Marlborough: War of the Spanish Succession
Marlborough: War of the Spanish Succession Rulebook
Table of Contents
Table of Contents
- Errata and Clarifications
- Designer Q & A
- [1.0] INTRODUCTION
- [2.0] COMPONENTS
- [3.0] SEQUENCE OF PLAY
- [4.0] BALANCE OF POWER (BOP)
- [5.0] MAJOR & MINOR STATES
- [6.0] CONTROL OF STATES
- [7.0] OCCUPATION
- [8.0] INITIATIVE
- [9.0] RANDOM EVENTS
- [10.0] INCOME & TREASURY POINTS (TP)
- [11.0] MOBILIZATION
- [12.0] CAMPAIGN MARKERS
- [13.0] FORCES
- [14.0] OPERATIONS
- [15.0] MOVEMENT & MARCHES
- [16.0] COMBAT
- [17.0] COMBAT PLANS & MATRICES
- [18.0] COMBAT RESULTS TABLE
- [19.0] INHERENT GARRISONS
- [20.0] SIEGE MARKERS
- [21.0] NAVAL OPERATIONS
- [22.0] PROVISIONING & SUPPLY
- [23.0] DIPLOMACY
- [24.0] TRAINING & UPGRADING UNITS
- [25.0] LEADERS
- [26.0] INTELLIGENCE & FOG OF WAR
- [27.0] PLAYER NEGOTIATIONS
- [28.0] VICTORY CONDITIONS
- [29.0] ZONES OF CONTROL (ZOC)
- Marlborough Scenarios
- Optional Rules
- [30.0] FREE CORPS
- [31.0] REBELS
- [32.0] FORTRESS MARKERS
- [33.0] INCREASING TAXES
- [34.0] PRISONERS OF WAR
- [35.0] PILLAGE
- [36.0] ENLIGHTENMENT
- [37.0] EXPERIMENTAL LEADER RULES
- Player Aids, Charts & Tables
Errata and Clarifications
Printed in the front matter of the eRules. Clarifications marked in bold/blue (9/6/06) and bold/red (9/10/06) in the original appear here as printed; the colour marking itself does not survive plain-text conversion.
Map Treasury Point Marker in hex 5807 should be ignored. There is no Alliance Army 4 box.
Introduction Grand Design Scenario is actually Scenario 4: The War of the Spanish Succession. The optional rules are printed in the magazine, exceeding the usual rule limit length, on pages R22 and R23.
3.1.4.c "until both players pass in succession."
Counters:
- British – Black on Red
- French – Black on Blue
- Prussian – Black on Purple
- Rebels – Black on Gray, with "Reb" or "Rebel"
Allied Army 2 is marked E for England and colored red, but it need not be an English commanded army.
Terrain Effects Chart, Fortress line, add: "Fortresses provide a -3 shift on defense. This is cumulative with any shifts generated by the Siege Matrix."
The third Diplomacy Strength Modifier on the Diplomacy Table should read: "Twice the targeted state's political value. For example, England on diplomatic defense would have a value of '4'."
Designer Q & A
- The rules suggest that if a nation changes status in some way, its units must be displaced to a port. Is it intended that these units cannot relocate to an inland fortress? If so, why?
It's a port only for fleets. Land units can be displaced to a city or fortress, as stated in [6.51(2)].
- The rules under 4.0 suggest that a BOP of 5 or more confers initiative, but rule 8.0 says that initiative is conferred simply on whomever the BOP favors. I assume rule 4.0 is incorrect?
Rule [8.0] is correct.
Is it intended that England can join the Bourbons?
Yes. The game is really Bourbons vs Habsburgs. [6.12] is correct.
[1.0] INTRODUCTION
Marlborough: War of the Spanish Succession ("Marby" for short), is a wargame of intermediate complexity that simulates that critical conflict of the early 18th century. That dynastic struggle began when Louis XIV of France attempted to place his grandson, Philip IV, on the throne of Spain. The other major powers saw that as a threat and supported their own candidate, Charles III. That in turn began over a decade of fighting for domination of western Europe.
Marby is a two player game. One player controls the forces of France and its allies, known as the Bourbon coalition, after the ruling house of France. The other player controls the forces opposing France, led by England and Austria and known as the Grand Alliance. Each player has a variety of military, diplomatic and economic instruments with which he can attempt to win the game by controlling states and economic centers.
The game includes several scenarios. Shorter scenarios represent critical parts of the war, while the Grand Design scenario represents the entire war. Certain rules are designated "optional" and the players do not have to use them; they are not printed here but are available as a free downloadable file from the Decision Games website (www.decisiongames.com). The optional rules are suggested for use only when playing the Grand Design scenario.
[2.0] COMPONENTS
2.1 The Map shows western and central Europe during the early 18th century. A grid of hexagons (hexes) over the map provides locations for playing pieces and geographic features. During the game, the cardboard pieces are placed within individual hexes.
2.11 States. The map is divided into areas called "states," which are delineated by borders. Each state has a corresponding space on the State Control Chart, printed on the map sheet and indicating each one's control status at every moment. Borders between states run along hexsides. There are two types of states: major states and minor states.
2.12 Terrain. The topographical features shown on the map are called terrain. The Terrain Effects Chart (on the map) summarizes the effects of terrain on play of the game.
2.13 Army Boxes are used as places to store the individual units that make up large forces. Place units in a force or hex in an army box and the corresponding army marker on the map. The army markers are only an administrative convenience; they have no effect on game play or unit abilities.
2.14 Map clarifications. Some states have convoluted boundaries or are not contiguous.
- Austria and Hungary: while Hungary is technically an independent state, it begins several of the scenarios occupied by Austrian forces and under Grand Alliance control.
- England and Ireland: while Ireland is technically an independent state, it begins several of the scenarios occupied by English units.
- Minor German States: the minor German states include various regions in western Germany, plus Salzburg and Lorraine.
- Papal States: includes the territory in central Italy plus Avignon in France.
- Prussia (Brandenburg): Prussia includes the regions of Brandenburg, East Prussia, and three hexes in western Germany.
- Spain includes the territory on the Iberian peninsula. The Kingdom of the Two Sicilies (Sicily, Sardinia and southern Italy), Milan and the Spanish Netherlands are Spanish-occupied and initially controlled by the Grand Alliance player.
- United Provinces: also includes Maastricht.
- Venice: also includes the territory around Zara on the Dalmatian coast.
2.2 Tables & Charts are used to conduct and record certain game functions.
- Balance of Power Index indicates which player (if any) the balance of power favors and by how much.
- Combat Matrices are used to resolve preconditions for combat. There are two combat matrices: Battle and Siege.
- Combat Results Table (CRT) is used to resolve combat.
- Diplomacy Table is used to resolve diplomatic operations.
- Events Table is used to generate random events.
- Expenditure Chart shows the number of treasury points required to build units and perform other game functions.
- State Control Chart shows which states are neutral or controlled by a player. It also shows each state's political value, which is both the number of free campaign markers received per turn for control of each state and the modifier used to defend against diplomatic attack there.
2.3 Playing Pieces. Examine the sheet of die cut cardboard playing pieces. There are two types of playing pieces: combat units and markers.
2.31 Unit Colors
- Austrian: black on white
- British: white on red
- French: black on light blue
- Prussian: white on dark blue
- Spanish: green
- United Provinces: orange
- Minor Powers: gray with name of State
- Rebels: white on black
2.32 Leaders represent major military personalities. Each leader counter has on it the following information:
- Name (and sometimes nationality).
- Leadership value: modifies combat and movement of forces.
- Leadership type (land, naval or engineer): limits use of leadership value.
- Combat Strength is the combat effectiveness of the leader's personal contingent.
- March Factor of leader and contingent.
2.33 Combat Units (or "units") represent actual military forces. Each combat unit has on it the following information:
- Combat Strength is the unit's relative effect on combat. Note: A parenthesized combat strength means the unit may only defend, never attack.
- March Factor is the distance the unit may move in one operation. Note: a zero (0) march factor means the unit may not move, retreat or advance after combat.
Combat Unit Types affect combat outcomes:
- Garrison: Militia, fortress, magazines (not to be confused with the "inherent garrisons" of fortresses).
- Siege Army: combined arms infantry-cavalry-artillery force with heavy guns and engineers.
- Field Army: combined arms force with additional cavalry and without heavy guns.
- Free corps: border troops, light troops, mercenaries, etc.
- Combat Fleet: concentration of naval power based on ships-of-the-line.
- Frigate Fleet: frigates and other light ships used to attack enemy commerce.
Recruit/Veteran status: siege army, field army, free corps and fleet units are printed on two sides. The front side is their recruit status, the reverse is their veteran status. Units can be upgraded from recruit to veteran status as a result of combat or training.
Elimination: eliminated combat units (not leaders) are available to be mobilized in future turns (also see the optional prisoner of war rules). Each state is limited in combat unit potential by the units provided for them in the counter mix.
2.34 Markers
- Balance of Power indicates which side, and to what degree, the current political situation favors.
- Campaign Marker drawn at random and used to generate certain game actions.
- Combat Plan used to determine pre-battle maneuvers. There are four sets of combat plan markers, two used with the Battle Matrix and two with the Siege Matrix. For each matrix there is a defender and attacker set.
- Enlightenment indicates a hex in which a player has constructed palaces, universities, etc.
- Fortress indicates a hex in which a player has built a new fortification.
- Garrison Destroyed indicates a fortress where the inherent garrison has been eliminated.
- Pillage indicates a hex that's been looted.
- Siege indicates a fortress under siege.
- Turn indicates the current game turn.
Markers are back printed. Players should use the appropriate side.
2.35 Other Game Markers. Players will need to use blank or extra markers from other games (or coins or other tokens) to record the alignment of states on the State Control Chart.
2.4 Explanation of Game Terms
- Active Player. The player currently conducting an operation during an operations segment.
- Allies. All states and units on the same side (controlled by one of the two players). Not to be confused with "Grand Alliance," one of the belligerent sides in the game.
- Belligerent. A force controlled by either player, as opposed to being neutral.
- Besieged. A fortress with a siege marker on it.
- Bourbon Coalition. All units and markers belonging to the French and their allied forces.
- Combat. An attempt to destroy enemy forces and seize terrain. There are two types of combat in the game: siege (against fortress hexes) and battle (against non-fortress hexes).
- Combat Strength. A quantification of a force's ability to engage in combat, based on the unit's training, equipment and leadership.
- Combat Unit. A unit that has a combat strength of one or more.
- Control. Status of a state and its forces when a player can use its forces and treasury. A state may be in one of three states of control. Bourbon (French), Grand Alliance, or Neutral.
- Diplomacy. An attempt by a player to gain control of a state by political means.
- Economic Hexes. A fortress or city hex outlined in red; players collect treasury points from occupied economic hexes.
- Enemy. All states and units controlled by the opposing player.
- Force. One or more units conducting an operation together.
- Friendly. All states and units controlled by a player.
- Grand Alliance. All units and markers belonging to the anti-Bourbon player.
- Inactive Player. The player who is not the active player (see above).
- Major State. A state that has a capital hex marked on the map (for example, France).
- Minor State. A state that has no capital hex marked on the map (for example, Savoy).
2.5 Game Scale. A game turn represents one year; each hex represents 50 miles across. Each army represents 10,000 to 20,000 soldiers and support personnel, camp followers, etc. A leader represents that person plus his personal guards, entourage, lackeys, wine cellars, etc. A fleet represents 60 warships and an indeterminate number of transports.
2.6 Die. Players will need one six sided die (plural, "dice") to play the game. The die is used to generate random numbers to resolve various game actions.
- Die Roll Modifier. For some game charts the die roll is modified based on various conditions. A positive die roll modifier is a number added to the result rolled on a dice. That is, for example, a die roll modifier of "+1" added to a rolled result of "3" would give a final outcome of "4." A negative die roll modifier is subtracted from the result rolled on a die. For example, a die roll modifier of "-1" would reduce the number rolled by one. If more than one die roll modifier applies to a game function, apply their cumulative total.
[3.0] SEQUENCE OF PLAY
3.1 Each "game turn" consists of the following phases:
- Initiative Phase. Determine which player will be the "first player" for this game turn. The other player is the "second player" for this game turn.
- Random Events Phase. The players roll on the Random Events Table to determine which events will occur this player turn.
- Treasury Phase. Players perform the following steps in parallel:
- [a] Taxation Sub-Phase. Collect income in treasury points, based on the control of economic center hexes.
- [b] Mobilization Sub-Phase. Recruit units and purchase campaign markers. Additionally, each player receives a designated number of campaign markers based on the political value of the states he controls. (Optional rules: players may also expend treasury points to remove pillage markers and place enlightenment and fortress markers).
- Operations Phase.
- [a] First Player Operations Segment. The first player may conduct an operation (movement, possibly followed by combat) with one of his forces or he may pass.
- [b] Second Player Operations Segment. The second player may conduct an operation or he may pass.
- [c] Subsequent Operations Segment. Players alternate operations segments until both players pass in succession.
- Provisioning Phase. Each player expends treasury points to maintain units on the map. A player may choose to disband units rather than provision them.
- Balance of Power Phase. Shift the balance of power based on control of states.
- Diplomacy Phase.
[4.0] BALANCE OF POWER (BOP)
4.1 Changing the Index. The balance of power is changed by various game actions and events described on the Balance of Power Chart on the Player Aid Card. It is also adjusted during the balance of power phase.
4.2 Effects
4.21 Initiative. If the BOP is five or more, the favored player has the initiative for that turn.
4.22 Diplomacy. If the BOP is five or more, the favored player receives a +1 shift when resolving diplomacy operations on the Diplomacy Table. The other player receives a –1 shift.
4.23 Random Events. Certain events on the Random Events Table are triggered based on the balance of power index (BOPI). Those events usually favor the player the balance is against, representing the tendency of states to unite against any state dominating the continent. For example, see event #11-16: Reaction to Balance of Power.
4.3 Extremes. If the BOPI is at 12, and some event calls for it to increase, the game immediately ends and victory is checked. Such checks will not necessarily win the game for the player currently favored by the BOP.
[5.0] MAJOR & MINOR STATES
5.1 Diplomacy. Major states receive their political value as an additional defense when being targeted by diplomacy.
5.2 Campaign Markers. If a player occupies the capital of a major state with a unit of that state, he receives, for free, a number of campaign markers equal to its political value.
5.3 Invasion. A player may not enter the territory of a neutral major state without a declaration of war. A player may enter neutral minor state hexes without a declaration of war. Neutral minor state units may not be attacked without a declaration of war.
[6.0] CONTROL OF STATES
6.1 A State may be in one of three states of control: 1) Bourbon-player controlled or; 2) Grand Alliance-player controlled or; 3) neutral, meaning the state is not controlled by either player.
6.11 The control status of a state is indicated by placing a control marker in the appropriate space on the State Control Chart. A player indicates a change of control of a state by moving the marker into the new appropriate space.
6.12 Permanent Control
- The Bourbon player always controls France. France may never be neutral or controlled by the Grand Alliance.
- The Grand Alliance player always controls Austria. Austria may never be neutral or controlled by the Bourbon player.
6.2 Effects of Control. When a player controls a state, the following pertain there.
- Treasury Income. Income earned due to the location of units of that state are added to the controlling player's treasury.
- Units. The player controls all units of that state and may mobilize new units for it. For example, a player who controls Prussia may conduct operations with all Prussian units.
6.3 Neutrality. States not controlled by either player are neutral. They enter play when something happens that triggers their belligerency.
6.31 Effects of Neutrality
- The units of a neutral state are not controlled by either player, and they don't conduct operations.
- Neutral states don't mobilize, collect or expend income, check for provisioning or conduct any other game functions.
6.4 Belligerency. Neutrals enter play only due to the following.
- Diplomacy results against a neutral may shift that state into belligerency. The state becomes controlled by the player indicated by the Diplomacy Table. A belligerent may be shifted from one player's control directly to the other's control, by means of some diplomacy results, without first becoming neutral.
- Declaration of War. A player may declare war on a neutral state during a friendly diplomacy phase by expending diplomacy markers equal to or greater than the targeted state's political value. That automatically shifts a neutral into enemy control, allowing the declaring player to enter its territory and attack its units. A player may declare war on a minor state (all with political values of zero) by expending a diplomacy marker with a value of one or more. For example, to declare war on a neutral England, a player would have to expend a diplomacy marker with a value of two or more, since England's political value is two.
- Events. Certain random events may shift a neutral into belligerency.
6.41 Invasion
6.411 A player may not attack neutral units unless he first declares war on that power.
6.412 Passage Through Neutral Major States. A player may neither move his forces into hexes of neutral major states nor may he attack neutral major state units. (He must first declare war.)
6.413 Passage Through Neutral Minor States. A player may have his forces enter hexes of neutral minor states without triggering belligerency. He may not attack or enter hexes occupied by neutral minor state units. And note players need not declare war to attack states that are already belligerent.
6.42 At the instant a state becomes belligerent, it becomes controlled by a player. Move its control marker to the space on the State Control Chart corresponding to the player gaining control. That player gains all advantages for controlling the state. Note when a player declares war on a country it becomes controlled by the enemy player; when he conducts diplomacy against it, he may gain control of it. Random events may shift control either way.
6.5 Reversion to Neutrality. States may return to neutral status. That may be the result of diplomacy or an event. Players may also agree to return states they control to neutrality as a result of player negotiations; see rule section 27.0.
6.51 When a state returns to neutral status, its control marker is placed in its neutral space on the track. That has the following effects.
- All units of that state that are inside their own state remain in place. For example, Prussian units inside Prussia stay where they are located at that time.
- Displacement. All units of belligerents in the newly neutral state are immediately picked up by the owning player and placed in any fortress or city occupied by at least one other friendly unit outside of the newly neutral state. The fortress or city must be a port for fleets. The fortress or city must be the closest one in terms of hexes. If more than one such hex is available, the player owning the units may choose any of them. Intervening units or terrain do not block displacement.
- All units of the newly neutral state outside their own state are immediately picked up and placed in fortresses or cities in that state occupied by at least one friendly unit. If no such fortress or city exists, those units are eliminated. The fortress or city must be a port for a fleet.
6.511 Minor State Conquest. If the newly neutral state is a minor state and all its cities and fortresses are occupied by units of one belligerent, then: 1) all units of that state are eliminated; and 2) none of the occupying units are displaced.
6.52 A Neutral remains neutral until belligerency is triggered again.
6.6 Defection. If a state is shifted directly from the control of one player to another, and units of that state are stacked with those of a former ally (or with an inherent fortress garrison), the units of the state that just had its control shifted are displaced to an adjacent hex not occupied by former allied units. If no available hex exists, or the unit has a march factor of zero, it is eliminated. For example, Prussia starts as Grand Alliance-controlled, but a Bourbon diplomatic attack causes it to shift directly to Bourbon control. If any Prussian units were stacked with Grand Alliance units or inherent garrisons at the time of the defection, the Prussian units would have to be displaced one hex or be eliminated. Note any Prussian garrisons that have Grand Alliance units stacked with them would be eliminated because garrisons can't retreat.
6.7 Other Restrictions
6.71 Ottoman Empire. Units may never enter the Ottoman Empire.
6.72 Poland. Units may enter Poland without a declaration of war, but they must end their movement outside Poland. If for some reason they do not, they are eliminated. Units may not retreat or advance after combat into Poland.
6.73 Pomeranian Sweden. Units may never enter Pomeranian Sweden.
[7.0] OCCUPATION
7.1 Occupation of certain hexes gives a player income and other benefits. They are received regardless of whether the player controls the state in which the hex is located. For example, the Bourbon player has an army in Vienna. Even though Austria is controlled by the Grand Alliance player, the Bourbon player collects treasury points for Vienna during the treasury phase. (In that respect, it's also important to recall that inherent garrisons function as units for all game purposes.)
7.2 Control versus Occupation. Gaining control of a state does not necessarily mean a player will occupy its cities and thus gain their income. A player would have to occupy its economic center hexes for that to occur. For example, the Bourbon player may gain control of Prussia via diplomatic efforts, but if all cities in Prussia were occupied by Grand Alliance units, the Bourbon player still couldn't collect income in those hexes until he occupied those cities.
It's important to understand the distinction between "control" and "occupation." Control means a player has the loyalties of the ruling elite of a state, along with its army and bureaucracy. Occupation means a player has units physically inside a hex. A player may, for example, occupy all the hexes in a state, but unless its control marker is in his space on the track, he still does not control it.
[8.0] INITIATIVE
8.1 Procedure. Check the BOPI. Whichever player the Balance of Power favors becomes the "first player" for that game turn. The other player is the "second player" for that game turn. If the BOPI is at zero (0), both players roll a die. The higher roller has the initiative. If tied, roll again until the tie is broken.
8.2 The player with the initiative may change from turn to turn; however, that status changes only during initiative determination phases. Even if the BOPI shifts from one player to the other during the course of a turn, first and second player status doesn't change during that turn.
[9.0] RANDOM EVENTS
9.1 Procedure. Roll two dice. The first number is the tens digit; the second number is the ones digit. For example, if the first die roll is one (1), and the second is three (3), the event thereby activated is number "13," titled "Reaction to Balance of Power."
[10.0] INCOME & TREASURY POINTS (TP)
10.1 Collection of Income
10.11 Economic Hexes. Certain fortresses and cities are marked as economic centers, and players who have a unit in such hexes may collect treasury points (TP). The number of treasury points each economic center is worth is listed on the Treasury Chart of the Player Aid Card and is also noted directly on the game map at each of the centers' map locations.
10.12 Control. A player receives a hex's full treasury point value only if he also controls the state. That is, that state's control marker is in his side's space on the State Control Chart along the side of the map sheet. If he does not control the state, he reduces any treasury points he receives for occupied hexes by 50 percent. Remainders are always retained as they are. For example, if the Bourbon player does not control Prussia, but one of his units occupies the economic center of Berlin. Instead of receiving three TP for Berlin, he receives only 1.5.
10.13 Optional Rules. Neither player may collect income from a besieged fortress/economic center or from a pillaged hex.
10.14 Random Events. Players may receive additional income due to the events triggered when consulting the Random Events Table.
10.15 Revenue. Campaign Markers may be exchanged for TP; see the Campaign Markers Explanations on the Player Aid Card for details.
10.2 Expending Treasury Points. Players expend TP for the following. (Also see also the Treasury Points Expenditure Table on the Player Aid Card.)
- Recruiting and Provisioning Units. Certain units can be built by expending TP, and units previously recruited may be maintained via provisioning.
- Purchasing Campaign Markers. A player may purchase campaign markers by expending the designated number of TP.
- Trades. Players may trade TP with each other; see rule 27.0.
10.3 Even though a player may control more than one state, all TP are kept as a single total; don't maintain separate treasuries for each state.
[11.0] MOBILIZATION
11.1 Procedure. The player pays the TP cost for the units he wants to mobilize, then places those units on the map.
11.2 Mobilization costs are listed on the Expenditure Table on the Player Aid Card.
11.3 Placing Mobilized Units. Units of a particular state must be placed as follows.
- in any kind of city hex of the same state that's already occupied by at least one friendly unit. For example, French units may be mobilized in Paris if Paris is occupied by a French or a French-allied unit.
- In any kind of city in another state that is occupied by a unit of the mobilizing unit's nationality. For example, a French unit occupying Berlin, in Prussia, would allow for the recruitment of other French units there.
11.31 Recruit & Veteran Status. Units with both a recruit and a veteran status (back printing) must be mobilized on their recruit side.
11.32 Fleets. Mobilized fleets are placed on the turn track for the next turn. During the mobilization of each year, any fleets on that year's track space are placed on port hexes within the same restrictions given above. If no eligible port is available, the new fleet is eliminated.
11.32 (as printed; second rule numbered 11.32 in the source) Leaders are only received as a result of scenario instructions or random events.
11.4 Disbanding. A player may, during the provisioning phase, remove any friendly units on the map (other than leaders) before provisioning his remaining units.
11.5 Limits. The number of combat units in the counter mix is a limit. In general, players may not mobilize more units than are available; however, they may make additional enlightenment, fortress, garrison destroyed, pillage and siege markers by using blank counters from other games.
[12.0] CAMPAIGN MARKERS
12.1 The Pool. At the start of play, put all campaign markers in a large-mouth, opaque container, thereby forming the "pool." When instructed by the rules to pick campaign markers, a player picks at random (without first looking) that designated number of them. Once his markers are picked, the player may look at them. Unless otherwise instructed, the player doesn't have to show his campaign markers to the other player. When a player gains control of campaign markers, he places them in any convenient location near his position at the map.
12.2 Gaining Campaign Markers. A player gains campaign markers as follows:
- Initial Set Up. Scenario instructions list how many campaign markers each player has at the start of play.
- Free Markers. The player receives a number of campaign markers at no cost, during the mobilization phase, equal to the political value for each major state he controls. A player must control the state and occupy its capital hex with at least one unit from that state in order to receive those free campaign markers for it. For example, in order to receive the two free campaign markers for Austria, the player controlling Austria would have to occupy Vienna with at least one Austrian unit. There could also be non-Austrian-but-allied units in Vienna as long as there was a least one Austrian unit in the hex.
- Purchase. During the friendly mobilization sub-phase, the player may purchase additional campaign markers at the costs shown on the Treasury Points Chart.
- Combat Results. Certain combat results cause players to gain or lose campaign markers, representing the political shifts caused by winning or losing battles. That is explained below the CRT.
- Random Events. Certain random events may cause players to gain or lose campaign markers.
12.3 A player may possess no more than 15 campaign markers at any one time.
12.31 If some game action calls for a player to gain more than 15, he must first return enough markers to the pool; so selecting the new markers will not put him over the limit. Additionally, players may return campaign markers to the pool at any time without playing them.
12.4 Using Campaign Markers
12.41 Each campaign marker may be used at certain times in the game turn as explained on the Campaign Chart. Certain campaign markers may be played during the enemy player's operations.
12.42 Play of campaign markers is voluntary.
12.43 Played campaign markers played are returned to the pool, unless otherwise indicated on the chart.
12.44 A player may play any number of campaign markers in a turn.
12.5 Losing Campaign Markers. Certain game functions call for a player to lose campaign markers. That includes: 1) random events; 2) certain combat results and; 3) certain diplomacy results.
12.51 Procedure. The player picks the designated number of campaign markers at random from those he has in his possession and returns them to the pool. If a player is instructed to lose all his campaign markers, he returns all to the pool. If a player is required to lose campaign markers but currently has none, there is no further effect.
12.6 Explanation of Campaign Markers. See the Player Aids section.
[13.0] FORCES
13.1 Stacking
13.11 The number of units a player may have in a hex depends on the terrain in it. The Terrain Effects Chart gives the maximum number. That limit applies to all types of units and inherent garrisons. If at any time stacking limits are violated, the player must eliminate the excess units (player's choice, but Inherent garrisons must be the last to be eliminated). Land units being transported by naval units don't count for stacking.
13.12 Markers never count for stacking. Leaders count for stacking, as they would usually bring along a massive train of wagons, officials and camp followers in order to maintain their lifestyle in the field.
13.2 At the start of an operations segment, the player may divide and combine his units in a single hex into any number of forces and conduct separate operations with them. For example, a player has three units in a stack. He could declare two of them to be a single force and conduct an operation with them; he could conduct a separate operation with the third unit in the hex in a subsequent operations segment. A player can operate different units in the same hex as separate forces.
13.3 A player may combine units of different nationalities under his control into a single force. For example, British and Prussian units could be part of the same force if Prussia and Britain were both controlled by the same player.
13.4 Movement
13.41 A force may drop off units, but the dropped off units may not continue moving or attack in that operations segment. They may do so in a later operation segment.
13.42 A force (or lone unit) may conduct more than one operation per turn, providing the player expends the required number of forced march campaign markers. See rules section 14.0 rule for more details.
13.43 A moving force may never include a unit with a march factor of zero.
13.5 Combat. When attacking, all units in a force must participate in its attack. When defending, all units in a hex must defend.
13.51 An attacking force may never include a unit with a parenthesized combat strength; a defending force includes all units in an attacked hex, including those with parenthesized combat strengths.
[14.0] OPERATIONS
14.1 Procedure. Each operation consists of the following: 1) the force may move up to the limit of its march factor and; 2) at the completion of that movement, the force may (player's option) conduct battle or siege combat.
14.2 A player may conduct a maximum of one operation per operations segment. Alternatively, a player may "pass" and conduct no operation in that operations segment. If both players pass in succession, however, that entire operations phase ends and the players proceed to the provisioning phase. A player may conduct as many operations as he wants in a single operations phase as long as he has unused forces available and/or can expend the needed forced march markers.
14.3 Restrictions
14.31 A player may conduct operations with only one force per operations segment.
14.32 An individual unit may participate in only one operation segment per operations phase, unless its owning player expends forced march campaign markers. Players may indicate a force that's completed an operation segment by rotating those units 180 degrees in their hex, or by placing a blank marker atop the stack, etc.
14.33 Forced March. By expending a forced march campaign marker, a player may have a force that's already completed an operation that phase conduct another operation. That may occur in a subsequent operations segment, after other forces have conducted operations, or alternatively, a given force may conduct an unlimited sequence of operation segments as long as the owning player immediately expends one forced march campaign marker for each of those additional operations segments. Only one forced march marker is needed to activate a single force of any size for any one operations segment.
14.331 Attrition. Additionally, a force that conducts a forced march always rolls a die at the completion of its movement. If the result is one, the owning player must eliminate one unit from that force. If the result is two through six, there is no effect. Regardless of the attrition die roll result, the force may always complete that operations segment if it has one or more units left in it after the roll.
For example, a force consists of units A, B and C. It conducts its first operation, moving into a hex containing friendly unit D. In that player's next operations segment, he expends a forced march marker. He then decides to form units A and B into a new force along with unit D, moves that force, rolls a die to check for attrition, then conducts an attack against an adjacent enemy force.
14.332 Leaders aren't affected by attrition. Exception: if being transported by a fleet that is itself eliminated by attrition, leaders in that situation are eliminated.
14.4 Ending an Operations Phase
14.41 Passing. A player may pass instead of conducting an operation. If both players pass in succession, that operations phase ends. A player may pass any number of times, and that operations phase will continue as long as the other player conducts operations. Even if a player has pass in a prior operations segment, he can always declare an operation again later, providing only that the other player had not passed.
For example, the Bourbon player is first player. He conducts an operations segment, moving one force and then attacking with it. The Grand Alliance player then passes (conducts no operation). The Bourbon player then conducts another operations segment. The Grand Alliance player then conducts an operation segment. The Bourbon player passes. The Grand Alliance player then passes. The operations phase ends and play goes to the provisioning phase.
[15.0] MOVEMENT & MARCHES
15.1 A force moves from hex to adjacent hex, paying movement point costs as listed on the Terrain Effects Chart. Each hex entered costs the number of movement points designated on the Terrain Effects Chart.
15.2 When Units May Move. Units may only move during the operations phase.
15.3 Movement Points. A force has a number of movement points equal to: 1) the march factor of the slowest unit in it and; 2) the leadership value of any one general in a land force, or five times the value of one admiral for fleet movement.
15.31 A force must have the needed number of movement points to expend before it may move into a hex. Unlike some other wargames, units may not move a minimum of one hex per turn unless they have the movement points needed to actually do so.
For example, a land force has two units, one with a march factor of three movement points, and one with four. It has a land leader with a leadership value of two. Therefore, its movement value is five (three for the slower unit and two for the leader). It expends one movement point to enter a clear hex, then three to enter a mountain hex, then one more to enter another clear hex. It has expended five movement points; so it may move no farther in that operation segment.
15.4 Restrictions
15.41 Units may never enter hexes containing enemy or neutral units.
15.42 A force may not pick up additional units as it moves. A force may drop off units as it moves. Dropped off units may not move farther or attack in that operation segment.
15.43 Land units may not enter all-sea hexes or cross all-sea hex sides unless moving by naval transport.
15.44 Fleets may not enter all-land hexes or move across all-land hex sides. Fleets may enter coastal hexes.
15.45 Zero March Factor Units. Units with a zero (0) march factor may never move. They are eliminated if forced to retreat. They may never advance after combat.
15.5 Rivers. Unlike many other wargames, rivers don't impede movement. Movement along rivers is enhanced as follows: land forces that conduct all their movement along contiguous river hexes receive an extra two movement points for that operations segment. The force must start, move on, and never exit river hexes during that movement.
15.6 Naval Movement. Rules for movement of fleets and the naval transport of land units are covered in section 21.0.
[16.0] COMBAT
16.1 Procedure. For each combat, the players must follow the exact sequence below.
- Attack Declaration. The attacker declares which adjacent enemy occupied hex his active force will attack. An attack made against a fortress is resolved as siege. An attack made against a non-fortress hex is resolved as battle.
- Reveal units. Reveal all units in the attacking force and in the defending hex.
- Combat Plan Selection. Each player secretly chooses a "Combat Plan" marker for the appropriate Combat Matrix. They then simultaneously reveal the combat plan markers they've chosen.
- Combat Plan Resolution. Players cross-index their combat plans on the appropriate Combat Matrix (Battle or Siege) to get a result.
- Combat Results Table. If the Matrix result is "Go to CRT," the players use the combat resolution procedure given below. Otherwise, any Combat Matrix results are applied and that combat ends.
16.2 Attacking
16.21 Attacking is always voluntary.
16.22 A force may attack only in an operations segment in which it is active, that is, it is conducting operations.
16.23 An attacking force must be adjacent to the enemy hex it is attacking.
16.24 The attacker must attack with all of the units in his force. Note though, a player can drop off units from the force—even in the same hex—prior to the declaration of combat. Units not in the force are not affected by the outcome of the combat.
16.25 An attacking force may attack only a single adjacent enemy hex.
16.26 Only one attacking force may be involved in a particular combat. If the player has more than one force adjacent to a single enemy hex, only the active force may attack.
16.27 Units may not attack into hexes they could not normally enter. For example, land units may not attack across all-sea hex sides.
16.28 Once an attack has been declared, it must go through to its conclusion before any other game activities take place.
16.3 Parenthesized Combat Strength. Units with a parenthesized combat strength may only defend; they never attack.
16.4 Defending. All units in a hex must be attacked as one combined defense strength. The defender may never withhold any of his units from combat.
16.5 Multiple Attacks Against the Same Hex. A given hex may be attacked more than once per operations phase, by the same or different enemy forces, as long as each attack is conducted as a separate operation.
16.6 Revealing Units. The instant a combat is declared, the attacker and defender show each other their involved units.
[17.0] COMBAT PLANS & MATRICES
17.1 Selection of Markers. The attacker chooses only from among the markers listed as "Attack," while the defender chooses only from those listed as "Defense." Players knowingly choose their combat plan marker; they don't draw them at random. A player may not decline to select a marker, and a player may select no more than one marker per combat.
- Battle Plan Attack Markers: Skirmish, Linear, Assault, Maneuver
- Battle Plan Defense Markers: Withdraw, Stand, Entrench, Counter-Maneuver
- Siege Plan Attack Markers: Coup, Invest, Storm, Negotiate
- Siege Plan Defense Markers: Defiance, Hold, Sortie, Negotiate
17.2 Results. Outcomes for each Combat Matrix are listed below them on the Player Aid Card. Only if a result includes "Go to CRT" does the combat proceed to the Combat Results Table step (see below).
17.3 Siege/Battle. Attacks against fortresses must be resolved as sieges. Attacks against non-fortress hexes must be resolved as battles. Units in fortresses that attacking adjacent enemy units resolve combat according to the terrain in the defender's hex.
17.31 The attacker must have a siege army unit in his force in order to be able to select the invest combat plan marker for siege combat. He may use other unit types to employ other combat plan markers when resolving a siege. Otherwise, there are no restrictions on which types of units may conduct which types of combat. For example, a field army could attack a fortress using the storm combat plan.
17.4 Note players may not play certain types of battle plan markers when the defender is in particular type of terrain. The attacker's terrain has no bearing. See the Terrain Effects Chart.
[18.0] COMBAT RESULTS TABLE
18.1 For each combat that gets to this step, go through the following procedures.
- Determine the strength of the attacker and defender.
- Express the ratio of the attacker's strength to the defender's strength as combat odds.
- Select the appropriate column on the CRT based on those combat odds.
- Determine the number of shifts each player receives for leaders, terrain and the Battle or Siege matrices. Combine all those shifts to make one cumulative change to the odds column to use for the final combat resolution.
- Roll a die and cross index that result with the final CRT odds column. The combat result shown is applied immediately.
18.2 Determining Combat Odds
18.21 Combat odds are determined as follows:
- Total the combat strengths of all attacking units.
- Total the combat strengths of all defending units.
- Divide the attacker's total combat strength by the defender's total combat strength.
- If the attacker's strength is greater than the defender's, any remainders are rounded down, and that is the odds ratio used to determine the odds column on the CRT. Exception: if the odds are at least 1.5:1, but less than 2:1 use the 1.5:1 column.
- If the defender's combat strength is greater than the attacker's, round up any remainder.
For example, if the attacker has 14 combat strength points and the defender has 5, the combat odds would be 14 divided by 5, which equals 2.8:1. Drop the .8 remainder and you get final odds of 2:1.
For example, if the defender has 10 combat strength points and the attacker 6, the combat odds would be 1:1.67, which be rounds down to 1:2. (Printed as in source; the rounding word "rounds down" here is the source's own wording.)
18.22 Final odds less than 1:3 are treated as 1:3. Final odds greater than 4:1 are treated as 4:1.
18.3 Combat Shifts. Each player may get odds-shifts to apply to the preliminary combat odds for leaders and terrain. Positive shifts (those favoring the attacker) are to the right; negative shifts (those favoring the defender) are to the left. If both the attacker and defender have shifts, add all the shifts together and apply the total, which may be negative or positive. Remember, final combat odds may never be shifted above 4:1 or below 1:3.
- Leaders. The attacker and defender may each use one leader's leadership value per combat. The leadership value provides column shifts on the CRT. All leader counters also add their combat strength to the total combat strength of forces engaged in combat.
- Terrain. Certain types of terrain shift the odds used on the CRT.
- Battle/Siege Matrices. Certain outcomes on the Battle and Siege matrices will cause combat odds to be shifted one or two columns.
- Campaign Markers. Some campaign markers can be expended to shift the combat odds. For example, an attacking force has 10 combat strength points and a two-value leader. It attacks a defending force with a strength of 6 and a one-value leader. The starting combat ratio is therefore 1.5:1. Combat shifts are +2 for the attacker and –1 for the defender, for a total shift of +1. The final combat ratio is thus 2:1.
18.4 Application of Combat Results. Combat results are applied the instant they are generated. Combat results are applied in the order given under the particular result explanation. Combat results are listed below the CRT on the Player Aid Card.
18.41 Results applied against the attacker apply only to those units in the attacking force, not to non-participating units that may also be in the same hex.
18.42 Results applied against the defender apply to all units in the defending hex.
18.43 Retreat & Advance After Combat. Certain combat results call for one side to retreat or advance. Such advances and retreats are special forms of movement that take place without the expenditure of movement points. Retreats and advance after combat are explained in more detail on the Player Aid Card.
18.5 Famous Victory. Depending on the number of units on the losing side in a combat, players may gain or lose campaign markers and the BOPI may be shifted. That is explained below the CRT under the heading "Famous Victory." It applies only to battles resolved on the CRT.
[19.0] INHERENT GARRISONS
19.1 Inherent garrisons are controlled by the player who controls the state in which the fortress is located. If that state's control status changes, the player gaining control of it also gains control of all its inherent garrisons. An inherent garrison is friendly to all units on the same side. (See 6.6 for effects on other units in an inherently garrisoned hex when control changes.)
19.2 Defending. An inherent garrison may defend by itself. If other friendly units are in its fortress, add the strength of the inherent garrison to the hex's defense.
19.21 Any combat result, including those from both the combat matrices and the CRT, which would cause all units in a defending hex to be retreated or eliminated, also cause the destruction of the inherent garrison there. Place a garrison destroyed marker in such hexes. Enemy units may then enter the hex. If a combat result causes a choice of units to be destroyed, the owning player may select to eliminated the inherent garrison (or not), placing (or not placing) the marker appropriately.
19.22 Garrison Destroyed. Once a garrison destroyed marker has been placed in a hex, that inherent garrison is no longer in the hex. A garrison destroyed marker may be removed only if the player who controls the state occupies that hex with a combat unit and pays the appropriate mobilization cost. A player who occupies a fortress with a garrison destroyed marker, but who doesn't control that state, may not remove the marker. For example, a French unit occupies Middleburg (in Prussia) after having eliminated the inherent garrison there and advancing after combat. Prussia is Grand Alliance controlled. The French player may not remove the garrison destroyed marker unless he first gains control of Prussia.
19.23 Since garrisons may not attack, they are never affected by combat results inflicted on friendly units attacking out of their fortress.
19.3 Supply. An inherent garrison is always in supply. Note it may also qualify as a supply source (see rule 22.2).
19.4 There may never be more than one defending strength point of inherent garrison in any one hex at any one time. A player may, though, add one or more garrison unit counters to a hex with a friendly inherent garrison.
19.5 Garrison Unit Counters. Garrison units counters are treated as normal units. Note a player may mobilize garrison units of the nationality of a unit occupying a fortress even if the fortress is in an enemy controlled state. For example, a French unit occupies Middleburg (in Prussia) after having eliminated the inherent garrison and advancing after combat. The French player could mobilize a French garrison unit counter in the hex by paying the appropriate TP cost.
[20.0] SIEGE MARKERS
20.1 Siege markers are placed only as an outcome listed on the Siege Matrix. Place the siege marker atop the attacked fortress. Note only fortresses may be besieged; unfortified cities and other hexes may not be besieged.
20.2 There may never be more than one siege marker in any one hex at any one time. If a subsequent Siege Matrix outcome calls for another siege marker to be placed in a given hex, no second marker is placed. A player need not have placed a siege marker in order to be able to attack a fortress. The presence of a siege marker works to make an attack there easier and also limits the defender's capabilities.
20.3 Effects of Siege Markers. When a fortress has a siege marker on it, the following apply.
- Movement. Units may not enter or leave the hex, neither during an operation segment nor to retreat or advance after combat.
- Combat. A force attacking out of a besieged fortress suffers a one column shift to the left (in addition to other applicable shifts). A besieged hex does not get the –3 column shift for defense in fortress terrain.
- Retreat. A force defending in or attacking out of a besieged fortress treats a retreat result as elimination. Units occupying unbesieged fortresses ignore retreat results.
- Line of Supply. Units may not trace a line of supply into or out of a besieged fortress (see 22.2).
- Economic Center Hexes. Reduce any TP value of a besieged fortress to zero.
- Mobilization. A player may not mobilize units in a besieged fortress.
- Zones of Control. A besieged force loses its ZOC.
20.4 Removal of Siege Markers. Remove a siege marker the instant that: 1) All units defending in the hex are eliminated, retreated or otherwise removed from the fortress, including moving out of the fortress voluntarily; or 2) there are no enemy units adjacent to the fortress or; 3) the attacker decides to remove the marker. He may do so at any time.
20.41 Note that there may be situations in which units in adjacent fortresses may place each other under Siege. That represents actions happening beneath the scale of the game. Many of the fortresses on the map represent fortified zones, not just single fortresses; consequently, a siege in game terms sometimes represents several smaller operations using fortresses as bases and not an individual siege.
[21.0] NAVAL OPERATIONS
21.1 Fleets may only be placed in ports, coast or all-sea hexes. Fleets may never enter all-land hexes or cross all-land hex sides.
21.2 Fleet Operations. Fleets conduct operations in the same manner as land units. Fleets may attack enemy naval units in adjacent sea and coast hexes, and enemy land units on adjacent coastal hexes, but they may not attack enemy land units in all-land hexes. (Fleets can attack land units because they also represent marines.)
21.21 Optional Rules. Fleet units in coastal and port hexes may conduct pillage and enlightenment.
21.3 Fleet Movement Restrictions
21.31 Fleets block the movement of enemy fleets into their hexes.
21.32 Fleets in coast and port hexes block enemy land movement.
21.33 Fleets may move through enemy and neutral land units on coastal hexes, but fleets may not end their movement in such hexes.
21.34 Fleets may not advance or retreat after combat into hexes containing enemy fleet or land units.
21.4 Occupation. A fleet unit in a coast or port hex is considered to be occupying that hex for all game purposes.
21.41 Exception: a fleet must actually end its movement in a coast or port hex to count as a neutrality violation for major states; otherwise, a fleet may move through a neutral coast/port hex without triggering violation as long as it doesn't end its movement in a neutral hex.
21.5 Naval Transport. Land units may be transported by fleets. Both the fleet and the land force must start the operation segment in the same port or coast hex. The fleet picks up the land units and then moves. That is indicated by placing the land units under the fleet. Use the movement factor of the slowest naval unit in the force (not transported land unit) to determine the force's total movement allowance.
21.51 Embarking & Debarking Costs
21.511 There is no movement point cost to embark or debark land units if the fleet and land units are in a port hex.
21.512 It costs a fleet two additional movement points to embark or debark land units if in a non-port coast hex, including pillaged ports.
21.513 Capacity. Each Fleet unit may transport one land unit and/or one leader unit.
21.52 Movement. A force using naval transport uses the transporting fleet's march factor to determine the total movement points it has available for that move.
21.53 Debarking. At any point in a naval move, a land unit using naval transport may debark (exit the fleet) if it is on a coast or port hex. Place the land units on top of the fleet units to indicate that. The disembarked units may conduct no further movement that operations segment. The fleets may continue conducting their own movement.
21.531 Being transported is an activation of the transported and transporting units. The limit of one activation per operation phase without the use of forced march campaign markers applies.
21.54 A force may stay embarked on a fleet at the end of its transport movement.
21.6 Naval Interception by Frigate Fleets
21.61 During a fleet operation, an enemy port hex containing at least one frigate fleet may attempt to intercept the moving fleet if it moves within three hexes of its port. Only one interception may be attempted from each enemy port during each operation. The intercepting player rolls a die. On a roll of one to three, an interception occurs. The intercepting player moves the frigate fleets of his choice from that port to the intercepted fleet and a combat is fought with the intercepting force as the attacker. Surviving intercepting fleet units are returned to their original port.
21.7 Naval Combat
21.71 Fleets may attack adjacent enemy units, both in all-sea, coast and port hexes. Combat is conducted exactly like land combat.
21.72 Fleets may attack enemy land units located on adjacent port or coastal hexes. They may attack through an all-sea hex sides, or through a contiguous coastal hex side. Additionally, fleets on port or coast hexes may be attacked by enemy land units. Fleets on all-sea hexes may not be attacked by enemy land units on coast or port hexes. Note that a fleet in a coastal hex could not attack an adjacent all-land hex.
21.73 Combat Resolution. Naval combat is resolved exactly like land combat, including using Combat Plan markers and the CRT if called for. Attacks against coastal fortresses are resolved as sieges, against other hexes as battles.
21.74 If a fleet attacks into an all-sea hex, or is attacked in an all-sea hex, embarked land units don't count for combat. If, however, a transporting fleet is eliminated, its transported units are also eliminated. If a transporting fleet retreats or advances, its embarked land units also retreat or advance with it.
21.75 Amphibious Attack. Embarked land units on a fleet may conduct combat (as part of that fleet's force) only if that fleet is attacking a coast or port hex, or if the fleet is defending in a coast or port hex. The land units don't have to disembark to conduct such combat. The fleet plus transported land units could attack from an all-sea hex against a coast or port hex, or from a coast or port hex against an adjacent coast or port hex.
21.751 The transported land units remain embarked while making the amphibious assault. They may disembark only if their force receives a result that would allow an advance after combat, in which case they may disembark at no movement point cost and advance into the hex being attacked. Fleets may also advance after combat. Note that, unlike some wargames, the failure of an amphibious assault does not eliminate the assaulting land units; they simply remain embarked.
21.76 Fleets are affected by terrain shifts for combat when attacking coast or port hexes.
21.77 Fleets & Fortresses. Fleets occupying fortress hexes follow normal fortress rules.
21.8 Provisioning. Fleets must be provisioned like land units. Land units being transported by fleets must also be provisioned.
21.9 Naval movement around Denmark costs the number of movement points indicated on the map (seven). Units must have sufficient movement points remaining to complete the transit in order to initiate it.
21.10 Ports are coast hexes that have the port (anchor) symbol in them. Coastal fortress or city hexes that don't have the anchor symbol are not ports; they are simply treated as coast hexes.
[22.0] PROVISIONING & SUPPLY
Important Note: supplied provisioning is a specialized function of garrison units and inherent garrisons, it is not a function of fortress or other city hexes.
22.1 Procedure. The player pays the designated cost to provision each friendly unit on the map (see the Treasury Chart). Any unit not provisioned is eliminated.
22.11 Automatic Supply. Certain units need not be provisioned (the player pays no TP to provision them). Those units include: 1) leaders; 2) inherent fortress garrisons in unpillaged fortresses may; 3) garrison units that occupy an unpillaged fortress or city; 4) free corps units in their home country and; 5) neutral units. (Item 2 is printed as shown in the source.)
22.12 Supplied Provisioning. Units "in supply" are provisioned by paying the cost in TP. Those units include all those not indicated above as having automatic supply and: 1) are in the same hex as a friendly unpillaged, unbesieged and garrisoned fortress or; 2) that can trace a line of supply to a friendly garrisoned, unbesieged and unpillaged fortress. Note that any garrison in a fortress is termed a "garrisoned fortress" for purposes of supply provisioning. It may be an inherent garrison or a garrison unit. When counting lines of supply hex length, count from the units to be supplied to the hex from which they're getting their supply. Don't count the hex of the units being supplied; do count the hex containing the supply source.
22.13 Unsupplied Provisioning. Units "out of supply" are provisioned by paying triple the normal cost in TP. That includes all those units not indicated above as having automatic supply or supplied provisioning. Note what that means: a player can still provision a unit completely cut off from garrisoned fortresses by enemy units or prohibited terrain by paying triple the normal provisioning cost.
22.14 Allies. Units may use any friendly garrisoned fortress, not necessarily of their own state. For example, if France and Bavaria are allied, Bavarian units may use French garrisoned fortresses as supply sources.
22.2 Lines of Supply
22.21 A line of supply is a path of hexes traced from a unit to a friendly garrisoned fortress.
22.22 Land Units. The line of supply length for land units is limited as follows:
- A land unit in the same hex as a friendly garrisoned fortress is in supply.
- A land unit that can trace a line of supply no more than two land hexes in length to a friendly garrisoned fortress is in supply.
- A land unit that can trace a line of supply of up to four contiguous river/canal hexes to a friendly garrisoned fortress is in supply.
- A land unit in the same coast or port hex as a naval unit that can in turn trace a line of supply (see below) is in supply.
- A land unit that is being transported by a naval unit that can in turn trace a line of supply (see below) is in supply.
22.23 Naval Units. Line of supply length for naval units (and land units being transported by them) is as follows:
- A naval unit in the same port or coastal hex as a friendly garrisoned fortress is automatically in supply.
- A naval unit that can trace a line of supply of 30 contiguous all-sea and/or coast hexes to a friendly garrisoned fortress in a port or coast hex is in supply.
22.24 Transported Units. Units being transported by fleets must be provisioned normally.
22.3 Land Line of Supply Restrictions
22.31 A land line of supply may never enter a hex containing an enemy unit (land or naval) or prohibited terrain. It may not be traced through a neutral major state. It may be traced through empty neutral minor state hexes and through neutral units.
22.32 A land line of supply may never begin in or enter a hex containing mountains. Units in mountain hexes are automatically out of supply.
22.4 Naval Line of Supply Restrictions
22.41 A naval line of supply may never enter a hex containing an enemy naval unit (it may enter a coastal hex containing enemy land unit) or an all-land hex. It may be traced through neutral major or minor state coast hexes. It may be traced through neutral naval units.
22.42 A player may not combine naval and land lines of supply. For example, a unit could not trace a land line of supply to a port that contains a friendly fleet that in turn could trace a line of supply back to a friendly garrisoned port 10 hexes away.
22.5 Unprovisioned Units. Should a player be unable or unwilling to provision units, those units are eliminated. The owning player chooses which units are removed. A player doesn't have to provision units, even those that are within a line of supply should he desire to disband them.
22.51 If a fleet is to be eliminated owing to lack of provisioning, all units aboard it are also eliminated. Note, though, it makes more sense to first eliminate the units being transported by the fleet.
22.6 Neutral units don't need to be provisioned. They are not eliminated for lack of provisioning.
[23.0] DIPLOMACY
23.1 Procedure. A player initiates diplomacy in his own diplomacy segments.
- The active player designates which state he is targeting with diplomacy.
- The active player places face down in front of him any diplomacy campaign markers he will use for that diplomacy attempt (minimum of one).
- The inactive player places face down in front of him any diplomacy campaign markers he will expend to counter the diplomacy attempt (minimum of zero).
- Simultaneously reveal all diplomacy markers.
- Subtract the total of inactive player diplomacy marker values from the total of active player diplomacy marker values. That gives the diplomacy differential.
- Use the column on the Diplomacy Table corresponding to the diplomacy differential.
- Modify the column used by the number of shifts equal to those listed following the chart. Note those are column shifts, not die roll modifiers.
- Roll a die and immediately apply the result.
23.2 Diplomacy campaign markers are expended (returned to the pool) on being used.
23.3 A player may make any number of diplomacy attempts in a given diplomacy phase as long as he has diplomacy markers available.
23.4 The inactive player may "defend" friendly and neutral powers from enemy diplomacy attempts. He does so by expending diplomacy markers of his own, which works to reduce the diplomacy differential.
23.5 Diplomacy Value. Each diplomacy campaign marker has a diplomacy value of one, two or three.
23.6 Results. Diplomacy results are explained below the Diplomacy Table on the Player Aid Card. There are four types of results:
- Diplomacy: changes the control status of the targeted state.
- Espionage: allows a player to examine enemy campaign markers.
- Coup: causes the enemy to lose campaign markers.
- Reaction: causes players to lose or gain campaign markers and/or TP.
23.7 Restrictions
23.71 Players may never conduct diplomacy against the Ottoman Empire, Poland or Pomeranian Sweden.
23.8 Declarations of War. A player may declare war on a neutral State by expending diplomacy markers with a total value at least equal to the targeted state's political value. The Diplomacy Table is not used. This is done during the diplomacy phase in place of a diplomacy attack.
[24.0] TRAINING & UPGRADING UNITS
24.1 Training Procedure. Training occurs during the friendly treasury phase. The player must have at least one leader in the same hex as the unit. Expend the designated number of TP and flip one recruit unit in the hex to veteran status. The number of units trained may not exceed the leader's value. For example, a leader with a value of two could upgrade two units in a hex.
24.11 Only generals may upgrade land units. Only admirals may upgrade fleets. Engineers may not upgrade units.
24.2 Upgrading as a Result of Combat. Certain combat results will allow a player to upgrade participating recruit units to veteran status (see CRT explanations). That doesn't require use of a leader or an expenditure of TP.
24.3 Once upgraded to veteran, units may not be downgraded to recruits.
24.4 Only a unit with a veteran side may be upgraded.
[25.0] LEADERS
25.1 Types of Leaders. There are three types of leaders: 1) generals, who apply their leadership value to land movement and combats that include at least one land unit; 2) admirals, who apply their leadership value to naval movement and combats that include at least one fleet unit and; 3) engineers, who apply their leadership value to combats that involve an attack on, or defense of, a fortress. Engineers don't augment movement. Note, too, that generals and admirals may conduct sieges and battles, but engineer leaders may only conduct or defend against siege; otherwise their leadership value is considered to be zero.
25.2 Leadership Value. Each leader has a leadership value that's used for the following game functions.
25.21 Movement Bonus. A player may add the leadership value of any one general in a land force to its movement value. A player may add five times the leadership value of any one admiral in a naval force to that force's naval movement value. The leader must move with the force in question and may not be dropped off anywhere along the route.
25.22 Combat Bonus. A player may use the leadership rating of one leader in a force to shift the odds on the CRT in his favor. The attacker's leader provides positive (rightward) shifts; the defender's leader provides negative (leftward) shifts.
25.23 A friendly leader may apply his leadership value to any friendly force or hex he is with or in, including those of his own and allied states.
25.3 New leaders enter play in one of several ways.
- Initial Set Up. Scenario instructions list the starting leaders for that scenario.
- Random Events. Additional leaders may appear as a result of certain random events. Players don't pay recruiting costs for leaders who appear via random events.
25.4 Leader Elimination. A leader may be eliminated in the following ways.
- Random Events. Certain events will call for the removal of a friendly leader.
- Combat. Leaders are affected by combat normally and may be taken as losses.
25.41 Leaders who are eliminated in combat may never be replaced; they are permanently removed from play. Leaders eliminated by random events may come back into play if called for by a subsequent random event.
25.5 Provisioning. Leaders don't count for provisioning. They never need to be provisioned.
25.6 Generals/Admirals/Engineers. If both generals and admirals are involved in a combat in which a player has both fleet and land units, that player may choose which leader will apply his value. Note generals and admirals may apply their values to attacks and defense of fortresses they occupy (admirals if a coastal fortress).
25.7 Leaders are affected by all other game rules as if they were regular units.
[26.0] INTELLIGENCE & FOG OF WAR
26.1 Enemy Forces
26.11 A player may examine enemy units only at the instant of combat (see combat sequence), or as the result of diplomacy operations that provide espionage results or by playing an espionage campaign marker.
26.12 A player may examine an opponent's campaign markers or TP as the result of diplomacy operations that provide espionage results, or by playing an espionage campaign marker.
26.2 A player may always examine neutral and rebels units, as well as his own forces.
26.3 A player may voluntarily reveal the composition of his campaign markers and treasury at any time.
[27.0] PLAYER NEGOTIATIONS
27.1 Players may negotiate any of the following: 1) restore any state either controls, other than France or Austria, to neutrality; 2) transfer a minor state from one player's control to the other's control; 3) trade TP and/or campaign markers and; 4) any other agreements players find acceptable, as long as they don't violate any of game rules.
For example, players may agree to not attack each other's units for a turn, or to move forces out of a given state's territory.
27.2 Violating Agreements. Agreements should be in writing. If a written agreement is broken, the violating player loses all his campaign markers. The other player then rolls a die and receives that number of campaign markers.
[28.0] VICTORY CONDITIONS
28.1 Victory Points (VP)
28.11 Players receive VP for the following.
- Each Controlled Major State: twice the political Value (see State Control Chart).
- Each Controlled Minor State: 1 VP.
- Each Occupied Economic Center Hex: 1 VP (regardless of its TP value).
28.12 Procedure. Subtract the total VPs of the player with fewer points from the total of the player who has more VPs. The player who has more victory points is the winner, unless the difference is within the "Equilibrium" range. Compare the difference with the following chart:
| Difference in VP Totals | Level of Victory |
|---|---|
| 0-9 | Equilibrium: you have maintained the BOP. |
| 10-19 | Marginal Victory: your side has gained some prestige. |
| 20-29 | National Victory: your side has gained some border territories. |
| 30 or more | Continental Victory: your side no dominates Europe. (Printed as shown in the source.) |
28.2 Treaty. If both players agree, the game can end at any time. Check for victory at that time.
28.3 Balance of Power. If the BOPI goes higher than 12 in one player's favor, the game immediately comes to an end. Check for victory at that time. Note that need not be a good thing for the player the Balance of Power favors, as he might not be winning on the ground.
[29.0] ZONES OF CONTROL (ZOC)
29.1 Extent of Zones of Control
29.11 All belligerent units with a march factor of one or more have a ZOC. Garrisons (unit and inherent) don't have ZOCs.
29.12 Land unit ZOC don't extend into all-sea hexes or across all-sea hexsides.
29.13 Naval unit ZOC don't extend into all-land hexes or across all-land hexsides.
29.14 Land units being transported by naval units have no ZOC.
29.15 ZOC affect hexes containing enemy units. ZOC are negated by the presence of enemy units for purposes of tracing lines of supply and conducting retreats after combat.
29.2 Fortress Exceptions. Friendly ZOC never extend into fortresses occupied by enemy or neutral units. Units in a besieged fortress have no ZOC.
29.3 Neutrals units don't have ZOC. The instant a state becomes a belligerent, all of its units gain ZOC.
29.4 Movement Effects. A force must stop its movement when it enters an enemy ZOC. It may move no further in that operations segment.
29.41 A force may never move directly from one enemy ZOC to another enemy ZOC.
29.42 A force that starts an operations segment in an enemy ZOC may exit that ZOC as long as it does not move directly to another enemy ZOC. It may enter another enemy ZOC that same operations segment (at which time it would have to halt its movement for that segment) as long as it does so from a hex that doesn't contain any enemy ZOC.
29.5 Combat Effects
29.51 A unit is not forced to engage in combat simply because it is in an enemy ZOC.
29.52 A force may not retreat into an enemy ZOC unless that hex is also occupied by a friendly unit. If a force has no other choice but to retreat into an enemy ZOC, it is eliminated in place. Units may freely advance after combat through enemy ZOC, but not enemy units.
29.6 Supply Effects. Units may not trace a line of supply into a hex containing an enemy ZOC unless that hex is also occupied by a friendly unit.
Marlborough Scenarios
Scenario 1: The Blenheim Campaign
This scenario covers the year of the French-Bavarian threat to Vienna, Marlborough's march up the Rhine, and the decisive Battle of Blenheim. This is an introductory scenario.
1.0 Scenario Length. One game turn.
1.1 First (and only) Turn. 1704
2.0 Balance of Power. +6 Pro-Bourbon.
3.0 Neutrals. Set up first by the Grand Alliance player in following order.
3.1 Initial Control. Saxony, Denmark, Swiss Confederation, Venice, Italian States, Papal States, Barbary States.
3.3 Units
- Saxony: 1 garrison unit (in Leipzig).
- Denmark: 1 field army, 1 garrison unit (all in Copenhagen).
- Swiss Confederation: 2 veteran field armies, 2 garrison units (1 field army and one garrison unit on Berne and Zurich each).
- Venice: 1 veteran field army, 1 garrison unit, 1 veteran battle fleet (all in city of Venice).
- Italian States: 2 garrisons (1 per Economic Hex), 1 recruit battle fleet (on Genoa).
- Papal States: 1 veteran field army (in Rome), 1 garrison unit (in Ravenna).
- Barbary States: 4 garrison units (one per city), 1 recruit frigate fleet (on Algiers).
3.5 Leaders Available (but not deployed). None.
4.0 Rebels. None in this scenario.
5.0 Bourbons. Set up second by Bourbon player.
5.1 Initial Control. France, Spain, Bavaria, Hungary, Kingdom of the Two Sicilies, Milan, Spanish Netherlands.
5.2 Treasury Points. 50
5.3 Campaign Markers. Eight, picked at random.
5.4 Units
- French (at Strasbourg): Leader Tallard, 1 veteran field army, 1 recruit field army, 1 veteran siege army.
- French (at Ulm): 1 veteran field army, 1 veteran siege army.
- French (in France other than Strasbourg): Leaders Vauban, Vendome, Villars, Berwick, Villeroi, Orleans, 3 veteran field armies, 6 recruit field armies, 2 veteran siege armies, 3 recruit siege armies, 4 garrison units.
- French (on Nieuport, Ghent, Brussels, Namur, and Luxembourg [in the Spanish Netherlands] and Kehl, in the German States): 1 garrison unit each (6 total).
- French (on any French ports): Leader Toulouse, 1 veteran battle fleet, 1 recruit battle fleet, 1 veteran frigate.
- Spanish (anywhere in Spain, Milan, Kingdom of the Two Sicilies): 1 veteran field army, 3 recruit field armies, 1 recruit siege armies, 1 garrison.
- Spanish (on any Spanish ports): 1 recruit battle fleet, 1 recruit frigate.
- Bavarian (at Ulm): Leader Maximilian, 1 veteran field army, 1 recruit field army, 1 recruit siege army.
- Bavarian (anywhere in Bavaria): 1 garrison unit.
- Hungarian (anywhere in Hungary): Leader Rakoczy, 1 veteran free corps, 1 recruit field army.
- Spanish Netherlands: none.
- Milan: none.
- Kingdom of the Two Sicilies: none.
5.5 Leaders Available (but not deployed). None.
5.6 (Optional Rules) Enemy units held as Prisoners. None.
6.0 Grand Alliance. Set up third by the Grand Alliance player.
6.1 Initial Control. Austria, England, United Provinces, Prussia, Ireland, German States, Portugal, Savoy.
6.2 Treasury Points. 70.
6.3 Campaign Markers. Ten, picked at random.
6.4 Units
- Austrian (anywhere in Austria): Leaders Styrum, Reventlau, 1 veteran field army, 1 recruit field army, 1 veteran siege army, 1 recruit free corps, 2 garrison units.
- Austrian (one hex south of Ulm): Leader Eugene, 1 veteran field army, 1 veteran siege army.
- English (in the United Provinces): Leader Marlborough, 3 veteran field armies, 2 veteran siege armies.
- English (anywhere in England and/or Ireland): Leader Stanhope, 1 veteran field army, 1 recruit field army, 4 garrison units.
- English (on any English, Spanish, Portuguese, and/or United Province ports): Leaders Byng, Rooke, 3 veteran battle fleets, 2 veteran frigates.
- United Provinces (anywhere in the United Provinces, plus Antwerp and Liege [in the Spanish Netherlands]): 2 veteran field armies, 2 recruit field armies, 1 veteran siege army, 1 recruit siege army, 2 garrison units.
- United Provinces (on any United Province ports): 2 veteran battle fleets, 1 veteran frigate.
- Prussian (anywhere in Prussia): Leader Frederick, 2 veteran field armies, 1 veteran siege army, 1 garrison unit.
- German States (stacked with Marlborough in the United Provinces): 1 veteran field army, 1 recruit field army.
- German States (on Worms, in the German States): Leader Louis, 1 recruit field army, 1 recruit siege army.
- German States (on any German fortress): Leader Hanover.
- German States (on Bremen and Cologne): 1 garrison unit each (2 total).
- Portugal (anywhere in the Portugal): 1 recruit field army, 1 recruit siege army, 1 garrison unit.
- Portugal (on any Portugal ports): 1 recruit battle fleet.
- Savoy (anywhere in Savoy): Leader Victor, 2 recruit field armies.
- Ireland: none.
6.5 Leaders Available (but not deployed). Butler (English).
6.6 (Optional Rules) Enemy Units Held as Prisoners. None.
7.0 Markers
- 7.1 Siege. None.
- 7.2 Garrison Destroyed. Antwerp, Liege, Kehl, Ulm.
- 7.3 (Optional Rules) Pillage. None.
- 7.4 (Optional Rules) Enlightenment. One on Versailles.
8.0 Special Rules
- 8.1 The Bourbon player has the initiative on turn 1.
- 8.2 Skip the Random Events and Income/Expenditure Phases on turn 1.
- 8.3 Skip the Diplomacy Phase on turn 1.
Scenario 2: The Opening Guns
This scenario covers the first five years of the war.
1.0 Scenario Length. Five game turns.
1.1 First Turn. 1701
1.2 Last Turn. 1705
2.0 Balance of Power. +5 Pro-Bourbon.
3.0 Neutrals. Set up first by the Grand Alliance player in following order.
3.1 Initial Control. Saxony, Denmark, Swiss Confederation, Portugal, Venice, Italian States, Papal States, Barbary States.
3.2 Treasury Points. Not applicable.
3.3 Campaign Markers. Not applicable.
3.4 Units
- Saxony: 1 garrison unit (in Leipzig).
- Denmark: 1 garrison unit (in Copenhagen).
- Swiss Confederation: 2 veteran field armies, 2 garrison units (1 field army and one garrison unit on Berne and Zurich each).
- Venice: 1 veteran field army, 1 garrison unit, 1 veteran battle fleet (all in city of Venice).
- Italian States: 2 garrisons (1 per Economic Hex), 1 recruit battle fleet (on Genoa).
- Papal States: 1 veteran field army (in Rome), 1 garrison unit (in Ravenna).
- Barbary States: 4 garrison units (one per city), 1 recruit frigate fleet (on Algiers).
- Portugal): 1 recruit field army (on Lisbon), 1 garrison unit (on Oporto), 1 recruit battle fleet (on Lisbon). (The source line opens with an unmatched parenthesis; transcribed as printed.)
3.5 Leaders Available (but not deployed). None.
4.0 Rebels. None in this Scenario.
5.0 Grand Alliance. Set up second by the Grand Alliance player.
5.1 Initial Control. Austria, England, United Provinces, Prussia, Ireland, German States, Hungary.
5.2 Treasury Points. 50
5.3 Campaign Markers. Three picked at random.
5.4 Units
- Austrian (anywhere in Austria and/or Hungary): Leaders Eugene, Styrum, Reventlau, 2 veteran field armies, 2 recruit field armies, 1 veteran siege army, 1 recruit siege army, 1 veteran free corps, 3 garrison units.
- English (in England and/or Ireland): Leaders Marlborough, Stanhope, 3 veteran field armies, 1 recruit field army, 1 veteran siege army, 5 garrison units.
- English (on any English or Irish ports): Leaders Byng, Rooke, 2 veteran battle fleets, 1 recruit battle fleet, 2 veteran frigates.
- United Provinces (anywhere in the United Provinces plus Antwerp and Liege [Spanish Netherlands]): 2 veteran field armies, 1 recruit field army, 1 veteran siege army, 1 recruit siege army, 2 garrison units.
- United Provinces (on any United Province ports): 2 veteran battle fleets, 1 veteran frigate.
- Prussian (anywhere in Prussia): Leader Frederick, 1 veteran infantry, 1 veteran siege army, 1 garrison unit.
- German States (Koblenz): Leaders Louis, Hanover, 2 recruit field armies.
- German States (Bremen and Cologne): 1 garrison unit each.
- Hungarian (anywhere in Austria and/or Hungary): 1 veteran field army, 1 veteran free corps.
- Ireland: none.
5.5 Leaders Available (but not deployed). Butler (English), Rakoczy (Hungarian).
5.6 (Optional Rules) Enemy Units Held as Prisoners. None.
6.0 Bourbons. Set up third by the Bourbon player.
6.1 Initial Control. France, Spain, Bavaria, Savoy, Kingdom of the Two Sicilies, Milan, Spanish Netherlands.
6.2 Treasury Points. 60.
6.3 Campaign Markers. Five picked at random.
6.4 Units
- French (in France): Leaders Villars, Vendome, Berwick, Orleans, Tallard, Villeroi, 5 veteran field armies, 5 recruit field armies, 3 veteran siege armies, 3 recruit siege armies, 5 garrison units.
- French (on any French ports): Leader Toulouse, 1 veteran battle fleet, 1 recruit battle fleet, 2 veteran frigates.
- Spanish (anywhere in Spain, Milan, Kingdom of the Two Sicilies, plus Nieuport, Ghent, Brussels, Namur, and Luxembourg [in the Spanish Netherlands]): 1 veteran field army, 3 recruit field armies, 2 recruit siege armies, 2 garrison units (total).
- Spanish (on any Spanish ports): 2 recruit battle fleets, 1 recruit frigate.
- Bavarian (in Bavaria): Leader Maximilian, 1 veteran field army, 1 recruit field army, 1 recruit siege army, 1 garrison unit.
- Savoy (anywhere in Savoy): Leader Victor, 2 recruit field armies.
- Spanish Netherlands: none.
- Milan: none.
- Kingdom of the Two Sicilies: none.
6.5 Leaders Available (but not deployed). Vauban.
6.6 (Optional Rules) Enemy Units Held as Prisoners. None.
7.0 Markers
- 7.1 Siege. None.
- 7.2 Garrison Destroyed. Antwerp, Liege.
- 7.3 (Optional Rules) Pillage. None.
- 7.4 (Optional Rules) Enlightenment. One on Versailles.
8.0 Special Rules
- 8.1 The Bourbon player has the Initiative on turn 1.
- 8.2 Skip the Random Events and Income/Expenditure Phases on turn 1.
- 8.3 Campaign Late Start. On turn 1, units may only move by expending a Forced March marker. Exception: Forces composed entirely of French, Spanish, United Provinces and/or Austrian units are not affected by this rule.
Scenario 3: Ne Plus Ultra
This scenario covers the French defense against growing Grand Alliance ascendancy.
1.0 Scenario Length. Four game turns.
1.1 First Turn. 1709
1.2 Last turn. 1712
2.0 Balance of Power. +5 Pro-Grand Alliance.
3.0 Neutrals. Set up first by the Grand Alliance player in the following order.
3.1 Initial Control. Saxony, Denmark, Swiss Confederation, Venice, Italian States, Papal States, Barbary States.
3.2 Treasury Points. Not applicable.
3.3 Campaign Markers. Not applicable.
3.4 Units
- Saxony: 1 recruit field army (in Dresden), 1 garrison unit (in Leipzig).
- Denmark: 1 field army, 1 garrison unit (all in Copenhagen).
- Swiss Confederation: 2 veteran field armies, 2 garrison units (1 field army and one garrison unit on Berne and Zurich each).
- Venice: 1 veteran field army, 1 garrison unit, 1 veteran battle fleet (all in city of Venice).
- Italian States: 2 garrisons (1 per Economic Hex), 1 recruit battle fleet (on Genoa).
- Papal States: 1 veteran field army (in Rome), 1 garrison unit (in Ravenna).
- Barbary States: 4 garrison units (one per city), 1 recruit frigate fleet (on Algiers).
3.5 Leaders Available (but not deployed). None.
4.0 Rebels. None in this Scenario.
5.0 Bourbons. Set up second by Bourbon player.
5.1 Initial Control. France, Spain, Bavaria, Hungary, Kingdom of the Two Sicilies, Milan, Spanish Netherlands.
5.2 Treasury Points. 40
5.3 Campaign Markers. Ten picked at random.
5.4 Units
- French (in France other than Lille): Leaders Villars, Vendome, Berwick, Tallard, Villeroi, 5 veteran field armies, 3 recruit field armies, 4 veteran siege armies, 3 recruit siege armies, 5 garrisons.
- French (on Luxembourg [in the Spanish Netherlands] and Kehl [in the German States]): 1 recruit field army each (2 total).
- French (in Spain other than Gibraltar, Cartagena, Valencia, and Barcelona): Leader Orleans, 2 veteran field armies, 1 veteran siege army.
- French (on any French ports): Leader Toulouse, 1 recruit battle fleet, 2 veteran frigates.
- Spanish (in Spain and Kingdom of the Two Sicilies, other than Gibraltar, Cartagena, Valencia, Barcelona and Cagliari): 1 veteran field army, 2 recruit field armies, 1 veteran siege army, 1 recruit siege army, 2 garrison units.
- Spanish (on any Spanish ports other than Gibraltar, Valencia, and Barcelona): 1 recruit battle fleet, 1 recruit frigate.
- Bavarian: none.
- Hungarians (on any Hungarian hex not containing a fortress): Leader Rakoczy, 1 veteran free corps.
- Spanish Netherlands: none.
- Milan: none.
- Kingdom of the Two Sicilies: none.
5.5 Leaders Available (but not deployed). Maximilian (Bavarian). Vauban (French) is unavailable, having died in 1707.
5.6 (Optional Rules) Enemy Units Held as Prisoners. None.
6.0 Grand Alliance. Set up third by Grand Alliance player.
6.1 Initial Control. Austria, England, United Provinces, Prussia, Ireland, German States, Portugal, Savoy.
6.2 Treasury Points. 60
6.3 Campaign Markers. Eight picked at random.
6.4 Units
- Austrian (anywhere in Austria, Bavaria, German States, Hungary, Spanish Netherlands, Milan, and/or Savoy in hexes not occupied by enemy units): Leaders Eugene, Styrum, Reventlau, 3 veteran field armies, 3 recruit field armies, 1 veteran siege army, 1 recruit siege army, 1 veteran free corps, 6 garrison units.
- English (in the United Provinces and/or Spanish Netherlands except Luxembourg): Leader Marlborough, 3 veteran field armies, 2 veteran siege armies.
- English (anywhere in England and/or Ireland): 1 veteran field army, 1 recruit field army, 4 garrison units.
- English (in Gibraltar, Cartagena, Valencia, and/or Barcelona): Leader Stanhope, 1 veteran field army, 1 veteran siege army, 3 garrison units.
- English (on any English, Portuguese, and/or United Province ports, and/or Gibraltar, Valencia, Barcelona): Leaders Byng, Rooke, 3 veteran battle fleets, 2 veteran frigates.
- United Provinces (anywhere in the United Provinces and/or Spanish Netherlands except Luxembourg): 2 veteran field armies, 2 recruit field armies, 1 veteran siege army, 1 recruit siege army, 3 garrison units.
- United Provinces (on any United Province ports): 2 veteran battle fleets, 1 veteran frigate.
- Prussian (anywhere in the German states): 1 veteran field army.
- Prussian (anywhere in Prussia): Leader Frederick, 1 veteran field army, 1 veteran siege army, 1 garrison unit.
- German States (anywhere in the German States, Spanish Netherlands, and/or Bavaria except Kehl): Leaders Louis, Hanover, 2 recruit field armies, 1 recruit siege army, 2 garrison units.
- Portugal (anywhere in Portugal): 1 recruit field army, 1 garrison.
- Portugal (Cartagena, Valencia and/or Barcelona): 1 veteran field army, 1 recruit siege army.
- Portugal (on any Portugal ports): 1 recruit battle fleet, 1 recruit frigate.
- Savoy (anywhere in Savoy, Milan and/or Cagliari [Sardinia]): Leader Victor, 1 veteran field army, 1 recruit field army, 1 recruit siege army, 1 garrison unit.
6.5 Leaders Available (but not deployed). None.
6.6 (Optional Rules) Enemy Units Held as Prisoners. None.
7.0 Markers
- 7.1 Siege. None.
- 7.2 Garrison Destroyed. Lille, Nieuport, Ghent, Antwerp, Brussels, Namur, Liege, Kehl, Gibraltar, Valencia, Barcelona, Milan, Cagliari.
- 7.3 (Optional Rules) Pillage. None.
- 7.4 (Optional Rules) Enlightenment. One on Versailles.
8.0 Special Rules
- 8.1 The Grand Alliance player has the Initiative on turn 1.
- 8.2 Skip the Random Events and Income/Expenditure Phases on turn 1.
- 8.3 Note that while the Bourbons control the Spanish Netherlands, Bavaria, Milan and Hungary, they begin the game as Grand Alliance occupied (except the fortress of Luxembourg).
Scenario 4: The War of the Spanish Succession
This scenario covers the entire conflict. The players decide to start the game using any of the above scenarios, then play the game through to 1714.
1.0 Scenario Length. Variable, depending upon start year.
1.1 First Turn. Use starting year of scenario.
1.2 Last Turn. 1714
2.0 Balance of Power. Use starting balance of power from start year.
3.0 Neutrals. Use starting deployment from start year.
4.0 Rebels. Use starting deployment from start year.
5.0 Bourbons. Use starting deployment from start year.
6.0 Grand Alliance. Use starting deployment from start year.
7.0 Markers. Use starting deployment from start year.
8.0 Special Rules
- 8.1 Order of Deployment. Use special rules from start year.
- 8.2 Skip the Random Events and Income/Expenditure Phases on turn 1.
Optional Rules
The source prints these as "Optional Rules," with the note that they are suggested for use only with the Grand Design scenario (see 1.0 Introduction above).
[30.0] FREE CORPS
Free corps represent border troops and freebooters, an early form of independent light troops.
30.1 Special Effects of Free Corps. Free corps count as two field army units for purposes of Battle Matrix "FA" outcomes. They count as one unit for all other game functions.
[31.0] REBELS
There is a set of rebel units representing various factions that may be engaged in civil war.
31.1 Procedure. Rebel units may be placed as the result of the "Rebel" random event. They are placed by the player who is belligerent to the indicated state. Place them on any hexes in the state not occupied by non-rebel units, or in a fortress that has in it only an inherent garrison and no other units. Their placement eliminates the inherent garrison.
31.11 Rebels may be placed in a neutral state without triggering belligerency; however, if a player takes control of a rebel force (see 31.6), the country in which the rebels exist becomes a belligerent on the other side. That does not require a declaration of war. For example, Prussia is neutral. Rebel units are placed in Prussian territory. The Bourbon player later takes control of a rebel force. Prussia then immediately becomes Grand Alliance controlled.
31.1 Control of Rebel Units. (Numbered 31.1 in the source, as printed.) Rebel units are hostile to all players. All rebel units within the boundaries of a state are friendly to all other rebel units within that state.
31.3 Restrictions
31.33 Rebel units may never stack with non-rebel units.
31.34 Rebel units never need to be provisioned; they are in automatic supply.
31.35 Rebel units may not collect taxes.
31.36 Rebel units deny control of hexes they occupy to belligerents.
31.37 Rebel units may never cross borders, and if forced to retreat across a border are eliminated instead.
31.38 Stacking. The maximum number of rebel units that may be in a hex at any time: fortress = three; town = two; other = one.
31.4 Defending. If a rebel force is attacked, the player who is the enemy of the attacking force temporarily controls that force for combat. For example, the Bourbon player attacks a force of rebels in France. The Grand Alliance player would pick the Combat Matrix chit for the rebels. Note a player could attack rebel units that are rebelling against the enemy. For example, France could attack Austrian Rebel units within Austria.
31.5 Neutrality. If a country in which rebels exist becomes a neutral, the rebels remain on the map.
31.6 Controlling Rebels
31.61 A player may control a force of rebels (one stack) for one turn by expending diplomacy markers worth two or more. That is done during the operations phase. It doesn't require a die roll on the Diplomacy Table. The controlled rebel force may conduct an operation normally within the restrictions of 31.3. They may not attack across borders. Rebel forces may never conduct more than one operation per turn (no forced marching of rebels).
31.62 A player may only take control of rebel units in an enemy or neutral country; he may never control rebels in a friendly country.
[32.0] FORTRESS MARKERS
Players can build new fortresses by placing fortress markers on the map.
32.1 Procedure. A player may place a fortress marker on any friendly occupied city hex that doesn't already contain a fortress. Pay the appropriate TP cost.
32.2 Once placed, fortress markers are permanent features and are treated as fortress printed on the map. Exception: fortress markers don't have inherent garrisons.
[33.0] INCREASING TAXES
A player may attempt to increase the number of TP he gains via taxation by using the Increasing Taxes Table. Increasing taxes is done per state controlled by the player; the player may decide to attempt to raise taxes with some, none or all of the states he controls.
33.1 Procedure. The player declares he's increasing taxes. He rolls a die for each state in which he's increasing taxes on the Increasing Taxes Table, then immediately applies the result to all hexes occupied by units of that state. VERY IMPORTANT: increasing taxes is done for all hexes occupied by units of that state. For example, a player controlling France, who declares France will pay increased taxes, must apply the results to all hexes occupied by French units. Hexes within France occupied by non-French units would not be affected unless he also controlled those non-French units and declared they would be increasing taxes.
33.2 A player chooses to raise taxes for each state individually.
33.3 If a player occupies a hex with units from more than one friendly controlled state, he must declare which state will (or won't) be raising taxes in that hex. If one of the occupying units is of the hex's original state, only that state may increase taxes there.
[34.0] PRISONERS OF WAR
Units that have been eliminated in land combat may be returned to play as prisoners of war.
34.1 Procedure. Whenever a unit is eliminated in a land combat, roll a die for it. On a one through four, a leader becomes a prisoner. On a one or two, a non-leader unit becomes a prisoner. Inherent garrisons never become prisoners, and the player does not roll for them.
34.2 Prisoner units are held off map by the capturing player. They have no effect on play and need not be provisioned. Note prisoner units are not available to be mobilized.
34.3 Prisoner Exchanges. Players may exchange prisoners under any terms they desire (exchange for other prisoner units, TP, etc.), as long as it doesn't violate any game rules. Returned prisoners are placed on any hex both players agree to that contains at least one other unit of the prisoners' nationality.
[35.0] PILLAGE
Players may pillage a hex in order to destroy its treasury value, its ability to participate in supply, and to gain additional TP.
35.1 Procedure. Pillage is conducted during the operations phase. A force that has just completed an operation may declare "Pillage" and roll on the Pillage Table. Place a pillage marker in the hex. A force may move then pillage, or move, attack, then Pillage. Effects of pillage are listed below the Pillage Table.
35.2 Restrictions. A force must have at least one unit with an unparenthesized combat strength and a march factor of one or more in order to be able to conduct pillage. A force may not conduct pillage if it is in: 1) a hex that already contains a pillage marker or; 2) is in an all-sea hex.
35.21 Belligerency. A force may pillage a hex in friendly and enemy states. A force may not pillage a neutral hex; the player would have to first declare war.
35.3 Duration of Pillage. A player may remove a pillage marker during any friendly recruiting phase. He must have at least one friendly unit in the hex. The player expends the number of TP indicated on the Treasury Points Chart and removes the marker.
35.4 Removing a pillage marker restores the hex to normal function.
[36.0] ENLIGHTENMENT
Players place enlightenment markers on the map to give them advantages in picking campaign markers.
36.1 Enlightenment markers are placed during the enlightenment phase. The player: 1) indicates a fortress or other city hex occupied by at least one friendly unit; 2) expends the indicated number of TP; 3) rolls a die and; 4) implements the result.
36.2 Restrictions
36.21 Enlightenment markers may not be placed in hexes containing other enlightenment or pillage markers.
36.3 Control of Enlightenment Markers
36.31 An enlightenment marker is controlled by whichever player has units in the same hex. If no units are in the hex, then no player controls it.
36.32 An enlightenment marker has no nationality per se. Should another player gain control of the hex, then he gains the benefits of the enlightenment marker.
36.4 Effect of Enlightenment Markers. For each enlightenment marker a player controls, he may select (instead of choosing at random) one of the campaign markers per treasury phase that he would get through purchase or free draw based on political value of controlled states. The player can sort through the pool to determine which campaign markers he wants.
36.5 Destruction of Enlightenment Markers. Once placed on the map, an enlightenment marker may be removed only by a successful pillaging of the hex.
[37.0] EXPERIMENTAL LEADER RULES
Players can appoint leaders as supreme commanders for a battle to determine the enemy's Combat Matrix pick, and use subordinate leaders to further modify the CRT odds column.
37.1 Supreme Commanders & Subordinate Leaders in Battle. At the instant the attacker declares a combat, both the attacker and defender pick one of the leaders in their own force (if any) to be their supreme commander; the other leaders in the force are subordinate commanders. Picks are made in secret. If a player has no leaders, he has no supreme commander.
37.2 Combat Matrix Pick. Add the following to the procedure for picking Combat Matrix markers: prior to picking, each player rolls a die and adds that result to the leader value of the supreme commander for that battle. If one side's total is at least three more than the other's, the side with the lower total must show his matrix marker pick first, after which the player with the higher total may choose his marker. That is, marker picks are not simultaneous if one side rolls a total of three or more than the other. If one player doesn't have a leader, add his die roll to zero. If neither side rolls 3 or more than the other, then pick markers simultaneously.
37.3 Combat Odds Determination. The supreme commander applies his full leader value to obtain shifts on the CRT. In addition, players may add the leader values of all subordinate leaders in the force with a value of two or more by modifying them as follows: subtract one from the leader value of all subordinate leaders. The total number of leaders involved in a battle may not, however, exceed the total number of non-leader units. For example, a player has a force of three units and two leaders, one with a value of three and the other with a value of two. He designates the one with the value of three as supreme commander. His total number of shifts is +4 [3 + (2-1)]. If the player had only one unit in the force, he could not have used the two value leader's modified value.
Player Aids, Charts & Tables
The source's Player Aids section. Chart values that the source prints only in the separate charts-and-tables eRules are not in this text; see the note at the end of this section.
4.0 Balance of Power Summary Table
Shift the Balance of Power Index (BOPI) for the following at the instant a player wins a "Famous Victory" (see the CRT): +1 or +2 in that player's favor.
During the Balance of Power Phase:
- Both players total the political values of all the major states they control, then also add one point for each minor state they control.
- Subtract the total of the player with the lesser amount from that of the player with the higher amount.
- Shift the BOPI the number of spaces equal to that difference in the direction favoring the player with the higher total. If both player's totals are the same, there is no change.
10.0 Treasury Charts
10.0/a Treasury Points Gained Summary. Treasury Points Gained During the Taxation Sub-Phase for Occupying:
- Amsterdam: 12
- London: 9
- Venice: 6
- Every other economic center: 3
The point awards above are for occupying friendly hexes; those point totals are halved (remainders rounded down) if the occupied economic centers are enemy.
Optional Rules: pillaged and/or besieged hexes provide no treasury points.
10.0/b Unit Costs Table (printed as "10.0 O/b Unit Costs Table" in the source)
| Unit Type | Cost to Mobilize | Placement | Cost to Provision(1) | Cost to Train(2) |
|---|---|---|---|---|
| Siege Army | 3 | Friendly Fortress or City | 1 | 1 |
| Field Army | 2 | Friendly Fortress or City | 1 | 1 |
| Garrison | 1 | Friendly Fortress or City | 1/0(3) | Not Allowed |
| Free Corps | 1 | Friendly Fortress or City | 1/0(4) | 1 |
| Battle Fleet | 9 | Next Year in Friendly Port | 2 |
10.0/c Marker Costs Table
| Marker Type & Action | Cost | Takes Place In |
|---|---|---|
| Pick Campaign Marker | 3 | Not Applicable |
| Place a Pillaged Marker | See rule 35.0 | See Rule 35.0 |
| Remove Garrison Destroyed Mkr | 1 | Friendly Fortress |
| Place Fortress Marker | 10 | Friendly City |
| Place Enlightenment Marker | 10 & see rule 36.0 | Friendly City |
| Remove Pillaged Marker | 2xTP value if the hex has a TP value; one TP for other hexes | Any Pillaged Hex |
Note: all costs in both tables above are given in terms of Treasury Points (TP).
Superscript Notes:
- Triple these costs for units out of supply.
- To convert a recruit unit to a veteran, you must utilize a leader; see 24.0.
- Zero if occupying a fortress or city.
- Zero if in a home country.
- Received as a result of scenario instructions or random events.
15.0/a March Summary Table
The total movement capability of a force is equal to:
- the movement factor of slowest unit in it, plus;
- the leadership value of one leader in it (five times the leadership value of an admiral when calculating for fleet movement).
If a forced march, roll a die and eliminate one unit if one is the result (see 14.33).
17.0 Combat Matrices
17.0/a Battle Matrix. Cross-index the defender's plan (columns) with the attacker's plan (rows).
| Attacker Plans \ Defender Plans | Withdraw | Stand | Entrench | Counter-Maneuver |
|---|---|---|---|---|
| Skirmish | DW | FA Elim* | Go to CRT –1 | Go to CRT |
| Linear | DW | Go to CRT | Go to CRT –1 | FA CRT/NE |
| Assault | FA Elim* | E1/Go to CRT | Go to CRT –2 | Go to CRT +1 |
| Maneuver | FA CRT/NE | Go to CRT +1 | Go to CRT +2 | Go to CRT -2 |
Optional Rules: *In these cases, free corps units count as twice as many field army strength points.
17.0/b Siege Matrix. Cross-index the defender's plan (columns) with the attacker's plan (rows).
| Attacker Plans \ Defender Plans | Defiance | Hold | Sortie | Negotiate |
|---|---|---|---|---|
| Coup | Go to CRT -1 | No Effect | No Effect | Leader HW |
| Invest* | SM | SM | Go to CRT | SM |
| Storm | Go to CRT -2 | Go to CRT | Go to CRT +2 | Go to CRT +1 |
| Pillage | - | - | - | - |
| Negotiate | NO Effect | No Effect | Go to CRT –1 | HW |
Note: *The attacker must have at least one involved siege army in order to choose invest. (The "Pillage" row is printed in the source matrix with no results; the plan list in 17.1 does not include a Pillage marker. Transcribed as printed.)
17.0/a & 17.0/b Result Explanations
- +1: Shift the odds of that combat one column right, cumulative with all other applicable shifts.
- +2: Shift the odds of that combat two columns right, cumulative with all other applicable shifts.
- -1: Shift the odds of that combat one column left, cumulative with all other applicable shifts.
- -2: Shift the odds of that combat two columns left, cumulative with all other applicable shifts.
- E1/Go to CRT: Each player loses one unit (his own choice), then go to the CRT.
- FA CRT/NE: The player who has more field army or battle fleet strength points may choose to go to the CRT or take an "NE" result. If both players have the same amount of field army or battle fleet strength points (or none), the attacker chooses.
- FA Elim: If one player has more field army or battle fleet strength points, the player with fewer such points must eliminate one unit (his choice). If both players have the same amount of such strength points (or none), treat as NE.
- DW: Defender Withdraws (retreats after combat) one hex. See CRT notes below. Attacker may advance after combat.
- Go to CRT: Resolve the combat on the CRT.
- HW (Honors of War): The defending player moves all defending units into any non-besieged friendly occupied fortress within two hexes (his choice). Simply pick up the units and place them in the fortress. If no such fortress exists, the defender moves all involved units into any adjacent hex. That hex may not contain prohibited terrain or be occupied by an enemy or neutral unit. If no such hex is available, the units are simply eliminated in place. Defending garrisons and units with zero march ability are always eliminated in place. All units in the attacking force may advance into the attacked fortress.
18.6 Combat Results Table
Final Combat Odds Ratios (columns) by die roll (rows).
| Die Roll | ≤1:3 | 1:2 | 1:1 | 1.5:1 | 2:1 | 3:1 | 4:1≥ |
|---|---|---|---|---|---|---|---|
| 1 | AZ | AZ | AA | AA | BB | BB | BB |
| 2 | AZ | AZ | AA | BB | BB | DD | DD |
| 3 | AZ | AA | BB | BB | DD | DD | DD |
Combat Odds Column Shifts Summary
- + (right): attacker leader value (one leader maximum).
- - (left): defender leader value (one leader maximum).
- +1 (right): attacker War Commissioner marker (one maximum, may not combine with leader).
- -1 (left): defender War Commissioner marker (one maximum, may not combine with leader).
- - (left): terrain defensive value.
- +/- (left or right): shifts for results from Battle or Siege Matrices.
- Siege Marker: 1) negates fortress defensive shift and; 2) a force inside a besieged fortress receives a one-left odds shift when it attacks an enemy force.
CRT Results Explanations
AZ: Attacker Annihilated
- Eliminate all attacking units.
- Defender may advance after combat.
- Defender upgrades one unit from recruit to veteran.
- Check for "Famous Victory."
AA: Attacker Defeated
- Eliminate units equaling at least half the total involved attacking strength points.
- Attacking force retreats one hex.
- Defender may advance after combat.
- Defender upgrades one unit from recruit to veteran.
- Check for "Famous Victory."
BB: Bloodbath
- Eliminate units equaling at least half of the smaller force's strength point total.
- Eliminate opposing units at least equal to that same number of strength points.
- No retreat or advance after combat.
- Don't check for "Famous Victory."
DD: Defender Defeated.
- Eliminate units equaling at least half of the defending strength points.
- Defending force retreats one hex.
- Attacker may advance after combat.
- Attacker upgrades one unit from recruit to veteran.
- Check for "Famous Victory."
DZ: Defender Annihilated.
- Eliminate all defending units.
- Attacker may advance after combat.
- Attacker upgrades one unit from recruit to veteran.
- Check for "Famous Victory."
Famous Victory. Depending on the number of units (excluding leaders and garrisons) in the losing force (total number before any losses), the following occur:
- 1 unit: no further effects.
- 2, 3 or 4 units: (1) Shift the BOPI one space in the winner's favor. (2) The defeated player loses a campaign marker. (3) The winning player gains a campaign marker.
- 5 or more units: (1) Shift the BOPI two spaces in the winner's favor. (2) The defeated player loses two campaign markers. (3) The winner gains two campaign markers.
CRT Notes
- Results are applied in the order given.
- Eliminating Units. The owning player chooses which units will be lost if there is a choice. When extracting losses, always use the printed strength of units. A player may eliminate a unit (or units) with a higher strength point value than called for in place of another unit(s). Veteran units may not be reduced to recruit status in order to extract losses.
- Leaders use their printed combat strength (not leader value) for loss determination.
- Retreats. A force that retreats must be moved one hex by the controlling player, as follows.
- All units in a force must retreat together. A player may not divide a retreating force. EXCEPTION: If a force consists of both naval and land units, and it would be impossible for them to retreat into the same hex, all the naval and all the land units retreat separately.
- Units may not retreat into any of the following: a) a hex occupied by enemy or neutral units; b) terrain it could not normally enter; c) across an impassable hexside; d) into a neutral major power's territory; e) into Poland, the Ottoman Empire or Pomeranian Sweden.
- If there is no allowable hex into which to retreat, the force is eliminated in place.
- Garrisons and units with zero march ability may not retreat; they are eliminated.
- Fortresses: (a) Units in a fortress with no siege marker ignore retreat results. (b) Units in a fortress with a siege marker treat retreat results as eliminations.
- Advance After Combat. A force that can advance after combat may be moved, at the owning player's option, into the hex formerly occupied by the enemy force:
- A player may divide an advancing force; some, none or all units in a force may advance.
- Units may not advance into any of the following: a) a hex occupied by enemy units [which might happen if the defender had the option to advance]; b) terrain it could not normally enter.
- Units with zero march ability and/or parenthesized combat strengths may not advance after combat.
23.0 Diplomacy Table
Diplomacy Differentials (columns) by die roll (rows).
| Die Roll | ≤0 | 1 | 2 | 3 | 4 | 5≥ |
|---|---|---|---|---|---|---|
| 1 | R1 | R1 | R1 | R1 | R2 | R2 |
| 2 | NE | NE | NE | R1 | R1 | R1 |
| 3 | NE | NE | NE | D1 | D1 | D1 |
| 4 | NE | NE | D1 |
Diplomacy Strength Modifiers. All are cumulative, and the numbers are added to the total the phasing player's diplomacy strength; they are not die roll modifiers or column shifters.
- +?: Phasing player's diplomacy strength.
- -?: Non-phasing player's diplomacy strength.
- -?: A twice-targeted state's political value (see the State Control Chart). (The source's "-?" marks are printed as shown; the third modifier, as corrected in the Errata above, reads "Twice the targeted state's political value.")
- +1: BOP favors the phasing player.
- -1: BoP favors the non-phasing player.
- +1: The phasing player occupies the capital of the targeted major power.
- +1: The phasing player occupies at least 51 percent of the cities (of all types) of the targeted state.
- +1: The phasing player controls Spain and is making a diplomacy attack against the Kingdom of the Two Sicilies, Milan or the Spanish Netherlands.
- -1: The phasing player doesn't control Spain and is making a diplomacy attack against the Kingdom of the Two Sicilies, Milan or the Spanish Netherlands.
- +1: The phasing player controls England and is making a diplomacy attack against Ireland.
- -1: The phasing player doesn't control Austria and is making a diplomacy attack against Hungary.
- -1: The phasing player controls England and is making a diplomacy attack against France.
- -1: The phasing player controls France and is making a diplomacy attack against England.
Diplomacy Table Results
- NE: No Effect.
- D1: Espionage. The phasing player may immediately examine: 1) all enemy units in the targeted country or; 2) the non-phasing player's treasury total or; 3) all his campaign markers.
- D2: The phasing player implements one of the following. (1) Espionage (as above) or; (2) Coup. The enemy player must return one campaign marker (chosen at random) to the pool or; (3) Diplomacy. Shift the control of the targeted state one space (Belligerent to Neutral, or Neutral to Friendly).
- D3: The phasing player implements one of the following. (1) Espionage (as above) or; (2) Coup (as above) or; (3) Defection. Shift control of the targeted state to friendly control, regardless of its original status.
- R1: Minor Reaction. The non-phasing player immediately gains two treasury points or picks a campaign marker (his choice).
- R2: Major Reaction. The non-phasing player immediately gains four treasury points or picks two campaign markers (his choice).
Regardless of other outcomes, return all involved diplomacy markers to the pool.
32.0 Increasing Taxes Table
A separate die roll is made for each major power.
| Die Roll | Result |
|---|---|
| 1 | Tax Rebellion |
| 2 | Tax Protest |
| 3 | Taxes x 1 |
| 4 | Taxes x 2 |
| 5 | Taxes x 2 |
| 6 | Taxes x 2 |
- Tax Rebellion: 1) no taxes are received for hexes occupied by that major power's forces this turn and; 2) the player must eliminate one unit in each friendly occupied hex that has a treasury value of three or more.
- Tax Protest: the player receives 50 percent of the normal taxes for hexes occupied by that major power this turn. (Total the number; multiply it by 0.5; retain remainders.)
- Taxes x 1: The player receives the normal taxes for occupied hexes this turn.
- Taxes x 2: The player receives double the normal taxes for occupied hexes this turn.
- Note: a player receives only 50 percent of the treasury point value for non-controlled states. The multiples above would be cut in half for such hexes.
35.0 Pillage Table
| Die Roll | Result |
|---|---|
| 1 | No Effect |
| 2 | Troops Lose Discipline |
| 3 | Pillage |
| 4 | Pillage |
| 5 | Pillage |
| 6 | Pillage & Resistance |
| 7 | Pillage & Troops Lose Discipline |
Die Roll Modifier: +1: one or more free corps are in the pillaging force (maximum of +1).
Pillage Table Results
- Pillage: place a pillage marker in the hex and implement the effects of pillage.
- Resistance: eliminate one of the pillaging units (owner's choice). If using the optional Rebellion rules: the enemy player places a rebel unit in the hex. The pillaging force is retreated to an adjacent hex (use normal retreat rules).
- Troops Lose Discipline: The player must reduce any one veteran unit in the pillaging force to recruit status, or eliminate any one recruit unit, or eliminate any one other unit type (his choice).
The instant a pillage result occurs, implement the following.
- Place a pillaged marker in the hex.
- If the hex is an economic center, the pillaging player receives three TP. If it's a city or fortress that's not an economic center, the pillaging player receives one TP. For other hexes, the player receives no TP.
- Remove any enlightenment marker in the hex.
- The enemy player picks a campaign marker.
- If the hex contains a fortress or city of any type, shift the BOPI one space in favor of the non-pillaging player.
As long as the Pillage marker is in the hex, the following remain in effect:
- The hex's TP value is reduced to zero.
- Any port capability in the hex is lost.
- The hex may not be used as a supply source.
- No enlightenment marker may be placed in the hex.
- To remove a pillage marker, see 35.3.
12.6 Campaign Marker Explanations
- Coronation of Holy Roman Emperor. May only be played if the player occupies at least four of the following: Berlin, Cologne, Dresden, Frankfurt, Hanover, Munich and/or Prague. Play during the diplomacy phase in place of another action. Roll a die and receive that number of campaign markers, and shift the BOPI one space in your favor. Once played, this marker is permanently removed from the game.
- Coronation of King of Spain. May only be played if the player occupies Madrid. Play during the diplomacy phase in place of another action. Roll a die and receive that number of campaign markers, and shift the BOPI one space in your favor. Once played, this marker is permanently removed from the game.
- Diplomacy. Play during the diplomacy phase. 1) Each diplomacy marker adds its value to the your diplomacy total for one diplomacy attempt (as either attacker or defender). See the diplomacy rule 9.0. 2) It may also be used to declare war; see 6.4. 3) Diplomacy markers worth two or more may be expended to control a rebel force for one operation; see 30.6.
- Forced March. Allows a player to conduct an operation (move and attack) with a phasing force an additional time in the same phase (must roll a die; on a result of one, the force loses one unit to attrition).
- Leviathan. The player may reroll any one die roll. This marker must be played immediately after the die roll that is to be rerolled by it.
- Revenue. Play during the friendly treasury phase. Roll a die; the player receives that number of TP.
- Veterans Rally. Play during the friendly mobilization segment. You may place one friendly veteran land unit on any hex in its own state that is not occupied by an enemy or neutral unit. That unit costs no TP to mobilize.
- War Commissioner. Play during the friendly operations phase. May be used to: 1) increase by one the movement factor of any one land force; or 2) increase by five the movement factor of any one naval force or; 3) provide a one column left or right CRT odds shift for any one combat resolution. A War Commissioner marker may not be combined with a friendly leader in the same movement or combat.
Charts not in this text. The source's separate charts-and-tables eRules file is not in the download this transcription used, and the Drive listing has no copy. The following are therefore not reproduced: the Terrain Effects Chart (movement point costs per terrain, stacking limits, terrain combat shifts and the fortress -3 defensive shift), the State Control Chart (the state list with political values and starting control status), the Balance of Power Chart, and the Random Events (Events) Table with its numbered events. The Expenditure Chart's unit and marker costs and the Campaign Chart's marker timings are printed above in 10.0/b, 10.0/c and 12.6. Rules that refer to the missing charts (for example 6.1, 9.1, 17.4 and 25.1, and the Terrain Effects Chart references in 2.12, 13.11 and 15.1) are transcribed as printed; the chart values they depend on are unavailable here.