces are already discovered at the beginning of most campaign scenarios and are indicated as such in each concerned scenario. It is notably the case of provinces in India and in Asia in 1492 (Marco Polo!). However, provinces in Asia must still be discovered by sea before any player may attempt to place Colonies or Trading-Posts there.
59. Colonies
A Colony is placed on the map after payment (and success) of an administrative Colonization attempt operation. If the result on the table for a Colonization attempt imposes a combat with natives and that the latter are not destroyed or do not retreat, the Colony cannot be placed.
An implanted Colony begins at level 1, then it progresses according to actions of Colonization of the owning player until it reaches the level 6 (maximum). It generates an income according to its levels (1 ducat each), and the wealth of the Area (simple or double income according to colony side up), as well as from exotic resources that it can exploit. It may also be fortified.
59.1 Maximum of Colonies. For each period, the maximum number of Colony counters is limited and can never be exceeded (See 24.3), except when granted by an event. See period limits (actions, counters) on Player's Aides.
59.2 Level of a Colony. A newly placed Colony is automatically level 1, and placed side (-) on the map.
A. Progression of Level - A Colony progresses 1 level for each successful colonization operation. Up to level 3, the Colony remains placed on its side (-). From level 4 up, it is placed on its side (+). The level 6 is the maximum that a Colony can reach.
59.3 Colony and Port. Each Colony located in a coastal province is considered as a port.
59.4 Fortification. A fortress marker can be placed on a Colony. The level of the fortification depends, of course, on the land technology of the player owning the colony (See 9.1-G2).
A. Cost of Fortifications - The cost of construction of a fortress is double that valid in Europe. The cost of maintenance is the same (i.e. equal to the fortress marker value, from 1 to 5).
B. Colony of Level 6 - Such a colony is considered as possessing an intrinsic level 1 fortified city. As such, no fortress marker is necessary to represent its intrinsic fortification (place one only if fortification level increases above level 1).
59.5 Colonial Militia. Each Colony has an intrinsic colonial militia, consisting of a force of conscript infantry SP equal to its current level. Exception: French militias are veterans. Colonial militias have the same technology as that of the units of the player owning the colony.
A. Utilization of Militias - These colonial militias are not represented physically by a counter and can never leave their Colony of origin. In case of combat, just add the force of militias (in number of infantry SP) to military units already present in the colony.
A.1 Militias are automatically reconstituted at the end of the turn where they have participated in a combat, but only if the Colony is not occupied by the enemy.
59.6 The Income of Colonies. During the income phase, a Colony brings an income as follows: A/ if it is side (-): 1 ducat per level, plus the income value of the Area; B/ if it is side (+): 1 ducat per level, plus the double of the income value of the Area. In addition, a colony may exploit some of the available exotic resources of the Area (See § 61).
A. Colony and Gold Mines - If a Colony (with at least one level) exploits a gold mine, it can no longer generate any other income. The income produced by the gold mine is counted separately. The gold has to be forwarded to a European port during the Military phase (See 48.4) or Redeployment phase to be credited in the player's treasury.
B. Enemy occupation of a colony - A Colony occupied by the enemy is not destroyed. It generates no income neither for its original owner nor for the occupier, and ceases to produce gold while occupied. Exceptions: if the Treaty of Tordesillas is in vigor (event, See 53.6), the Spanish player or Portuguese occupying a Colony of another player in its sphere of influence, may choose to destroy it (at the beginning of the Redeployment phase).
59.7 Annexation of Colony. A ceded Colony (either as a peace term or by Dynastic alliance) is changed into a colony counter of the new owner. If none is available, the new owner cannot receive the colony (he may choose a province or Trading post instead).
A. Transfer of Colony - A Colony may be ceded as a peace term, in place of a province, at the choice of the deciding player. Note: the victorious player obtaining the transfer of a territory can refuse a proposed Colony and demand a European province instead (or the reverse), if he prefers.
59.8 Units Purchase. A player can buy troops on side (+) and side (-) colonies.
A. Land Purchase - This purchase is limited to a land detachment by Colony and only composed of infantry SP.
A.1 This detachment costs double its normal price, except if the Colony is currently at level 6 (normal price then).
A.2 The quantities purchased are deducted from the per turn limit in vigor for the period played.
A.3 Exception: the Russian player may buy cavalry SP in his colonial detachments in Siberia.
B. Naval Purchase - The player can construct naval units (transport and warships) in Colonies (not Trading posts) at double the normal price, except for side (+) Colonies with 6 levels (in that case, the price is normal).
B.1 Exception: the Russian player may also construct ships in a Trading post in Siberia (See 55.2 - E) located on a coastal province in the Amour or the Kamtchatka areas.
B.2 Purchases made outside of Europe count double for the maximum limit of purchasable ships this turn.
Example: in 1492, Portugal possesses a side (+) Colony in the Cape-Verde area. It can construct there ships (technology is currently Carrack) at the price of 16 ducats per ship (instead of the usual 8 ducats per unit, basic European cost). Each ship constructed there "consumes" the equivalent of 2 in the Portuguese limit of ships.
C. Level 6 Colony - It is assimilated to a European province in all respects (i.e. movement, supply, units purchase and placement, etc...).
59.9 Colony and Event. If at the beginning of a turn the event "Governor" occurs, the player receives a free conquistador (?) counter that gives him a +3 modifier to the die-roll of colonization, in addition to the conquistador (?) counter value of maneuver (just designate the "governor" to the other players). A governor is removed at the end of the turn it is obtained.
A. Revolts - Colonies that are victims of a revolt event (e.g. "Slave revolt" event) or a war with natives (e.g. "Indian war in America" event), are determined at random, in priority among those that receive slaves (for revolts) or those situated in Areas where natives still reside.
60. Trading Posts
A Trading post is placed on the map after payment and success of an operation of Trading post implantation. This operation depends especially on the value of the Foreign Trade Index (FTI) of the player and the value of native tolerance of the Area where the Trading post is going to be placed. An implanted Trading post begins at level 1, then it can progress until it reaches the level 6 (maximum). It generates an income (1 or 2 ducats according to its side) and exploits most exotic resources (except all square-shaped resources of America and Africa). Trading posts are vulnerable to actions of Competition from the other players.
60.1 Maximum of Trading Posts. For each period, the maximum number of Trading posts is limited and can never be exceeded (See 24.3), except for some specific cases and events (See event "The Reform" where France increases its limits by becoming Protestant for instance).
60.2 Level of Trading-Post. A newly placed Trading post is automatically level 1, placed side (-) on the map.
60.3 Defense of Trading-Posts. A Trading post has no intrinsic defense. If it is taken and still occupied by enemy units at the beginning of the Redeployment phase, it is eliminated. It can however be fortified and protected by units. Exception: a Trading post of level 6 possesses an intrinsic level fortification 1. No fortress marker is then necessary.
60.4 Fortification. A fortress marker may only be placed on a trading-post if the fortress level is at most equal to half the level of the Trading post (rounded up). Only a Trading post of level 6 may be fortified up to fortress levels 4 and/or 5 (if allowed by the technology). Note: the level of the fortification depends of course on the land technology of player owning the Trading post (See 9.1-G2).
60.5 Income of Trading-Posts. A side (-) Trading post brings a permanent 1 ducat income. The income is 2 ducats if the Trading post is side (+). It can in addition exploit most of the exotic resources of the Area (except those square-shaped in America and in Africa).
60.6 Trading-Post and Port. A Trading post in a coastal province is considered as a port.
60.7 Trading-Post and Event. If at the beginning of a turn the event "Governor" occurs, the player receives a free conquistador (?) counter that gives him a +3 modifier to the die-roll of Trading post placement, in addition to the conquistador (?) counter value of maneuver (just designate the "governor" to the other players). A governor is removed at the end of the turn it is obtained. Trading posts that suffer from an event "War with natives" (e.g. "War in Ceylon" event) are determined at random, unless specified by the event.
60.8 Elimination of Trading-Posts. A Trading post can be eliminated in two different manners, either when: 1/ its level reaches 0, due to events or Competition (See § 46); or when 2/ it is occupied by the enemy at the beginning of the Redeployment phase.
A. Military Occupation - If, during the course of a round a player occupies militarily (with either an A+, A- or Detachments) a Trading post (even his own) in Asia, he may suffer in the said Trading post an immediate attack of the natives in the said Area.
A.1 To solve this attack, roll a D10 at the end of the movement phase (in the round when the military units have entered the Trading post province, and every ensuing round). If the die-roll result is strictly inferior to the tolerance level of the natives, the units and Trading post of the player are immediately attacked (See 61.6 - A) by the natives.
A.2 See exception for specific conquistadors (Political rule 53.31).
61. Non Russian Colonization of Siberia
A player other than Rossya is allowed to start colonies and/or trading-posts in Siberia only after the Russian player is active in the game and the following conditions apply:
A. Sibir - That minor country must have disappeared from the game.
B. Provincial control - The player must control the Ural province on the European map and at least two provinces among the following: Kazan, Steppes, Astrakhan, any 3 provinces of the Kazakh Area.
C. Access to Siberia - No access to Siberia is allowed unless provisions of cases A and B above are fulfilled.
62. Exotic Resources
Exotic resources are produced by Colonies or by Trading posts (some only). There exist 8 different types of resources: fisheries, sugar, cotton, tobacco, furs, spice, product of orient and... slave. Their income depends on their price, that changes according to the world production.
62.1 Types of resources. Some Areas have specific symbols that indicate the presence of exotic resources (See 55.1 - C). Resources identified by a square shape are exploitable only by Colonies in America and in Africa; elsewhere Trading posts may exploit them. Resources symbolized by circle shapes are everywhere exploitable by both the colonies and the Trading posts.
62.2 Availability. One or more exotic resources can be exploited by a player as long as he possesses a colony and/or trading-post in one or more provinces of the Area where the said resources are located. What does matter is that the province of the colony and/or Trading post is within the Area where the resources are situated (even if the colony is not exactly in the province where the resource symbol is "printed" on the map). All resources are available in 1492 but the following: Sugar and Tobacco become available in 1615, and Cotton in 1700.
A. Quantity - The figure indicated in the symbol of an exotic resource is the exploitable total of this resource for the whole Area. Each Trading post or Colony level exploits in principle 1 point of an exotic resource from the Area.
A.1 Exceptions: 1/ it requires 2 Colony levels to exploit 1 unit of sugar, cotton or tobacco; 2/ each level of Colony for the fisheries resource may exploit 2 resources instead of 1; 3/ each level of Trading post for the furs resource exploits 2 furs of the area; 4/ a Colony exploits all furs of an area, but may entail a reduction of that number when the number of side (+) Colonies increases above one (see E.1 below) in the said area; 5/ a Colony that exploits a mine produces no exotic resource.
A.2 Each level of a Trading post or a Colony can exploit only one type of resource (if there are more than one type in the same Area).
A.3 If there are too many Trading posts/Colonies of different players to exploit a same resource, a Competition must take place (See § 46). This competition resolution is free and immediate (without investments) and solved during the Income phase.
62.3 Price & income. The determination of exotic resources prices, their variation and their income are indicated in the Income phase (See 35.2 & 40 - E).
62.4 Production. The simple presence of a Trading post or a Colony allows a player to exploit the existing and available resource(s) present in the area. A player may however freely decide to exploit less than what he could do with his current capacity (for purposely making prices increase, or to decrease the Offer on the market for that resource). What has not been produced in a turn is lost and cannot be accumulated (different from the gold...).
A. Slaves - To exploit sugar, cotton and/or tobacco in America a player has to possess slaves. Otherwise those above resources in that continent are unexploitable.
A.1 To allow production of cotton, sugar and/or tobacco, it is necessary that 1 slave resource be exploited for each side (-) Colony exploiting these resources.
A.2 For each side (+) Colony, this slave requirement is 2.
A.3 All the above applies whatever the number of cotton, sugar and/or tobacco produced by the said colony.
A.4 No slave is needed to exploit gold mines.
B. Contraband of Slaves - There are always 5 available slaves on the "free" market of the contraband (i.e. smuggled into the market by private "businessmen" of the time...!). These 5 slaves do not count on the produced quantity and the variation of prices of the slave exotic resource.
B.1 Players willing to get those slaves must bid secretly for slave contraband, writing down quantity and price per slave unit offered. The player offering the most wins the auction and obtains his desired quantity at the price he offered. Then, if there are some contraband slaves still available, then the second best offer gets what remains of contraband, according to quantity and price he offered, and so on... until there are no more slaves available.
B.2 Contraband slaves are available each Income phase.
C. Sales of Slaves between Players - Players may sell slaves freely between them during the Diplomatic phase, by informal agreement. The selling player receives from the buying player an amount of ducats equivalent to the current slave price multiplied by the quantity sold. See also Political rule 53.8 for Asiento (Spanish slave trade). Note that Asiento slaves must be currently exploited by the player having obtained that privilege.
D. Fisheries - Each Colony may exploit 2 fisheries resources for each one of its levels. Fisheries enable a player to buy and build warships or transport ships in excess of his purchase limit (and maximum of ships).
D.1 This excess is 1 ship for each fisheries resource that the player exploits. And this, whatever the side (i.e. + or -) of his Colony.
D.2 These ships may only be built in the Colonies that are currently exploiting the fisheries, or in Europe, at the normal purchase price in vigor (i.e. that is an exception to the doubling of the ships prices when building overseas!).
D.3 The player that has the total monopoly of fisheries receives a +1 bonus modifier to his die-rolls for all commercial fleets placement operations (See 45.8).
Example: the English player, in 1700, possesses a side (-) Colony in Terre-Neuve (i.e. "Newfoundland") that exploits there 2 fisheries. He may therefore construct 2 ships in addition to its limit, each turn, and increases its maximum limit for the period by two ships. Those extra ships may be constructed either in Terre-Neuve or in England, at the normal purchase price in vigor.
E. Furs - Each Trading post may exploit 2 furs per level. A Colony can exploit the totality of furs resources of the area it is located in.
E.1 However, each side (+) Colony in addition to the first side (+) in the same Area, reduces the number of exploitable furs by one, to a minimum of zero.
E.2 In case of problem for the distribution of furs, either the players share them among them by common agreement, or they solve the difference by an action of Competition (See § 46), free and immediate (without investments).
F. Sugar, Cotton and Tobacco - These three exotic resources are non-existent until 1615 (for Sugar and Tobacco) and 1700 (for Cotton).
F.1 Before their date of appearance as scheduled above, none can be produced (their prices are therefore never adjusted, except by random events, before their official date of appearance on the "market").
F.2 These three resources each necessitate slaves to be exploited in America (See A.).
F.3 This is not the case in Asia.
63. Natives
Natives are non-European minors. One cannot make diplomacy with them (except rare exceptions described in the Annexes handbook - e.g. Mysore). They are more or less aggressive, according to their value of tolerance as indicated in the Area (third figure). They react to the European presence in two different manners: either when a player attempts to place a Colony or a Trading post, or more surely when there is a land European military force in one or more of the provinces belonging to their area (except fortress). A Colony or a Trading post that does not increase its levels (and without presence of a land stack) has not to fear a reaction of natives. They can however intervene through some events (e.g. Indian War in America). Also, and in America only (except Ohio and Amazonia), natives can be annihilated by players to pacify these areas.
63.1 Generalities. The natives military force is indicated on the map, close to the natives symbol.
A. Natives Symbols - The symbol used according to the different natives allows to differentiate them by Area and geographical zones.
B. Natives Countries - Some natives are real minor countries, having for most of these specific cases a diplomatic marker available in the game. They are: Aden, Oman, Hyderabad, Mysore, Sudan, Sibir, Ohio (diplomatic markers available), and the natives empires of China, Japan and Mogol (no diplomatic marker). These last three are described in the Annexes handbook, even if it is not possible to undertake minor diplomacy on them (always neutral).
63.2 Technology. The land technology of most natives is Medieval during the whole length of the game (for all their units). Natives do not have naval technology, except Oman and Aden (both attached to the Islam minor entity).
A. Exceptions - The natives countries cited in 62.1 - B above have a technology of their own. There exists a specific marker of technology that regroups them all (See 47.3). In practice, they begin the 1492 scenario and the Grand Campaign with Medieval land technology, then they may evolve, as the other markers of minor entities (their marker advances with the letter "C" on the game turns track), plus normal technology adjustments.
B. Naval Technology - No natives country, except Oman and Aden, possesses naval technology, because they have no warships that could be considered comparable to those of the Europeans.
63.3 Areas and combats. Every province of an Area is considered as having the same natives values, and has each to be processed separately for combat and implantation (Colonies, Trading posts).
63.4 Natives and losses. Losses suffered in combat by natives are recuperated when the turn ends (Interphase), with the following exceptions:
A. America and Siberia - If, in America and in Siberia, all natives of a province are eliminated at the end of a turn (Interphase), they are gone for good. Exception: natives of Ohio and Amazonia areas are always recompleted at the end of a turn.
A.1 A province where all natives are eliminated sees its difficulty value reduced by 2 for all actions of Colonization.
A.2 The province value of tolerance becomes 1.
A.3 This is noted on a separate record sheet so as to keep trace of which province of an area is without natives.
A.4 Inca and Azteca natives are reduced to 10% of their initial numbers in each of their yet unconquered provinces once their capital cities (Cuzco and Tenochtitlan respectively) are conquered.
A.5 See also Political Rule 53.8-B on Spanish Vice-Roys.
63.5 Minors and natives. Most of the rules governing the play of neutral minor countries also apply to natives, except the following Special cases:
A. Natives and Reinforcements - The Reinforcement table and choice of attitude (Offensive, Defensive, Naval) are not used for natives, with the exception of: 1/ Oman and Aden. 2/ Natives leaders (taking into account that there is no modifier to the die-roll for reinforcements).
B. Natives Leaders - The general Akbar is available for natives of the Mogol Empire; the admiral Arabs can be used by both Oman and Aden.
B.1 All natives of Asia and Siberia can use gray minor (?) generals counters.
B.2 Natives of America and Africa can use only the two orange counters identified by Chef 1 and Chef 2.
C. Natives Empire armies - The three following empires: Mogol, China and Japan each have an army that intervenes on a die-roll of (3+) on a D10 whenever a combat occurs in a province of their respective empires that opposes their natives local forces and player controlled units.
C.1 The army, with its maximum content, is placed immediately in the concerned province, upon successful intervention.
C.2 The intervention is automatic in provinces where are located the cities of Delhi, Pékin and Kyoto. See Annex book for details.
C.3 This intervention test is renewed every round that its conditions are effective.
63.6 Natives Attacks. Natives may attack following either: 1/ a failed Colonization attempt or implantation of Trading post; or 2/ an event; or 3/ player's or minor's military unit presence in their province(s); or 4/ an attack on them from a player.
A. Natives and Terrain - Important: natives that attack are not penalized by the terrain if they are in America or in Africa.
B. Attack following a Failure - In case of a "failure" result with a "*" symbol, following a failed Colonization or Trading post implantation attempt, natives attack, and the combat is resolved immediately by one die-roll on the "Pirates, Privateers and Natives Attacks table". This die-roll is modified by:
Player's favor: +3 for a side (+) army; +2 for a side (-) army; +1 for each detachment; +2 for each level of fortress in the province.
Both: +/-? differential of maneuver value of general/conquistador present (player - natives).
Natives Favor: -1 for every 20 natives (rounded down); -1 for each Colony/Trading post of another player or minor present in the Area.
A.1 The percentage of loss given by the table applies to detachments or army forces content, and is not based on the numerical force of natives (contrary to regular combat).
A.2 Each lost level step is applied to the Colony/Trading post present. If a Colony, or a Trading post is reduced to the level 0, the establishment is destroyed.
A.3 There can be only one natives attack per "*" result obtained on the Commercial, Colonial and Other Actions table. Such an attack is resolved immediately, not as per case B below.
B. Attack by Event - Natives attacks take place each round of the military phase if they are activated by an event and this until they are eliminated. Note that natives may receive reinforcements if described in the event.
B.1 This type of attack continues during one same single turn until complete victory or defeat of the natives at the end of the Military phase (the player controlling natives is indicated in the Annexes handbook).
B.2 The numerical value close to the natives symbols on the map corresponds to the number of infantry SP (conscript) to be placed in natives army and detachment counters, if they are activated by an event or a player's declaration of war on them.
Special Cases - these are applied for the force content of the natives below: A/ Natives of Asia: count one third of the forces as cavalry SP and 1% (rounded down) as artillery SP. Note: artillery is available only if natives have at least the Renaissance land technology. B/ Natives of Japan: they are always all considered as veterans. C/ Natives of Siberia: their force is composed entirely and exclusively (for reinforcements purposes) of conscript cavalry SP.
B.3 A player earns no victory points or Stability in combat against natives. He does not lose them either.
B.4 If at the end of the Military phase, natives are not completely eliminated, they return to full strength at the beginning of the following turn.
B.5 Natives that have survived the end of the Military phase undertake an attack on the Pirates, Privateers & Natives Attacks table, during the Redeployment phase and at the same time as attacks from pirates & privateers are resolved (proceed as in A. above).
B.6 Then the attack is over for the turn.
C. Military Presence - The simple presence of a military land stack in a natives province at the end of a round of the Military phase may provoke a reaction of the said natives. One die is rolled:
C.1 If the result is strictly inferior to the tolerance value of the natives, natives activate as described in B above.
C.2 If natives react, they only attack the units of the player that has provoked their reaction by his movement in the concerned province.
C.3 A naval stack or a fortress counter do not entail natives reaction die-rolls.
C.4 Important Exception: see Political rule § 53.31.
D. Voluntary Attack of a Player on Natives - The player must have made a declaration of war against them during the previous Diplomatic phase in order to do that.
D.1 The player announces that he is attacking natives of a province at the start of his Movement sub-phase in the round.
D.2 Natives are then automatically activated (as described in B. above).
D.3 They attack only units belonging to the player that has activated them.
D.4 Reminder: only natives of America or Siberia may be completely destroyed (except Ohio and Amazonia).
E. Conquistador Influence - Before each combat against natives, if a conquistador leads the player's stack, one die may be rolled on the Conquistadors table (at player's discretion - this is a purely voluntary action).
E.1 The player must sum up the 3 military values of the conquistador (maneuver, fire and shock) and determine the corresponding column on the table.
E.2 The result is indicated in the form of percentages, as follows: A/ % of eliminated natives (% E); B/ % of those that defect to the conquistador stack (% D); C/ % of those that resist and fight against the conquistador stack (% R).
E.3 The number of natives controlled by the player as "deserters" is rounded down, other percentages are rounded up.
E.4 This Conquistador Table D10 is modified by a cumulative +1 for each future use (with any conquistador, even if different from the one that first attacked) against natives of this same Area (same province or not).
E.4.1 This modifier is cumulative per round and turn as well (keep track of it on a separate record).
Natives that defect to rejoin the conquistador (result D%) are transformed into natives detachments (or army, according to their number - use Revolt army or detachment whenever needed) under the control of the player.
E.5 The defecting natives still have a medieval technology until the end of turn. If all the resisting natives are eliminated (America, Siberia) at the end of turn, these defecting natives are also considered as eliminated (desertions, epidemics, reduction into slavery, etc...).
Natives that resist (result R%) constitute natives units that continue to fight against the player until completely eliminated or victorious.
E.6 Exception: natives countries as defined in 62.1 - B above do not suffer from this conquistador table before regular combat (rules A. above are ignored for them).
F. Conquistador fate - If all units with the conquistador are eliminated, he is also eliminated, except if the natives that are resisting are all eliminated at the same time.
G. Explorer - An explorer that disembarks to discover a coastal province can possibly be used in the role of conquistador, but its values are divided by 2, and it suffers from a +2 modifier on the table of Conquistadors.
H. Redeployment Phase exception - During this phase, the conquistadors and explorers (and all units that accompany them) may remain in the province where they are located (except if it is not discovered) without having to return to a friendly province.