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The Napoleonic Wars (First Edition)

The Napoleonic Wars Rulebook

Table of Contents

Table of Contents

  • 2. Game Components
    • 2.1 Inventory
    • 2.2 Playing Pieces
  • 3. Glossary
  • 4. Prepare to Play
    • 4.1 Pieces
    • 4.2 Control Chart
    • 4.3 Powers
    • 4.4 Initial Hands
    • 4.5 Mulligans
  • 5. Sequence of Play
    • 5.1 Impulses
    • 5.2 Preemptive Impulse
    • 5.3 Proxy Card Play
    • 5.4 Pass Impulse
    • 5.5 End of Impulses
    • 5.6 Attrition
    • 5.7 Conquests
    • 5.8 Peace Die Roll
    • 5.9 Interphase
  • 6. Cards
    • 6.1 Events
    • 6.2 Home Cards
    • 6.3 Command Points (CPs)
    • 6.4 Pact Proxy Impulses
    • 6.5 Hand Integrity
  • 7. Builds
    • 7.1 Units
    • 7.2 Leaders
    • 7.3 Squadrons
    • 7.4 Flags
    • 7.5 Proxy Builds
    • 7.6 Foreign Wars
    • 7.7 Regroup
  • 8. Diplomacy
    • 8.1 Diplomatic Track
    • 8.2 Ally Status
    • 8.3 Camps
    • 8.4 Foreign Wars and Clients
    • 8.5 Prussian Neutrality
    • 8.6 Negotiations
    • 8.7 Proxy Pact Camp Status
    • 8.8 Subject Neutrals
  • 9. Movement
    • 9.1 Overview
    • 9.2 Stacking
    • 9.3 Entrance
    • 9.4 Attrition
    • 9.5 Restrictions
    • 9.6 Multiple Leaders
    • 9.7 Army Groups
    • 9.8 Entering Battle
  • 10. Interception & Evasion
    • 10.1 Interception
    • 10.2 Evasion
    • 10.3 Sequence
  • 11. Battle
    • 11.1 Battle Events
    • 11.2 Battle Dice
    • 11.3 Casualty Resolution
    • 11.4 Retreats
    • 11.5 Rout
    • 11.6 Overrun
    • 11.7 Flag Overrun
  • 12. Fortresses
    • 12.1 Overview
    • 12.2 Siege
    • 12.3 Siege Resolution
    • 12.4 Movement Effects
  • 13. Naval Affairs
    • 13.1 Fleets
    • 13.2 Grand Fleets
    • 13.3 Interception and Evasion
    • 13.4 Naval Combat
    • 13.5 Port Naval Battles
    • 13.6 Convoys
    • 13.7 Amphibious Assault
    • 13.8 Fortified Straits
    • 13.9 Port Loss
  • 14. Interphase
    • 14.1 Camps
    • 14.2 Reinforcements
    • 14.3 Resume Play
  • 15. Conquest & Submission
    • 15.1 Conquest
    • 15.2 Ceded Duchies
    • 15.3 Foreign Wars
    • 15.4 Submission
    • 15.5 Reparations
  • 16. Resources
    • 16.1 Reserves
    • 16.2 Usage
    • 16.3 Victory
  • 17. Special Rules
    • 17.1 Russian Winter
    • 17.2 Point of Omission
    • 17.3 1813 Scenario
  • Credits

2. Game Components

2.1 Inventory

The game contains:

  • one 22” x 34” map
  • four sets of die-cut playing pieces
  • one Control Chart/Setup Sheet
  • one Battleground Chart
  • 110 cards
  • these rules and a Campaign booklet
  • 8 plastic stands and six six-sided dice

2.2 Playing Pieces

UNITS: Each round piece represents one, two or four Units. The illustrations are just another indication of the strength of the piece: infantry indicates 1 Unit, cavalry 2, and artillery 4. Pieces make “change” at any time by substituting smaller denominations or replacing several pieces with a stronger piece of equal Unit strength within the limits of available pieces. There are also a few 6- and 8-strength pieces to ease stacking. These should be added only after removing an equal number of Units from the pool of 1-, 2- and 4-strength pieces. The 6- and 8-strength pieces can not move or evade without an appropriate leader (used only to facilitate stacking; requires appropriate leadership to move).

Those pieces with a name under the illustration start in that named space, although you may substitute any piece of equal value if preferred. Pieces without a name may be built later. The pieces provided are an absolute limit. No more may be created for any purpose.

SQUADRONS: Each oblong, rectangular ship piece is a Squadron. The front side (depicted under sail) is used when at sea. The back side (depicted at anchor) is used when in Port. The cannon number is the amount of dice it throws in combat. The sail number is the modifier to its interception and evasion dice rolls. The name (if any) on the piece is its starting location. If the name is on the front side, the Squadron begins at sea. If it is on the backside, it begins in Port.

LEADERS: Each square piece represents a general with the specialized support elements of his Army (there is a matching oblong piece for every leader). A leader who is the Commander of an Army Group is placed on the “Holding Box” of his nation’s Setup card along with all the Armies in his Army Group. His oblong marker is then inserted into a plastic base to stand upright and is placed alone on the map to represent the entire Army Group. Leaders that start on board have their initial locations printed beneath the encased number. The encased number is the leader’s Command Rating and CP cost; the unencased number is his Battle Rating; his initial location, turn of availability, and event build requirement are also printed on the piece. The back side of all 5/8” leader pieces is a one strength Unit (9.6).

FLAGS: A hexagonal piece is placed on the map to show a nation’s Control of a Duchy it did not own at the start of play. French Flags are on the back of all other nations’ Flags. Note the color-coded abbreviation beneath each French Flag which identifies the nations’ Flag on its reverse side. The number of Flags for each nation is listed in brackets: France: blue [87]; Britain: red [B 17]; Russia: green [R 15]; Prussia: black [P 14]; Austria: gray [A 17]; Spain: brown [Sp 7]; Denmark: orange [D 5]; Sweden: light blue [Sw 5]; Ottoman Turks: yellow [T 7].

NATIONALITY COLORS: There are nine sets of colored pieces – each representing a different nationality: France, Austria, Britain, Russia, Prussia, Spain, Denmark, Ottoman Turks, Sweden.

3. Glossary

All Capitalized terms used in the rules are defined here. Initial readers may wish to skim this section for familiarity only, and refer to it as needed when reading the appropriate rules section.

Active: The nation currently taking its Impulse (5.1).

Adjacent: Duchies directly connected by solid or dashed lines, sea Zones which share the same boundary, sea Zones and Ports which share an Anchor symbol.

Allies: Multiple nations in the same Camp, or a Power and Proxy sharing Pact status (8.2).

Army: A leader with or without additional leaders/Units of the same nationality (or those of a Pact Minor Ally) up to that leader’s Command Rating in the same Duchy. Forces of more than one Allied Power may not be in the same Army. Extra Units in the same Duchy must defend with the Army, but are not an Army and may not attack/move with it (9.1). Example: Assume Prussia is in the Imperial Camp, as is Spain who is a Pact Ally of France. A French leader could form an Army made up of French and/or Spanish (France's allied Minor Pact) Units, but not Prussian Units. Prussia is France's ally, but not a Minor. A Prussian leader could not have Spanish Units in its Army, because Spain is not directly tied to Prussia by Pact.

Army Group: Two or more friendly Armies under the same Commander occupying the same Duchy or moving together. An Army Group can be composed of any number of allied Armies and its Commander is the leader of one of those Armies (but see 9.1). The Commander is placed on the map in a plastic stand to represent the entire Army Group. The rest of the pieces (leaders and Units) are placed in an Army Group Holding Box on the Commander’s nationality Setup card, or in one of the map’s Army Group Holding Boxes (9.7).

Attrition: An occurrence requiring a number of die rolls equal to the Unit strength of all affected Forces (Flags are unaffected if the cause of Attrition is movement-induced). Each “6” die roll causes an elimination (9.4 and 6.17; French exception: 9.45). Example: A 4-Unit piece (artillery) rolls four times and loses one of its four Units for each “6” it rolls.

Battle Rating: A leader’s unencased number (1 to 4) which favorably modifies intercept/evade attempts and provides that many battle dice if that leader is the Commander (2.2).

Besieger: Besiegers are Formations occupying an Uncontrolled Fortress Duchy – even if they do not actually engage in a Siege attack (12).

Blockade: The status of a Fleet in Control of a Zone over Ports in that Zone (13.35).

Camp: A group of nations whose members are considered to be mutually Allied. Nations in one Camp are at war with nations in the other Camp. A Power’s Consul, or a Proxy’s “+1 CP” marker, is placed in the appropriate Camp box on the Control Chart to show membership. A Player Power may only leave a Camp by Conquest or Submission, by voluntarily changing Camps during the Interphase (8.3), or by a 7 CP-Declaration of War during an Impulse (8.33). Proxies leave a Camp only by Conquest, forced Submission (15.42) or play of a Pact-breaking event (8.21).

Client: Any nation whose Consul is in the Friend, Aide, Partner, or Pact space of a Power’s row on the Diplomatic Track is a Client of that Power. A nation whose “+1 Consul” is Unaligned is not a Power’s Client. Keys gained or lost by a Power’s Clients are included in a Power’s point total at the end of play (8.23).

Command Points (CPs): The circled number atop a card, spent by the Active nation to build or move Forces and Squadrons, or to affect Consuls on the Diplomatic Track and to end Foreign Wars (6.3).

Command Rating: A Commander’s encased number (4, 6, or 8) is his Army’s maximum total Unit strength (excluding himself or other subordinate Army Commanders) (9.1).

Commander: The leader within a Formation whose ratings are used for battle, interception, evasion, and to co-ordinate the movement of an Army (or Army Group). Only one leader’s ratings may be used per Duchy. A Formation’s Commander can only change during the Impulse of a new Commander’s nation or when another leader enters (or is placed in) the Formation’s Duchy (by any means) (9.7).

Consul: A marker representing a Proxy’s diplomatic corps. The space the Consul occupies on the Control Chart indicates a Proxy’s current status or the Camp of a Player Power (4.2).

Control: A nation’s ownership of a Duchy or Sea Zone. Control is shown as follows:

  • Duchies: Having its Flag in the Duchy. If not Flagged, the original owner of that Duchy (shown by its color) Controls it. The presence of an Enemy Formation negates Control of a non-fortified Duchy, but the Enemy does not Control it until they Flag it (7.4).
  • Zones: Having its Fleet at sea in a Zone containing no Enemy Fleet. Allied or Neutral Fleets may also be present (13.35).

Convoy: Naval transport of Formations. No Fleet is required (13.6).

Deployment: Interphase strategic movement of an Army, Convoy or Fleet (14.23).

Diplomatic Track: The display on the Control Chart where the shifting loyalties of Proxy nations are recorded. The space a Consul occupies in a Power’s row identifies the relationship between the Consul’s nation and that Power (8.1).

Duchy: A land space whose type is indicated by its shape and color. All Duchies compose the nation indicated by the color of its bottom half regardless of type (Home, Associate, Ceded, etc.). The different types of Duchies include:

  • Associate: A Duchy space with two different colored halves. A Duchy that is half-white and half a nation’s color is an Associate of the nation of the non-white color. Control of this Duchy at the start of play is indicated by the color of its bottom half. See also Dual Associate below. Example: Lisbon is a British Associate. Only Britain could build there, and only if it is not currently Flagged by another nation.
  • Capital: A Home Duchy with a checkered border is a Capital. Control of an Enemy Capital during the Interphase triggers possible conquest (15.1). Example: London is a Capital.
  • Ceded: A Duchy awarded by Conquest or Submission and so marked by a Flag and side record. A Ceded Duchy belongs to the nation to which it was ceded until it is flagged by a member of the opposing Camp. A conqueror may not treat a Ceded Duchy as other than a Controlled enemy Duchy for any purpose other than a repeated Conquest resolution (8.83).
  • Dual Associate: An Associate Duchy with colors of two Powers. Control of this Duchy at the start of play is indicated by the color of its bottom half (7.43). Example: Warsaw is a Prussian and French Associate but starts under Prussian Control. A French Flag must be placed on it before France Controls it.
  • Enemy (Duchy): A Duchy in enemy color or Flagged by an Enemy Nation not currently occupied by Forces belonging to you or your Allies.
  • Fortress: A 16-sided Duchy. A Fortress is also a Key. It has an inherent Siege strength (2 or 4) listed beside it (12). Example: Gibraltar is a Fortress with a Siege strength of 4.
  • Friendly (Duchy): A Duchy Controlled by you (or an Ally) not occupied by enemy Formations. Fortresses are an exception: see “Duchy, Uncontrolled”.
  • Home: A Duchy totally matching the color of its nationality. Example: Gibraltar, London and Kent are all British Home Duchies.
  • Key: Any non-circular Duchy. Control of Keys earns points (used to assess victory) and the cards with which to begin a new Turn (5.81).
  • Port: A naval facility in a Duchy, represented by an anchor symbol at sea in a Zone. The Duchy can be occupied by a Fleet and is Adjacent to the Zone containing the anchor symbol. If the anchor symbol straddles a Zone border, its Duchy is Adjacent to both Zones (13.32). Example: Kent has a Port. Cornwall has a two-Zone Port. Corsica has a one-Zone Port. A Port in an Uncontrolled Duchy may be used for Fleets and Convoys by the nation (and its Allies) whose Flag is in the Duchy (13.62).
  • Uncontrolled (Duchy): A Duchy, the Control of which is negated by the presence of an enemy Formation, but which is not yet Flagged by that enemy. An Uncontrolled Fortress is considered Friendly to a nation whose Flag (or original color if unflagged) is in the Fortress and Uncontrolled to its Besieger (12.1).

Flag: A hexagonal piece representing an inherent garrison placed on the map to show a nation’s Control of a Duchy. No Flag is placed if a Duchy is Controlled by the nation which Controlled it at the start of play, but is considered to be inherently present (although it cannot be used to satisfy Attrition losses).

Fleet: One or more Squadrons of the same nation (or a Power and its Pact Minor Allies) stacked in the same Port or Zone (13.1).

Forces: Units, leaders and Flags. Squadrons are not Forces.

Foreign War: An event card labeled as such inside the brown title bar atop it (6.13, 7.6, 8.4). Foreign War cards may require the commitment of pieces offboard to that card until such time as the event is ended by conquest (for Ottoman Turkey), or rolling a “6” during an Impulse “end war” attempt.

Formation: One or more Units and/or leaders in one stack. Each Unit not part of an Army, each Army not part of an Army Group, and each Army Group is a separate Formation and should be stacked separately. Flags or Squadrons are not Formations. There may be more than one Formation in the same Duchy. Units not part of an Army may be physically stacked together to save space, but are always treated as if each were a separate Formation. All Formations in the same Duchy may defend together, but may only move, attack, intercept, or evade with the other pieces in their Formation. In general, when an event requires the removal of one Formation you remove a single Unit or Leader – which may be taken from a larger Formation. When an event allows movement of a Formation, you may move a Unit, a Leader, an Army, or an Army Group – a Formation of any size (9.1).

Fractions: On Battle Events, round in favor of the player playing the card. French Attrition losses are always rounded up (9.45).

Grace Period: The time during which a Subject Neutral may not declare war on its Conqueror and vice versa (15.24).

Grand Fleet: A Grand Fleet is a stack of allied Fleets of different nationalities not tied directly by Pact and commanded by the Squadron of a Power at the top of the stack (13.2). Minor Squadrons can be part of a Grand Fleet only if part of a Fleet of a Power with which it has a Pact.

Guerre de Course: A French Home Card event; see Offboard Fleets on the Battleground chart.

Halved: See Fractions above.

Hand: All of the cards a nation drew that it has not yet played (4.4).

Home Card: The card(s) of each nation bearing its Flag and nationality color. Home Cards are always added to a nation’s Hand after it completes the Draw process (4.4, 14.31). Home Cards can never be drawn from your Hand and are never considered part of a nation’s minimum or maximum Hand size (6.2).

Impulse: A nation’s required play of a card as dictated by the Order of Movement on the Movement Track (5.1). A nation with no playable cards remaining may or may not be Active but still takes a Scheduled Impulse (for example, it can still make a Siege attempt) (5.4).

Maneuver: Spent by the Active Nation to move Squadrons or Fleets to or from a Port or to an Adjacent Sea Zone, Refit a Squadron, or to Patrol (attempt interception in the same Sea Zone) during its own Impulse. Each CP spent buys two Maneuvers (13).

Minor Nations: Ottoman Turks, Spain, Sweden, and Denmark.

Movement Track: A display on the map indicating the sequence (left-to-right) in which nations perform various game functions, most notably Impulses.

Movement Track Order: A sequence in which various game functions are performed – always starting with France and ending with Denmark as per the Movement Track display (from left to right). Note the difference from Order of Movement (5.1).

Mulligan: At the start of every Turn, in Order of Movement, each Nation may discard its entire Hand (excluding Home Cards and those left over from the previous Turn) and replace it, drawing one less card (4.5).

Neutral: A nation not at war with either Camp. A Subject Neutral is a previously conquered or Submitted nation that is currently Neutral (8.8). A nation whose Consul has Unaligned, Friend, Aide, or Partner status on the Diplomatic Track is Neutral (8.1).

Neutral Client: A nation whose Consul has Friend, Aide, or Partner status on a Power’s row of the Diplomatic Track is its Neutral Client (8.32).

Order of Movement: A sequence in which nations take their scheduled Impulses, unless preempted, or perform various game functions – always starting with the next Scheduled Impulse, not necessarily France. Note the difference from Movement Track Order.

Overrun: Complete elimination of either side in a battle or its subsequent retreat (11.6).

Pact: An alliance created when a Proxy’s Consul has reached Pact status on a Power’s row of the Diplomatic Track. The Proxy becomes a Pact Ally of that Power. The Power’s player may play the cards of that Proxy, build and move its pieces, conduct diplomacy for it, and treat its Duchies as Friendly (6.16, 8.2).

Patrol: An attempt to intercept by an Active Fleet (13.3).

Patron: Any Power with a Proxy’s Consul on the Friend, Aide, Partner or Pact space of its row on the Diplomatic Track is that Proxy’s Patron.

Peace: A “sudden death” ending of the game occuring after any Turn with a modified Peace die roll greater than or equal to “6” (5.8).

Player Power: A Power played directly by a player – as opposed to a Proxy played by a Power through diplomatic means (4.3).

Power: France, Britain, Russia, Austria and Prussia (4.3).

Proxy: Any nation not played by its own player at start (5.3). There are three states for a Proxy in terms of Camp status: Unaligned, Neutral Client (Friend, Aide or Partner), and Ally (Pact). Prussia is a Proxy in games with less than five players and is the only Power that can ever be a Proxy.

Refit: The temporary condition of a Squadron rebuilt from Regroup or newly built. Place a Refit marker on the Squadron to note this status. A Squadron under Refit is considered a Squadron for all purposes, except it may not voluntarily sail and has its cannon number reduced by one. A Squadron under Refit may remove the Refit marker in any Friendly Port by spending one Maneuver in an Impulse or Interphase subsequent to the Impulse or Naval Build Phase in which the marker was placed (5.62, 6.13, 7.7).

Regroup: A map display where pieces returning from resolved Foreign War cards or other events are placed pending purchase for return to play at a cost of 1 CP per Unit or Squadron (7.7).

Resource: A nation’s reserve with special capabilities (16).

Round: A rotation of the Movement Track, completed each time Denmark has its Scheduled Impulse (regardless of which nation started the Turn; 17.1). Battles and Sieges are also resolved in terms of battle Rounds in which each participant rolls battle dice to determine a victor (11.32, 12.3).

Scheduled Impulse: The point in the Order of Movement when a nation becomes Active (excluding preemption). A nation with no playable cards remaining cannot be preempted and may or may not be Active, but still takes a Scheduled Impulse for purposes of choosing whether or not to Siege, play a Resource, or just resolve the passage of time required for the effects of certain events.

Siege: An attack upon a Fortress. A Siege is required to place a Flag in an Enemy Fortress Duchy. A nation does not spend CPs to Siege (12.2).

Squadron: A single oblong ship piece is a Squadron (2.2). All stacked allied Squadrons in the same Zone or Port form a Fleet or Grand Fleet (13.1, 13.2). A Squadron under Refit is considered a functioning Squadron for most purposes. A Squadron under a Build marker is not considered a Squadron for any purpose. Squadrons with multiple Refit or Naval Build markers (6.13, 7.7) can only remove one Refit marker per Impulse/Interphase or one Build marker per Interphase.

Subject Neutral: A nation that has been conquered or Submits (8.8). A Subject Neutral is a form of Neutrality which precludes war between that nation and its conqueror during a one-Turn Grace Period, and allows its conqueror (and current Camp) free passage within its borders as long as that nation remains Subject Neutral. Even after the Grace Period expires, a Subject Neutral remains such until it joins a Camp (15.24).

Submit: A negotiated surrender. A Player Power which Submits gains Subject Neutral status (15.4). A Proxy forced to Submit is conquered (15.42).

Turn: One of five potential periods in which nations receive new Hands and, in Order of Movement, alternate play of their cards during Scheduled or preemptive Impulses. A Turn lasts until the last nation with a playable card finishes an Impulse (5).

Unaligned: A column on the Diplomatic Track that is considered common to all Powers. A Consul in the Unaligned column is no Power’s Client.

Unit: The measure of strength of a round piece representing troops (2.2). Infantry equals 1 Unit, cavalry 2 Units, and artillery 4 Units. A leader also has a strength of one Unit for purposes of Attrition, Deployment, battle dice (when not using its Battle Rating), calculating nationality bonus (11.21) and fulfilling battle losses (2.2). Flags have a strength of one Unit only for purposes of non-movement-induced Attrition and determination of which nation has more Forces in a nation for Submission purposes (15.4).

Zone: Each of the 15 blue sea areas.

4. Prepare to Play

4.1 Pieces

The starting locations of all Forces and Squadrons are listed on their respective pieces if they begin in play, on the back of the Control Chart, and on their nation’s respective Setup card. Place each nation’s initial pieces in their indicated starting positions, flip the Setup card to its Army Group side and place it at the map edge of the corresponding color.

4.2 Control Chart

Place the following markers on the Control Chart:

  1. the Turn marker in the 1805 section of the Turn Track.
  2. the Consul of each Minor on the section of the Diplomatic Track listing its name.
  3. the Prussian Consul in the Unaligned column if there are four players or less. The Prussian Consul is placed on the Prussian setup card if there is a fifth player.
  4. the British, Austrian and Russian Consuls in the Coalition Camp. Place the French Consul and Spanish “+1 CP” marker in the Imperial Camp.
  5. the Impulse marker on the first (French) section of the map’s Movement Track.
  6. the Resource marker for one of the nations under each Player’s control on the “1” space of the Resource Track.
  7. the Key marker of each nation where indicated on the Key Control Track.
  8. the Impulse Round marker on the leftmost space (0) of the Key Control Track.

4.3 Powers

Two to five people may play. Minors (and Prussia if less than five players) are run by whoever commands the Power to which they become allied by Pact on the Diplomatic Track.

4.31 DETERMINE ROLES: In the two-player version, if both players want the same Camp, they bid a number of Units they are willing to forfeit in order to command it. The winning bidder removes the Units he bid from any Power he directs before play begins. With three or more players, roll dice to determine who plays which Power(s).

  1. Four or less Players: Prussia is a Proxy.
  2. Three Players: One person plays both Russia and Austria; neither is a Proxy and each nation’s Hand is played separately.
  3. Two Players: One person plays Britain, Russia and Austria with separate Hands for each. None of them are Proxies.

4.4 Initial Hands

The eleven colored Home Cards are placed face-up at their owner’s respective board edge. Shuffle the other cards and deal them face down to each nation to form Hands as follows:

  • 6: France
  • 4: Austria, Britain
  • 3: Russia, Prussia
  • 2: Ottoman Turks, Spain
  • 1: Sweden, Denmark

All remaining cards form a Draw pile near the map.

4.41 MULTIPLE HANDS: Players with the Hands of more than one nation must keep them separate. They may Mulligan (4.5) with any or all of them, but must limit their inspection and the Mulligan decision to the Order of Movement. Example: At game start, the French player may not inspect the Spanish Hand until after making the Mulligan decision with the French.

4.5 Mulligans

Inspect your Hand. If you decide not to keep it, replace your entire Hand (except Home Cards but regardless of content or Minimum Hand Size) by drawing one less card. Nations may start a Turn with less than Minimum Hand Size due to Mulligans.

4.51 MULTIPLE MULLIGANS: You may discard and redraw your Hand again and again, replacing it with one less freshly drawn card each time, but must do so before the next player opts to Mulligan or not. Discards are placed face-up in a discard pile near the map with only the top one visible.

5. Sequence of Play

The game is played in five or less Turns, each representing two years. Each Turn includes numerous Rounds of card Impulses. If there is another Turn, an Interphase will follow to prepare for the next Turn.

  1. Impulse Rounds (5.1-5.52)
  2. Attrition & Naval Build Phase (5.6-5.62)
  3. Conquest Phase (5.7, 15.1)
  4. Peace Phase (5.8-5.82)
  5. Interphase (5.9, 14)
    • A. Change Camps Phase (14.1-14.14)
    • B. Reinforcement & Deployment Phase (14.2-14.24)
    • C. Card Draw Phase (14.3-14.33)

5.1 Impulses

Each nation, in Order of Movement, becomes Active, plays a card, and advances the Impulse marker on the Movement Track one space to the right. Each nation’s Active opportunity is called an Impulse.

The played card either causes its event or allows that nation to take certain actions. Unless expending a Resource (16.2), every nation must play a playable card during its Scheduled Impulse if it has one. [Note: Neutral Proxy Home Cards are not playable until directed by a player.]

When Denmark, the last scheduled nation to move in each Round regardless of which nation took the first Impulse of the Turn, has played or passed, the Impulse marker returns to France at the start of the Track.

5.11 ONE-CARD IMPULSES: The Active nation may usually play only one card per Impulse. An event allowing the draw and play of another card in the same Impulse (such as the Holy Mother Russia event) counts as the continuation of play of the event card and not as another card played.

5.12 PLUS CARDS: One card with a “+” symbol at the top can be played during a nation’s Impulse, regardless of other non-“+” cards played. Such multiple plays need not be pre-declared and can occur in any order with the “+” card played first or second. You could even use part of a card’s CPs, play a second card as an event, and then play the remaining CPs from the first card. However, a nation may never play two “+” cards during an Impulse (except as Battle and/or Response events; see 6.14 and 11.1) even if the “+” function of the second card is not used as such. Playing a Resource (16.2) is considered the play of a “+” card.

5.2 Preemptive Impulse

After the first Round of 1805, the Order of Movement may be preempted by the nation with the most playable cards (including unplayed Home Cards). Insert the “Preemption” marker in a stand and place it on the Movement Track in the space of the nation with Preempt ability until that ability is lost. If several nations tie for the most unplayed cards, none can preempt. A nation may not preempt if doing so gives it consecutive Impulses (even over the span of two Turns). After preemption is resolved, play returns to the preempted nation. The preempted nation cannot be interrupted again until it completes its Scheduled Impulse. A nation without playable cards cannot be preempted (even during a Siege or play of a Resource).

5.21 OPPORTUNITY: Before taking his Scheduled Impulse, the next player should ask the player with the Preemption option if he wishes to interrupt. Once the scheduled player has revealed his intended card play, it is too late to interrupt unless he has failed to cue the preemption opportunity.

5.22 POINT OF PREEMPTION: Preemption occurs only between Impulses – not during them. The act of using a Resource (16.2), which is considered a “+” card, to draw a card is an Impulse action and that Impulse does not end until the player uses or declines the other half of the “+” play option.

This sequence continues until only one nation has an unplayed card(s) remaining (5.5). The Turn will end after that nation takes its Impulse. Played and discarded cards are placed face up offboard in the discard pile and cannot be inspected beyond the top card.

5.23 FORFEITURE OF SCHEDULED IMPULSE: It is possible to preempt a nation which then uses or loses all remaining cards before its Scheduled Impulse. If this results in the preempting nation having two consecutive Impulses, it must forfeit its Scheduled Impulse (including any Siege attempt or Resource play) in favor of the next nation on the Movement Track (since taking consecutive Impulses is never allowed).

5.3 Proxy Card Play

Proxy plays are selected by the player whose Power has Pact status with that Proxy. If a Proxy is not in Pact status, its card is drawn randomly from its Hand as required by the scheduled Order of Movement.

5.31 RED CARDS: A Neutral Proxy’s cards are used only to build Forces (7.5) unless the card is red (the CP number has a red, instead of a gold, background). A Neutral Proxy drawing a red card must play it as an event.

5.32 PROXY HOME CARD: A Proxy cannot use its Home Card unless currently directed by a player. A player can direct a Proxy (and select its card plays) without having Pact status only per 8.32.

5.4 Pass Impulse

A nation without a playable card may not be preempted. The Impulse marker advances to the next nation on the Movement Track. However, that nation may still resolve a Siege (12.2) and/or play a Resource (16.2).

5.5 End of Impulses

After Denmark plays or passes, the Movement Track has completed a Round and the Impulse marker returns to the French space. Advance the Round marker one space to the right on the Key Control Track. This sequence continues until only one Nation has unplayed playable card(s) remaining. The Turn will end after that Nation takes its Impulse. Then begin the Attrition Phase (5.6). If the last nation to play has cards remaining, those cards are retained until the next Turn (14.31•3).

5.51 EXTENDED TURN: What appears to be the last Impulse of a Turn could result in another nation receiving a card, such as Parliament, or a Proxy's unplayable Home Card becoming playable because it has become directed by a player, thus extending the Turn to that nation’s next Impulse.

5.52 EARLY WINTER: The Turn could end early with a successful Early Winter (16.2•2) die roll.

5.6 Attrition

Formations in Uncontrolled Duchies now suffer Attrition. A surviving Formation then places its Flag (or removes an opposing one) in every unfortified, Uncontrolled Duchy. If a multinational Army Group occupies the Duchy, the Commander places the Flag. If there is no Commander of multinational Forces, the nation with Forces in that Duchy listed next in Order of Movement places the Flag.

5.61 PORTS: Should Attrition cause a Port to change Control, enemy Squadrons therein would be forced to sea and subject to interception as if it were an Impulse. (13.9)

5.62 NAVAL BUILDS: Flip any Naval Build marker to its Refit side. Upon payment of a Maneuver during a subsequent Impulse (or the Reinforcement Phase; 14.21), the Refit marker is removed and the Squadron is ready to sail at full strength.

5.7 Conquests

Potential conquests are resolved (15.1). Formations in Duchies that become Uncontrolled only after Conquest resolution now undergo Attrition (5.6).

5.8 Peace Die Roll

The game ends on a Peace die roll greater than or equal to “6”. Each player, in Order of Movement, may add or subtract one to/from the upcoming Peace die roll once this Turn by reducing the Hand replenishment of a specific Power he commands for the next Turn by one card. A Peace die roll is then made. A Power due only a minimum draw (14.32) in the next Turn may not influence the Peace die roll. A Proxy Power may never influence the Peace die roll. Each player can spend only one card regardless of the number of Powers controlled.

Example: In a two-player game, if Austria were next in Order of Movement, the Coalition player could spend an Austrian card, or a Russian card, or wait to see what France does, before deciding to spend a British card.

5.81 VICTORY: The number of Keys Controlled by each nation is indicated on the Key Control Track. As nations lose or gain Keys, their Key markers move left or right on the Track accordingly. A player gains a point for each Key gained and loses a point for each Key lost by his Power and its combined Clients. At game end, each player also gains a point for each surviving Minor Pact and Resource he has. The player with the most points (not necessarily the player with the most Keys) wins. Ties are won in reverse Movement Track Order.

Example: If France has 14 Keys, they would have one point since France starts with 13 Keys. Any other player with one point would win the tie, since France is the first nation on the Movement Track.

5.82 AUTOMATIC PEACE: Regardless of the Peace die roll or the game Turn, the game ends (after conquest resolution, 15.2) if France is conquered or Submits. It also ends at the end of any Conquest phase (5.7) in which either Britain or Russia is a Subject Neutral and France has six or more points. Victory is always determined by points as per 5.81 regardless of the condition that causes the game to end.

5.9 Interphase

Conduct an Interphase (14) to prepare for the next Turn. After the Interphase, all Fleets in the Offboard Fleets box Regroup. Advance the Turn marker one space on its Track. Unless preempted, the next nation on the Movement Track will take the first Impulse of the next Turn.

6. Cards

Action requires the play of cards. Each card has an event at the bottom and a CP value circled at the top left. A card is played either as an event or as CPs. It cannot be used for both (although some events grant CPs that can be used with that event). The Europe Exhausted card is the only card that must be played as an event.

Card symbols: Command Points (CPs) — the circled number; a red card must be played as an event by a Neutral Proxy; a Foreign War card is marked with a brown cross bar; a symbol on the card indicates that a 3/4” piece exists to mark this event; the Event itself is printed at the bottom of the card.

6.1 Events

An event occurs by playing a card and declaring the event instead of using its CPs. Events can even be played against Allies regardless of Camp status. The event prevails when contradicted by the normal rules of play with the single exception that a nation may never conduct two consecutive Impulses, even if an event would allow this. This applies even to the continuing effects of an event lasting beyond the limits of the current Turn such as an Armistice lasting until the next Scheduled Impulse of the nation that played it. If two events contradict, the last one played prevails – even if that contradiction is questionable. For example, subsequent play of Hussars and Grenzers allows Austrian interception of a Turning Movement even though the latter promised movement without interception.

6.11 SYMBOLS: Events with a symbol have effects with continuing consequences. These events have 3/4” markers matching the color of the symbol to place on the appropriate space of the Movement Track or on an affected Home Card to remind players of the continuing consequences of that event.

6.12 BUILDS/REMOVALS: If insufficient Forces exist to place new ones, you may eliminate them elsewhere so as to place/build them anew. Conversely, a nation lacking pieces (on the map or in Regroup) to fulfill required event losses must instantly build (and lose) those pieces using any remaining cards/Resources (forfeiting any excess CPs). If unable to satisfy the required losses, the nation must Submit (see 15.42).

6.13 FOREIGN WARS: Foreign War events are identified by a brown crossbar atop the card. An event requiring pieces to be allocated to a Foreign War requires that the card be set aside with the specified pieces atop it (even if already at war with that nation). These pieces do not return to play until that War ends (7.6).

SQUADRON REMOVAL: A Squadron under blockade or Refit, or one in the Regroup Box, can be instantly withdrawn to a Foreign War or the Guerre de Course card to fulfill “Squadron removal” requirements. Such removal is possible because it is not “voluntary” and does not require normal movement. As with Units or leaders, taking a Squadron from Regroup requires immediate payment of a CP by play of a card (any excess CPs would be forfeit). Both Squadrons taken from Regroup and those under Refit on the map would be affected by Refit status if used in the Offboard Fleets box for Guerre de Course. A Squadron under a Build marker cannot be so used.

6.14 RESPONSES: Response events are signified by a striped blue crossbar atop the card. They are playable during any Impulse by anyone (interrupting an Active Impulse, battle, or event) regardless of the involvement of their own pieces. They can also be used as a normal Impulse play.

Responses are resolved in the order they are played. The wording of events varies but in some cases will allow changing a prior result or die/dice roll. However, in all cases, once action has moved on to the next CP expenditure, card play, or dice roll, it is too late to play a Response that will affect the previous action. Gaming etiquette is required to ensure all players an adequate opportunity to play a Response before action progresses past that point. Play should always be in a deliberate fashion, declaring each CP expenditure separate of all others so as to allow players an adequate chance to respond. Responses cannot be played between the end of an Impulse and the start of the next. Should play of multiple responses be considered simultaneous, the playing nation which is next in Order of Movement is considered to have played first.

6.15 BATTLE CARDS: Events with a red cannon in the black name bar can be used only in battles by a nation with a Formation in that battle. Any number of battle cards is playable as events in a battle (11.1).

6.16 DIPLOMACY: Some events move a Proxy’s Consul on the Diplomatic Track. Once in Pact status, Consuls exit Pact status only by conquest, submission, or if specifically allowed by an event.

6.17 ATTRITION: Events requiring Attrition by “Forces” require a die roll for each affected Flag, leader and Unit in the Duchy but the Commander may choose which Force(s) are eliminated in each Duchy to satisfy any collective losses incurred. Leaders are eliminated only with the consent of their owner or if there are insufficient Forces (regardless of nationality) to fulfill the required loss.

6.18 EVENTS NOT PLAYABLE IN 1805: The event of a card with a green crossbar and containing the “No 1805” symbol cannot be played during the 1805 Turn. It can be used only for CPs and any “+” capability it may have.

6.2 Home Cards

Each nation has a specific Home Card with which it starts every Turn (Britain and France each have two). Once used, Home Cards are retained face-down until reinverted at the start of the next Turn. Home Cards are never subject to a random draw (even Parliament after being given to another nation), nor can they be used to buy Resources or status on the Diplomatic Track during the Interphase (14.31•4•5).

6.21 NEUTRAL HOME CARDS: A Neutral nation’s Home Card is unplayable until it is directed by a player.

6.22 PARLIAMENT: In the rare case of a Turn ending with Parliament in another player’s Hand, it is returned to the British for their use in the coming Turn. It cannot be used during the Interphase for any purpose. The recipient nation which lost Parliament gets nothing in return.

6.3 Command Points (CPs)

A card not used as an event provides CPs equal to the circled number atop it. CPs are used to:

  • build Units/leaders/Squadrons/Flags (7.1-7.5, 7.7)
  • move Proxy Consuls on the Diplomatic Track (8.1)
  • move Formations/Fleets (9 and 13)
  • attempt to end Foreign Wars (7.6)

CPs may be combined or separated to perform more than one action. CPs are not pre-designated. They are spent as used and cannot be accumulated from one Impulse to the next (but see 7.51).

6.4 Pact Proxy Impulses

The cards of an Allied Proxy can be selected by the Patron Pact player as either CPs to move/build that Proxy’s pieces or as an event. The Patron Pact player can also preempt or respond with the Proxy’s Hand. Once directed by a player, a Pact Proxy can do most of the same actions as any Player Power including spending CPs on the Diplomatic Track to negatively influence a Consul. A Proxy can spend CPs to end its own Foreign War (e.g., Ottoman Turks/Serbian Revolt) – but not that of other nations.

6.5 Hand Integrity

Cards may not be traded or shown to another player unless so allowed by an event.

7. Builds

Formations may be built in any Home, Associate, or Dual Associate Duchy of the building nation unless controlled by another nation. Builds are limited to the pieces provided. Builds in an Uncontrolled Duchy would cause an immediate battle unless the enemy Forces therein evade.

7.1 Units

Building a 1-strength Unit costs two CPs. Consecutive multiple builds of Units and/or leaders (7.2) can be declared simultaneously.

7.2 Leaders

Building a leader costs CPs equal to its Command Rating, but the three leaders with an “1807” listing are not available before the 1807 Turn. “Bernadotte” and “Pontiatowski” are available only by playing their respective events and cannot be replaced if eliminated. All others may be rebuilt – even if “killed” by an event.

7.3 Squadrons

Building a Squadron costs four CPs. Place it with a Build marker in any Friendly Home Port of the building nation. The Squadron is not functional until the Build marker is replaced by a Refit marker in the Naval Builds Phase (5.62). Even then, it cannot move voluntarily until the Refit marker is removed (13.11) in a subsequent Impulse or Interphase.

7.4 Flags

Only one Flag can occupy a Duchy. Removal/placement of a Flag costs one CP unless due to Flag Overrun (11.7), successful Siege (12.3) or end of Turn Attrition (5.6). Placing a Flag removes any other Flag in that Duchy. The original owner of a Duchy never places a Flag there – relying instead on the color of the Duchy and the absence of any other Flag to signify its inherent Control. Removing an enemy Flag from your (or an ally’s) Home or Associate returns Control of that Duchy to the original owner’s inherent Flag (8.22•2).

7.41 PLACEMENT: The presence of an allied Formation in an Uncontrolled Duchy does not prevent Flag placement/removal in that Duchy. Flag requirements are determined as CPs are expended. Moving a Formation may make a newly-occupied or newly-Adjacent Duchy eligible for a Flag with the next CP expenditure.

  1. A Formation may Flag/unflag any unfortified Duchy it occupies.
  2. An Active Army in a Friendly Duchy may Flag/unflag an Adjacent unfortifed Duchy, but only if that Duchy neither contains an enemy Formation nor is Adjacent to an enemy Army which could intercept that placement. An Army incapable of interception cannot prevent Flagging in an Adjacent Duchy.
  3. Flags may never be placed across a marsh or strait.

7.42 FORTRESS: Fortress Keys are Flagged/unflagged only by Siege, Conquest or Submission.

7.43 DUAL ASSOCIATES: The four Low Countries Duchies and the Vendee (red over blue), the Hanoverian Duchy (red over black), and Warsaw (blue over black) contain two nationality colors. The color of the bottom half indicates the nation with original Control. The Power indicated by the top half must place a Flag in that Duchy to Control it. Either Power may build in that Duchy while it Controls it. An ally of the original owner of a Dual Associate Duchy unflagging it must restore that Duchy to the inherent original owner – not the secondary inherent nation of that Duchy.

7.44 LIMITS: The pool of Flag pieces limits the Duchies each nation can garrison outside its own borders. To place an additional Flag once you run out of them, you must take it from elsewhere on the map. Note, however, that if France has used one or more of your Flags for its own purposes, you are entitled to replace that French Flag with another backed by a different nationality. All Flags are identified by a letter of the nation whose Flag is on the reverse side. In the case of French Flags, try to place a Flag bearing the nationality of the original owner of that Duchy on the reverse side as it makes locating the proper Flags much easier in the rare instance in which finding a particular nation's Flag is necessary.

7.5 Proxy Builds

A card of a Neutral Proxy is drawn randomly from its Hand in its Impulse and used as CPs to build pieces, unless it is a red card which must be played as an event (5.31). A Unit, leader, or Squadron in the Regroup box must be built by a Neutral Proxy before new ones of that type can be built. Neutral Proxies build in their Capital if possible (or the closest Friendly Home Port to the Capital in the case of a Squadron) with the following priority determined at the start of its Impulse:

  1. build (but do not Refit) an eligible Regrouped Squadron once all of its Regrouped Units/leaders have been rebuilt.
  2. build Units unless the Capital already contains more unled Units than the Command Rating of its best available unbuilt leader (or unless nothing else can be built).
  3. build the best available leader if the Capital already contains more unled Units than that leader can command.
  4. build a Squadron only if a Unit/leader cannot be built.
  5. Refit any Squadron(s) if no pieces remain to be built or Regrouped.

7.51 CP CREDITS: Units in a Neutral Proxy Capital can be exchanged for two CPs each to pay for a Squadron or leader when necessary. Unspent CPs are recorded for later use by placing a “+1 CP” marker on the Capital. There is a maximum of one such marker per Neutral Proxy Capital. The “+1 CP” credit is lost if not spent before gaining Pact status.

7.6 Foreign Wars

A nation may attempt to end its Foreign War once for each CP it spends to make an “end war” die roll during its Impulse. A resulting die roll of “6” ends that Foreign War and returns it to the deck or out of play as specified. Pieces involved in that Foreign War are immediately sent to Regroup.

7.7 Regroup

Conquests, submissions and events may take Units, leaders and Squadrons (blockaded or not) from play to the Regroup box. Each Unit, leader, or Squadron located there can be returned to play in a Home Duchy for one CP apiece. Squadrons from Regroup are placed in any unblockaded Friendly Home Port beneath a Refit marker (5.62). If there is no such Port available, they remain in the Regroup Box until used to respond to a Foreign War event (6.13). Flags subject to Regroup (15.22) are simply returned to the pool of unused Flag pieces.

8. Diplomacy

8.1 Diplomatic Track

The Diplomatic Track is not in play during the first Round of the 1805 Turn. Thereafter, each Proxy can be influenced by using CPs and/or events to move its Consul along the five rows (one for each Power) of the Diplomatic Track. The Unaligned column is part of every row. All Consul sliding is done laterally from one box to the next. To change rows, the Consul must move along its current row to the Unaligned column. It can then move up or down freely to any other row (at no CP cost). The cost to shift a Consul by CP (instead of event) is equal to the number in the column(s) it enters.

The Consul can be flipped to its +1 side or back to its normal side at the cost of one CP. A “+1 Consul” slides to the right for one less CP and to its left for one more CP than normal, and flips to its normal side when it enters a new box of the Diplomacy Track or an opponent pays a CP to flip it. A “+1 Consul” can not move freely up or down the Unaligned Column; it must be flipped to its normal Consul side before changing rows.

NEGATIVE INFLUENCE: Any player may use CPs/events to shift a Consul left (or flip a “+1 Consul” to its normal side) on a row of a Power other than its own. Example: Britain can move any Consul on the French row of the Diplomacy Track to the left but cannot do so to any Consul on the British row.

POSITIVE INFLUENCE: Any nation can play an event to shift a Consul to the right on any Player Power’s row of the Diplomatic Track with the permission of that Power. However, CP expenditures to shift a Consul to the right (or flip it to its +1 side) can only be made by a Player Power on its own row of the Diplomatic Track. Example: Austria could not play CPs to move the Ottoman Turk Consul to the right in Britain’s row (but could move it to the right on Britain’s row using an appropriate event with Britain’s permission).

8.2 Ally Status

GAINING AN ALLY: When a Proxy’s Consul marker enters a Power’s Pact Box of the Diplomatic Track, that Proxy becomes allied to that Power. An ally’s Controlled Duchies are Friendly for Attrition and movement. During the Proxy’s Impulse, a Patron can use his allied Proxy’s cards to negatively impact the Diplomatic Track, to end its own Foreign Wars, to build/move its pieces, or as events. The Patron may use its own cards to move his allied Proxy’s pieces only by commanding an Army Group with one of the Patron’s leaders (9.7) or an Army/Fleet containing allied Minor pieces.

BREAKING A PACT: Once a Consul enters into Pact status, it leaves only by Conquest, Submission or a Pact-breaking event.

8.21 BROKEN PACT: When an event breaks a Pact any one nation may immediately respond in Order of Movement solely to restore that Pact status by play of event (or CPs in the case of the Power losing that Pact) as if it were taking an Impulse. Any excess CPs spent are forfeit. If no nation is able or willing to do so, the Proxy’s Hand is replaced by an equal number of newly drawn cards and played as a Neutral Proxy. Once the reaction Impulse opportunity has elapsed, all newly Neutral Forces outside their Home and their own Associate Duchies Regroup, as do any Forces of other nations in the Neutral’s Home Duchies. Any formerly allied Squadron(s) in that newly Neutral nation's controlled Port may remain there but no longer benefit from that Port’s shore batteries. Associate Duchies of the newly Neutral nation remain controlled by their current owner, and their occupants may stay or Regroup at their option. Uncontrolled Associate Duchies of the newly Neutral nation are returned to the Neutral nation's Control and their occupants must Regroup. Newly Neutral Squadrons Regroup if in a Port other than their own.

8.22 ALLY RESTRICTIONS:

  1. France and Britain never ally or change Camps. Even if it becomes Subject Neutral, Britain’s only options are to remain Subject Neutral or rejoin the Coalition.
  2. A nation may not attack an ally’s Forces nor place its own Flag on an ally’s Home, Associate or Controlled Duchy. However, allied Forces can remove an enemy Flag, thus restoring inherent Control of a Duchy to their ally if the ally was the original owner of the Duchy.
  3. A nation may never declare war on another nation directed by the same player.
  4. A player may not control members of both Camps.
  5. No nation may be expelled from a Camp by its Allies.

8.23 VICTORY CONSEQUENCES: You are responsible for the Keys of any Client nation whose Consul is on your row of the Diplomatic Track at game end. Players may not shift a Consul down or off their own row of the Diplomatic Track by either CP expenditure or event (8.1).

8.3 Camps

Camps are binding alliances. The Imperial Camp (France and its Spanish Minor ally) starts at war with the Coalition Camp of Britain, Austria and Russia. Prussia, Sweden, the Ottoman Turks, and Denmark start in varying stages of neutrality. These Proxy nations (in the five-player version Prussia is not a Proxy) will join/exit either Camp as they gain/lose Pact status on the Diplomatic Track. Nations of the same Camp are allied, but may play events that hinder each other. A Player Power may freely change to the enemy Camp during the Interphase by joining it with the permission of all members of that Camp (14.11), but may not become Neutral unless it is conquered or Submits. No nation may be at war with both Camps.

8.31 BENEFITS: Camp benefits include:

  1. multinational Army Groups (9.7•2) and Grand Fleets (13.2)
  2. Friendly allied Duchies for movement and Attrition
  3. Turkish War cards cannot strike a Camp while the Ottoman Turks are a Client of that Camp.

8.32 PROXIES: When any nation declares war on a Neutral Client the attacked Proxy allies with the Power holding its Consul on its row of the Diplomatic Track by advancing the Consul to its Pact box. However, if attacked by its own Patron or an Ally of that Patron, the invaded Proxy becomes Unaligned. An attacked Unaligned Proxy is directed by the Player Power opposing (i.e., in the opposite Camp) the invader listed last in Movement Track Order, but does not gain Pact status without his consent. A Pact Ally (as opposed to a Neutral Client) may never be attacked by its Patron or its Patron’s Allies.

ASSUMING PACT STATUS: The player directing an attacked Unaligned Proxy is not responsible for the loss of any of the Proxy’s Keys unless he accepts Pact status. Even if he decides not to accept Pact status, the attacked Unaligned Proxy is treated as being in the controlling Power’s Camp for all purposes even though the Unaligned Proxy’s Consul remains in the Unaligned column on the Diplomatic Track. Any Player Power (other than the attacking nation or its Allies) can subsequently assume direction of the Proxy by gaining Patron status (i.e., by moving the Proxy Consul into its Friend space on the Diplomatic Track). Doing so requires accepting Pact status and random replacement of the Client’s remaining Hand (unless the Power accepting Pact status is the same Power that was already directing the Proxy).

Example: In a 5-player game, Prussia has joined the Imperial Camp. Russia, a member of the Coalition, attacks neutral Sweden. Because Sweden is a Client of Britain, the Swedish Consul would be advanced to the Pact box on the British row of the Diplomatic Track. However, Britain and Russia are allies in the Coalition Camp, which means Sweden is directed by the Player Power opposing the invader listed last in Movement Track Order (Prussia). Note that the Swedish Consul is moved to the Unaligned column of the Diplomatic Track. Now, Prussia has an option. They can either consent to accept Pact status with Sweden and be accountable for any gain or loss of Swedish Keys, or decline and not be responsible for the loss of any Swedish Keys. If they choose the latter, then the first Power who gains subsequent Patron status with Sweden (including Prussia) must accept Pact status with Sweden and take responsibility for its gains and losses. Russia and Britain (being the invader and its Ally) could not gain Sweden as an allied Client in this manner.

8.33 DECLARATION OF WAR: A Player Power (and its Pact Allies) may attack another nation only by a Declaration of War. A Neutral Proxy may not attack; it must first become allied with a player – at which point it joins the Camp of that player, forfeits neutrality, and is at war without any Declaration of War costs. A Declaration is made during the Interphase (14.1) or an Impulse. An Interphase Declaration is free (i.e., costs 0 CPs). An Impulse Declaration costs seven CPs. Exception: An Impulse Declaration to attack an Unaligned Minor costs 0 CPs. A nation may attack a Minor only if one of the following apply:

  • the Minor is Unaligned,
  • the attacker is already at war with or able and willing to spend 7 CPs, if required, to declare war on the Minor's Patron,
  • the invader attacks its own or an Ally's Neutral Client.

A Declaration of War can be used to change Camps only with the permission of all players in the Camp to be entered. A Neutral Power (8.5, 15.42) joining either Camp needs no such permission but may only declare war against a nation already in a Camp. A Subject Neutral entering its Conqueror’s Camp needs permission (8.81).

Events (such as Papal Bull and Minor Forces) which place Forces in another nation’s Duchy do not cause War or violate an Armistice.

8.34 CONSEQUENCES OF WAR: Declaring Formations (including those changing Camps; 14.1) in an ex-ally’s (or former Subject Neutral’s) Duchy suffer Attrition and the survivors Regroup. Non-declaring Formations in an ex-ally's (or former Subject Neutral’s) Duchy suffer Attrition also, but the survivors have the option of freely Flagging the Duchy if alone or Regrouping. Newly declared opposing Formations co-occupying a Duchy after all necessary Regroups must do battle unless the declarer successfully evades. No terrain benefits (11.22) would apply in that battle.

8.4 Foreign Wars and Clients

You are not subject to a Foreign War event against any Client of your Camp, nor can you gain Client status with any nation with which your Camp has a Foreign War. If you join a Camp that has a Client with which you currently have a Foreign War, or if your Client is currently in a Foreign War with a member of the Camp you join, that Foreign War automatically ends and all pieces are immediately sent to Regroup.

Example: Russia is in the Imperial Camp. Turkey is a Pact Ally of Britain (both in the Coalition Camp) and the Russo-Turkish War is in effect. During the Interphase Russia joins the Coalition Camp. The Russo-Turkish War immediately ends and all Russian pieces therein are sent to Regroup.

8.41 TURKEY: If Turkey is attacked by any member of a Camp currently opposing Turkey's opponent in that offboard war, Turkey's offboard involvement in that Foreign War(s) ends automatically and all pieces are immediately sent to Regroup. Example: Russia is in the Imperial Camp and declares war on an Unaligned Turkey while the Anglo-Turkish Foreign War is in effect and Britain is in the Coalition. The Anglo-Turkish War automatically ends and all British pieces therein are immediately Regrouped.

8.5 Prussian Neutrality

Prussia may not join a Camp during the first Round of the 1805 Turn. During that Round, Prussian Forces may not exit Prussia. If a Prussian Duchy is invaded (except by certain events, 8.33), Prussia is at war with that invader and all members of that invader’s Camp – thereby voiding the restrictions of enforced Prussian neutrality.

8.6 Negotiations

You may bargain freely but such discussions must be public and cannot delay play. There is no penalty for breaking a promise. Cards may not be traded or shown to other players unless so allowed by an event.

8.7 Proxy Pact Camp Status

When a Proxy becomes part of either Camp, place its “+1 CP” marker in the appropriate Camp box (at the bottom of the Control Chart sheet).

8.8 Subject Neutrals

If a Player Power Submits or is conquered, it becomes a Subject Neutral. Any Pacts it has do NOT become Neutral; they remain members of their current Camp and remain directed by the same player (see 15.25). However, their “+1 CP” marker is flipped to the “Neutral Builds” side in that Camp box signifying that although controlled by a Subject Neutral, they are not “allied” to it for any purpose (including points; 5.81) until that Subject Neutral joins it in the same Camp. The Subject Neutral’s former Allies (and current Proxy Pact Allies) must Regroup out of the Subject Neutral’s Controlled Duchies and respect each other’s borders as if they were not allied – which they aren't – although the same player directs them both. Only a nation in a Camp may declare war on the Subject Neutral (see 15.24), and the Subject Neutral may not declare war on a nation not in a Camp. Even after the Grace Period expires, a Subject Neutral remains as such until it joins a Camp.

8.81 CHANGING CAMPS: If a Player Power changes Camps (14.1), all the Pacts he controls change Camps with him. There is no CP cost to do so during the Interphase. If a Power is Neutral (or Subject Neutral) and joins a Camp, all the Pacts he controls join that Camp with him. A Subject Neutral could remain so while his Pact(s) remain active in their current Camp. However, a player can never control nations in both Camps (8.22•4). This means that when the Subject Neutral joins either Camp, all of its Pacts do also. If a Subject Neutral is attacked, the Subject Neutral and its Pact Allies automatically, and without incurring the Declaration of War costs paid by the attacker, join the opposing Camp of the attacker for free.

Example 1: Austria has gained Pact status with Proxy Prussia. Prussia is then conquered by France, who gains Breslau as a Ceded Duchy. Austria continues to fight, but is not responsible for Prussia's Key loss (8.23) since a conquered Proxy becomes Unaligned (15.25). Austrian Units may not enter Prussia without a Declaration of War, but they could enter Breslau (which is now French), and could even possibly Flag Breslau as Austrian.

Example 2: Austria has gained Pact status with Proxy Prussia. Austria is then conquered by France, who gains Prague as a Ceded Duchy. Prussia continues to fight under the Austrian player's direction. Prussian Units may not enter Austria without a Declaration of War, but they could enter Prague (which is now French), and could even possibly Flag Prague as Prussian. Per 14.13, if Austria ever leaves Subject Neutrality to rejoin the Coalition and still has Prussia as an ally, Prague could be voluntarily restored to Austria by the Prussians if they have Flagged it.

Example 3: Austria has a Pact with Turkey. Austria is then conquered by France and becomes a Subject Neutral. Turkey remains in the Coalition Camp, with its pieces directed by the Austrian player. If Austria later joins the Imperial Camp (either voluntarily with permission from all Imperial Camp members, or as a result of being attacked by a Coalition member), Turkey switches Camps with it.

8.82 CONQUEROR/SUBJECT NEUTRAL ALLIES: Should any Subject Neutral find itself in the same Camp with its former Conqueror, the Conqueror - at the moment of the Camp entrance only - may voluntarily unflag any Duchy of its new Camp partner it currently holds but is under no obligation to do so.

Example: A newly Subject Neutral in the following Change Camps phase (14.1) joins the conqueror's Camp. This requires the permission of the Conqueror since this would constitute a change from his last Camp. The Grace Period (15.24) prevents the victim from making a declaration against the conqueror before the Interphase of the next Turn, so such a declaration could only be made against its former Camp. Note that the conqueror MAY unflag one or more of the Subject Neutral's Duchies (8.82, 14.13) as part of a deal to get its victim to join it against its former Camp. This capability lends itself to a valid submission offer – i.e., “I’ll submit now and join your Camp in the Interphase if you let me keep all or some of my Keys (or return them to me when I join your Camp).”

8.83 SUBSEQUENT FLAGGING: If a Subject Neutral joins the Camp of its former Conqueror and its new Camp partner retains the Ceded Duchies of the former Subject Neutral, then those Duchies could be Flagged by opponents of its new ally. If those Duchies are then reflagged by a member of its current Camp (the former Subject Neutral or its new ally) then those Duchies are just unflagged to indicate they belong to the original owner (the former Subject Neutral). They do not become Ceded Duchies again.

9. Movement

9.1 Overview

Pieces move by expending CPs. A leader spends one CP for each Duchy entered whether alone or with the other Units of his Army. A moving Army contains a leader plus Units/leaders of its own nationality (and/or those of its Minor Pact Allies) up to that leader’s Command Rating. A leader of a Minor nation can lead only its own Units/leaders in an Army or Army Group. A leaderless Formation moves one space per CP. However, the cost is per piece or per Army and is never paid simultaneously so pieces not within an Army (or Army Group) cannot enter battle together (9.8).

9.2 Stacking

Unlimited Formations can occupy (and defend) a Duchy together. However, an Army may move and attack with only as many Units/leaders as its leader’s Command Rating allows.

9.3 Entrance

A Duchy may be entered only from an Adjacent Duchy except by Convoy (13.6) or Amphibious Assault (13.7).

9.4 Attrition

Certain moves trigger Attrition requiring a die roll for each applicable Unit/leader. One Unit/leader of the Commander’s choice is lost for each “6” rolled. In general, if allied with a nation and entrusted with its pieces you are expected to command them in such a way as to maximize gain by that nation. The Commander cannot sacrifice an allied leader instead of a non-leader Unit of his own without the owner’s consent.

  1. If several Attrition conditions apply, resolve each for the entire Formation before removing losses.
  2. Attrition losses are not battle casualties unless so cited by an event.

9.41 PASS/MARSH: Links formed by dashed lines are marsh (blue) or mountain passes (black). Entering an Enemy Duchy via a marsh/pass causes Attrition.

9.42 FORCED MARCH: Formations suffer Attrition in the fifth and subsequent Duchies they enter in each Impulse. Formations may move alone and/or as part of the same or a different Army, but Attrition applies to each Unit/leader that moves more than four Duchies (excluding retreats, evasions, and/or interceptions).

9.43 AMBUSH: Entering an Enemy Duchy from an Uncontrolled Duchy causes Attrition.

9.44 RETREATS/EVASIONS: Entrance during retreat/evasion of an Enemy Duchy, or across a strait, or retreat to sea from a failed Convoy/amphibious assault causes Attrition for each occurrence. Retreating via a mountain pass or marsh does not in itself cause Attrition if the retreat is to a Friendly or Uncontrolled Duchy.

9.45 FRENCH: French Attrition losses are Halved unless in a Russian, Spanish or Turkish Home Duchy regardless of Camp status. Therefore, when a multinational force is involved in those Duchies, French Attrition must be rolled separately. The nationality of the Duchy they attempt to enter has no effect.

Example: A French Army of four Units and Ney moves five Duchies. The fifth is an enemy Duchy and entered across a Pass. Both Pass and Forced March Attrition penalties apply. Consequently, the French roll ten Attrition dice, but halve losses (fractions rounded up) unless in a Russian, Spanish or Turkish Home Duchy.

9.5 Restrictions

Movement is not allowed through:

9.51 ENEMY FORMATION: Entrance of a Duchy containing an enemy Formation requires stopping for immediate battle unless the enemy successfully evades (10.2). Further movement during that Impulse by the Active pieces in the battle is not allowed without an Overrun (11.6). However, an Active surviving Formation may possibly place Flags with any remaining CPs as this requires no actual movement.

9.52 ENEMY FORTRESS: Entrance of an enemy Fortress Duchy ends movement for that Formation (barring a Siege Overrun; 12.31).

9.53 STRAIT: Straits link Duchies with blue dotted lines. Movement, retreat, interception and evasion are not allowed across a strait if an enemy Fleet is in that Zone or Port.

9.54 NEUTRALS: Only a Neutral Power’s Pact Allies may enter that Neutral’s Duchies without a Declaration of War (except by event; 8.33).

9.6 Multiple Leaders

A leader may enter a Duchy containing a friendly leader, but if it stops there, one must be designated the “Commander”. The other is considered a Unit in the Commander’s Army and is flipped to its reverse side (unless it belongs to a different Power or the Minor Ally of a different Power, in which case a Multinational Army Group may be formed). It regains leader status when separated from the Commander’s currently-occupied Duchy or if leading another Army within the Commander’s Army Group.

9.7 Army Groups

Two or more Armies of the same Camp in the same Duchy may form an Army Group – regardless of how they came to occupy the same space. One leader is the Commander. He is placed in the Commander section of his Setup card’s Army Group Holding Box and the rest of his Army Group is placed on the card. His standup piece is then placed on the map to represent the entire Army Group. A nation with more than one Army Group in play can use one of the Army Group Holding Boxes printed on the map. Subordinate Army Commanders remain face-up in the Army Group Holding Box. Any excess leader is flipped to its reverse Unit side and placed in Armies in the Army Group (subject to normal restrictions on mixing nationalities within an Army).

  1. TRANSITING FRIENDLY ARMIES: An Army Group need not be formed while one Army passes through another Army’s Duchy in mid-Impulse, but can be. In that case, the stationary Army must join the currently moving Army as it continues its Impulse, and the moving Army – now an Army Group – pays the corresponding movement costs of an Army Group for any further combined movement.
  2. MULTINATIONAL ARMY GROUPS: Forming a multinational Army Group requires the consent of all players whose pieces compose that Army Group. Lack of such consent prevents the relevant allied Army from joining an Army Group. Otherwise, once such consent is given, the command of an Army Group can change only during an Impulse of a new Commander or upon combination with a new leader who will become the Commander. If an Army Group is not formed, all occupants of a Duchy still defend together, but with a Commander Battle Rating of 0 (i.e., one leader chosen by the attacker as the temporary defensive Commander contributes no dice to the battle). Until formed into an Army Group, Armies in that Duchy may not intercept or evade together, but must resolve such attempts as separate Armies.
  3. FLAGS: When placing Flags, an Army Group places only the flag of the nation whose Impulse is currently being played regardless of the nationality of the Commander. So, for example, an Austro-Russian Army Group under Kutuzov could place only Austrian flags during the Austrian Impulse and Russian flags during the Russian Impulse.

9.71 ARMY GROUP MOVEMENT: An Army Group moves during its Commander’s Impulse. Regardless of its Command Rating, an Army Group pays one CP per Army for each Duchy it enters. An Army Group may move as many Units/leaders as are contained in the Armies of its various Army Commanders. An Army Group may freely shed Formations along its path and/or gather Formations within the Command Rating limits of its Armies. Note that a leader can be an Army unto itself or can simply be an additional Unit within another leader’s Army. Generally speaking, when multiple leaders are in the same Duchy, each secondary leader should be treated as a Unit within the Commander’s Army until such time as the Commander’s Command Rating is exceeded, requiring a secondary leader to exercise his own Command Rating to move additional Units in another Army.

Example: Napoleon (Command Rating: 8) and Murat (4) could move 12 Units in addition to themselves as an Army Group. Each Duchy entered would cost two CPs (one for each Army). Napoleon, Murat and seven Units would cost one CP for each Duchy entered.

9.8 Entering Battle

Entering an enemy Formation’s Duchy causes battle unless the defender evades. The battle cannot be delayed while another Formation moves into the same Duchy with another CP – even if it started in the same Duchy with the other moving Formation. Only by simultaneous movement as an Army Group (or by dual-interception) can multiple Formations enter battle together, and therefore possibly exceed the command rating of a single leader. Once a force is committed to battle, all other action (except interceptions and evasion) stops until that battle is resolved. The Active player may not play other non-response events (in combination with a “+” card) to affect that battle.

10. Interception & Evasion

10.1 Interception

An inactive Army or Army Group may attempt to enter an Adjacent Duchy to interrupt the movement of enemy Forces (including those appearing due to events or builds) if no enemy Formation already occupies that Adjacent Duchy. If successful, a battle is fought. The Active player is the attacker.

MULTIPLE INTERCEPTS: Regardless of the interception attempt outcome, other inactive Armies (or Army Groups) may attempt interception into the same Duchy. When intercepts are possible by multiple players, they are declared and resolved in Order of Movement if the order of resolution cannot be mutually agreed upon. This may result in a multinational Army Group being formed. After all intercept attempts for a Duchy are resolved, a battle occurs there between any opposing Formations.

INTERCEPT RESTRICTIONS: Evasions, retreats, and interceptions cannot be intercepted. Units not within the Command Rating of a leader may not intercept. An Army can attempt interception unless it has failed an interception attempt or fought a battle other than an Overrun during that Impulse. Such Armies are immediately marked with a “Battle or failed Intercept” marker until the end of that Impulse.

10.11 RESOLUTION: Once resolved, the interceptor may not decline an intercept result. Interception succeeds on a modified two-dice roll greater than or equal to “9”. If the modified dice roll is less than “9”, interception fails. Failed intercepts never require Attrition since no move was made; successful intercepts are subject to the normal movement-induced forms of Attrition as applicable.

INTERCEPT MODIFIERS: The dice roll is modified by:

  • +1 if intercepting into a Friendly Duchy
  • –1 if intercepting from an Uncontrolled Duchy
    • the Battle Rating of the intercepting Commander
  • –1 if the interception crosses marsh, pass or strait

10.12 ARMY GROUP: If an Army Group attempts interception, pre-declare all Forces in that Army Group attempting to intercept. Only the Commander’s Battle Rating is used. If successful, any Army/Army Group that it leaves behind has its own sole intercept capability. However, the Army Group may decline to intercept en masse, and dispatch a lone Army or a smaller Army Group to attempt interception using its own Commander’s Battle Rating. However, once any intercept attempt from that Duchy fails, all remaining Formations in that Duchy lose intercept capability for that Impulse and are marked accordingly with a “Battle or failed Intercept” marker until the end of that Impulse. A subordinate Army of another player may not be forced to attempt interception with its own Battle Rating without its consent. Likewise, the subordinate Army may not attempt interception without the consent of the Commander.

10.13 FLAG INTERCEPTS: A Flag (without accompanying Formations) placed by an event Adjacent to an Army with intercept capability may be intercepted. The Flag is immediately removed when a successfully intercepting Army enters its Duchy.

10.2 Evasion

Inactive Formations can avoid battle by evading to an Adjacent Duchy other than the one from which the enemy entered. An entire Army Group attempts evasion just once and must evade to the same Duchy without altering the composition of that Army Group. Evading Units not within an Army check individually for each piece. Evasion to sea or into a Duchy containing enemy Formations or an unbesieged enemy Fortress is never allowed. Evasion into an Enemy Duchy or across a strait suffers Attrition.

Evasion succeeds on a two-dice roll greater than or equal to “9” which is modified by:

  • +1 if evading into a Friendly Duchy
  • –1 if evading from an Uncontrolled Duchy
    • the Battle Rating of an evading Commander
  • –1 if the evasion crosses marsh, pass or strait

If the modified dice roll is less than “9”, evasion fails; the evader does not move, forfeits any terrain dice (11.22) it would otherwise have had, and the Active Formation gains an extra Battle die in the first Round of battle for each failed evasion attempt from that Duchy.

10.21 PURSUIT: Given sufficient CPs, the Active Formation may pursue an evading Formation into an Adjacent Duchy or move in a different direction. Should it enter the Duchy of an evading Formation, that evading Formation may again attempt evasion.

10.3 Sequence

Formations attempting evasion/interception must do so before any Attrition suffered by the movement which prompted that evasion/interception attempt is resolved. Otherwise, there is no required order for evasion and intercept attempts; the results of one attempt can be seen before declaring another. If players disagree on the order, resolve them in Order of Movement.

11. Battle

11.1 Battle Events

A battle event(s) may be played by any nation(s) with pieces in that battle. Battle events are played prior to any dice rolls in Order of Movement beginning with the Active nation (which must play all of its desired Battle events before the next nation declares whether it will play any). Battle events affect only one Round of battle unless stated otherwise. If there is a second Round, all nations will again have the opportunity to play Battle cards in the same order. “Response” events (6.14) also affect battles, and, unlike “battle” events, can be played in any order by any nation – even after battle resolution.

11.2 Battle Dice

Combat is resolved by rolling dice. The number of dice each player rolls is:

  • one per undisrupted Unit (including all leaders other than the Commander whether acting as Units within an Army or commanding subordinate Armies in an Army Group)
  • +/– dice as listed by battle event
    • Nationality bonus (11.21)
    • the Commander’s Battle Rating (if undisrupted)
    • any defender’s terrain bonus in first Round (11.22)
  • +1 per failed enemy evasion attempt in first Round (10.2)

11.21 NATIONALITY BONUS: Each side gets one extra die unless composed of more than 50% French (i.e., Units/leaders) which get two extra dice, or composed of at least 50% Minors which get no bonus dice.

11.22 TERRAIN: All terrain bonuses require that the Duchy be Friendly before battle. Should any Formation fail an evasion attempt, all defenders forfeit any terrain bonus. Interceptors reach the battle site first to earn any terrain bonus, but must commit to the attempt before the Active player rolls any Attrition for entering that Duchy.

  • ROUGH: If any Active Formation entered the contested Duchy in this Impulse across rough (a brown line), the defender gains one battle die during the first Round of battle.
  • PASS: If any Active Formation entered the contested Duchy in this Impulse across pass (a dashed black line), the defender gains two battle dice during the first Round of battle.
  • MARSH: If any Active Formation entered the contested Duchy in this Impulse across marsh (a dashed blue line), the defender gains three battle dice during the first Round of battle.
  • STRAIT: Formations may cross a strait (blue dotted line) only if no enemy Fleet is in that Zone or Port. If the entered Duchy is enemy Controlled, it defends as per Amphibious Assault (although without Convoy limitations; 13.7).

11.3 Casualty Resolution

Losses are simultaneous. Each “6” die roll kills an enemy Unit instantly. Each “5” die roll disrupts one for the duration of the battle. Kill results take priority over disrupts if there are insufficient Units/leaders to absorb all hits. Record casualties by moving the Camp dice markers along the Casualty Display on the Battleground Chart.

11.31 LOSS DISTRIBUTION: Unit (but not leader) losses are divided evenly by nationality. The Commander of a multinational Formation determines which nation suffers any excess kill result. Leaders are eliminated only with the consent of their owner or if there are insufficient Units (regardless of nationality) to fulfill the required loss.

11.32 VICTOR: If all Units/leaders on one side are eliminated by kills and the other is not, it loses the battle. Otherwise, total the kill and disrupt casualties of each side. The one with the most casualties loses and retreats. If equal, fight a second Round with any remaining undisrupted Formations. If still tied after two Rounds, the Active Formation retreats. Battles never exceed two Rounds.

11.33 DISRUPTS: A combatant that suffers as many or more disrupt results than it has Units, and is required to fight another Round, may still possibly have battle dice due to its leader, events, and/or nationality bonus. Excess disrupt results detract from those bonuses. Should the Commander suffer a disrupt result it loses its leadership (11.2) dice.

11.4 Retreats

The victor remains in the battle Duchy. The loser retreats to an Adjacent, Friendly Duchy(s) if possible. The first choice for retreat of Active losers must be to any Duchy from which they entered the battle Duchy. Intercepting Formations, since they reached the battle Duchy first, do not have to retreat to the Duchy(s) from which they came.

11.41 ATTRITION: A defender unable to retreat to a Friendly or Uncontrolled Duchy may retreat to another Adjacent Duchy(s) but suffers Attrition (9.44).

11.42 NO RETREAT: Formations unable to retreat are eliminated; causing an Overrun (11.6). A Formation may not retreat:

  • to a Duchy from which the enemy entered the battle,
  • out to sea (unless attacking from the sea),
  • to an unbesieged enemy Fortress,
  • to a Duchy containing an enemy Formation,
  • across a strait, if an enemy Fleet is in that Zone or Port.

11.43 VOLUNTARY ELIMINATION: The owner of any Formation whose retreat would cause a Declaration of War (8.33) may choose to eliminate such Formation(s) instead. If the owner decides against their removal, a Declaration of War must be made and, if applicable, purchased as if taking an Impulse (excess CPs are forfeit).

11.44 COMBAT EFFECTS: Neither disrupt results nor retreats incur additional lasting effects beyond the confines of the current battle.

11.5 Rout

A victor inflicting at least three more casualties than he suffered (regardless of the Round(s) in which they were inflicted), causes a rout. All routed disrupted Units/leaders are eliminated.

11.6 Overrun

If all Units/leaders of a side in battle are eliminated – even if due to rout, failure to retreat or Attrition suffered during a retreat – an Overrun occurs. An Active Overrunning Formation may continue to move with any remaining CPs.

11.7 Flag Overrun

If eliminations exceed the loser’s leaders/Units, the victor gains a free Flag placement (or removal as applicable) in the battle Duchy unless it is a Fortress or both sides are eliminated.

12. Fortresses

12.1 Overview

A Fortress Controls its Duchy regardless of the presence of enemy Formations. To Flag a Fortress you must usually defeat it by Siege. Fortresses do not affect battles, but do affect Control, naval combat and all forms of movement (12.4). Formations are never inside a Fortress. Formations built on a Fortress Duchy under Siege would cause an immediate battle (or evasion by the Besieger). If defeated, the newly-built attacking Formations (barring an available retreat route to an Adjacent Uncontrolled or Friendly Duchy) are eliminated for failure to retreat. A Fortress is Uncontrolled to any Enemy Formation that occupies it.

12.2 Siege

Only a single Army may Siege. An Active Besieging Army may resolve a Siege if there are no enemy Formations occupying the Fortress Duchy, and it has not already fought a non-Overrun battle there in that Impulse. A Siege costs no CPs. It may be resolved at any time, including prior to, or after, playing a card or using a Resource, during the Besieging Army’s Scheduled Impulse. This may occur even during a “pass” Impulse in which the besieger has no cards, and thus, no normal Impulse. A Fortress may only be besieged once per Impulse (although that Siege may last more than one Round), and only by one Army. A Siege is similar to a battle (including the play of all applicable event cards) but has important differences. A Besieging Army moves no further in an Impulse in which it lays Siege unless the Siege is an Overrun (12.31).

12.3 Siege Resolution

A Fortress rolls dice equal to its base strength (4 for Gibraltar; 2 for all others). It falls only if it suffers a number of “6” results greater than or equal to its strength in one Impulse and if the Besiegers are not eliminated. Any extra dice gained with events by the siege defender do not increase the number of hits needed to win the siege. “5” results have no effect against a Fortress; only “6” results determine whether a Fortress will fall and even they have no effect on the strength of the Fortress in subsequent Rounds of that or other sieges. The Besieging Army may attack a still standing Fortress again immediately with any remaining undisrupted Forces if it has caused more casualties (“6’s”) than it has suffered (“5’s” and “6’s”) in that Round. A Besieging Army does not retreat or rout. A fallen Fortress is immediately Flagged at no cost and remains a Fortress for its new owner.

Example: A Spanish Army of four Units under Castanos besieges Lisbon. The Fortress throws two dice and inflicts no casualties (“5’s” or “6’s”), while Castanos throws five dice and inflicts a single casualty (“6”). The Fortress does not fall (because it did not suffer a number of “6” results greater than or equal to its strength in one Impulse). However, Castanos may attack again because he has caused more casualties (one) than he has suffered (zero) in that Round. On the second Round, the Fortress inflicts two casualties (rolling one “5” and one “6”), while Castanos fails to roll a “6”. The end result would be Castanos loses one of his Units killed (from the “6”) and the Fortress does not fall. However, had Castanos rolled a “6” in the second Round, Lisbon would have fallen due to taking two casualties in this Impulse even though Lisbon rolled more casualties (two) in the second Round than Castanos (one).

12.31 OVERRUN: A Siege attack which rolls more “6’s” or takes fewer Siege Rounds in that Impulse than the Fortress strength is an Overrun and allows the Besieging Army to move elsewhere in that Impulse.

12.32 ZONE MODIFIER: If besieging a Fortress-Port where the Port owner (or his ally) Controls an Adjacent Zone, the Besieging Army rolls one less die than normal.

12.33 ARMY GROUPS: A subordinate Army in a multinational Army Group may conduct a Siege during its Scheduled Impulse but receives no leadership, Units, or nationality bonus from the inactive nationality. Excess Units present beyond the Besieging Army’s Command Rating may replace any disrupted/eliminated Units in the Besieging Army during subsequent Siege Rounds.

12.4 Movement Effects

Retreat or evasion to an unbesieged enemy Fortress is not allowed. All forms of movement, retreat, interception and evasion from an enemy Fortress Duchy must be to an Adjacent Uncontrolled or Friendly Duchy.

13. Naval Affairs

Fleets move by paying Maneuvers. Each CP buys two Maneuvers.

13.1 Fleets

A Fleet consists of all Squadrons of the same nation (or a Power and its Pact Minor Allies) in the same Zone or Port. Movement from a Port to its Zone – or vice versa – costs one Maneuver, as does movement from a Zone to an Adjacent Zone. Squadrons may be left behind or gathered as a Fleet moves. Any Squadron separating from a Fleet becomes a new Fleet. It moves by expending its own Maneuvers.

13.11 REFIT: Squadrons under Refit may not voluntarily move. A Squadron under Refit must remove its Refit marker in a subsequent Impulse or Interphase (at a cost of one Maneuver) before it can voluntarily sail. Squadrons under Refit go to sea only if an enemy gains Control of their Port or to respond to a Foreign War or Guerre de Course event. A Squadron under Refit forced to sea is the same as any other Squadron of that nationality, but with one less battle die due to its Refit status. It will continue to have one less battle die until it returns to Port and pays a Maneuver to remove the Refit marker there.

13.2 Grand Fleets

A Grand Fleet is a stack of allied Fleets of different nationalities not tied directly by Pact. It is commanded by the Squadron of a Power at the top of the stack. If they cannot agree on a Commander, each Fleet forms a different stack. The Squadron in command of a Grand Fleet can change only during the Impulse of the nation assuming the command, whether it moves or not.

Example: Britain, Sweden, and Russia are all in the same Camp, but Sweden is tied by Pact only to Britain. British and Swedish Squadrons must combine in the same Fleet. However, Russian and British Squadrons can combine only by forming a Grand Fleet.

13.21 MOVEMENT: A Grand Fleet moves and Patrols as a combined force – paying extra Maneuvers for each Fleet therein like an Army Group pays extra CPs for each Army (9.7). Just as Minor Nations cannot move a multinational Army Group, a Minor Nation may not command a Grand Fleet. A Fleet may exit a Grand Fleet, and co-exist in the same Zone if desired (although all Squadrons of the same nation and its Pact Minor Allies in the same Zone or Port always form one Fleet), during its own Impulse. A Grand Fleet Patrols, evades, and intercepts using the interception modifier (13.36) of the nationality atop the stack. In combat, a Grand Fleet throws dice equal to the sum of its respective Squadrons (13.4).

13.22 CAMP CHANGES: Squadrons in a Grand Fleet (or a multinational Fleet) immediately become separate stacks in the same Zone if their nation leaves the Camp of the main Fleet.

13.3 Interception and Evasion

Fleets may move through other Fleets (enemy, allied, or neutral), or co-exist with them in the same Zone. If more than one Fleet occupies a Zone each individual Fleet can be successively intercepted (13.31) by an Active Fleet’s Patrols at a cost of one Maneuver apiece and fought separately, ignoring the presence of other Fleets in the same Zone. Conversely, only one inactive Fleet at a time (the first in Order of Movement) or a Grand Fleet (13.2) can intercept and, if successful, would fight a battle ignoring the presence of other Fleets in the same Zone. After the first interception attempt and any resultant battle or evasion is completed, the next Fleet in Order of Movement would have the option to attempt interception and battle independent of any other Fleets in the same Zone, etc. If defeated in battle the Active retreating Fleet would not be subject to further interception before or during its retreat.

Example: Sweden is a Pact ally of Britain who is allied with Russia in the Coalition Camp. The North Sea contains a British, a Swedish, and a Russian Squadron. Although these Squadrons could form a Grand Fleet, the Russian has opted to remain separate. The British and Swedish Squadrons must be combined into a single Fleet (stack). A French Fleet enters the North Sea during its Scheduled Impulse. The British, next in the Order of Movement, have the first option to intercept. Because their Fleet is not more than 50% British, their intercept modifier does not apply and they need to roll a “9” or greater to intercept. If they fail to force a battle or fight and lose, the Russian Fleet may then attempt to intercept.

Assuming both Coalition Fleets decline or fail to intercept, the French Fleet may then spend a Maneuver to Patrol to find either Coalition Fleet. The French decide to Patrol for the Russians and spend a Maneuver to do so. They are successful. The Russians fail an evasion attempt and are sunk in the resulting battle. The French may follow this success by spending another Maneuver to Patrol for the British Fleet.

13.31 INTERCEPTION: Interception requires a modified two-dice roll greater than or equal to “9”. Interception can be attempted in a Zone by an inactive Fleet whenever a Fleet enters its Zone and/or a Port in that Zone (and before it combines with any friendly Fleet already in that Zone or Port, or gains protection of the shore batteries). The inactive Fleet gets the first interception opportunity. If it fails or declines, the Active Fleet may then combine with any Fleet already in that Zone and may spend a Maneuver to Patrol (attempt interception) or move on. Each failed Patrol by the Active player can be followed by expenditure of another Maneuver for another Patrol or movement elsewhere.

13.32 TWO-ZONE PORTS: Entry of a two-Zone Port can be intercepted only by a Fleet in the Zone from which the entry is attempted. Exit from a two-Zone Port can be intercepted only by a Fleet in the Zone to which entry is attempted.

13.33 EVASION: Intercepted Fleets may evade by making a modified two-dice roll greater than or equal to “9”. Inactive evaders remain in the same Zone and can be intercepted again by successful Patrol. An Active evading Fleet leaving a Blockaded Port returns to the Port it was leaving although it may attempt breakout again in that Impulse by spending a Maneuver until it loses a battle. An Active evading Fleet not leaving a Blockaded Port may continue moving with another Maneuver. A failed evasion attempt grants the intercepting Fleet an additional battle die in the first Round of battle.

13.34 PORT: Fleets in Port cannot intercept (but see 13.8) or evade.

13.35 BLOCKADE: A Fleet in Control of a Zone Blockades all Ports in that Zone. Allied Fleets can share Control of a Zone. The presence of a Neutral Fleet does not deny Control of a Zone. Blockade modifiers apply to Two-Zone Ports only if the Port is entered/exited through a blockaded Zone.

13.36 RESOLUTION: Resolve interception/evasion attempts by rolling two dice whose total is modified by:

  • +2 if the Fleet is more than 50% British
  • +1 if the Fleet is more than 50% French
  • +1 vs Fleets leaving a Blockaded Port

13.4 Naval Combat

An intercepted Fleet which does not successfully evade fights a battle. Naval battles are like land battles without routs except that a Squadron (depending on nationality) may be disrupted, perhaps more than once, and still retain a battle die. Disrupted Fleets roll one less die in any subsequent Round for each “5” result inflicted on them. One Squadron of the owner’s choice is eliminated for each “6” result inflicted on them. Squadron losses (including disruptions) of multinational Fleets must be split as evenly as possible. Battle cards may not be played in naval combat. Each side rolls the following battle dice amounts:

  • three dice for each British Squadron
  • two dice for each French, Danish, or Swedish Squadron
  • one die for each Russian, Turkish, or Spanish Squadron
  • one die if the opposing Fleet fails an evasion attempt
  • each Squadron under Refit rolls one less die

13.41 VICTORIOUS FLEET: A victorious Active Fleet may continue movement.

13.42 DEFEATED FLEET: The losing Fleet is placed in any one closest friendly Port (the loser deciding which of equidistant Ports is closest) where it remains for that Impulse. A Fleet defeated while leaving Port must return to that Port (see 13.9). A Fleet defeated while entering a Port must retreat to another Port.

13.5 Port Naval Battles

Fleets entering an enemy Port receive fire from shore batteries before naval combat. The Port rolls two dice (four if a Fortress) and exacts any losses. Surviving Active Squadrons then (minus any battle dice due to disrupt results) engage in a battle with any Squadrons in that Port (even if there are no Squadrons capable of returning fire [i.e., Squadrons being built]) plus another Round of fire from the shore batteries – adding the results of the previous shore battery fire into one combined Round to determine the victor. If tied (and both Fleets still exist), a second round is fought, the Port again adding a new Round of shore battery fire to that of the defending Fleet. If the Port loses the battle, the defending Fleet (including any non-fighting Squadron under a Naval Build marker) is eliminated and the victorious Active Fleet returns to the Zone from which it entered that Port. It may continue movement from there. The surviving Fleet always wins any Port battle in which the opposing Fleet is eliminated regardless of the number of hits sustained.

13.6 Convoys

A Convoy is naval transport of Formations from one Friendly Port to another Friendly Port. No Fleet is required but a nation may Convoy only once per Impulse. Up to five Units/leaders may be convoyed per Impulse but are subject to the same limitations as land movement insofar as single CP expenditure moves of multinational Forces and Unit sizes are concerned.

Example: A Convoy could not move three Units unless a leader capable of commanding them as an Army was present. Likewise, Units of a Power and its Minor Allies would require the presence of a leader of that Power to form an Army to Convoy them both. Units/leaders of two Powers cannot Convoy together.

  1. Convoyed Formations may not combine sea with land movement – they must begin (not be built during the Impulse) and end their Impulse in a Port.
  2. The Convoy costs one CP per Zone and Port entered.
  3. A Convoy may not enter a Zone or Port containing an enemy Fleet, or cross a Strait held by an enemy Fortress.

Example: A Convoy from Wales to Lisbon would cost 4 CPs.

13.61 RELIEF CONVOYS: A besieged Fortress may receive a Convoy with no shore battery fire – but a land battle does ensue (barring evasion by the Besieger). If the relief Convoy is defeated in the ensuing battle, any attacking survivors would retreat to any Friendly Port in any Zone entered during that Impulse – and would be subject to Attrition for doing so.

13.62 UNCONTROLLED PORTS: A Port Duchy which is Uncontrolled (i.e., enemy-occupied but unflagged by the enemy) remains Friendly to the last Controller of the Duchy for Port purposes. That nation and its Allies may receive Convoys in that Port without the penalties of Amphibious Assault (although a battle would then ensue as per 13.61). In contrast, the nation which occupies the Port Duchy but does not yet Control it would have to use Amphibious Assault to receive reinforcement through that Port.

13.63 NEUTRAL/ALLIED FLEETS: A Convoy is not normally prevented from entering a Zone by an Allied or Neutral Fleet. However, if an Amphibious Assault would begin a war with a currently non-enemy nation, then any Fleets or Fortresses belonging to that nation or its Allies are treated as enemy when plotting the Assaulting Convoy's move.

13.7 Amphibious Assault

Convoys may assault an enemy Port only if they (or an ally) Control that Zone. Assaulting Formations receive shore battery fire as per 13.5. Surviving Formations are placed in that Port. If an enemy Formation is present, and does not evade, a battle will occur (without further shore battery fire). An Army Adjacent to that Port can intercept an Amphibious Assault. Casualties of the previous shore battery fire add no dice to any combat resulting from the landing and are considered casualties in the first Round of that battle. If forced to retreat, the landing Formations suffer Attrition and go to any friendly Port in any Zone entered during that Impulse.

13.71 ENEMY FLEET: A Port containing an enemy Fleet cannot be Amphibiously Assaulted until the Fleet has been eliminated (13.5).

13.8 Fortified Straits

A Fleet crossing a Strait must undergo fire from shore batteries of any enemy Fortress connected to that strait. Fleets in Fortress strait Ports may automatically intercept Fleets attempting to cross their strait after any shore battery fire. Losses from the shore battery fire affect any immediately subsequent naval battle but no further shore battery fire would occur in that battle.

13.9 Port Loss

Any Squadron in an enemy Controlled Port automatically puts to sea where it is subject to possible interception. If intercepted, it may not evade. If defeated during the ensuing battle, it is eliminated. A Squadron beneath a Naval Build marker would be eliminated.

14. Interphase

If Peace (5.8) has not been declared, prepare for the next Turn. Events may not be played during the Interphase. Each Interphase has three steps:

14.1 Camps

Once in a Camp, a nation remains at war until it becomes a Subject Neutral by Submission or Conquest, (or, in the case of Proxies, by play of a Pact-breaking event). A Player Power’s return to Neutrality free of the restrictions of a Subject Neutral is limited to the rare occurrence described in 15.42.

14.11 SWITCHING: A Power may change Camps during the Interphase, with permission of all players in the Camp it joins. This announcement is free and made in Order of Movement. No Declaration of War is bought, but all other consequences of a Declaration (8.34) apply.

14.12 JOINING: A Neutral Power may join a Camp regardless of permission with a free Declaration of War – whether it attacks a Camp member or is attacked by one. A Subject Neutral entering its Conqueror’s Camp requires the permission of all players in the new Camp. Furthermore, Free Declarations of War can be made in the Camp section of the Interphase regardless of Camp involvement; i.e. between Neutrals. However, no nation may both declare war on another nation(s) not in a Camp (Neutral, Subject Neutral, Unaligned Proxy) and join or change Camps in the same Interphase.

14.13 FLAG CONSEQUENCES: A Power changing Camps must unflag any Duchies it holds of its new Allies. Its new Allies, for their part, may immediately unflag any Duchies of their new Camp partner that they wish per prior agreement, but must unflag their new ally's Capital. The retention of any prior existing Flags in their new ally’s Duchies is an exception to the general prohibition against Flagging a current ally’s Duchy.

14.14 OFFERS: An offer to change Camps, like an offer to Submit (15.41), must be accepted or rejected without negotiation. If the terms offered by the Power wanting to change camps are not accepted as presented, the offer must be declined until the next Interphase.

14.2 Reinforcements

Each nation in Order of Movement, builds pieces and deploys. Reinforcements are built from among those previously eliminated, the Regroup Box, or that have not yet entered play. Any active Foreign Wars requiring additional drafts of Units in the Interphase determine those requirements before the nation makes its builds. These draft requirements must then be subsequently satisfied using reinforcement CPs; otherwise the nation submits (6.12, 15.42). Neutral Proxies (unless being directed by a Player Power while Unaligned as per 8.32), must follow the Build priorities set out in 7.5 and cannot deploy.

14.21 CP EXPENDITURES: Players spend their CPs to build Units, leaders or Squadrons, bring pieces out of Regroup (7.7), Refit previously built Squadrons (7.3) for one Maneuver each, or buy an extra Deployment (14.24). Reinforcement CPs cannot buy Diplomatic status, Flags, or Foreign War cessation attempts. Available reinforcement allotments are:

  • France: 18 CPs
  • Britain: Six CPs
  • Austria, Russia, Prussia: Eight CPs each
  • Spain, Ottoman Turks: Four CPs each
  • Denmark, Sweden: Two CPs each

14.22 PLACEMENT: Reinforcements are placed either in their respective Capitals (in the case of Units/leaders), any friendly Home Port (in the case of Squadrons), or an unblockaded Friendly Home Port (in the case of Regrouped Squadrons). If the Capital is enemy Controlled, place its reinforcement Units/leaders in the closest friendly Home Duchy (including an Uncontrolled Fortress). If all Home Duchies are enemy Controlled reinforcement Units/leaders are placed in the closest friendly Associate Duchy (including an Uncontrolled Fortress). If forced to build reinforcements in an Uncontrolled Fortress, those reinforcements would, barring evasion by the Besiegers, fight an immediate battle as the inactive Force (normal retreat provisions apply). A nation lacking a friendly Home Port can not place Squadrons with reinforcements CPs. An Adjacent enemy Army does not prevent the placement of reinforcements, nor can that placement be intercepted during the Interphase.

14.23 FREE DEPLOYMENT: One leader may freely move by land through an unlimited number of Friendly Duchies, gathering (but not dropping) a number of Units/leaders (including Pact Minor Allies) up to its Command Rating as it goes. Deployment can be used to enter/exit an Uncontrolled (Besieged) Fortress to reinforce/evacuate the besiegers – but it can only move through Friendly Duchies.

  • A Deploying Fleet may pick up, but not drop off, other Squadrons.
  • A Convoy (13.6) may Deploy from Port to Port (but no further than its Home Card could buy in an Impulse).
  • A Deploying Army/Convoy/Fleet may not enter a Duchy/Zone in which it could theoretically be intercepted.
  • No Unit/leader/Squadron may deploy twice in any Interphase.

14.24 EXTRA DEPLOYMENT: A Power may purchase one additional Army, Convoy or Fleet Deployment with Reinforcement CPs. The cost of a second Army Deployment is one CP per Unit/leader in the Deployed Army (whether by land or Convoy) but must be a different Army, Convoy or Fleet than the one using the normal free deployment. The cost to deploy a Fleet is one Maneuver per Zone/Port entered.

14.3 Resume Play

Shuffle all discards into the remaining deck to prepare for the next Turn.

14.31 DRAW:

  1. All nations in Order of Movement draw one card for every two Keys they control or their Minimum Hand (whichever is greater). There is no Maximum draw – regardless of Maximum Hand size. A nation which modified the Peace die roll (5.8) draws one less card.
  2. After all initial cards have been drawn, each nation (even those with Minimum Hands) in Order of Movement, can replace its Hand of newly drawn cards via the Mulligan rules (4.5; possibly resulting in less than a Minimum Hand).
  3. Upon completion of Mulligans, any nation with unplayed cards remaining from the prior Turn adds them to its Hand.
  4. Nations in excess of their Maximum Hand must discard one card at random, but gain a Resource.
  5. Nations still in excess of their Maximum Hand select excess cards (not Home Cards) to discard for their CP value in Diplomatic Track buys (8.1). However, Pact status cannot be obtained or broken during this Phase. CPs in excess of possible Diplomatic buys are forfeit.

14.32 MINIMUM and MAXIMUM HAND SIZE: Each nation is restricted to the following minimum and maximum number of cards for its starting Hand (excluding Home Cards).

NationMinimum Hand SizeMaximum Hand Size
France48
Other Powers24
Minors13

14.33 HOME CARDS: Home Cards are flipped face-up with their original nation. Play now resumes with the next nation on the Movement Track, although preemption of that nation is a possibility.

15. Conquest & Submission

Conquest occurs only during the Conquest phase (5.7) at the end of all Impulses for that Turn. A Player Power may Submit (15.4) before then, but only if the invader agrees.

15.1 Conquest

A nation is conquered if it has lost all of its Keys, or its Capital is enemy Controlled and a mandatory Conquest die roll greater than or equal to “6” is made. The Conquest die roll is modified as follows:

  • Denmark: +3
  • Sweden: +2
  • Prussia, Austria, Britain, Russia*: –1
  • France, Spain, Ottoman Turks: –2
  • +1 for each Key lost from its initial inventory (or, if previously defeated, since its prior Conquest/Submission)

*Conquest of Russia requires both Capitals

15.11 JOINT CONQUEST: Should the terms of conquest be jointly accomplished by several nations, only the one Controlling the Capital is the conqueror. Should two invaders each Control a Russian Capital, only the first in the Order of Movement may attempt Conquest.

15.12 SIMULTANEOUS CONQUEST: It is impossible for two nations to conquer each other simultaneously since the first one in the Order of Movement of the potential conquerors to successfully resolve its conquest prevails.

15.2 Ceded Duchies

The conqueror (and its Allies) removes all of its Flags in the fallen nation’s Home (not Associate) Duchies (except those ceded to it in a previous conquest of the same nation which remain in the conqueror’s control when this latest conquest is resolved). The conqueror then rolls a die to determine a number of Duchies to be ceded to it. The conqueror, followed by the victim (hereafter referred to as the Subject Neutral), then alternate selecting the Subject Neutral’s remaining unflagged Duchies to be Flagged by the Conqueror until that number is met. Proximity to conquering Forces is not relevant. The Capital is never ceded. The conqueror may now (not later) give Control of a Ceded Duchy to any Power in its Camp which will accept it. If the Subject Neutral had previously been conquered, it would have to cede different Duchies than those lost before unless it had regained Control of them.

15.21 CONQUEROR WITHDRAWAL: All conquering Formations and their Allies in the conquered Capital withdraw (without Attrition) from it to an Adjacent Duchy of the conquered nation or Regroup. Other conquering Formations in the Subject Neutral have the option to Regroup or remain in their current Duchy.

15.22 VICTIM WITHDRAWAL: Forces/Squadrons belonging to the Subject Neutral which are not in their own Home or Associate Duchy must Regroup – restoring Control of their Flagged Duchies to their original owner. All former allied Forces/Squadrons of the victim in the Duchies of that Subject Neutral also Regroup. Subject Neutral Formations in a Ceded Duchy must Regroup.

15.23 FRIENDLY TERRITORY: All Duchies of the Subject Neutral are now friendly to the conqueror and his current Camp as long as the conquered nation remains a Subject Neutral. The conqueror and his current Camp do not require permission of the Subject Neutral to enter any Duchy (including those containing a Subject Neutral Formation) other than its Capital and may Deploy through those Duchies as if they were their own. The Subject Neutral retains Control of such Duchies.

15.24 GRACE PERIOD: The conqueror and its Allies may not declare war on the Subject Neutral before the Interphase of the next Turn or vice versa. This prohibition is absolute and could void potential Camp changes. However, the Subject Neutral can ally with its conqueror before the end of the Grace Period.

Example: If, in a five-player game, Prussia had been a French ally during the conquest of Austria, Prussia could not change Camps until the end of that Grace Period if the Coalition is currently at war with Austria. If Prussia joins the Coalition while Austria remains a Subject Neutral before the end of the Grace Period, no member of the Coalition could declare war on Subject Neutral Austria until the end of that Grace Period as long as Prussia is part of the Coalition.

15.25 DIPLOMATIC EFFECTS: A conquered Player Power is a Subject Neutral and Controls its own cards and Forces as well as any existing Pacts (see 8.8). If a Proxy is conquered, it becomes Unaligned and its Consul cannot be moved on the Diplomatic Track until the Interphase of the next Turn.

15.3 Foreign Wars

If any participant in a Foreign War is conquered or Submits, their current Foreign Wars end and all pieces therein are immediately sent to Regroup. However, new Foreign Wars can be played thereafter.

15.4 Submission

Proxies never voluntarily Submit. A Player Power may offer Submission if, at the end of any Impulse, an invading Nation and his Allies has more Forces occupying the invaded Power's Duchies than the invaded Power has in play (not counting those in Regroup or on Foreign War cards). Units/leaders Allied to the invaded Power that occupy his Duchies count towards his total Forces. However, a Power can only submit to the invader with the most Forces (including Minor Pact Allies) in his nation.

If Submission is accepted, the victim becomes a Subject Neutral and all the terms of the agreement are immediately invoked. Any Duchies to change hands are immediately Flagged or unflagged as agreed, and the consequences of a conquest (15.21-15.25) are immediately enforced.

15.41 OFFERS: A player may offer Submission at the end of his or any other player’s Impulse. The terms are whatever he offers and the invader accepts but cannot exceed six Duchies. Such offers may include anything from just the cessation of hostilities to the ceding of specific Duchies (including the unflagging of any specified captured Duchies not to be ceded). Only one offer can be made per Impulse. The offer must be accepted or rejected, without negotiation, with a Yes or a No. If rejected, the submitting player must wait at least until the end of the next Impulse to make a different offer. Such offers are not allowed to halt play for discussion.

Submission is not the same as Conquest. The terms are whatever is agreed to (up to the maximum limits of what could occur in a conquest) and they are invoked “immediately”. The Submitting nation may even get to keep Keys it has gained if the invader agrees to that. There is no ceding of Duchies by die roll as per the Conquest rules per se, although the parties could agree to that if they so choose.

Example: Austria has been invaded by France, Prussia and Turkey. Austria Submits to France which has the most Forces in Austria. Austria demands the return of Austrian Home Duchies currently Controlled and/or occupied by the Prussians since those must be unflagged prior to a conquest anyway. The French need not accept those terms, but if they do, that's what happens. France can accept such an offer and force Prussia and Turkey to unflag the Austrian Home Duchies they have Flagged. Prussia's agreement would be necessary only if they were tied with France for most Forces in the Submitting nation. Of course, a France more concerned about keeping his Prussian ally happy might hold out for a better deal for the Prussians, or he might even accept terms more advantageous to the Prussians than to himself. It all depends on how badly he wants to accept Submission. Remember, it is the Submitting nation which sets the terms - the victor just accepts or rejects them. However, Submission terms cannot affect the Flag status of any Duchy that could not be affected by a Conquest situation. Therefore, Associate Austrian Duchies Controlled by the Prussians or Duchies Ceded in a previous Conquest can be kept by the Prussians regardless.

15.42 FORCED SUBMISSION: A nation forced to involuntarily Submit (6.12) is considered Conquered (15.2) by the nation with the most enemy Forces within its original borders (or the next in the Order of Movement if tied) and pays reparations (15.5). If there are no enemy Forces in its country, the submission is void, but that nation becomes Neutral and Unaligned. In such an event, Forces of the newly Neutral nation Regroup as per 8.21. This is the only way a Power can become a Neutral once it has joined a Camp without becoming a Subject Neutral via conquest (15.2) or Submission.

15.5 Reparations

A nation gains a space on the Resource Track every time it conquers a nation or accepts its Submission. The victim loses any Resource(s) and “+1 Key” status it may have. “+1 Key” status is obtained only by play of The Emperor Commands event and has no effect on Conquest resolutions.

16. Resources

16.1 Reserves

A nation gains one Resource each Turn that it exceeds its maximum Hand size in the Interphase (14.31•4).

16.2 Usage

Resources can be played during a nation’s Impulse for one of two uses:

  • Draw a card.
  • Early Winter: Attempt to end the Turn by making a die roll greater than the number of Powers with unplayed cards remaining (this use is not allowed during Turn 5 or in one-Turn scenarios).

Resources do not affect Hand limits or preempt capability. However, they can be used in lieu of a card (whether the nation has other cards or not) as an inherent “+” card to draw a card or attempt early Winter, either alone or in combination with another non-“+” card play.

Example:

  • You could play your last non-“+” card and also play your Resource to attempt an Early Winter end of the Turn.
  • You could use your Resource to draw a card and play that card or another non-“+” card. You cannot play your last card and use a Resource to draw and play another card (since that would be equivalent to playing three cards).

A player with no cards could pass in one or more Impulses and play a Resource in a subsequent Round. However, a Resource cannot be played as an Impulse to extend a Turn after the last player with a playable card has taken his Impulse.

16.3 Victory

Each player adds one point to his score at game end for each unused Resource of his Power(s) and their Pact Allies.

17. Special Rules

17.1 Russian Winter

This applies if the Russian Home Card is played as the Russian Winter event. Thereafter, for the remainder of that Turn, the Russian rolls a die at the start of each scheduled Russian Impulse – even if it has no cards remaining. If the roll is less than the current Round number of that Turn, the Russian may select a Russian Home Duchy to suffer Attrition (excluding any Fortress Flag). The Russian gains one CP for use within Russia in that Impulse for each Attrition loss so inflicted.

17.2 Point of Omission

Illegal plays or errors, while not to be encouraged, are considered valid if they go undetected before the next player reveals a card play or another battle is fought (whichever occurs first).

17.3 1813 Scenario

Change the third sentence of Special Rule 4 to read: “France wins by Controlling either Berlin or Vienna at the end of the Turn.” Add Special Rule 5: The only leaders available to be built during this scenario are 1-4’s.

Credits

Research & Design: Mark McLaughlin

Game Development: Don Greenwood

Development Team: Avalon Hill’s Last Stand: Ben Knight, Stuart Tucker, Don Greenwood

Playtesting: Chris Vorder Bruegge, Thomas Cadenhead, Kevin Duke, Wray Ferrell, Roy Gibson, Martin Scott, Jim Silsby, Phil Spera, Bob Turnbough, and Andy Zartolas

Art Director, Cover Art and Package Design: Rodger B. MacGowan

Map & Counter Art: Mark Simonitch

Production Coordination: Tony Curtis

Card Design & Layout: Mark Simonitch. Special thanks to William Keyser for providing nearly all of the illustrations.

Rules Layout: Mark Simonitch

Producer: Gene Billingsley

Living Rules Proofreaders: Christopher Schwalm, Donald Everett, Allen Doum, Ken Richards, Ian Gill, Jay Meyers, Fred Schachter, Dave Kazmierczak, Michael Lazar, Darren Kilfara, Vesa Saarinen, Leon Loo, Steffan O’Sullivan, Jim Dauphinais, Joseph Acker, Richard deCastongrene, Niek van Diepen, Gregory Schmittgens, Martin Nelmes, Jon Robertson, Kevin Caldwell, Alan Emrich, Michael Reed, David Klempa

PDF Presentation: Christopher Schwalm

GMT Games P.O. Box 1308, Hanford, CA 93232-1308 www.gmtgames.com