Napoleon's Imperium
Napoleon's Imperium Rulebook
Table of Contents
Table of Contents
- Product Information
- Game Components
- Introduction
- Game Setup
- Capitals
- Counters
- Battle Cards
- Battle Point Cards
- Economy Line
- Commencement Incomes
- Map Setup
- Dice
- Objectives
- Sequence of Play
- 1: Turns and Phases of Play
- 2: First Year of Play (1798)
- Phase One: Income/Purchase
- 4: Military Starting Positions
- 5: Attack
- 11: Liberated Capital
- 12: Liberated Territories
- 13: Commanders
- 13D: Commander Bonus - Movement Phase
- 14: Captured Commander
- 14C: To Parole
- 15: Minor Commanders
- Sea Attack
- 18: Avoiding the Enemy
- 19: Spoils of Victory (Sea Prize)
- 20: Invasion
- 21: Invasion: Pre-Emptive Strike
- 22: Joint Sea Invasions / Sea Battles
- 23: Flags / Colours
- 24: Joint Defence
- 25: Neutral Territories
- 26: Battle Cards
- 27: Key Battle Common Laws
- 28: Treaties
- 28D: Breach of Treaty
- Phase Three: Movement
- 32: Unoccupied Territories
- 33: Sea Transportation
- 34: Laden and Unladen Sea Transportation
- 35: Boarding a Fleet
- 36: Joint Sea Movement
- 37: Alliance in Movement
- 38: Nation Special Abilities
- 39: Elimination
- 40: Rebellion
- Optional Advanced Rules
- 41: Movement Time Limit
- 42: The Spy
- 43: Spy Success
- 44: Spy Death
- 45: The Spy Can Steal From Enemies and Allies
- 46: Weather (Optional)
- 47: No Snow for Africa!
- 48: Frozen Fleets (Weather Game)
- 49: Frozen Fleet
- Glossary of Terms
- Game Points Allocation
- Game Ranks
- Battle Point Score Chart
Product Information
- Scope: Napoleonic Grand Strategy (1798-1815)
- Complexity: 6 out of 10
- Solitaire Suitability: 5 out of 10
- Time Scale: 1 Turn = 1 Year
- Map Scale: Map centred on Europe, North Africa
- Unit Scale: Corps scale: Infantry = 10,000, Cavalry = 2,000 men, Artillery = 50 cannon unit, Fleet = 5 ships of the line.
- Players: 2-8 players
- Playing Time: 5-6 hours for Battle Point Game, 6-15 hours for Campaign Game depending upon the skill of players. Each year of play takes approximately 40 minutes to one hour to complete.
Game Components
- 1 Battlefield Game Map (large scale - 34x44 inches)
- 2 decks of 80 Battle Cards (160 cards)
- 1 deck of 80 Battle Point Cards
- 1 Battle Point Card Replacement Mat
- 2 Map counter placement Reference Cards
- 8 Empire Reference Cards
- 6 counter sheets (130 oversized counters per sheet)
- 40-page Rules Booklet
- 20 Dice - Ten sided (10 red, 10 blue)
- 1 Box and Lid
Introduction
Napoleon's Imperium enters the Napoleonic Era in 1798 during the French Revolutionary Wars, just before Napoleon seizes political power in France via a 1799 coup d'état. The Italian Campaign (1797) is already over, with France taking control of most of northern Italy and Venice.
Austrian borders had shrunk after Austria's defeat in the Battle of Lodi (1796). This defeat ultimately led to the Treaty of Campo Formio (1797) which transferred a number of Austrian territories into French hands. So, although the War of the First Coalition had now ended, the peace has left Great Britain standing alone against the French.
You enter Napoleon's Imperium as one of up to eight nations in a representative alliance of North versus South.
In the first year of play (1798), there are only two game phases, Purchase and Movement. There is no Attack phase. This provides the opportunity for all players to prepare their Nation strategically for the coming years of battle and political turmoil as Napoleon sparks Europe's War of the Second Coalition (1799) in his journey as General, First Consul and then as 'l'empereur of France.'
Game Setup
Napoleon's Imperium is a turn-based game that is time-restricted by a timeline representing 18 years.
One-year elapses once all players have completed one turn. This is represented on the timeline by moving the hourglass counter up one year.
The next two pages will outline the map and game set up.
Players / Teams
There are two alliances in Napoleon's Imperium with four Empires in each.
WARNING: Players can play multiple nations, but only in one alliance.
French Imperial Alliance: French Empire, Ottoman Empire, Spanish Empire, Austrian Empire.
British Coalition Alliance: British Empire, Nordic Empire, Prussian Empire, Russian Empire.
Capitals
Each Empire has a Capital which is marked by the Capital Building icon on the following territories.
| Empire | Colour | Capital Territory |
|---|---|---|
| French Empire | Blue | France |
| British Empire | Red | England |
| Ottoman Empire | Yellow | Constantinople |
| Nordic Empire | Purple | Sweden |
| Spanish Empire | Light Green | Spain |
| Prussian Empire | Black | Prussia |
| Austrian Empire | White | Austria |
| Russian Empire | Green | Russia |
You may ask to look at an Empire Reference Chart for an opposing player and vice versa throughout the game however on the back of each team's counter setup chart is a chart showing the special abilities of every nation.
Special Abilities Chart
| Nation | Special Power |
|---|---|
| French | Infantry Movement 2; Infantry Attack 5; Cavalry Attack 7; Cavalry Defence 6; Artillery Attack 8; Artillery Cost 3; Defence of Port 4 |
| Ottoman Empire | Artillery Cost 3; Fleet Cost 7; Camels Cost 2.5*; Cavalry Attack 7; Camels Movement 3*; Camels Attack 6* |
| Spain | Fleet Movement 6; Fleet Attack 7; Fleet Defence 7; Fleet Avoid Rate 7; Fleet Laden 5; Infantry Cost 1.5 |
| Austria | Infantry Attack 5; Cavalry Defence 6; Infantry Cost 1.5; Fleet Cost 7 |
| British | Infantry Movement 2, Rifles 3*; Fleet Movement 7; Infantry Attack 5, Rifles 6*; Infantry Defence 6; Fleet Attack 8; Fleet Defence 7; Fleet Avoid Rate 8; Cavalry Cost 2.5 |
| Nordic Nations | Fleet Movement 6; Fleet Defence 7; Fleet Cost 7; Fleet Avoid Rate 7 |
| Prussian | Cavalry Cost 2.5; Cavalry Attack 7; Artillery Attack 8; Defence of Port 4; Cavalry Defence 6 |
| Russian | Infantry Defence 6; Cavalry Defence 6; Infantry Cost 1.5 |
*= unique unit. Cannot be stolen by a Spy.
*= unique unit. Cannot be stolen by a Spy.
Counters
Napoleon's Imperium has 760 counters that represent both land and sea units, national flags, spies, commanders and economy line coins.
Please use the counter placement Reference Cards for the correct placement of counters on the game map.
There are two Alliances based at opposite ends of the playing map, so counters are placed on the map in opposite directions. This gives the visual impression of opposing forces and aids visual orientation for players. This also means the opposition armies appear upside down to yours.
BRITISH COALITION ALLIES are located at top of the map and face their counters aligned to the top of the board. This also means the British look upside down to the French Alliance.
FRENCH IMPERIAL ALLIES are at the bottom of the map and face their counters aligned to the top of the board.
Counters Interpretation
- A = Attack
- D = Defence
- M = Movement
- L = Laden
Counter Unit Numbers
The number of units a counter represents is visually represented by a border colour. To prevent clutter on the board, stack multiple units on top of each other, or use the 2 and 5 unit counters to represent multiple units in one section.
- 1 Unit
- 2 Units
- 5 Units
You can stack units up to represent overall unit numbers. So, you can have any number of units in a single stack.
Note: Stacks can only contain the same type of counter. So, cavalry in one stack, infantry in another and so on.
There are counters that also represent commanders, spies, economy lines, Fleets and flags (Colours).
- Major Commander
- Minor Commander
- Spy
- Economy Counter
- Fleet Counter
- Flag (Battle colours)
Counter Flags (the Colours)
Each player must place one Flag counter representing their nation on every territory owned or captured by that nation. Flags represents ownership.
Example: At the start of the game Spain would have a flag in Northern Spain, Spain, Southern Spain and Catalonia.
Only Neutral territories start without a flag, but once conquered, a flag must be placed on the territory to proclaim the nationality of the conqueror.
Flag counters are valuable as they count as ten Battle Points for each flag captured at the end of the game. When a territory is lost, so is the flag, so each player is provided with many extra flag counters for battle loss and territory gain.
Battle Cards
Each nation has 20 Battle Cards which are drawn on by the defeated nation after a land battle. (Does not apply to Sea Battle.)
Battle cards are to be shuffled and placed in the Battle card position for the corresponding Empire. These are located on the corners of the game map.
Battle Point Cards
There are five types of Battle Point Cards which are drawn as a result of a victorious battle or as a consequence of a Battle Card.
- Successful Land Defence Card - Battle Point Value 10
- Captured Capital Card - Battle Point Value 30
- Sea Victory Card - Battle Point Value 10
- Spy Death Card - Battle Point Value 20
- Captured Commander Card - Battle Point Value 10
All Battle Points Cards count toward individual and team points at the end of the game. The number inside the circle indicates the Battle Point Value.
Example:
- Capture a Commander? Pick up a Captured commander Card.
- Capture a Capital? Pick up a Captured Capital Card.
- Discover a Spy? Pick up a Spy Death Card.
- Win a Sea Victory? Pick up a Sea Victory Card.
- Successfully defend your land territory? Pick up a Successful Land Defence Card.
Economy Line
The long line counting from 1 to 30 along the bottom of each Empire is the Economy Line.
Use the Gold Coin counter provided to mark each empire's pre-set starting income. Once the game has started, there is a second Gold Coin counter that can be used to represent economies that exceed 30 income points during the game. So, for example, 37 would be represented by the first Gold Coin counter on 30 and the second Gold Coin counter on 7.
Note: Do not adjust income to nil each time you have purchased. (See income/purchase rule). It's simply a reminder of your current income. This economy line only goes up or down with territory acquisition or loss or by instruction of defeat cards.
Commencement Incomes
French Imperial Alliance (Starting Income)
| Empire | Starting Income |
|---|---|
| French Empire | 17 |
| Spanish Empire | 13 |
| Ottoman Empire | 17 |
| Austrian Empire | 15 |
| Total | 62 |
British Coalition Alliance (Starting Income)
| Empire | Starting Income |
|---|---|
| British Empire | 16 |
| Nordic Empire | 15 |
| Prussian Empire | 14 |
| Russian Empire | 17 |
| Total | 62 |
Map Setup
Napoleon's Imperium has a large-scale map that needs to be set up prior to the game with the starting counter sets. This will take approximately forty minutes but can be much quicker if multiple players are setting or placing counters via the two counter reference charts.
Example of French reference chart.
Remember: Each set of counters faces towards their players in set-up.
Dice
There is one set of dice for each nation. These dice are ten-sided so 0 = 10.
- French Alliance = Blue Dice
- British Alliance = Red Dice
One dice is rolled for every unit represented in battle. The target number needed to score a casualty or 'hit' against an opposing enemy unit (or less) is indicated in each nation's Empire charts.
Battle Point Card decks are placed on the Battle Point Card Placement mat.
Objectives
The objective of Napoleon's Imperium is for one team of Allies to conquer the other by either a Battle Point Victory (achieved by adding up all battle points earned at the end of an agreed final playing year) or, a Capital Victory (by the capture of three capitals).
A: Battle Point Victory
Either at the beginning of the game or during the game, the length of the game can be agreed upon, but the following restrictions apply;
- Beginning of game: An agreement to end the game with the close of play in a particular year can be made at the beginning of the game. No notice period needs to apply as an end date has been pre-determined.
- During the game: An agreement to end can be made during a game, but a two-year notice period applies which commences at the end of the Russian turn. This notice period allows teams to maximise their tactics and movement for maximum battle points.
The Notice period of two years must be agreed to by a simple majority of players. If player agreement is split 50/50, then a three-year notice applies. When a time limit is set, it must be done in terms of whole years; e.g. by the end of 1805.
Note: At least two years of play must have occurred as a minimum before a notice to end can be issued. That is, the earliest a notice to end can be issued is at the completion of the year 1799, and the earliest a game can end is at the end of 1801.
At the end of the agreed final year (which finishes at the end of the Russian turn), the alliance that achieves the highest number of Battle points (counting captured territories, battle flags and Battle Point Cards etc.) is declared the victor. (Refer to Game Point Allocation Charts)
A Battle Point Victory is the most common form of victory as the capture of three capitals is extremely rare and is usually only achieved in longer campaign-style games.
Napoleon's Imperium has a maximum of 18 playing years. Therefore, the game must finish at the completion of the year 1815 unless a nominated finishing year has been agreed.
Years of Play timeline is located on the Battle Point / Weather Mat. Use a counter with the 'hourglass' to move along the timeline.
B: Capital Victory
An Alliance must have captured at least three of the four enemy capital territories and held them simultaneously for one full playing year to achieve a Capital Victory. (A year of battle is one full playing turn for all nations.)
Example:
- For a British Allied Victory, any three of the four Capital Territories of France, Austria, Spain or Constantinople must be held for at last one full playing year from the time the last Capital was captured.
- For a French Allied Victory, any three of the four Capitals of England, Sweden, Prussia, or Russia must be held for at last one full playing year from the time the last Capital was captured.
A Capital Victory is usually the hardest to achieve and supersedes a Battle Point Victory. That is, once three capitals are captured and held simultaneously for one full playing year, (counted from the time of the last Capital to fall), then victory is declared. This victory is regardless of Battle points earned by either side.
Note: As each year takes approximately forty-five minutes to one hour to play, a day's gameplay would see between four to six playing years completed, (depending on the players' skill level). Since four to six playing years usually represents 32 to 48 player turns, this typically comprises approx. 80 to 130 battles.
As Napoleon's Imperium can be played up to a maximum of 18 playing years (from 1798 to 1815), should a Capital Victory not occur beforehand, the game would require to be completed over several sittings and would be considered a 'Campaign Game' for the serious gamer.
Ranks
Some Battle Points associated with a Battle Point Victory are still applicable and awarded in a Capital Victory. This allows players to achieve individual ranking points over multiple games.
The below points are the only Battle Points that count in Capital Victory.
- Highest number of Flags
- Highest number of Sea Victories
- Highest individual score
- Capital Victory
- Loss by Capital Victory
Refer to Battle Points chart for point values.
Sequence of Play
Each player turn consists of Three phases,
- Phase One: Income/purchases
- Phase Two: Attack
- Phase Three: Movement
In the first year of play (1798), there is only two phases.
- Phase One: Income/purchases
- Phase Two: Movement
(Simultaneous - All teams together)
Order of Play
The order of play is as follows.
| Rank | Nation | National Colour |
|---|---|---|
| 1st | French Empire | Blue |
| 2nd | British Empire | Red |
| 3rd | Ottoman Empire | Yellow |
| 4th | Nordic Nations | Purple |
| 5th | Spanish Empire | Light Green |
| 6th | Prussian Empire | Black |
| 7th | Austrian Empire | White |
| 8th | Russian Empire | Dark Green |
1: Turns and Phases of Play
Each turn has three phases that must be conducted in the following sequence.
| Turn Phases | |
|---|---|
| Phase One | Income/purchases |
| Phase Two | Attack |
| Phase Three | Movement |
| Purchase Placement | TURN ENDS |
Example - The French Turn
- Phase One: France will make purchases according to its income at the beginning of its turn. The units purchased are kept aside in the purchase tray until the end of phase Three.
- Phase Two: France attacks as many times as it wishes resolving each conflict, before moving onto the next. Attacks are only limited by individual unit movement values.
- Phase Three: France may now move any units that have not been involved in Attack Phase Two. These units can now manoeuvre to more strategic positions in anticipation of future movements.
When Phase Three is over, land units purchased at the beginning of Phase One are now to be placed on the game map. The French land units are only to be placed in the French Capital territory however, the French Fleets may be placed into any French-owned port.
The French turn ends once all purchased units are placed on the map.
Britain, as number two in the order of play, then begins their Phase One and so on through the order of nations.
2: First Year of Play (1798)
Two Phase Year.
In the first year of play (1798), there are only two game phases, Purchase and Movement. There is no Attack phase as 1798 is considered a year of peace but also a year in preparation for war.
The 1798 preparation year allows each player to strategically purchase and to manoeuvre forces, fortify front lines, or deceive an opponent by feints. This is without penalty or interference from opposing nations.
In the first year all purchase and movement happens simultaneously.
2B: First Year Basic Rules
1-Purchase Purchases must be placed into the Purchase Tray and cannot be put onto the board until after Movement Phase is completed.
2-No Attack: There is no Attack Phase permitted in the first year.
3-Simultaneous Movement: This first year's Movement Phase is simultaneous - All teams move at the same time. (After 1798 all teams move in sequence).
4-Time Limit: There is a ten-minute Movement Phase time limit in the first year. Teams may spend time discussing strategy before the game but once the game commences, there is a ten-minute simultaneous movement limit for all teams, from start to finish.
A timer should be set and no further movement after the ten-minute limit is permitted with the exception of a player playing multiple nations.
Should one or more players be playing more than two nations, an additional five minutes may be allocated for each additional nation up to a maximum of 20 minutes total, (inclusive of the original 10 minutes).
Note: Any additional time added also applies to the opposing team.
5-Fine Weather: In the standard rules, weather is always fine. If playing the Optional Advanced Rules, weather is considered fine for the first year, 1798.
2C: First Year Detailed Rules
In the first year (1798) a player can:
- Move through allied territories and transport troops on Fleets closer to target destinations.
- Move Fleets freely pass opposing Fleets without battle.
- Move your Commander with one selected unit type to increase in territory movement.
- Pick up and land units via Fleets to your own or allied territories.
- Purchase units up to your full starting income and place them in the purchase tray.
In the first year 1798 players are not permitted to:
- Attack Enemy or Neutral Territories. Because there is no attacking phase, no neutral territories may be acquired in the first year.
- Invade or go into battle in the first year.
- Move your spy out of your capital (optional advance rules)
- Move your Spy. (Rule 42)
Phase One: Income/Purchase
3: Income
Income is received in the form of economy points. These economy points are awarded according to how many Territories each player owns.
Each Territory generates income as indicated by the number marked within.
Your income is based on the sum total of all owned Territories at the start of each turn, minus any Battle Card penalties.
Income naturally grows as you conquer territory and is reduced as you lose territory.
3B: Purchase
Based on the total of each nation's territorial income, a player can purchase the equivalent value in military units.
Purchases of military units can only be made at the Income/Purchase Phase and must be placed in the Purchase Tray.
These purchases must remain in the Purchase Tray until after the Attack and Movement Phases are completed.
The Placing of a players purchases on the game map signifies the end of a player's turn.
Example: France has 17 economy points which is the sum total of all its owned territories. Based on military costs below, France may choose to purchase the following;
- 1 x Infantry = 2
- 2 x Cavalry = 6
- 1 x Fleet = 9
- Total = 17 Economy points
France would then place these units in the French Purchase Tray until they have completed all 3 Phases. Only then can France place the purchased land units out in their Capital or distribute Sea units amongst their ports.
Note: Although land units must commence from your Capital, sea units may commence from any of your seaports. Your seaports are where you own the adjacent territory.
Military Costs
The cost to purchase units is shown on each Nation's Reference Chart under "Military Costs" and once purchased, cannot be placed on the table until the end of the movement phase OR CHANGED for other units!
Cost Summary:
- Purchased units cannot be changed after Purchase Phase has ended.
- If you fail to purchase, you forfeit purchase. Purchase income is not accumulated. You can't save up for another year!
- Whatever income you don't use you forfeit.
- New purchases, once placed in your capital and ports, must then wait until your next playing year to be moved. However, these units are still able to defend if attacked in the same year as placement.
Example of French Military costs:
| Infty | Cav | Arty | Fleet |
|---|---|---|---|
| 2 | 3 | 3 (special ability) | 9 |
Half income when capital lost.
Note: A number that is underlined serves as a reminder this is an Empire's Special Ability.
Note: Do not adjust income to nil each time you purchase. Your economy line is simply a reminder of your current income. This will only go up and down with territory acquisition or loss.
3C: Banker
The principle of honour was considered an important quality of a person's character in the Napoleonic Era. Napoleon's Imperium is a game of honour.
As such, each player is honour bound to keep their economy line accurate as they increase and decrease in income.
However, one player on each team should be appointed as the Banker when you have four players or more.
The Banker's role is to check that purchases are made in accordance with territorial income, minus any Battle Card penalties. They are also responsible to double check the accuracy of territorial income represented on the income line.
The Bankers also shuffle the cards. If there are two bankers, they shuffle the cards of the opposing side.
4: Military Starting Positions
All purchased land units must commence from a players Capital territory. However, sea units (Fleets) may commence from any owned port.
Note: An 'owned' port is a port where the player owns the adjacent land territory. There is one exception, 4B the Gibraltar Rule. Gibraltar Port acts as a British seaport, not Spanish. Gibraltar does not require land units to secure it.
Purchased units may only be placed in your capitals and ports only after your Movement Phase has been completed.
Note: The placing of purchased units signifies the end of your playing turn.
These newly purchased units must then wait until your next playing year to be moved.
4B: Gibraltar Rule
Gibraltar Port remains in British hands unless the British Capital Territory falls (England).
Should the British Capital fall, the Gibraltar port is given to occupying nation until England is liberated.
In such a case, all British Fleets in the Gibraltar port must withdraw in any direction by one sea territory.
Once liberated, British Fleets can once again start from the Gibraltar Port unless the port is Blockaded. (See Blockaded port rule 4C)
4C: Blockaded Port
If a port owned by your nation has an enemy Fleet or Fleets in the associated sea territory, you are considered to be blockaded. New Fleets cannot be placed in a blockaded port.
You must choose a different owned port for Fleet placement. If you have no owned seaport available, any purchased Fleets remain in your Purchase Tray until an owned seaport becomes available.
Note: This also includes Gibraltar. If no British Fleet is in Port and Gibraltar sea territory is occupied by an enemy Fleet, the Port is considered blockaded, and the British cannot place purchased Fleets there. The Port must be cleared of the enemy before that Port can be used as an automatic Fleet placement port.
Example: In this example, both the French Port of Brest and the Spanish Port of Corunna are blockaded by the British. The Spanish and French must choose alternative Ports to 'spawn' their Fleets from.
4D: Blockaded Port Exception
The exception to the blockade rule is where there are multiple seaports in the one sea territory. The Blockade rule does not apply to multiple seaport territories.
No blockade permitted in the following three examples.
Example: Multiple ports in a Baltic Sea Territory.
5: Attack
Phase Two: Attack
Sequence of Attack:
- Attack target territory.
- Resolve the Attack. (Attacker rolls first, Defender second)
- Loser draws Battle Card.
Attack has a movement element because in order to attack another territory, you must move units there. However, all movement related to Attack must end with a battle sequence or a hostile action against an enemy. All other movement is considered "deployment" and must wait until the Movement Phase to conduct.
A player attacks by moving their military units into an adjacent enemy or neutral territory.
There is no time limit on the Attack Phase. However, it can take a while to resolve multiple attacks so, think ahead!
To attack, a player moves as many units as he wishes into an opposing player's Territory. These units can come from different directions/territories but cannot cross enemy-held territories or exceed their movement values.
Once all attacking units are moved into the target territory, line these units up verses the defenders. The Defenders are any units that were already in the target territory. Each player then rolls dice in turn, to decide the outcome of battle.
The attacking player rolls first, going through each attacking unit type, rolling one dice for every unit represented. Then the defending player does the same. Casualties are removed after both sides have rolled battle dice.
This sequence repeats until only one nation has units remaining on the battlefield. Or, in the case of a draw, no units are remaining.
Dice are rolled according to the number of units present and based on the units Attack and Defence abilities.
Example: If the attacking unit is French, use the French attack abilities. If the defending unit is Russian, use Russian defence abilities.
Attack Strength and Defence Strength
Attack Strength (Normal / French / Rain)
| Unit | Infty | Cav | Arty | Fleet |
|---|---|---|---|---|
| Normal | 4 | 6 | 7 | 6 |
| French | 5 | 7 (underlined) | 8 (underlined) | 6 |
| Rain | 4 | 8 (underlined) | 6 | 5 |
Update sheet (Spanish Empire Reference Card): Spanish Infantry Attack strength is 3, not 4. The Spanish counters are correct.
Defence Strength (Normal / Russian / Rain)
| Unit | Infty | Cav | Arty | Fleet |
|---|---|---|---|---|
| Normal | 5 | 5 | 6 | 6 |
| Russian | 6 (underlined) | 6 (underlined) | 6 | 5 |
| Rain | 5 | 7 (underlined) | 6 | 6 |
Underlined figures mark an Empire's Special Ability (see the Special Abilities Chart).
To score a hit in Attack or Defence, you must get equal to, or less than the number indicated on the above chart in a dice roll.
Example: A standard attacking cavalry would need to roll a 6 or less to score a hit while standard defending cavalry only has a rate of 5 or less.
A "6 or less" means if you roll a 1, 2, 3, 4, 5, 6, it is considered a hit, but a 7, 8, 9 or 0 would be considered a miss.
Note: 0=10 on the dice.
Note: You must roll as many dice as you have units as long as the units represented are all worth the same value. So, if you have eight infantry units, each worth 4 in attack, you can roll eight dice at the same time, hoping to score a 4 or less.
Example: Russia is defending against the Ottomans, and they have three Infantry and two Cavalry. Because both their Infantry and Cavalry defend at the same rate, '6', they may roll five dice aiming for 6 or less at the same time.
5B: Last Man Standing
In Napoleon's Imperium, battles are to the last man standing. The force remaining on the battlefield is declared the victor.
After rolling dice for all units in the battle, players must then add up the number of hits scored against each other. Both sides determine casualties by removing one unit per hit they have received.
As long as both sides have troops or Fleets to fight with, the battle then continues until one side is eliminated.
Example: France as the Attacker, rolls first and score 5 hits against the Prussians. Prussia rolls second as defender using their defensive abilities and score 3 hits against the French. (Units are not removed until the defender has fired back).
France now chooses which 3 units to remove from table while Prussia chooses which 5 units to remove from map.
Most likely, each nation will choose to remove their weakest units in order to give them the maximum chance of winning the battle.
5C: Continuing the Attack
After a victory, if your unit movement allows, you may continue and attack another territory.
Example: A camel, if victorious, could potentially go on another two adjacent territories for further attacks because it has a 3-territory movement limit available. They may continue these attacks providing one unit is left behind to secure the territory it just conquered.
Standard Cavalry could continue only an extra one territory as they have only a 2-movement value.
Movement Values (example above: French Movement abilities)
| Infty | Cav | Arty | Fleet | Fleets Laden |
|---|---|---|---|---|
| 2 | 2 | 1 | 5 | 5 (carries 4 units) |
This same principle applies to Fleets. You may continue to make new attacks after the first or second attack, as long as the movement of your remaining units allows for it and there are no Battle Card consequences that prevent further attacks.
A nation may continue to make attacks as long as it has units left to move. It may attack the same territory a second time if the first attack failed. A Nation can only attack with its own units, but more than one nation can be defending a territory.
Note: You must leave one unit behind to hold each territory. This applies also to your starting territories.
6: Defence
Also see Rule 24: JOINT DEFENCE (page 23)
As warfare is considered simultaneous, the defender is allowed to shoot back before the removal of any casualties.
Following the same sequence, a defender may roll one dice for each unit represented to determine what casualties they inflict upon the attacker. Once all players have rolled and the number of casualties has been determined, each player then decides which of their own units are to be removed.
The battle then continues until one side is eliminated.
Note: Defending allied units in your territories die first in battles.
7: Draw
If all units from both sides are destroyed in battle, it is considered a draw. In a draw four rules apply:
- The territory reverts to its original owner at the beginning of the game, and one new infantry unit may be placed upon this territory immediately by the original owner at no cost. One flag is also set on the territory to represent ownership.
Note: The colours of each territory on a game map has been designed as a reminder of original territory ownership.
- No Battle Cards are issued, or flag collected.
- Income is reinstated to the original owner.
- Any Commanders involved return to their respective capitals.
Note: If the territory was a neutral territory at the beginning of the game, it again becomes neutral.
No units may be placed on it until it is once again successfully invaded. No Battle Cards collected.
Income is not retained for this territory and all flags removed.
8: Battle Casualties
As previously stated, all battle casualties inflicted against a player are chosen for removal by the affected player.
Example: If Prussia inflicts two hits on Austria in their attack throw and Austria has three units defending, (one infantry, cavalry and one artillery unit), Austria can choose to lose the weakest defending units, in this case, infantry and cavalry. This would leave the Austrian player with one artillery which is the most powerful unit in defence.
9: Maximum Dice Roll Is 9
The maximum dice roll for Attack and Defence is 9. This is regardless of the presence of a Commander's +1 Morale bonus or any special abilities as a result of a Battle Card consequence.
10: Captured Capital
If your Capital is captured, you are subject to the following conditions:
1: Half Income: If your Capital is captured, you only receive half income based on the value of your remaining territories until your capital is liberated. (Rounding up in case of an odd number).
Example: If your current income is 9, it is reduced to 5. If it was 13, it is reduced to 7, etc.
Note: The minimum income for a nation with a lost capital is "2". This applies as long as a nation owns at least one territory. This cannot be halved and applies even if the last territory held has a value of only 1.
Note: If a player loses all territories, then no income is allowed until liberation.
2: Exiled: You are considered "in exile" if your Capital is captured. Purchased units must start from an Allied Capital until the liberation of your Capital Territory. Should your Capital be liberated, purchase placement will revert to your Capital for commencement at your next turn as per usual.
- Units may start from an Allied Capital only until the liberation of your own Capital and only if you have the income to support this (at least one territory left).
- Nil Territories = No income.
Note: You can only choose one allied Capital as your exiled Capital.
3: Objective Liberation: If your Capital is lost, your objective is now its liberation. Your land movements should reflect this. You may attack other territories providing they are one territory closer to your Capital or, that territory originally belonged to your nation at the start of the game.
Note: You may not attack the Capital of another nation while in exile!
10B: Captured Capital Bonus
A Victorious Nation that captures an enemy's Capital Territory is eligible for the following bonuses:
1: Captured Capital Card: A Victorious Nation that captures an enemy's Capital Territory receives a "Captured Capital Card" which counts towards Battle Points at the end of the game.
2: Anniversary of Occupation - One Free Infantry: If a player captures an enemy's Capital Territory and holds it for a full playing year, the player may place one new infantry unit directly into this captured Capital Territory.
A player can repeat this infantry allocation at every anniversary of occupation.
But this can only happen if the occupation of that Capital is unbroken at each anniversary. The Capital must not have been liberated and recaptured before the anniversary of capture.
Example: If you capture a Capital in the year 1801, and your occupation has been unbroken by your next turn in 1802, you are entitled to place ONE new infantry unit in the occupied Capital territory. You receive this bonus infantry at the beginning of your turn, which means this infantry can take part in Attack or Movement Phases of this turn also.
3: Additional Commander: Also, as per Rule 15, when a Capital Territory is captured, the victorious army may add a Minor Commander to the table immediately. This Minor Commander starts from the victorious nation's Capital, not the captured Capital.
This is a once-off award in recognition of achieving the difficult feat of capturing an enemy capital.
11: Liberated Capital
A Capital is liberated when either your army or the army of an allied empire retake a lost Capital Territory in battle. Capitals can also be liberated via a Battle Card consequence.
11B: Liberated Capital Bonus
Self-liberated: If you liberate your own Capital, you may place your flag in the territory to show ownership, re-establish income and place one additional Artillery in this Capital territory.
Allied-Liberated: If an allied empire liberates your capital you may place your flag in the territory to show ownership, re-establish income and place one additional Infantry and Artillery in the territory immediately.
Battle Card-Liberated: If your capital is liberated via a Battle Card consequence, you may place your flag in the territory to show ownership, re-establish income and follow the card's instructions for units to populate the territory.
Note: Should there be no instruction, then apply the 'self-liberated' rule.
12: Liberated Territories
A Territory is liberated when either your forces or those of an allied Empire retake that territory, or as a consequence to a Battle Card.
12B: Liberated Territory's Bonus
Self-liberated: If you liberate your own Territory you may replace your flag in the territory to show ownership and re-establish income on your economy line via territory value. You hold that territory with whatever you have liberated it with.
Allied-Liberated: If an allied Empire liberates your territory you may place your flag in the territory to show ownership, re-establish income on your economy line via territory value, and place one new infantry in that territory immediately.
Battle Card-Liberated: If your territory is liberated via a Battle Card consequence, you may place your flag in the territory to show ownership, re-establish income on your economy line via territory value, and follow the card's instructions for units to populate the territory.
Note: Should there be no instruction, then apply the 12B Allied-Liberated rule.
13: Commanders
There are two types of Commanders in Napoleon's Imperium, Major and Minor Commanders. There is only one Major Commander for each nation. There are up to two Minor Commanders for each nation.
Example of French Commanders:
- Major Commander (Gold outline): +1 Attack, +1 Defence, +1 Movement
- Minor Commander (Silver outline): +1 Attack, +1 Defence
A Major Commander is also referred to as the 'Commander' and has a morale bonus of +1 to one-unit type at a time in Attack, Defence and Movement.
Minor Commanders are called 'Minor Commander' or 'a second commander'. A Minor Commander has a morale bonus of +1 to one type of unit at a time in Attack and Defence but has NO Movement bonus.
All commanders move a maximum of three territories. All commanders can apply their bonus to either land or sea units.
13B: Commander Restriction
There are four restrictions in the use of a commander.
1: Single Phase Restriction. A Commander can only be used in one phase of your three-phase turn. Either Attack or Movement Phase, but not both.
So, if a commander is used in the Attack Phase, they cannot take part in the Movement Phase and vice versa.
Note: Commanders can always be used in defence unless specified in a Battle Card Consequence.
2: Single Unit Type Restriction. A Commander can only be applied to one-unit type in either Attack Phase or Movement Phase so choose wisely.
Example - Attack: The Nordic are attacking the Spanish with their Commander, two Infantry, four Cavalry and one Artillery. For maximum effect, they apply their Commander +1 bonus to the Cavalry which means they now have four Cavalry attacking at '7' rather than at '6' (see table below).
Attack Strength (Nordic row)
| Unit | Infty | Cav | Arty | Fleet |
|---|---|---|---|---|
| Normal | 4 | 6 | 7 | 6 |
| Nordic | 4 | 6 | 7 | 7 |
| Rain | 4 | 8 | 6 | 7 |
Example - Defend: The French are defending with five infantry and two Artillery. The French Infantry defend at 5 and the Artillery at 6. With a commander, bonus applied the French could either have five Infantry at 6 or two Artillery at 7.
So, the French player would probably choose Infantry to increase percentage advantage.
Note: Once the five infantry are eliminated in the battle, the French player may NOT transfer the Commander Bonus to Artillery.
3: Single Influence Restriction. Commanders can only be used for Attack bonus in the Attack Phase or Movement bonus in the Movement Phase.
In other words, a Commander cannot be used for its Movement bonus to aid units to reach a distant territory in the Attack Phase. If a player wishes to do this, they must apply the Commander bonus to Movement Phase the year before in order to set up an attack.
- The Movement Commander Bonus is for Movement Phase only. This allows the selected unit type to travel one additional territory.
- The Attack Commander Bonus is for Attack Phase Only.
- The Defence Commander Bonus is for when attacked.
4: Battle Card Restriction. Commanders can always add their +1 bonus in Defence unless a Battle Card dictates otherwise. Battle Cards are drawn throughout the game and some consequences restrict abilities of Commanders.
13C: Commander Bonus
Attack Phase
Both Major Commanders and Minor Commanders can add a bonus +1 to either attack or defence to one specific type of unit. The Attack or Defence bonus is restricted to the territory the Commander is located in at the time of the battle.
Example: A Commander added to British Fleet would allow the Fleets to attack at 9 instead of 8 in battle, making these Fleets lethal! The commander must move with the Fleet to the target territory for this to happen.
Major Commander (A+1 / D+1) + Fleet (A8 / D7 / M7 / L6) =
- 9 in Attack.
- 8 in Defense.
- 8 in Movement.
- 7 when Laden.
Note: Commanders always have the right to defend regardless of whether they have been used in the current playing year already.
Example: If French player moves their commander into a new land territory, they may allocate an extra +1 to any single unit type within, (either Cavalry, infantry or artillery), but not all three. The +1 may be for attack or defence.
Note: The maximum attack or defence strength cannot exceed "9" on a dice roll.
Attack on a Secondary Territory - Commander Assisted: If the units the Commander is attached to succeed in a first battle, they can be assisted again by the Commander in a secondary attack. Alternatively, the Commander may switch to a different unit type in the next battle for the next enemy territory.
They can only do this providing there is sufficient unit numbers and available movement for the chosen units and Commander to attack again. At no point a commander or units exceed their movement value.
Figure: Three-stage Ottoman attack sequence labelled "Attack 1", "Attack 2" and "Attack 3" across the Black Sea region.
Example - First Attack: The Ottomans attack Crimea with seven camels and a commander. Camels have a 3-territory movement reach. The Ottomans quickly dispose of the defending two infantry for the loss of one camel.
Consequence: OTTOMAN VICTORY
- The Ottoman player collects the Russia Flag. The Ottoman player places their own flag on the territory.
- The Ottoman player increases their territory income.
- The Russian player decreases in territory income.
- The Russian player must pick up a Battle Card.
Second Attack: The Ottomans then choose to continue the attack. They leave one camel of their six behind to hold the newly conquered territory and continue on to Siberia with their remaining five. Again, with their Commander bonus, they score three more hits and wipe out the Russian defending units for the loss of two units.
From five camels, they are now down to three.
Consequence: OTTOMAN VICTORY
- The Ottoman player collects the Russia Flag.
- The Ottoman player places their own flag on the territory.
- The Ottoman player increases their territory income
- The Russian player decreases in territory income.
- The Russian player must pick up a Battle Card.
Third Attack: The Ottoman player then decides to chance their luck and continue for a third attack.
They again leave one unit behind to hold the Siberian territory and continue on with two camels and a Commander into the Capital territory of Russia, which is being defended with just two infantry.
This is the limit of the Ottoman attack movement having moved a full three territories.
The Ottoman player scores two hits with their two dice, but the Russian player with their two Infantry also score two hits. It's a draw!
Consequence: DRAW
- All unit counters are removed.
- The Ottoman player receives no additional territory income.
- The Ottoman Commander returns to the Ottoman Capital Territory.
- Neither player picks up any Battle Card.
- As the territory is coloured Russian green, this indicates it was a Russian Territory at the beginning of the game. So, Russia retains territory and income.
- The Russian player places one infantry in the territory and sets a flag down if one is not already there.
Note: There can only ever be one flag on any territory as the flag is a symbol of ownership.
Multiple Commanders
If a Nation has two Commanders (both a Major and a Minor), they can be used independently on different unit types in the same attack, independent attacks, or in different phases.
So, each Commander may be used in either their Attack phase or Movement Phase, but not individually in both.
Commander Bonus Examples
Nordic Major Commander - Infantry
- Attack strength = 4 plus 1 Commander Bonus = 5
- Defence strength = 5 plus 1 Commander Bonus = 6
- Movement = 1 plus 1 Commander Bonus = 2
Nordic Minor Commander - Cavalry
- Attack strength = 6 plus 1 Commander Bonus = 7
- Defence strength = 5 plus 1 Commander Bonus = 6
- No Movement Bonus for Minor Commanders.
Nordic Major Commander - Artillery
- Attack strength = 7 plus 1 Commander Bonus = 8
- Defence strength = 6 plus 1 Commander Bonus = 7
- Movement = 1 plus 1 Commander Bonus = 2
Multiple Commanders can also take part in the same battle but must be assigned to different unit types. They are only lost if the battle is lost. If this happens, the Major Commander is Captured, the Minor Commander dies, and two Commander cards go to the victor.
Note: All Commanders that are on the losing side and in the territory of battle are also lost in defeat.
13D: Commander Bonus - Movement Phase
Only Major Commanders have a +1 Bonus on Movement, Minor Commanders do not. By assigning your Major Commander to one unit type in your Movement Phase increases the movement limit of a designated unit type by +1 territories. This may help to reinforce or bring an army to the front line earlier.
Example: A Fleet with a movement value of 5 with a commander assigned, would then be able to move 6 territories.
Example: A Commander assigned to Russian Cavalry would allow these Cavalry to move from 2 maximum territories to 3.
The Commander must start alongside the chosen units for assignment, and finish alongside these units in the destination territory.
Note: For this to happen, the commander must not have taken part in an attack manoeuvre in the same playing year.
14: Captured Commander
A Commander is captured when the army or Fleet to which they are attached is defeated in battle, or they are located in the defeated captured territory.
A Major Commander cannot die but can be captured for a period of up to one year. However, Minor Commanders, if caught, are executed at once and they do not return to the table.
A Captured Commander Card is awarded to the victor on both occasions above, one card for each Commander caught.
A Commander is captured for up to 1 full playing year depending on whether they are Imprisoned or Paroled. After the Imprisonment or Parole period, the Commander must be returned to their Capital.
Note: A Commander's imprisonment is continued if their Capital is also captured at the time of the Commander's scheduled release. Commanders must have a free capital in order to return home.
The Nation that captures a Commander is allowed to roll one dice for each Commander caught. This roll determines if the Commander is to be Imprisoned or placed on Parole.
Imprison or Parole Dice Roll Chart
- Imprison (dice 1-6): Commander serves the imprisonment term in Victor's Purchase Tray until the end of Victor's next full turn, returning to their own Capital in the Victor's Purchase Placement.
- Parole (dice 7-0): Commander serves their parole held in their own Purchase Tray until their next full turn, returning the Commander to their Capital in in their own Purchase Placement.
Next Full Turn = Next turn when a player can start with a fresh Purchase / Attack / Movement Phase and then Purchase Placement. It does not mean halfway through a player's current turn.
Example: If a Spanish army accompanied by a Commander is defeated in battle in 1801 by a British attacking force, the Commander, in this case, a Major Commander is deemed captured by the British. The British then roll a dice and score a 7. This means the Commander is PAROLED and placed in the Spanish Purchase Tray. As the Spanish are 5th in turn of play, three turns after the British, this means they will be returned to the Spanish Capital after the Spanish turn, serving only half a year.
Alternatively, if British had rolled a 5, under the dice roll chart, the Spanish Commander would have been IMPRISONED and placed in the British Purchase tray for one full year until the British turn finished in 1802. They could not have been placed out in the British Purchase Placement in 1801 because the British had already commenced their playing year. So the Commander would have had to wait in prison until the British next FULL playing year in 1802.
14B: To Imprison
To serve imprisonment, the Commander is placed into the victor's Purchase Tray and released to the Commander's home Capital after the victor's next full turn, with their purchase placement. This could be the same year if the victor's turn is after the defeated Nation's turn. Or this could be the following year if the defeated Nation's turn is after the victor's turn.
British victor vs French example: 1
Imprison = Serves term in British Purchase Tray for one full British turn. Returns to French Capital in next British Purchase Placement.
14C: To Parole
Commander on Parole (figure: French Purchase Tray).
Parole = Serves term in your enemy's home Purchase Tray. Returns to French Capital after the next full turn, in the French Purchase Placement.
To serve Parole: The captured Commander is placed into their own nation's Purchase Tray to serve out imprisonment at home.
They are honour bound not to take up arms against the victor until after their nation has had a clean full playing turn, then placed out in their purchase placement.
Example: A successful Prussian defence repulsed a Spanish Commander assisted attack in 1803. As a result, the Prussian player receives a 'Successful Defence' card and a Captured Commander Card.
As the victor, the Prussian player now rolls a dice to determine the Commander's imprisonment term.
Imprisonment: They roll a number 3 which imprisons the Spanish Commander into the Prussian Purchase tray.
Now because the Prussian turn is after the Spanish turn, the Spanish Commander would only serve a short term of imprisonment as Prussia has a full turn next up. So, the Spanish Commander will be returned to the Spanish Capital much sooner, when Prussia places purchases out, which is also in 1803.
Parole: Had the Prussian Player rolled any number from 7 through to 10 (0=10), the Spanish Commander would be 'Paroled' to honourably serve out imprisonment in their Spanish Purchase tray instead of the Prussian. In this case, the Major Spanish Commander would not be released until after one full year, placed out in the NEXT Spanish purchase placement.
Note: If the commanders capital city is captured, the Commander remains captured until the capital is liberated, at which time the Commander must immediately be returned.
DRAW: In the event of a draw, Commanders are not captured. They are returned to their capitals, respectively. This applies to both attack and defence of a territory.
15: Minor Commanders
Minor Commanders (figures for the Ottoman, Russian, Austrian and British examples).
Minor or 'additional' Commanders have silver borders to distinguish them.
When a Capital is captured, the victorious army may add another Commander to the table, starting from the victorious nation's capital territory (as per 10b Bonus). These Commanders are called 'Minor Commanders'.
Minor Commanders enjoy the same moral bonus as Major Commanders as per Rule 13 however, there are two restrictions;
- Minor Commanders die in captivity and therefore are removed from the board indefinitely and immediately should your army be defeated.
- Minor Commanders add no movement bonus to units.
If a Minor Commander is captured and therefore executed, the victor is still awarded a Captured Commander Card.
Note: A battle may be fought with multiple Commanders with each Commander assigned to different units (Their bonus cannot be added together on same unit type).
Note: The maximum value of an Attack or Defence strength is 9 despite any Commander or Battle Card Bonus.
Sea Attack
16: Fleet vs Fleet
Sea attack is conducted in the same manner as land attacks, only using Fleets against Fleets. Refer to your attack and defence ratings on your Empire chart.
17: Sea Attack
If a player's Fleet is attacked at sea, a player must do battle. All Fleets are considered 'at sea' regardless of whether they are under the protection of a port, so a defending player cannot avoid a battle.
As sea territories represent a considerable area, there is no indication to say a Fleet is in or is out of port. And being in port was no guarantee of avoiding attack as was demonstrated time and time again during the Napoleonic wars (e.g. Copenhagen, Aboukir Bay).
Note: A seaport is yours only if you own the adjacent land territory.
However, if a player's goal is to attack a Fleet in a distant sea territory, or to pass through an enemy-occupied sea territory, an attacker can choose to avoid conflict with this enemy Fleet while passing by.
To do this, a player must announce their intention to 'avoid' and then roll a dice to see if they are successful. See Rule 17B.
Note: If you choose to avoid and you fail in your dice roll, you fight only with defence abilities.
EXCEPTION 1: If you intend to invade a land territory, you must do battle with all enemy Fleets within the sea territory where the port is located, there is no chance to avoid. This is regardless if there being multiple seaports within the one sea territory as all enemy Fleets are considered within range to prevent invasion and join the battle.
EXCEPTION 2: If your attacking movement range causes you to stop in enemy-held sea territory, regardless of this being your intended attack destination, you must do battle. You cannot remain in an enemy-held sea territory without battle. As you cannot avoid, you retain your original attack abilities in the battle and your enemy, its defence abilities.
Fleet Sighting Table
French Imperial Allies (Fleet Avoid Rate)
- French Empire: 6
- Spanish Empire: 7
- Ottoman Empire: 4
- Austrian Empire: 5
British Coalition Allies (Fleet Avoid Rate)
- British Empire: 8
- Nordic Empire: 7
- Prussian Empire: 4
- Russian Empire: 5
17B: Avoid Rule
When a Fleet passes an enemy Fleet in the same sea territory during an attacking manoeuvre, they are considered sighted and must do battle. However, the Avoid Rule allows a player with an attacking Fleet a chance to 'avoid' a sea battle with an enemy Fleet so they can pursue a different target in a different sea territory undamaged.
Avoiding a sea battle may help your Fleets stay unscathed when intending an invasion or strategically targeting another Fleet where you need to be at maximum strength. It is considered your Fleets are sailing an evasive route to minimise the chance of discovery by an enemy Fleet.
But to avoid being discovered or 'sighted' by the enemy is no guarantee, so the attacking player must declare 'avoid' and roll a dice of chance to confirm success or failure.
Each player has a 'Fleet Avoid Rate' on their Empire Chart which they must achieve in their dice roll, (or less) to avoid battle successfully. Players roll only one dice to 'avoid' regardless of the number of ships within the Fleet.
Successful Dice Roll A successful dice roll means the enemy did not discover the attacking Fleet, and now this Fleet may continue through the sea territory to their primary target without doing battle.
Unsuccessful Dice Roll
WARNING - Unsuccessful Dice Roll Consequence: Enemy Fleet uses Attack abilities. Your Fleet now uses Defence abilities.
An unsuccessful roll means the enemy has sighted, pursued and caught your Fleet and now your Fleet must do battle. Only the Fleet is now considered to be on the defensive.
If you are sighted, you forfeit your attacking abilities and must fight with your defence abilities on your Empire Card. Your enemy, however, now fights with their attack abilities.
This is because trying to avoid a sea engagement means you were running from battle and are having to defend against a pursuing enemy. Your enemy is now considered to have brought you to action.
18: Avoiding the Enemy
Movement Phase (Fleet Only)
During the Movement Phase, you may move through enemy sea territories without fear of battle. It is considered you have taken an evasive alternative route and have not been sighted.
However, you may not remain in an enemy held Sea Territory.
19: Spoils of Victory (Sea Prize)
If you win a sea victory, you collect a Sea Victory Card (These count towards Battle Points at the end of the game)
You also roll one dice for each "five surviving" Fleets for a chance to capture one of the opposing Nation's Fleets involved in the battle.
Use CHART 1 to determine how many dice are allowed to be used in rolls to capture.
Use CHART 2 to determine the number (or less) required on the dice necessary to capture a Fleet.
One Fleet is captured for each successful dice roll, limited by the number of Fleets you sank. (So, if you sunk two Fleets, you could only capture up to two Fleets).
These captured Fleets may then be placed in your Purchase Tray for next available placement.
Chart 1 - Capture: Dice Allocation
| Number of Fleets Surviving Battle | Number of Dice Allowed |
|---|---|
| 1 to 5 | 1 |
| 5 to 10 | 2 |
| 10 to 15 | 3 |
| 15 to 20 | 4 |
Chart 2 - Fleet Capture Rate
French Imperial Allies (Fleet Capture Dice Roll)
- French Empire: 2
- Spanish Empire: 2
- Ottoman Empire: 1
- Austrian Empire: 1
British Coalition Allies (Fleet Capture Dice Roll)
- British Empire: 3
- Nordic Empire: 2
- Prussian Empire: 1
- Russian Empire: 2
Captured Fleets are immediately added to your purchase tray and placed out at next Purchase Placement. This includes your current Purchase Placement if you are midway through your move and have not yet placed your purchased units out.
Example: There are eight British Ships vs Two French and one Spanish ship (combined Fleet).
The British win the battle with 6 ships surviving.
The British can now roll two dice as per the allocation chart 1. They then must refer to chart 2 or their Empire reference card to find the number required to roll in order to capture a Fleet. For the British, the rate is 3 or less on a dice.
The British roll two dice and they roll at 8 and a 2. Because a successful roll according to Chart 2, is 3 or less, one dice is successful.
The British can now place one new British Fleet in their purchase tray.
It will be placed out at the British next purchase placement whether that be at the end of this current turn or next turn.
20: Invasion
An Invasion is when Fleets disembark troops to fight. Invasions may only take place where there is a Port. A Port is symbolised by a ship's wheel on the game map and has the Port's city name adjacent. These are mostly located within a sea territory.
Important Invasion Rules
- Fleets must arrive or be in the corresponding sea territory to conduct an invasion.
- Fleets can only invade when they have land units onboard to invade.
- Fleets are considered 'Laden' when transporting troops and must do so with their 'Laden" movement value only. (See Rule 33)
- If invading a land territory that has enemy Fleets in the corresponding seaport territory, a player must first fight a sea battle with these Fleets before invasion can proceed. Only those surviving Fleets can then move to take part in a full land invasion.
Note: If a Fleet that is transporting land units is destroyed, all military units aboard will also be lost, going down with the ship!
Land units onboard Fleets cannot take part in a sea-battle; however, a Commander can be assigned to the Fleet, adding +1 bonus to either attack or defence of Fleet.
But note: Once a Commander is assigned to a Fleet which is intent on invasion, the Commander's +1 bonus can also be added to both the pre-invasion sea battle followed by the Fleet's pre-emptive invasion strike. (This is because the Commander maintains assignment to only one unit type.)
But in doing so, a Commander can no longer take part in the actual land battle after the pre-emptive strike. In this case, a Commander is considered an 'Admiral of the Sea's' rather than a 'General of the Land'. So, it's an important strategic choice how a player uses Commanders!
20B: Invasion Limits (Update)
Rule addition from the Update Sheet.
Two Invasions per Fleet: Each Fleet has a limit of two possible invasions per year, subject to its Laden Fleet movement limit and land units available for transport.
Note: A sea attack on a Neutral Territory is also classified as an invasion.
Fleets Must Stay Together After Invasion: Fleets that are joined in a first invasion continue as one Fleet for any future invasion or sea actions in the same playing year. They cannot depart separately to extend invasion limits, or to pursue separately any Fleet versus Fleet actions.
However, other Fleets under the command of the same nation, that have not been involved in the original invasion, can each make up to two invasions per year independently, or as part of a fresh, unengaged action.
Example: A combined British lead Fleet from Portsmouth could make an invasion on Calais followed by a secondary invasion on Lehavre with fresh land units. A new unengaged Fleet from Plymouth could then make an invasion on Corunna and then Bordeaux if so desired. So, two Fleets making up to two invasions each.
Note: Fleets are permitted to continue onto a Fleet versus Fleet action after invasions, providing they still have "laden" movement available, and the original Fleet remains together. (They must not divide after an invasion action.)
20C: Invading Army Declaration (Update)
Rule addition from the Update Sheet.
Prior to invasion, a player must declare which land units are taking part in each invasion, and which units are to remain on board the Fleets for future actions. As per Rule 35, land units cannot reboard a Fleet in the same year.
Note: A secondary invasion cannot be made on the same port in the same playing year if the first invasion fails.
21: Invasion: Pre-Emptive Strike
Fleets have special attack capabilities when commencing a land invasion.
Each participating Fleet may make one pre-emptive strike in the form of a single opening shot at land targets which helps to clear the way for the invasion.
- Once fired, the Fleet takes no further part in the battle.
- One shot may be fired for each Fleet represented in battle.
- One-shot may also be fired in return by every enemy artillery unit that occupies the home territory.
Note: A defensive land Commander, if assigned to Artillery, can both add their +1 bonus to Artillery invasion return fire, and also to their Artillery in the ensuing land battle. But in choosing this option, they cannot change to another unit for the land battle. Again, this represents a strategic choice!
(Check your charts for Invasion and return fire capabilities).
Austrian Example below (Invasion rows of the Austrian Empire chart):
Austrian Attack Strength (Normal / Austrian / Rain)
| Unit | Infty | Cav | Arty | Fleet |
|---|---|---|---|---|
| Normal | 4 | 6 | 7 | 6 |
| Austrian | 5 (underlined) | 6 | 7 | 6 |
| Rain | 4 | 6 | 6 | 5 |
| Snow | Baltic Sea freezes, artillery no movement | |||
| Stormy | No sea invasions, +1 to fleet movement |
Austrian Defence Strength (Normal / Austrian / Rain)
| Unit | Infty | Cav | Arty | Fleet |
|---|---|---|---|---|
| Normal | 5 | 5 | 6 | 6 |
| Austrian | 5 | 6 (underlined) | 6 | 5 |
| Rain | 5 | 7 (underlined) | 7 | 6 |
| Snow | Baltic Sea freezes, artillery no movement | |||
| Stormy | No sea invasions, +1 to fleet movement |
Once casualties from the pre-emptive Fleet fire and the defensive Port Artillery fire are removed, the land invasion battle can commence.
Note: Casualties are selected for removal by the casualty's owner, not by the opponent that inflicts them. The battle fire determines the number of casualties only.
If a Fleet is successful in its bombardment, casualties (enemy land units) must be removed before the land invasion can take place. Correspondingly, if Artillery is successful, Fleets that are hit are considered sunk, and all units aboard are destroyed immediately.
The Fleet owner chooses the Fleets for removal, while the land Commander decides which of his land units are to be removed.
It is unlikely that the Fleet owner will choose Fleets laden with troops to remove unless they have no choice because of casualty numbers.
It is unlikely that the defending landowner will choose his most robust units for removal before a land battle unless they have no choice because of casualty numbers.
After this opening salvo to stave off invasion, any remaining defending artillery may take part in the following ensuing invasion land battle.
22: Joint Sea Invasions / Sea Battles
Fleets from an allied empire may choose to join your Fleet (or vice versa) to add attack and defence strength in battle.
To combine Fleets under one nation, a Fleet owner must move their Fleets into the same sea territory as an allied Fleet. They must then announce to the other team that they are "joining Fleet." (See Rule 36)
Example: Nordic Fleet move to join with British Fleet (map figure).
The advantage of an allied Fleet is that they can help in ATTACK, DEFENCE and INVASION, providing they move as one, under one commander.
Note: A player must declare their intention of handing over command of their Fleet upon joining an allied Fleet. They may do so providing their Fleet has not moved already in their turn before the joining manoeuvre.
Once Fleets are joined, the combined multi-national Fleet moves as one, under one nation's command.
The combined Fleet can only move now in the Commanding nation's turn, provided no part of the multi-national Fleet has already moved in the same playing year.
So, this means the combined Fleet cannot move in the same playing year as joined unless the Fleet that joined was already in the same sea territory before its declaration to join.
Break Off by Commanding Nation
Should the Commanding Nation wish to part ways, they must declare 'break off' before leaving behind the attached allied Fleet. Providing the Allied Fleet has not moved before a 'break-off' declaration, they can move immediately in their next playing turn. If the Allied Fleet has moved before the break-off, the Fleet must wait until next playing year.
Break Off by Allied Nation
Fleets can part ways and declare 'Break-Off' at any time by the command of the original Nation's Fleet owner. They may do so at the next available turn of that empire.
Movement away from an Allied Fleet will depend on if that Fleet has already taken part in attack or movement phase that year.
If this is the case, they can still declare 'Break Off', but must wait until the next year for Attack or Movement of their Fleet.
22B
An allied Fleet may only join another in their own movement phase.
22C
The host Fleet loses casualties last. This means any joined Fleets are sunk first in a sea battle.
22D
A Fleet attacks, defends and moves at its own nation's rate, regardless of the Fleet it has joined. This restricts the combined multi-national Fleet to the slowest movement rate of the slowest Fleet.
The host Fleet, however, is not restricted by the attack and defence strengths of the joining nations. In any action, each Fleet fights according to their national strengths.
22E
A commander of one nation, has no moral effect on another nation in combined Fleet actions.
23: Flags / Colours
Flag counters for each nation (figure).
Flags are won by a victorious attacking army when invading an enemy land territory, or by a successful sea invasion attacking a land territory.
They are not won by a defending army achieving victory! To take a flag, you must take a territory!
Sea Victory Cards are won by the victorious Fleet, regardless of attack or defence positions.
Successful Defence Cards are awarded to a player when they successfully defend a land attack.
The capture of flags and the gaining of Sea Victory and Successful Defence Cards, all count towards Battle Points at the end of the game.
24: Joint Defence
On land, you may help an Allied nation in defence by moving your units into their threatened territory before any attack. This must be done in your movement phase unless they are already there as a result of a previous action. If that territory is then attacked, the enemy must also do battle with your units.
In a joint defence, each player must roll their own dice according to their own defensive abilities. The attacking player must defeat all allies within the target territory to win the battle.
Casualties are incurred against the owner of the territory last, which means, the defending allied units die first.
Note: You cannot attack together with land armies. However, your Fleets may attack together as part of a combined Fleet, as mentioned in Rule 22.
Hint: Joint defence is beneficial to nations like Austria and Prussia.
25: Neutral Territories
Neutral Territories represent smaller nations not aligned with a particular empire. They appear orange on the game map.
Neutral Territories can be worth a considerable increase to a player's income. Still, a player must calculate the resources needed to take these territories and if it is worth diverting attention now or later in the game.
Neutral territories shown on the game map (figure).
There is no need to 'fire-in' via a Fleet invasion if a Neutral Territory is empty. Neutral Territories can be invaded and owned but at a penalty of the loss of one land unit. (Neutral Territories don't give up without inflicting some casualties)
So, after the invasion, one unit must be forfeited. Therefore, you need at least two units to take a neutral territory. Once you do so, your income increases by the value of that territory.
26: Battle Cards
Battle Card decks for each nation (figure).
A Battle card must be drawn if you suffer a defeat in a land battle. They provide an extra consequence to your defeat.
Battle Cards bring a mixture of consequences based on history and chance. Some consequences are negative, some neutral and some positive. There is also one DISASTER CARD and one IMPERIUM CARD in each Nation's deck of 20 cards.
The IMPERIUM CARD is the best card in the pack as it usually brings about a very positive outcome often reversing the misfortune of defeat. The DISASTER CARD is exactly what it implies, a disaster!
Note: Sea Battles do not incur Battle Cards.
26B: Battle Card Consequences
Battle Cards are drawn as a result of a defeat in a land battle. You could say these could be called 'Defeat Cards' as they are only required to be taken in the event of a defeat.
Battle Cards are generated when a nation attacks another nation and either defeats or is defeated in Battle.
These cards must be shuffled by the banker before the start of the game.
Attacking Player If you are the attacking nation the following are consequences to an attack move win or loss.
Battle Win If you are fighting an attacking move and win:
- You take the enemy's flag which counts towards Battle Points.
- You force your enemy to take a BATTLE CARD.
- You take the enemy's territory and income.
- Your enemy loses its territory and income.
Battle Loss If you lose an attacking move there is no loss of flag, but the consequences are;
- You must pick up a BATTLE CARD.
- Your enemy also receives a Successful Defence Card.
- All your attacking units in the battle are lost
Defensive Player If you are a defending nation the following are consequences to a defensive battle win or loss.
Battle Win If you are fighting a defensive battle and win:
- You pick up a Successful Defence Card which counts towards battle points.
- You force your enemy to take a BATTLE CARD
- You retain your territory and income.
Battle Loss If you are fighting a defensive battle and lose:
- You lose your territory to the victor.
- You lose the territory's economy points.
- You lose your Flag (Colours) to the victor.
- You must pick up a BATTLE CARD.
This means your economy line goes down whilst the victor's economy line goes up.
27: Key Battle Common Laws
There are prevailing laws associated with Battle Cards which are referred to in Napoleon's Imperium as 'Battle Card Common Laws'.
These 'Common Laws' can't be spelt out on a Battle Card due to descriptive space so a player should refer to this section for clarity.
Battle Card Common Laws
- Land forces only: Battle Cards only apply to land forces (Army) but not sea forces (Navy).
- Losing Nation only: Battle Cards only apply to the losing Nation.
- Draw: Battle Cards are NOT applicable in the event of a draw. In a draw, the original territory owner at the start of the game retains the territory. That owner also retains the territory economy points and can place one Infantry unit on the territory with one flag.
- Units Lost: Unless directly specified, the Nation that loses units as a consequence of a Battle Card is allowed to choose which type of units, and from which territories these losses are to be incurred. These losses are then removed from the board.
- Withdrawal: Unless specified directly in a Battle Card, the owner of the withdrawing troops may choose which nearest owned territory to withdraw into. Withdrawal is by one territory only unless specified on the Battle Card.
- Removal to Purchase Tray: If a Battle Card consequence sends your Commander, or for that matter, any of your units to the Purchase Tray, this means these units must be taken off the board and placed in your purchase tray until your next available purchase placement. (unless otherwise advised on the card).
- Next Playing Year: This means the next playing year of battle, not this current year. (unless defined on the Battle Card otherwise).
- Next Playing Turn: This means your next playing turn, which could be in this current year or next.
Example: Austria defeats Russia in a land battle, and the Battle Card consequence is "Russia loses two-income points in the next playing turn". As Russia's next turn is after Austria, when Russia starts their turn later in that same year, the income penalty applies then. They would deduct two-income points from their purchase ability.
- Unit loss in single unit territories: If you have only one unit left in a territory and the Battle Card consequence directs the loss of one unit, you can ignore the consequence as one unit must remain to hold a territory. As long as you have multiple units on other territories and, the Battle Card consequence does not specify the territory of loss, then losses will be incurred from territories with multiple units.
EXCEPTION: The exception to the above "Unit loss in single unit territories" is when a Battle Card consequence directly specifies that you must lose a unit from a particular territory but also, should this be a single unit occupation, the land reverts to the original owner.
- Undefined Location: 'Lose one Infantry/ Cavalry / Artillery /Fleet'. If the location of the land unit is undefined in a Battle Card, the side that receives the consequence is also allowed to choose the location of the units to be removed.
If there are no units of that type left on the map (as per specified on the Battle Card), then no consequence is incurred. You can't remove what is not there!
28: Treaties
Battle Card example: "Diplomatic Success" - "The Treaty of Amiens brings 13 months peace with France. 1802." "No attack by France for 1 year unless attacked by British."
- If a nation enters a treaty as instructed by a Battle card, that nation cannot attack the victorious army for a full playing year, or a time period specified by the Battle Card.
Example: The French defeat the British in the French player's turn in 1805. The British player draws a Battle Card and as a result, has signed a treaty with France. They cannot attack France now until after the French turn in 1806.
If the French player chooses to attack the British again during the Treaty, they may do so, but the Treaty ceases immediately being deemed "breached".
An ally to the French may also attack the British, but not through the French borders as this would also breach the Treaty.
No British allies may attack France through British borders
Note: Allied Fleets in Treaty. Any Fleets of the Treaty imposed nation that are under the control of an Allied Fleet are considered as "broken off." They must cease from all joint attacks and move independently until after the end of the Treaty. They may then re-join an allied Fleet should they choose, once the Treaty has ended.
28B. Treaties - Attack Exceptions
Allies may attack a different enemy territory from out of your lands if under a Treaty, providing they are attacking a different enemy and not the one who you have an imposed Treaty with.
Allies may also attack the enemy nation that you are in Treaty with under the following circumstances;
- Movement allows them to move through their territories or a different allied territory first.
- Movement allows them to attack a different enemy nation's territory, and then if successful, move on to attack the treaty nation via a newly won territory.
28C: Treaty Plus Loss of Capital
If you are forced into a treaty by the nation that has your capital, you must respect the treaty and not launch an attack on that nation until the treaty expires or until the treaty has been breached. (Refer 28D 'Breach of Treaty')
Your Allies can try to liberate you via a border other than your own.
28D: Breach of Treaty
Treaties cease to exist under the following circumstances:
- The treaty's imposer (the victorious nation) attacks after the treaty has commenced and before expiry.
- After one full year playing turn by all nations. (If the treaty took place in the French turn 1803 it would finish at the end of the French turn in 1804)
- An ally of the treaty's imposer attacks the defeated Empire through borders that are owned by the treaty's imposer.
Phase Three: Movement
29: Movement
Prussian Empire reference chart (figure).
Movement happens similarly to Attack. A player moves units via territories according to the value represented on your Empire Reference Charts.
But unlike an attack, which all movement must bring about a battle or hostile action (Rule 5), movement in the Movement Phase is strictly about "unit deployment".
As shown on these Movement Charts, a military land unit can move by land territories and Fleets by sea territories. Land units can also board Fleets for sea Transportation.
30: Movement Conditions
Movement to deploy units and fleets can only be made for those that have not taken part in any Attack Phase movements..
A player can use all of their playing units in the Movement Phase subject to the Nation's unit movement limits and if those units have not already participated in a player's Attack Phase.
This means you may continue to move until you choose to stop, or your movement is exhausted. However, only units that have not taken part in the Attack Phase can move in the Movement Phase.
31: Border Movement
Military units can only move via adjacent territories; that is, territories that have a clearly defined border. (not a corner point).
Example 1: Transylvania, Wallachia and the Ottoman Empire have corner points that cannot be passed directly through as a one territory movement. So, units from Transylvania cannot go directly to Ottoman Empire or vice versa. Units from Wallachia cannot go directly into Hungary or vice versa. They each must move via an adjacent definite border territory first!
Map figure: Transylvania / Wallachia / Hungary / Ottoman Empire corner-point example.
Example 2: Portugal, Southern Portugal, Spain and Southern Spain have corner points that cannot be passed through. So, units from Portugal cannot go directly to Southern Spain or vice versa. Units from Spain cannot go directly to Southern Portugal or vice versa. They each must move via an adjacent clear border territory first!
Map figure: Portugal / Southern Portugal / Spain / Southern Spain example.
Note: In the Movement Phase, you can only move units that have not already taken part in the Attack Phase.
32: Unoccupied Territories
Territories without at least one unit are Neutral Territories. All other territories are owned and must maintain atleast one unit within from the original owner, unless specified by a Battle Card.
Territories are colour coded to show the original owner clearly, but as a rule, the original owner is the owner of the province at the commencement of the game.
Note: One unit must remain in each territory for it to remain owned by that player.
Example: If a land battle or Battle Card consequence causes the loss of a single unit in say, a neutral territory, this territory would once again become a vacant neutral, owned by no nation.
In similar fashion but with one difference, if Austrian troops holding a Prussian territory were all destroyed via either a land battle, a draw, or as a result of a Battle Card consequence, this territory would once again revert to a Prussian territory. The Prussian player could then place one new infantry unit on it with a flag to hold it.
33: Sea Transportation
Fleets can carry units based on the laden movement value, and laden unit capacity, which is shown on your Empire Reference Chart.
British Movement Example (figure):
| Infty | Cav | Arty | Fleet | Fleets Laden |
|---|---|---|---|---|
| 2 (Rifles 3) | 2 | 1 | 7 | 6 (carries 4 units) |
Note: Artillery count for 1½ units on a Fleet. So, two Artillery onboard a Fleet = 3 units. Commander = 0.
Fleet Laden Chart
| Unit Type | Infantry | Cavalry | Camels |
|---|---|---|---|
| Laden Unit Value | =1 unit | =1 unit | =1 unit |
| Unit Type | Rifleman | Artillery | Commander |
|---|---|---|---|
| Laden Unit Value | =1 unit | =1.5 unit | =0 unit |
Example: Artillery are heavier and more difficult to transport so they are equivalent to carrying 1.5 of a normal unit. A commander is a single figure and cost nothing to transport so is zero.
33B: Sea Transportation Bridge Movement (Update)
Rule addition from the Update Sheet.
In the movement phase, Fleets can act like bridges if they are located in a sea territory with two or more friendly coastline ports. However, all Fleets have a limit of only two movement transportations of land units in the one playing year. (Dual port examples: Stockholm and St Petersburg, Valencia and Barcelona, Copenhagen, Alborg and Stettin.)
Example: One Nordic Fleet could transport up to 8 Infantry from Alborg (Denmark) to the friendly port of Stettin (Prussia) in two transportations, providing Prussia is still under friendly control.
34: Laden and Unladen Sea Transportation
Laden Fleets (Fleets carrying land units) have reduced movement value compared to that of 'unladen' Fleets (unladen Fleets are Fleets NOT carrying land units). A Fleet is considered laden if at any point in its travel during the Attack or Movement Phase, it has carried land units.
35: Boarding a Fleet
No movement is incurred to board a Fleet, but it incurs one movement to disembark a Fleet.
Example: Two British cavalry and one infantry board a Fleet in Portsmouth. It incurs no movement penalty for any units to board this Fleet. However, when they disembark at a friendly port or invade an enemy port, the first movement into these destination territories incurs their first unit movement. The infantry moves one when disembarking and can move no further. The Cavalry, however, with a movement value of two can move one further territory movement after the first disembarked territory.
Note: Once land units have disembarked a Fleet, they cannot board again until your next turn.
36: Joint Sea Movement
A player can choose to join their Fleets to another allied nation's Fleet to create a stronger combined Fleet. To do this, a player must move their Fleets into the same sea territory as the allied Fleet and declare to all players that they are 'Joining Fleet'.
This combined Fleet cannot move again in the same turn but may defend together if attacked. From this point on, the combined Fleet moves as one under the new allied Nation's Command.
This allied Fleet now can attack and move as one Fleet although they have the following restrictions.
- They only move at a pace of the slowest Nations Fleet movement rate.
- Fleets can only carry troops of the same Nationality. This means, British Fleets only carry British units, Nordic Fleets only carry Nordic units, etc.
- Fleets carry units according to their own National Laden capacity as per Empire Reference Charts.
- Laden Fleets of two nationalities cannot join to be one combined Fleet. One must disembark its units before joining.
- The Nationality that is in command of the Combined Fleet loses casualties last! That is, other nationalities will serve as the cannon fodder first before the commanding nation takes any loses.
Example: Joint Sea Movement: The Nordic Nation joined two Fleets to the British three Fleets in the Port of Portsmouth in 1804. In 1805, the British, which is now the Command Nation of five Fleets, embarks eight British units for transportation on these Fleets.
Now because the Nordic Nation Fleets can only travel five sea territories when Laden, the combined British multinational Fleet is also restricted to only five sea territories in movement.
So, as a result, British in their Movement Phase can only move five sea territories to Lisbon in Portugal, where they disembark all troops.
Note: The British Fleet can travel six sea territories when Laden with land units.
BREAK OFF: As per Rule 22. Fleets can depart at any time after declaring "break off" by the original nation's commander. This may take place at the next available turn providing their Fleets have not taken part in movement or attacks that year.
The Combined Fleet Commander can also declare break off and leave the allied Fleets behind so those Fleets can move independently under the control of the original owner when their turn comes around.
37: Alliance in Movement
Allies may travel through each other's territories unless a treaty prevents this.
38: Nation Special Abilities
Each empire has different Special Abilities they can use strategically in their plans and battles. See your Empire Reference Charts for your Nation's Special Abilities. Special Abilities for all Empires are listed in the table below. This chart also appears on the back of the Map Counter Placement Charts for quick reference.
Special Ability Table
| Nation | Special Ability |
|---|---|
| French | Infantry Movement 2; Infantry Attack 5; Cavalry Attack 7; Cavalry Defence 6; Artillery Attack 8; Artillery Cost 3; Defence of Port 4 |
| British | Infantry Movement 2 (Rifles 3*); Fleet Movement 7; Infantry Attack 5 (Rifles 6*); Infantry Defence 6; Fleet Attack 8; Fleet Defence 7; Fleet Avoid Rate 8; Cavalry cost of 2.5* (printed value: 8) |
| Ottoman | Artillery Cost 3; Fleet Cost 7; Camels Cost 2.5*; Cavalry Attack 6; Camels Movement 3*; Camels Attack 6* |
| Nordic Nations | Fleet Movement 6; Fleet Defence 7; Fleet Cost 7; Fleet Avoid Rate 7 |
| Spain | Fleet Movement 6; Fleet Attack 7; Fleet Defence 7; Fleet Avoid Rate 7; Fleet Laden 7; Infantry Cost 1.5* |
| Prussian | Cavalry Cost 2.5; Cavalry Attack 7; Artillery Attack 8; Defence of Port 4; Cavalry Defence 6; Infantry Cost 1.5* |
| Austria | Infantry Attack 5; Cavalry Defence 6; Infantry Cost 1.5; Fleet Cost 7 |
| Russian | Infantry Defence 6; Cavalry Defence 6; Infantry Cost 1.5 |
- = unique unit. Cannot be stolen by a Spy.
Note on the special ability figures: The full Special Ability Table above (p.28) and the Special Abilities Chart reproduced earlier (p.5) differ in four printed values, transcribed here as each source prints them: Ottoman Cavalry Attack (6 on p.28, 7 on p.5); Spain Fleet Laden (7 on p.28, 5 on p.5); Spain Infantry Cost (1.5* on p.28, 1.5 on p.5); British "Cavalry cost of 2.5*" carries the printed value 8 on p.28 (p.5 prints Cavalry Cost 2.5). Prussian Infantry Cost 1.5* appears only on p.28. Players should check the Empire Reference Charts.
38B: Special Units - Rifles / Camels
There are two types of Special Units in addition to standard units. The Ottomans have Camels, and the British have Riflemen.
There is no limit to the number of Camels on the board, but there can be only two Riflemen on the board at any one time.
39: Elimination
A player is eliminated if their capital is captured, and they have no land units left to occupy it again.
Note: Commanders or Spies do not count as land units!
Note: If a player has at least one land unit on the board, in any safe location (including allied territory), then they may continue to play, awaiting liberation and rebuild back into the game.
Example: The Ottoman Empire move five camels into Moscow to attack against three Infantry. Moscow is the last Russian territory remaining. The Ottoman Empire needs a six or less on their dice roll, which is their camels' attack abilities. They roll five dice for their five camels, and the results are three hits and two misses. This means they eliminate the last three Russia Infantry. Russia has three Infantry which have a strong defence ability with a special power of six also. They roll three dice and achieve two hits. That leaves the Ottoman Empire holding the field of battle with three camels. The Ottoman are declared the battle winners and as a result, take the Russian flag, the Russian territory income, and captured capital points. Moscow, the last remaining Russian territory falls.
However, the Russian Player is very clever (or so he thinks) He has previously moved one Artillery into Sweden for protection to avoid elimination! Smart play, you would think. Russia also has one Fleet in the Baltic Sea. But the Russian player must pick up a Battle Card as a result of battle defeat. Unfortunately, the Battle Card consequence reveals the Russian Player is 'hit by friendly fire' and must remove one Artillery unit from the board. Russia now has no more land units and as a result, has been eliminated! The remaining Fleet is forfeited and is removed from the game map as only land units can hold territory to keep a player in the game.
Resurrection of an eliminated player:
- An eliminated player has a chance of resurrection into the game via spinning for Rebellion (Rule 40). They can only do this when their normal turn arrives.
- An eliminated player can also be liberated and return to the game by an ally winning back one of their territories.
39B: Elimination Battle Points
If you are responsible for eliminating a nation, regardless if this was due to battle win, or as the result of Battle Card consequence you caused, your Nation earns Battle points for eliminating a nation (25 Battle Points).
40: Rebellion
An eliminated player may roll one dice for rebellion upon their normal turn in each playing year. They can roll one dice for each occupied territory and must roll a "1" on the dice to succeed.
Rebellion rule 40: does not apply when a player still has at least one land unit is on the board. The player may continue to accumulate income at half rate (providing they still hold a territory) and can choose an Allied capital to start purchased troops from.
If rebellion is successful via a dice roll, the eliminated player returns to the game and can place one infantry, one Cavalry and one Artillery immediately into the rebelled playing territory. All occupying forces must return to their capitals. The commander is returned to a nominated allied capital, or their own capital if that was the Rebelled Territory.
A successful rebellion re-establishes the nation in the gameplay, and they play on as per normal. If the rebellion is not in their Capital territory, they play on in exile, that is, half income with units commencing from a nominated allied Capital.
Hint: Knowledge of this rule may affect your strategy of unit placement.
Optional Advanced Rules
41: Movement Time Limit
You have a time limit of five minutes to complete all your movements. (Use a stopwatch or a five-minute hourglass).
Once the five minutes expire, no further movements can take place and any units in hand must immediately be placed. You then must place your purchased land units in your Capital and Fleets to their ports.
42: The Spy
Spy counter (figure).
Each nation has one Spy.
The Spy's mission is to steal enemy secrets (Special Abilities) but can only do so by directly moving to an enemy capital.
The following rules apply to a Spy:
- A. A Spy must roll a "1" on the 10-sided dice (one dice only) to be successful in discovering a Special Ability.
- B. In order to steal secrets, your Spy must move to, and be physically in an enemy capital.
- C. A Spy travels the same movement value as Commanders do, up to three territories at a time. However, they can only move in the movement phase. Once reaching a capital, Spy movement ends regardless of movement balance.
- D. A Spy may not travel in the first year of play, 1798.
- E. A Spy can travel over both land and water. In Napoleon's Emperium, Spies can be smuggled in undetectably by sea in small sail craft. For Spies, regular movement is maintained on water or land regardless also of weather.
- F. A Spy cannot be sighted at sea or impeded by Fleets.
- G. A Spy can only roll to steal secrets in the Movement Phase. Once they reach a destination Capital, they can immediately roll a dice for discovery. They can also do this on each consecutive year in their Movement Phase.
- H. A Spy can steal only one Special Ability. (Refer to Special Ability Table)
- I. Once a Spy has discovered its chosen Special Ability, no other Nation can seize that same Special Ability from that nation!
- J. The original owner of the Special Ability will always own the secret and therefore will still maintain the use of their Special Ability regardless of discovery by an enemy.
- K. Only one national secret is permitted to be stolen by each nation's Spy, so choose wisely of your target.
- L. A Spy can continue to roll each year for discovery of a secret until the Spy is successful or the Spy is discovered and executed by the enemy nation.
- M. A spy must return home for the discovery to be active! A Spy's home nation cannot use any discovered Special Ability unless the Spy returns safely to the home capital.
- N. Once a Special Ability is discovered, and the Spy has returned home, they must remain in the home capital for the Special Ability to be in continuous use.
43: Spy Success
A Spy must roll a "1" on the 10-sided dice (one dice only) to be successful. A Spy can roll for discovery of secrets on arrival in an enemy's capital.
Immediately after your Spy rolls, the enemy nation can also roll to discover your Spy. Equally, they must roll a "1" on the 10-sided dice to discover your Spy. (one dice only permitted)
If your Spy is successful, you can choose any Special Ability (but only one) of the enemy nation. However, that Special Ability can't be used until the Spy arrives back in their home capital!
Once your Spy arrives home, the Special Ability is instantly in effect. The Spy must then remain in their home capital.
So, after a successful mission, it's in your interest to get your Spy home to their own capital via movement phase so they can reveal their newly discovered secret. If they don't retire, they risk discovery and loss of the discovered secret. If this happens, it's the firing squad or Guillotine! And that means battle points for the opposing team.
Should another nation discover a Spy's secret target before you, you can simply choose another secret to aim for, or move to another capital to try your luck. You don't have to declare the object of your Spy's efforts until you have a successful roll.
A Spy is not permitted to share secrets with other nations. No battle points are awarded for a Spy's success as the advantage is the stealing of another nation's secret and using it during a game.
A Spy can choose one advantage from the Special Ability Table under Rule 38 should they be successful in their dice roll. However, they must be in the Nation's Capital to discover a Nation's Special Ability.
Spy Use Examples
Example 1: Prussia sends a Spy to Paris. The Spy is successful and then takes the French "Infantry movement ability of two territory range."
Now, providing the Spy returns home safely, all Prussian Infantry can move two territories instead of one.
However, should the French have the right of a discovery dice roll. They roll a "1", and the Spy is therefore discovered and executed in French Territory immediately.
So, the Special Ability discovered by Prussia will never be revealed to the Prussian Government. Nothing gained! The French, however, receive a "Spy Death Card" to add to Battle Points at the end of the game.
Example 2: Austria sends a Spy to the Prussian capital, Berlin. The Spy is successful, Austria takes the Cavalry attack 7 Special Ability from Prussia. Providing the Spy returns to the Austrian capital, their Cavalry attack ability will increase from 6 to 7 for the rest of the game!
Example 3: The Ottoman Empire's Spy is successful in the British Capital and chooses a British Fleet secret of 7 movement. Providing their Spy makes the long journey home to the Ottoman Capital, they can increase their movement range from 4 to 7!
Example 4: The Nordic Nations want to discover their Allies Special Ability of Fleet sight rate of 8. They are unsuccessful rolling a 5. The British now must do a mandatory Spy discovery roll, regardless that the Spy is from an Allied nation. The British roll a '1' on the dice. The Spy is discovered and executed. The British receive a 'Spy Card' to add to battle points at the end of the game.
44: Spy Death
A Spy's enemy has three opportunities to discover a Spy.
- Attack Phase roll. The enemy can roll to discover the Spy at the start of their Attack Phase in addition to any mandatory return roll.
- Mandatory Return Roll. An enemy nation can roll once to discover your Spy every time your Spy rolls to discover secrets.
- Captured Capital. If you Capture the home Capital of an enemy Spy and the Spy is located within, they are automatically discovered and executed. You are awarded a Spy Death Card for the discovery.
Spy Death Card (figure): "20" Battle Point value.
A Spy is discovered by its enemy rolling a '1' on the 10-sided dice (one dice only). If this happens, the Spy is detected and executed. A Spy Death Card is given to the enemy which counts towards battle points. A dead spy is worth 20 battle points to the assassinating nation.
Once a Spy is discovered, the Spy must be removed from the board and not returned. If your Spy is discovered, your Nation's Spy network is dead for the duration of the game.
45: The Spy Can Steal From Enemies and Allies
A Spy can also steal from an ally; however, the Ally must roll a MANDATORY return roll to discover Spy after a Spy's steal attempt roll. This means your Ally may discover and kill your Spy for the betrayal.
An allied Spy cannot be killed just by being in an allied territory like an enemy Spy can, as they are considered friendly until they act.
A Spy Death Card and Battle Points apply to whomever kills the Spy, friend or foe.
46: Weather (Optional)
Weather is an optional rule. It is recommended you play firstly without the weather to learn the game and then incorporate weather as playing experience grows.
Weather, however, does add an enjoyable aspect to the game adding the element of surprise. Weather can either lay waste to the best of plans or save you from impending doom! You'll have to think on your feet!
If you choose to play the weather, you must declare this at the beginning of the game. You roll for weather at the beginning of each new playing year to determine the weather for that year.
Weather Roll Chart
(The weather chart is located on the Battle Point Card Mat.)
| Roll | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| Weather | Fine | Stormy | Fine | Rain | Fine | Stormy | Fine | Snow | Fine | Snow |
Weather is subject to the following conditions.
- For the first year of play, the weather is considered fine.
- You cannot have the same weather for 3 years in a row. If you roll the same weather for the 3rd consecutive year, you must roll again.
- Roll for weather is conducted by a player of one alliance the first year, and the other alliance the next year, and so on.
Each Nation's Empire Reference Charts will determine the effects the weather has on each playing unit.
Weather Ability Chart
(Red = less than normal, Green = better than normal. Colour is not reproduced in this text; each figure below is marked "(less)" or "(better)" where the chart prints it in red or green.)
| Nation | Fine | Stormy | Snow | Rain |
|---|---|---|---|---|
| French | No change to standard abilities | Fleets move +1; No sea invasion | No Artillery Movement. However, movement is allowed in African Territories. | Infantry Attack 4 (less); Cavalry Attack 8 (better); Artillery Attack 6 (less); Fleet Attack 7 (better); Cavalry Defend 5 (less); Artillery Defend 7 (better) |
| British | No change to standard abilities | Fleets move +2; No sea invasion | No Artillery Movement. However, movement is allowed in African Territories. | Cavalry Attack 5 (less); Camel Attack 5 (less); Artillery Attack 6 (less); Fleet Attack 7 (less); Fleet Defend 8 (better) |
| Ottomans | No change to standard abilities | Fleets move +1; No sea invasion | Artillery movement permitted in all Ottoman original territories and all African | Infantry Attack 4 (less); Cavalry Attack 5 (less); Artillery Attack 6 (less); Cavalry Defend 6 (better); Fleet Defend 6 (better) |
| Nordic | No change to standard abilities |
47: No Snow for Africa!
The below chart shows which territories are considered "African Territories". Snow has no effect on African Territories!
- Tripoli
- Syria
- Morocco
- Egypt
- Tunisia
- Algeria
Note: For the Ottoman Empire, snow also does not affect any of their "original" owned (yellow) territories. (see below)
Note: You cannot move an artillery unit into an affected snow territory!
Map figure: the Mediterranean and African territories (Ottoman original and African territories) on the game map.
48: Frozen Fleets (Weather Game)
This area in the map below is considered the Baltic Sea. The Baltic Sea is considered frozen if weather turns to snow. Fleets can't participate in an invasion or be used for transportation if the weather is "snow" as they are considered "frozen in".
Map figure: The Baltic Sea (highlighted).
49: Frozen Fleet
Capture or Destroy by Land Units (Weather Game)
(only applicable in a Weather-based game. This is not applicable via Battle Card consequence)
Frozen Fleets are vulnerable and exposed to capture by land units.
If an enemy nation captures a territory that is bordered by a Frozen Baltic Sea, they may roll to capture any of the occupied Empire's Fleets stationed within that territory's seaport. This roll for the capture of a Frozen Fleet can take place immediately after a territory is captured.
The following conditions apply to capture a frozen Fleet;
- The Baltic Sea must be frozen via Snow in a weather-based game. (Not via a Battle Card Frozen Baltic Sea consequence)
- The Fleet must be of the same nationality as the original territory owner.
- The occupying nation must roll a '1' on the Dice in order to affect a Capture.
- The occupying nation can roll one dice for every enemy Fleet located in port. So if there are three Russian Fleets, three dice can be rolled.
- The frozen Fleets cannot fire back.
Should the weather remain Snow for a second year in succession, the occupying nation can again roll for the capture of the Fleet in their attack turn in the second year, providing there are Fleets left
Capture or Destroy
If a player is successful in capturing a Frozen Fleet, they have two options to choose from, to Capture or to Destroy the Fleets. They must declare and take either one of these two options below;
Capture: The Victor receives a new Fleet. They place this new Fleet/s into their Purchase Tray until their next playing year's purchase placement as per standard placement rules. The enemy Fleet is removed from the map.
Destroy: The Victor receives a "Sea Victory Card" which counts towards Battle Points at the end of the game. The enemy Fleet is removed from the map.
Glossary of Terms
- Casualties: Units lost in battle as a result of 'hits'.
- Disembark: To leave a ship.
- Economy Line: Line at bottom of each nation console representing the money value of each nation.
- Fleets: Ships.
- Laden: Ships carrying land units.
- Manoeuvre: To position units in response to strategic requirements.
- Movement: To reposition units.
- Territory: A nation that has defined borders.
- Treaty: An agreement between nations or states.
- Units: Playing counters representing:
- Artillery = Cannon
- Cavalry = Horses
- Infantry = Foot soldiers
- Fleets = Ships
- Colours = Flags
- Year of Battle: A year of battle is one full playing turn for each nation.
Game Points Allocation
Battle Points (counts also towards rank)
| Result | Battle Points |
|---|---|
| Capital Victory | 70 |
| Win 800+ War Ending Victory | 60 |
| Win 300+ (Campaign victory) | 50 |
| Win 200-299 (Major Victory) | 40 |
| Win 100-199 (Victory) | 30 |
| Win 41-99 (minor Victory) | 25 |
| Draw 1-40 | 20 |
| Loss by 41-99 (Minor loss) | 15 |
| Loss by 100+ (Defeat) | 10 |
| Loss by Capital Victory | 10 |
| Highest overall score | 10 |
| Highest number of Battle Flags |
Game Ranks
Update sheet: the Game Rank chart is for post-game player ranking. The middle ranks in the original printing carried the wrong numbers and the Second Lieutenant rank has been removed. The corrected chart is printed on the update sheet; keep track of ranks and score sheets for online forums and leader boards. The rows below follow the corrected chart as far as it is legible on the update sheet.
| English | Points | French |
|---|---|---|
| Conscript | 10 | Conscript |
| Private | 20 | Soldat |
| Corporal | 50 | Caporal |
| Sergeant | 100 | Sergent |
| Regimental Sergeant-Major, Warrant Officer | 150 | Adjutant-Chef, Adjutant Sous Officer |
| Lieutenant | 200 | Lieutenant |
| Commander | 250 | Commander d'Armee |
| Captain | 300 | Capitaine |
| Major |
Battle Point Score Chart
The rule book provides a printable Battle Point Score Chart for each team (French Team and British Team). Each chart lists the following items with their points per item, and a column per nation for the team, plus a Team Total line. Rank points are recorded separately and do not count on game points.
| Description | Points per Item |
|---|---|
| Enemy Territories Captured (Normal) | 20 |
| Enemy Territories Captured Capital | 30 |
| Enemy Capital Held at End of Game (Bonus) | 30 |
| Neutral Territories Captured * | 10 |
| Flags | 10 |
| Sea Victory | 10 |
| Spy Death | 20 |
| Elimination of an Enemy | 25 |
| Successful Land Defence | 10 |
| Captured Commanders | 10 |
| Captured Commander End of Game (Bonus) ** | 15 |
*Conditional: points only allocated if held at the completion of the game.
** 'Captured Commander - End of Game' means an Enemy Commander is imprisoned in your Purchase Tray still when the game ends.