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War of the Pacific, Chile vs. Perú and Bolivia, 1879-1883 thumbnail

War of the Pacific, Chile vs. Perú and Bolivia, 1879-1883

War of the Pacific, Chile vs. Perú and Bolivia, 1879-1883 Rulebook

Table of Contents

Table of Contents

  • Clarifications
  • Counter Manifest
  • Setup
  • Sequence of Play
  • Rules
    • a. Reinforcement Phase
    • b. Overstacking Check Phase
    • c. Naval Movement Planning Phase
    • d. Supply Acquisition Phase
    • e. Supply Consumption Phase
    • f. Naval Movement Phase
    • Raid
    • Disembarking
    • Amphibious Landing
    • Naval Combat
    • g. Land Movement Phase
    • h. Land Combat Phase
  • Optional Rules (Use Any or All)
  • Errata

Clarifications

  • Ports: Any city in a coastal hex is a port. The Chile holding box is also a port (adjacent to Naval Area I).
  • Naval units: Warships and transport ships. Destroyed warships may not be rebuilt.
  • Land combat units: Infantry, cavalry and artillery.
  • Other land units: Supply units (received only via supply acquisition die rolls; move as land units overland or embarked on transport ships; not subject to land movement attrition; do not participate in combat; may be captured).
  • Stack: The word 'stack' in the rules means units belonging to one player, in a separate pile together, in a hex. There may be several stacks belonging to one or both players in a given hex, and a 'stack' can be one unit, or more than one.

Abbreviations: Art = artillery; Cav = cavalry; NADC = Naval Area Destination Chit; Btn = battalion; Inf = infantry; Rgt = regiment.

Counter Manifest

Counter manifest (280 total)

  • Peru (87): 4 force markers ('Lima', 'North', 'Central', 'South'); 5 forts ('Tarapaca', 'Iquique 4', 'Pisagua 6', 'Arica 8', 'Callao 9'); 26 supply units; 8x named 2-step infantry regiments (7 without modifiers, 1 with +1 modifier); 1x unnamed 2-step infantry regiment without modifier; 24x 1-step infantry battalions; 3x named 2-step cavalry regiments; 4x 1-step cavalry battalions; 3x 1-step artillery regiments; 3 transport ships (-1/-2); 6 warships (2 @ 6/+1/+1; 2 @ 5/+1/-2; 4/-1/-2; 4/-1/0).
  • Chile (81): 3 force markers ('Division I', 'Division II', 'Division III'); 19 supply units; 22x named 2-step infantry regiments (17 without modifiers, 4 with +1 modifiers and 1 with +2 modifier); 9x 1-step infantry battalions; 3x named 2-step cavalry regiments; 3x 1-step cavalry battalions; 4x 1-step artillery regiments; 10 transport ships (-1/-2); 8 warships (2 @ 4/+2/+1; 2 @ 4/-2/+1; 3/-2/+1; 3/-2/0; 2/-2/+1; 2/-2/-1).
  • Bolivia (20): 1 force marker ('Bolivia'); 1 fort ('La Paz'); 5 supply units; 11x 1-step infantry battalions; 2x 1-step cavalry battalions.
  • Markers (92): 36 NADC markers (5 each numbered I to VI on front and to be numbered VII to XIII on back); 14 Combat advantage chits (2 each of 7 types); 1 Game Turn marker; 1 Infernal Machine marker (optional rule); 10 flag (control) markers; 6 'intercept' markers; 14 'retreat' markers (7 blue, 7 red); 10 'blockaded' markers.

Setup

  • Peru first, Bolivia second, Chile third.
  • Note that all cities begin the game as Peruvian, except that La Paz and Oruro are Bolivian, and Antofagasta may be Chilean-controlled if Chile sets up any land units there.
  • Put all 14 Combat advantage chits in an opaque cup (only 1 set of 7 is actually needed, so you can use 7 in a cup; or both sets, one for each player in separate cups; or all 14 in a single cup).
  • Place the control markers, 'intercept', 'retreat', 'blockade' and all unused 'NADC' markers in separate piles to the side of the map within easy reach.
  • If not using Optional rule 10.2, discard the 'Infernal machine' marker.
  • Place remaining combat units on the Turn track to indicate the turn they become available to be recruited.

1. Peru:

  • Forts: 'Tarapaca', 'Pisagua', 'Arica' and 'Callao' in the cities of the same name.
  • Iquique and/or Pisagua: 2 generic Inf Btn.
  • Lima: 1 Cav Btn.
  • Within 3 hexes of, but not in, Lima: 1 Zepita, Ayacucho and Cuzco Inf Rgts (all reduced); Hus Junin, Torata and Guias Cav Rgts (all reduced); 1 Art Rgt; 3 Supply units.
  • In any Peruvian port(s) including Antofagasta: all 3 Transport ships and 6 Warships.
  • Peruvian recruit pool: Lima Inf Rgt; all other Peruvian supply units.
  • Place NADC markers beneath naval units as required to indicate movement for Turn 1.

2. Bolivia:

  • La Paz: Fort La Paz.
  • La Paz and Oruro: 11 Inf Btns and 2 Cav Btns (any 6 in Oruro and any 7 in La Paz); 1 Supply unit.
  • Bolivian recruit pool: all other Bolivian supply units.

3. Chile:

  • Antofagasta and/or Chile Holding Box: 1st Buin, 2nd, 3rd and 4th Inf Rgts (all reduced); Cazadores and Granadero Cav Rgts (both reduced); 1 Art Rgt; 6 Supply units; 10 Transport ships; 8 Warships.
  • Chilean recruit pool: Santiago and Esmeralda Inf Rgts; all other Chilean supply units.
  • Place NADC markers beneath naval units as required to indicate movement for Turn 1.

4. Other:

  • Place each country's force markers in their respective boxes on the map.
  • Place Game Turn marker on Turn 1.

Turn track (reinforcements):

  • Chile: Turn 2: Atacama, Valdivia, Chacabuco and Lautaro Inf Rgts; Carabineros Cav Rgt; 1 Art Rgt; 1 generic Inf Btn. Turn 3: Chillan and Coquimbo Inf Rgts. Turn 5: Colchagua and Aconcagua Inf Rgts; 1 generic Inf Btn; 1 generic Cav Btn. Turn 6: 1 generic Cav Btn; 2 Art Rgts. Turn 7: Rengo, Curico and Talca Inf Rgts; 2 generic Inf Btns. Turn 9: Valparaiso and Linares Inf Rgts; 2 generic Inf Btns. Turn 10: Rancagua and Maule Inf Rgts; 3 generic Inf Btns; 1 generic Cav Btn. Turn 12: Concepcion Inf Rgt.
  • Peru: Turn 2: Fort Iquique; 1 generic Inf Rgt. Turn 3: 2 generic Inf Btns. Turn 4: 2 generic Inf Btns. Turn 5: Tarapaca Inf Rgt; 1 generic Inf Btn; 1 generic Cav Btn; 1 Art Rgt. Turn 6: Guards and Tacna Inf Rgts; 2 generic Inf Btns; 1 generic Cav Btn; 1 Art Rgt. Turn 8: 2 generic Inf Btns; 1 generic Cav Btn. Turn 9: 2 generic Inf Btns; Infernal Machine (only if using optional rule 10.2). Turn 10: 6 generic Inf Btns. Turn 11: 3 generic Inf Btns. Turn 12: 2 generic Inf Btns.

Sequence of Play

1. Chilean Player Turn: a. Reinforcement Phase; b. Overstacking Check Phase; c. Naval Movement Planning Phase; d. Supply Acquisition Phase; e. Supply Consumption Phase; f. Naval Movement Phase; g. Land Movement Phase; h. Land Combat Phase.

2. Allied Player Turn: a. Reinforcement Phase; b. Overstacking Check Phase; c. Naval Movement Planning Phase; d. Supply Acquisition Phase; e. Supply Consumption Phase; f. Naval Movement Phase; g. Land Movement Phase; h. Land Combat Phase.

3. Mutual Administration Turn: i. VP Accrual Phase; j. Bolivian Surrender Phase; k. Victory Check Phase (Turns 5, 9 and 12 only).

Rules

a. Reinforcement Phase

  • Move all friendly units on the current turn of the Turn Track to the friendly Recruit Pool.

b. Overstacking Check Phase

  • Friendly land combat units in excess of stacking limits (6 land combat units per hex, or 7 if a fort is present; ignore naval and supply units) are placed in the recruit pool.

c. Naval Movement Planning Phase

  • Place NADCs beneath naval units to indicate Naval Area destination for next turn's movement. If the stack already has NADC(s) for this turn's movement, place the new NADC(s) beneath them. Place multiple NADCs in a stack, beneath appropriate ships, to order the stack to split up next turn.

d. Supply Acquisition Phase

  • Roll 2x1d6. Receive # supply units equal to the higher roll.
    • CH: Place in Chile holding box.
    • AL: At least 1 (Bolivian) in Oruro or La Paz while Bolivia is in play; remainder (Peruvian) in Lima or Callao.

e. Supply Consumption Phase

  • Spend supply units to:
    • i. Replenish a depleted land unit to full-strength (Cost: 1 supply unit from same/adjacent hex, or holding box, as repaired unit. 'Adjacency' excludes all-sea or all-lake hexsides).
    • ii. Repair a damaged warship to full-strength (Cost/duration: roll 1d6 then choose whether result is # supply units' cost for immediate repair, or # turns delay for 1 supply unit cost).
      • CH: Ship and supply must be in Chile holding box.
      • AL: Ship and supply must be in Callao.
    • iii. Rebuild an eliminated land unit to depleted status (Cost: 1 supply unit in location of rebuild).
      • CH: Place rebuilt units in Chile holding box.
      • AL: Place each rebuilt unit in a friendly-controlled city of the appropriate country, 1 per city, any excess placed on next turn of Turn Track to appear likewise next Supply Consumption Phase.
    • iv. Rebuild a transport ship (Cost: 3 supply units in location of rebuild).
      • CH: Place rebuilt unit in any friendly-controlled port city, or Chile holding box.
      • AL: Place rebuilt unit in any friendly-controlled port city.
    • v. Recruit a new unit from recruit pool to depleted status (Cost: 1 supply unit in location of recruitment).
      • CH: Place recruited units in Chile holding box.

f. Naval Movement Phase

Naval Areas and NADCs

  • Naval units stacked with a NADC placed last turn must move as a stack via a chain of hexes towards and into any hex of the Naval Area on that NADC. Ignore any NADC placed this turn (underneath last turn's NADC).
  • Once in the destination Naval Area, no ships of the moving stack may exit that Naval Area that Phase.
  • The stack may drop off ships in any hex within the destination Naval Area, but none may move further once dropped off.
  • A stack may not pick up other friendly naval units while moving, but two stacks of ships ending the phase in the same hex, and with the same NADC destinations for next turn, may be formed into a single stack at the end of the current phase.
  • Naval units without a NADC placed last turn may sit in place, move to any hex within their current Naval Area, or move to any friendly port in any Naval Area.

Naval movement

  • Naval units may enter and exit enemy naval-occupied sea or coastal hexes freely, subject only to any interception attempts, and may freely end their movement in such hexes without penalty.
  • Naval movement is unlimited (there is no movement allowance to spend).
  • Each stack of ships that exits a friendly port, or the Chile Holding Box, must expend a friendly supply unit from that port/box. If there is no supply unit there to expend, the stack may not exit the port.
  • Ships and transported land units can remain at sea indefinitely.
  • There is no stacking limit for naval units or the land units they transport (apart from the limit of 2 steps of land steps per transport ship).
  • Chilean ships treat the Chilean holding box as if it were a friendly port hex adjacent to Naval Area I. Chilean naval units may move from the Chilean holding box to any of the 5 sea hexes along the south edge of Naval Area I, or vice versa. Peruvian naval units may never enter, raid or blockade the holding Box, not disembark or amphibiously land units into it.

Embarkation of land units

  • Before moving, a transport ship in port may embark 1 or 2 steps of friendly land units (supply units count as 2 step units). Place embarked unit(s) under the appropriate transport ship, but above any NADC under the ship.
  • Embarked units do not 'occupy' any hex for stacking or hex control purposes.
  • Embarked units can be debarked into friendly port hexes, or amphibiously invade any coastal hex when the transport ship ends movement.
  • If a transport ship is sunk, any embarked units on board are also eliminated and placed in the recruit pool.

Interception

  • As a stack moves into a new hex, it may be intercepted by enemy warships anywhere within the same Naval Area as that hex. Note: Interception by the non-phasing player is the only means of ships engaging in naval combat. Interception only occurs within individual Naval Areas.
  • Interception is voluntary.
  • To intercept a moving phasing stack, the non-phasing player declares a stack of his ships in the same Naval Area, and containing at least 1 warship, to be intercepting.
  • Transports in the intercepting stack may accompany the interceptors or remain where they are, but all warships in the stack must participate in the interception attempt.
  • If an intercepting stack leaves some transport ships behind, duplicate any NADCs beneath the stacks as needed.
  • The Intercepting player rolls 1d6. DRM: lowest speed modifier (-2 to +2) of all intercepting ships (warships and transports).

Result:

  • modified roll is > # hexes from intercepting stack to hex just entered by target ships: interception succeeds; move interceptors into same hex as phasing stack and resolve Naval Combat between the declared interceptors and the moving phasing stack (ignore any other ships of either side in that hex).
  • modified roll is = # hexes from intercepting stack to hex just entered by target ships: interception fails; move interceptors into the same hex as the target stack, but there is no combat. Phasing stack may continue to move.
  • modified roll is < # hexes from intercepting stack to hex just entered by target ships: interception fails; move interceptors the # of hexes equal to the modified die roll directly towards the phasing stack. Phasing stack may continue to move.

Further interception rules:

  • A non-phasing stack may automatically intercept a phasing stack that enters its hex.
  • Multiple non-phasing stacks may try to intercept a phasing stack together. Roll once, using the distance from the furthest such stack to the phasing stack.
  • Non-phasing ships attempting to intercept phasing ships may not themselves be 'counter-intercepted'.
  • Non-phasing ships may make any number of interception attempts in an enemy Naval Movement Phase. But once a non-phasing stack fails to intercept a phasing stack, that non-phasing stack may not attempt to intercept that same phasing stack again that phase.
  • When a phasing stack completes its movement, its warships may then Blockade or Raid, and/or its transport ships may Disembark or Amphibiously land any land units on board, within the hex in which they ended movement.

Blockade

  • A warship in a coastal hex with an enemy port blockades that port while it remains in that hex (place a 'Blockaded' marker on port). Phasing enemy ships entering or attempting to exit the port hex are automatically intercepted in that hex.
  • The Chile Holding Box cannot be blockaded.
  • Blockading is voluntary and can be lifted at any time (remove the marker).
  • A phasing stack entering/exiting the port may attempt to 'run the blockade'. Blockade runner rolls 1d6. Result = # ships that avoid interception by the blockaders (only), and thus can't be intercepted by the blockaders again that phase. Any ships in excess of the die roll (blockader's choice) are automatically intercepted (should the blockader desire to combat them).

Raid

  • A warship in a coastal hex may attempt to bombard any fort or enemy land units in the hex.
  • There may not be any enemy warships in the hex.
  • Each warship in a hex may bombard only one unit or fort. If a fort is present, it must be the target until it is destroyed.
  • Enemy ships, and any ports per se, may not be raided.
  • Raider rolls 2d6. DRM: targeted land unit's modifier, if any. Result:
    • modified roll < raiding ship's gunfire factor: the fort is eliminated, or the land unit loses a step.
    • modified roll ≥ raiding ship's gunfire factor: no effect.
  • A fort gets simultaneous return fire at each ship that raids it. For each such ship, fort owner rolls 2d6. DRM: ship's armor factor. Result:
    • unmodified roll = 2: direct hit on ship's magazine. Ship is eliminated.
    • modified roll < fort's gun factor: raiding ship loses a step.
    • modified roll ≥ fort's gun factor: no effect.
  • Note: unlike Naval Combat, a raid on a fort, and the fort's return fire, are simultaneous.
  • Once any fort is eliminated, additional ships in the hex that have not yet raided may raid any enemy land units present in the hex. Land units do not return fire.
  • It is permissible to raid a fort in an unoccupied or friendly-occupied hex in order to attempt to destroy it and deny it to the enemy.

(Note: Forts can only be destroyed by naval raids. Thus the Bolivian fort in La Paz can never be destroyed, but it is removed if the Bolivians drop out of the war.)

Disembarking

  • A transport ship ending its movement in a friendly port hex may disembark any land units it is transporting (place them beside the ship to show they are no longer on board).
  • The disembarked units are free to move and attack in the phasing player's Land Movement and Land Combat Phases.

Amphibious Landing

  • A transport ship ending its movement in any coastal hex unoccupied by enemy warships may debark any land units it is transporting.
  • If the hex is unoccupied by enemy land combat units, the debarked units now control the hex (and capture any enemy supply units there). They may not move further in the upcoming Land Movement Phase, but may attack enemy units in adjacent hexes in the upcoming Land Combat Phase.
  • If the hex is occupied by enemy land combat units, the debarked units must stay in the hex and attack those enemy units in the Land Combat Phase of the phasing player's current turn. The enemy player gets an extra die roll in the combat. The debarked units cannot conduct any other combats that Player turn.
  • If the enemy units are not eliminated or forced to retreat in that combat phase, then the landing units must either retreat by land themselves, or suffer elimination instead. They cannot remain in the landing hex with the enemy units beyond the end of the current player turn.

(Note: the difference between debarking in a friendly port and amphibiously landing in any other coastal hex, is that the land units can move out of the hex in the Land Movement phase of the player turn in the former case, but not in the latter).

Naval Combat

  • A successful interception immediately results in naval combat.
  • Both players remove their ships from the hex and place them in a row beside the map (place an 'intercept' marker in the hex as a reminder of its location).
  • If one player has more ships, he may keep any/all of the excess out of the combat. Place such ships back in the hex of interception.
  • Combat is resolved by alternating gunfire attacks, one warship at a time.
  • The player with the fastest ship (highest speed factor) fires first (but he may do so using any warship, not necessarily the fastest). If tied for fastest ship, the intercepted player fires first.
  • To make a gunfire attack, choose any friendly warship, and any target ship (warship or transport) in the enemy's row. Roll 1d6. DRM: targeted ship's armor factor. Result:
    • unmodified roll = 1: direct hit on target ship's magazine. Target ship is eliminated.
    • modified roll < firing ship's gunfire factor: the target loses a step.
    • modified roll ≥ firing ship's gunfire factor: no effect.
  • The second player now fires back (if possible) with any surviving warship at any eligible target.
  • Losses are taken immediately they occur (not simultaneously!).
  • Gunfire continues alternatively ship by ship until all surviving ships have had opportunity to fire once. Survivors of both sides are returned to the interception hex. Any ship that fired or was fired on in the combat may not move further that phase. Intercepted ships that did not fire or get fired on may continue their move if desired, and may be intercepted by other non-phasing stacks.
  • Naval combat never affects land combat units in the same hex (except that land combat units aboard a transport ship that is sunk are also eliminated, and warships may raid land units in coastal hexes). Apart from naval transport of land units, and raids, naval and land units do not affect each other (e.g. in a coastal hex occupied by the land combat units of one player, there may be a port, occupied by the ships of the enemy, blockaded by the warships of the first player. The presence of land units in the hex does not affect the blockader or blockaded ships, or vice versa).

g. Land Movement Phase

  • Stacking limit is 6 land combat units (ignore supply units), or 7 in a fort hex. Overstacking is checked only at start of the friendly player turn, so a player may deliberately overstack in readiness for his own or the enemy's combat).
  • Land units may move individually or as stacks.
  • Land units may not be picked up by a moving unit/stack, but they may be dropped off (and move no further).
  • Land units may not enter enemy-land-unit-occupied hexes, except if the hex is occupied solely by enemy supply units. Those supply units are immediately captured (replace with friendly supply units) or eliminated as the phasing player chooses.
  • A land unit stack that enters a hex containing an enemy supply unit may continue its move, and the supply unit, if captured, may move off in the same phase as part of that stack, or independently. This is the only exception to the 'no pick-ups' rule.
  • Land units do not have printed movement allowances. Instead, for each stack attempting to move, roll 2x1d6. The higher roll is the movement allowance for that move.
  • A stack comprised solely of cavalry units gets a +1 DRM to both dice.
  • Each unit or stack may move as many times per Land Movement Phase as it wishes, rolling each time, until it rolls doubles (which becomes its last move for the Phase).
  • A unit or stack rolling doubles must lose 1 step (total) to attrition, however far it chooses to move within its just-rolled allowance, unless it ends its move in a fort. It may move no further after the current move. [Chance of attrition on any roll is 16.7%].
  • Supply units move as normal land units, by themselves, or in a stack with land combat units. A stack comprised solely of supply units that rolls doubles is not required to lose a step, but is required to halt at the end of that move. A supply unit in a stack of land units may be eliminated to satisfy the step-loss requirement of a doubles roll for that stack.
  • Expend the movement cost for each hex entered (see Terrain Chart on map), based on the primary terrain in the hex, and any river hexside, unless following a railroad.
  • Movement along a railroad line into a hex costs only 1, disregarding the other terrain in the hex and any river hexside.

h. Land Combat Phase

  • Combat is voluntary.
  • Announce and resolve each combat in turn.
  • Each attack is made by land combat units in a single friendly-occupied hex against all enemy land combat units in a single adjacent hex [in the case of an amphibious landing (only), the two sides will be in the same hex].
  • Land combat never affects naval units in either the attacker's nor defender's hexes.
  • Phasing land combat units in a hex may attack the same, or different, enemy hexes (or not at all).
  • All non-phasing land combat units in the target hex must defend together.
  • Each phasing land combat unit may only attack once per friendly Land Combat Phase.
  • Non-phasing units may be attacked multiple times in the same Land Combat Phase (by different phasing units each time).
  • Supply units do not attack or defend. They may not be selected as casualties.
  • Unlike naval combat, land combat losses are taken simultaneously by both sides.

Combat resolution

  • Both players roll 1d6. Each adds any DRMs printed on his own land units involved in the combat. The higher roll wins initiative for the combat. If tied, defender has initiative [Attacker has unmodified 41.17% chance of initiative].
  • The player with initiative draws a Combat Advantage chit, which is played immediately and returned to pool.
  • Each player, beginning with the attacker, may choose to spend 1 supply unit in the hex to add an extra die-roll to his side of the combat. Each side may only spend 1 supply unit, and thus increase the number of dice rolled by 1.
  • Each attacking and defending unit rolls 1d6 as modified below.

DRMs (cumulative):

  • Supply: (Attacker decides first, then defender; only 1 supply unit each)
    • Supply unit spent: Roll 1 extra die.
  • Amphibious landing in defender's hex:
    • Defender: Roll 1 extra die.
  • Artillery:
    • Artillery unit: +1 to its own roll(s).
  • Combat Advantage chit (player with initiative only):
    • No event: No effect.
    • Canister: 1 friendly artillery unit rolls 3 dice.
    • Inspiring leader: 1 friendly unit gets +2 DRM.
    • Slaughter: 1 friendly unit rolls 3 dice.
    • Earthworks: 'No event' if attacker; if defender, 1 friendly unit rolls 2 dice.
    • Cavalry charge: 'No event' if defender; if attacker, 1 friendly cavalry unit rolls 2 dice.
    • Tactical surprise: 'No event' if defender; if attacker, 1 friendly unit rolls 2 dice.
  • Terrain DRM (one only, applies to all defender's rolls):
    • Fort: +3
    • Mountain: +2
    • Rough: +1
    • River: +1 if attacked across, & also crossed by railroad

Combat die roll results: 1-5: no effect. 6 or more: enemy loses 1 step.

Retreat and aftermath

  • If both sides, or neither, inflicted any hits, then losses (in any) are taken, and the combat ends.
  • If one side inflicted hits but the other did not, the latter must retreat his surviving land combat units into an adjacent hex. Supply units may not retreat. Retreat is prohibited into an all-sea hex, an enemy-land-combat-unit occupied hex, or across a hexside prohibited to land unit movement. Every unit unable to retreat loses 1 step. A player may choose not to retreat any/all of his units, even if otherwise able to, but must then lose 1 step from each non-retreating unit.
  • Any units that amphibiously landed in an enemy-land-combat-unit-occupied hex, and failed to remove the enemy units from the hex by elimination or retreat, must themselves retreat or be eliminated. They may not retreat back onto transport ships.
  • Supply units do not ever retreat, but remain in the hex. They may be captured or eliminated by any enemy units advancing into the hex as part of combat (see below) or subsequent land movement.
  • If all defending land combat units are eliminated or retreated out of their hex, participating attacking land combat units (but not any supply units in the attacker's hex) may advance into the vacated hex.
  • Any enemy supply units remaining in a hex into which victorious attacking land combat units advance, are immediately either eliminated or captured (replaced with friendly supply units) at the advancing player's option.
  • After any losses and taken, and any retreat or advance is conducted, that particular combat is over.

i. Mutual VP Accrual Phase

  • Adjust the current VP level (use a spare marker on the turn Record Track).
  • VP are scored for Chile gaining/losing VP hexes and (possibly) sinking Allied ships.
    • +? VP for Chilean-controlled VP hexes (VP # in red circle).
    • -? VP for Peruvian/Bolivian recaptured VP hexes.
    • +1 VP every Turn that the number of Allied warships sunk that Turn, is twice the number of Chilean warships sunk that turn.
  • Chile gains the given number of VP for any VP hexes that Chilean land combat units occupy, or were the last to pass through.
  • Chile loses the points gained for a VP hex if Peruvian or Bolivian land combat units were the last to occupy to pass through it.
  • Naval units, supply units and forts have no effect on control of a hex.
  • Use the flag control markers to indicate current control of VP hexes, particularly hexes not occupied by land combat units of either side.

j. Mutual Bolivian Surrender Phase

  • If the VP total ≥7VP, or if Chile occupies Oruro and La Paz (which comes to the same thing), Bolivia drops out of the war. Remove all Bolivian units from the game, including all Bolivian supply units and the La Paz fort. La Paz and Oruro can still be fought over and occupied by Peru and Chile. The Allied player can no longer place any supply units in these cities via his Supply Acquisition roll (all his supply units rolled for are now Peruvian only, and appear solely in Callao or Lima).

k. Mutual Victory Check Phase (Turns 5, 9 & 12 only)

  • Check for automatic victory for each side on Turns 5 and 9, and for final victory status at game-end (Turn 12).
    • Turn 5: VP≤2: Allies win. 3≤VP≤5: game continues. VP≥6: Chile wins.
    • Turn 9: VP≤2: Allies win. 3≤VP≤5: game continues. VP≥8: Chile wins.
    • Turn 12: VP≤13: Allies win. 14≤VP≤17: game drawn. VP≥18: Chile wins.
  • If the game has not yet ended or been won, move the Game Turn marker to the next box and begin the next Turn.

Other Rules

Forts

  • Forts are treated as a terrain type. In other words, ignore the nationality of the fort: if vacated, either player may enter and utilize it, and either player may use warship raids to attempt to destroy a fort (a fort always returns fire against raiders unless the hex is occupied solely by friendly land combat units).
  • The Bolivian fort in La Paz is removed from the map if the Bolivia drops out of the war.
  • Forts may not be rebuilt.
  • All forts begin the game on the map except the Iquique fort, which the Peruvian player (only) may build for free in that city's hex in any Allied Supply Unit Expenditure Phase from Turn 2 onwards, in which Peruvian land combat units occupy the hex.
  • The printed number in top right of some forts is the gun factor used in return fire against raiding enemy ships (only). Should a player raid a fort in a friendly-land-unit-occupied hex, the fort does not perform return gunfire.

Miscellaneous

  • The force markers (named flags: 3 Chilean, 4 Peruvian and 1 Bolivian) can be used to simplify the movement of large stacks on the map. Simply use the marker on the map, and place the units it represents in the map box of the same name.
  • The retreat and interception markers are not used, except that 1 interception marker is needed to mark the location of a naval interception when the ships are removed from the map for naval combat. 1 marker of either type can also be used on the Turn Record Track to record the current number of VP.
  • There is no countermix limit to the number of supply units. Players may make more as needed.

Optional Rules (Use Any or All)

1) Ship capture.

  • At the end of each naval combat, a player with at least 1 undamaged warship in the hex (involved in the combat or not) may attempt to capture an enemy warship in the hex (whether involved in the combat or not), if all the enemy's warships in the hex are damaged.
  • If he meets the conditions above, the capturing player nominates one of his undamaged ships as the potential captor, and one enemy warship as the potential captive.
  • Roll 1d6:
    • 1: Captor ship is damaged (lose 1 step; no effect on captive).
    • 2-3: Captive ship escapes (no effect).
    • 4-5: Captive ship scuttles (remove from play).
    • 6: Captive ship is captured (immediately treat as owned by the capturing player and part of the captor ship's stack).

2) Infernal Machines.

  • From Game Turn 9 the Peruvian player (only) may attempt to employ an 'infernal machine' (i.e. torpedo, explosive barge or submarine) against any one Chilean warship in the same hex as a Peruvian-controlled or Peruvian-blockaded port.
  • The Peruvian player announces the attempt in his Naval Combat Phase, selects a target Chilean warship in the Peruvian-controlled or blockaded port, expends 1 Peruvian supply unit in the hex (either on land or on a Peruvian transport ship), and rolls 1d6:
    • 1-4: No effect.
    • 5: Chilean warship loses 1 step.
    • 6: Chilean warship sunk.
  • Chilean transports may not be targeted.
  • Only one attempt per port per game, although any number of attempts may be made, one per port, each Turn.

3) More realistic recruitment.

  • Land or naval units that have been recruited/ repaired/ replenished/ rebuilt this player turn may not move. It may be necessary to make use of otherwise unused markers (the retreat markers?) to indicate such units (place markers on such units when the unit is recruited/ repaired/ replenished/ rebuilt, and remove at the end of the player turn).

4) 3 players.

  • Have 2 Allied players, one each for Peru and Bolivia. If Bolivia does not drop out of the war, both Allied players win or lose together. If Bolivia drops out of the war, he automatically loses, whether or not Peru loses.

Errata

The following errata are reproduced as printed in the S&T 282 errata file. Some refer to base rule numbers (for example 2.5, 3.2, 5.3, 7.2) that appear in the original base rulebook rather than in the rewritten rules above.

Map and counter errata

  • Errata: Extend the border between Naval Areas V and VI along the N side of hex 3016.
  • Counters: Delete (or ignore) the mountain terrain on the northern edge of hex 1400.
  • All 30 NADC markers (I to VI) should be backprinted with the numbers VII to XIII respectively (say 5 each of VII and VIII and 4 each of IX to XIII).
  • All 6 'Intercept' markers should have 'See 7.3' on their rear (4 don't).
  • All 7 red 'Retreated' markers should have 'to an eligible adjacent hex' on their rear (4 don't).
  • The 3 Peruvian artillery units should have Peruvian, not Chilean flags.
  • The 3 named Peruvian cavalry regiments (Hus Junin, Torata and Guias) should have cavalry, not infantry, symbols on their rear sides.
  • There are 20 replacement counters for Chilean units, giving their names and reinforcement arrival turns. However the 2 Chilean generic infantry battalions received, one each, on Turns 2 and 5, should have a 1-step, not 2-step, symbol on their front.
  • The Game turn marker should have the Chilean flag on the front, and Peruvian on the rear because Chile is first player (a minor point, but the counter as printed is in contrast with standard practice).
  • Only one set of 7 Combat advantage chits is needed, not two.
  • Map: Chile Holding Box: delete the word 'Callao' from below anchor symbol in Chile Holding Box; add a supply unit symbol in the Box; draw a movement arrow from the Box, with 2 heads pointing to hexes 3130 and 3231, and a head pointing to the Holding Box.
  • For each of the following, make the changes to both examples, one on each side of the map: Terrain Effects Chart: add 'Hex with fort' / MP cost: OTH / DRM: +3 more. Terrain Effects Chart: delete the lower 2 supply unit symbol lines; change the top one to read '2x 1d6'. Terrain Key: change 'Impassable hex' to 'Impassable hexside'. Sequence of play: delete, and use the revised one in these new rules.
  • Delete the supply unit symbols in Arica and Iquique.
  • Treat the 'lake' bordering 3 sides of hex 3515 as a river.

Rules errata (base rule numbers)

  • 2.5: Three of the seven unit types and their icons are missing: warships, naval transport, and supply. An 8th should be added: fort.
  • 3.2: Antofagasta/3123 counts as a 'Peruvian port' for Peruvian naval set-up (but is likely to be under Chilean control if Chile sets up any land units there per rule 3.5).
  • 3.3: Change lines 2 and 3 to: 'La Paz (3513): Fort La Paz. La Paz (3513) and/or Oruro (3616): All 13 Bolivian units (6 in Oruro and 7 in La Paz to meet stacking requirement)'.
  • 3.5: Antofagasta or Chile Holding Box: add '1 Artillery regiment'.
  • 4.0 III: Correct spelling: 'frienldy' to 'friendly'.
  • 5.1: Change 'yellow circles' to 'red circles'.
  • 5.2/5.3/5.4: There is discrepancy between these rules and the map, and ambiguity over whether 'accrued' means in addition to the 1 VP for Antofagasta with which Chile begins the game, or not. To avoid confusion, use the VP levels given on the map below the Turn Record Track, except that to win on Turn 9, Chile needs 8+ (not 6+) VP, as per rule 5.3.
  • 5.4: Change 'less than 13' to '13 or fewer'.
  • 5.5: Correct grammar: 'sank' to 'sunk'.
  • 5.6: 'all Bolivian units' includes combat units, supply units and the La Paz fort.
  • 6.1: Change 'attacks' to 'attack' in final sentence.
  • 6.3/6.4: Delete the identical 'notes' sections in both rules.
  • 7.2 first sentence: Change 'may' to 'must'.
  • 7.2 Exception: Change 'automatically assigned to return to any friendly port' to 'may stay in their current hex, move to any hex in their current Naval Area, or return to any friendly port on the map (including that in the Chile Holding Box)'. Change 'Once in a naval area adjoining the holding box…' to 'Once in a friendly port hex or holding box…'.
  • 7.6 Amphibious landing, first sentence: Add ')' after 'any enemy land unit'.
  • 7.9 para 1: Replace final sentence with: 'The player with more ships cannot exclude more ships than the excess he has over his opponent (i.e. if one player has 5 ships, and the other 3, the first player may exclude 0, 1 or 2 ships, but no more).'

Counter manifest and set-up notes

  • The counter manifest, clarifications and set-up given earlier in this rulebook reflect the errata file's own listings.
  • i. Mutual VP Accrual Phase
  • j. Mutual Bolivian Surrender Phase
  • k. Mutual Victory Check Phase (Turns 5, 9 & 12 only)
  • Other Rules
  • AL: Place in any friendly-controlled city of the appropriate nationality, 1 unit per city.
  • Note: eliminated warships and forts may never be rebuilt!
  • Unspent supply units may be transported in the Naval Movement Phase, or move as land units in Land Movement Phase.
  • Supply units may also be expended during the Naval Movement Phase to allow ships to exit ports, and during the Land Combat Phase to increase firepower.
  • Chilean units may move freely between the Chile Holding Box and hexes 3130 and 3231. It costs 2 MP in either direction (i.e. the normal cost to enter hexes 31230 or 3231). (Printed as "31230" in the source; the context indicates hex 3130 is meant. Transcribed as printed.)
  • not
  • Railroad: Negates any river DRM
  • Correct the spelling of 'Solar de Uyuni' to 'Salar de Uyuni'.
  • Extend the border between Naval Areas III and IV along the NW and N sides of hex 3122.
  • Treat all land hexes as rough except where they have any mountain or desert colouring, in which case treat as mountain or desert respectively. Treat all mountain hexes as mountain except where they have any salt desert colouring, in which case treat as salt desert (i.e. the 4 hexes of Salar de Uyuni). Decide for yourself whether 2208 should be mountain or rough. Ignore the salt desert hexside (Salar de Atacama) between hexes 3322 and 3422.
  • There is no difference for any purpose (i.e. movement or combat) between rivers in mountains (e.g. the one flowing past Cuzco) and those flowing between mountain hexes but with a narrow border of rough (e.g. the Loa River, or the river flowing west from Puno). In both cases treat the entirety of the mountain hexes as mountain, not rough.
  • Treat all rivers as being straight along the hexsides that they wiggle along. You cannot move from 2814 to 2813 or vice versa without crossing the river. In other words, consider movement to be from the centre of a hex to the centre of the adjacent hex.
  • Despite the lack of a 'coastal' example in the Terrain Key, or any definition in the rules, treat coastline hexes as sea for naval movement purposes, and as land for land movement purposes.
  • The map is badly drawn in that it is not clear in many places whether a naval unit can move directly from one coastal hex to an adjacent one, or might need to move via an all-sea hex first. The coastline should be redrawn slightly NE or E so that it is obvious that these are coastal hexes and naval movement between adjacent coastal hexes is permissible.
  • Treat Tarapaca (3218) as coastal, and the similarly located Taena (3115) too, since the Tarapaca fort begins the game in 3218 and forts are only placed (Rule 3.2) 'in the port (coastal) cities of the same name'.
  • 8.2 para 2, last sentence: Delete 'or supply column'.
  • 8.5 para 1: Add ')' after 'nonetheless'.
  • 9.0 Reinforcements, Chile. Game turn 2: Delete 'Esmeralda' [it is part of initial setup]. Game turn 4: Delete entire entry. Game turn 9: delete 'Infernal machine (see 10.2)' [both cases are Peruvian, not Chilean, units].
  • 9.0 Reinforcements, Peru. Game turn 4: Change 'Fort Arica' to 'Arica infantry regiment'. Game turn 6: Change '1x generic infantry battalion' to '2x generic infantry battalions'. Game turn 9: add 'Infernal machine (optional rule 10.2)'.
  • 10.2 para 1: Add commas before and after 'or Peruvian-controlled'. Change 'blockage' to 'blockade'.