1.0 INTRODUCTION/COMPONENTS 7.5.2.15 EXAMPLE OF FIELD COMBAT
2.0 GAME SETUP 7.5.3 TRIVIAL COMBATS
3.0 SEQUENCE OF PLAY OF THE GAME 7.5.4 SIEGES
4.0 * THE POLITICAL PHASE 7.5.4.1 BESIEGER ASSAULT ATTEMPTS
4.1 THE DIPLOMACY STEP 7.5.4.2 DEFENDER ATTACKS BESIEGER
4.2 THE DECLARATIONS OF WAR STEP 7.5.4.2.1 Garrison Attack Combats
4.2.1 POLITICAL POINT LOSSES FOR WAR DECLARATIONS 7.5.4.2.2 Political Points For Garrison Attack Combats
4.2.2 LIMITATIONS OF DECLARATIONS 7.5.4.2.3 Relieving Force-Limited Field Combats
4.2.3 EXTENT OF DECLARATIONS 7.5.5 REMOVAL OF CORPS
4.3 THE CALL TO ALLIES STEP 7.6 THE GUERILLA STEP
4.4 THE PEACE STEP 7.7 * THE CONQUEST STEP
4.4.1 INFORMAL PEACE 8.0 * THE ECONOMIC PHASE
4.4.2 SUING FOR PEACE 8.1 THE VICTORY POINTS STEP
4.4.3 CONDITIONAL PEACE 8.1.1 RECORDING VICTORY POINTS
4.4.4 UNCONDITIONAL PEACE 8.1.2 POSSIBLE BRITISH CHANGE IN VICTORY POINTS
4.4.5 SIMULTANEOUS PEACE WITH MULTIPLE ENEMIES 8.1.3 HOW TO WIN A GAME
4.4.6 EFFECTS OF PEACE 8.2 THE MONEY AND MANPOWER COLLECTION STEP
4.4.6.1 PRISONER EXCHANGE 8.2.1 MONEY COLLECTION
4.4.6.2 FORCE REPATRIATION 8.2.1.1 MONEY COLLECTION BY TAXATION
4.4.6.3 MANDATORY ENFORCED PEACE LENGTH 8.2.1.2 MONEY COLLECTION BY TRADE
4.4.6.4 STATUS OF CEDED MINOR FREE STATES 8.2.1.2.1 Domestic (Normal) Trade
4.4.7 SEPARATE PEACE AND ALLIES 8.2.1.2.2 Overseas Trade
4.4.8 A FINAL PEACE 8.2.1.2.2.1 British Colonial Trade
4.5 THE CREATING ALLIANCES STEP 8.2.1.2.2.2 American Trade
4.6 THE MINOR COUNTRY CONTROL STEP 8.2.1.2.2.2.1 American Trade Value
4.6.1 CONTROL CHANGE DUE TO INSTABILITY/FIASCO POLITICAL STATUS 8.2.1.2.2.2.2 Stopping American Trade-War With the United States
4.6.2 SELECTING CONTROLLING MAJOR POWERS 8.2.1.3 SPANISH GOLD
4.6.3 ASSUMING CONTROL PROCEDURE 8.2.2 MANPOWER COLLECTION
4.6.4 MORE THAN ONE DECLARATION OF WAR UPON A MINOR COUNTRY 8.2.3 MINOR FREE STATES MONEY AND MANPOWER COLLECTION
4.6.5 MAJOR POWER SUPPORT OF CONTROLLED MINOR COUNTRIES 8.3 THE LENDING MONEY STEP
4.6.6 LAPSE OF WAR WITH MINOR COUNTRIES 8.4 THE MANIPULATION STEP
4.7 THE BREAKING ALLIANCES STEP 8.4.1 OCCUPIED HOME NATION CAPITALS
4.8 THE FREE STATE DECLARATION STEP 8.4.2 ECONOMIC MANIPULATION (OPTIONAL)
4.9 THE DECLARATION OF COMBINED MOVEMENT STEP 8.4.3 RETURNING REMOVED LEADERS
5.0 THE REINFORCEMENT PHASE 8.5 MONEY AND MANPOWER EXPENDITURE STEP
5.1 * THE NAVAL REINFORCEMENT STEP 8.5.1 MAINTENANCE
5.1.1 PLACING EMPTY FLEET COUNTERS 8.5.2 FORMAL DEBTS
5.1.2 PLACING SHIPS 8.5.3 EXPENDITURE ON FORCES
5.1.3 TRANSFER OF SHIPS 8.5.4 EXPENDITURE ON NEW CORPS AND FLEET COUNTERS
5.1.4 REMOVING FLEETS AND SHIPS ("SCUTTLING") 8.5.5 SURPLUS MINOR FREE STATE MONEY AND MANPOWER
5.2 THE ARMY REINFORCEMENT STEP 8.5.6 * MILITIA CONVERSION (OPTIONAL)
5.2.1 CORPS COUNTER REINFORCEMENTS 8.5.7 SURPLUS MAJOR POWER MONEY OR MANPOWER
5.2.2 PLACING ARMY FACTORS 8.6 THE POLITICAL STATUS ADJUSTMENT STEP
5.2.3 TRANSFER OF ARMY FACTORS 8.7 THE CIVIL DISORDER STEP
5.2.4 REMOVING CORPS AND ARMY FACTORS ("DEMOBILIZING") 8.8 THE CEDING STEP
5.2.5 SCENARIO MONEY 8.9 THE NEW POLITICAL COMBINATIONS STEP (OPTIONAL)
5.3 LEADER RETIREMENT AND REINFORCEMENT 8.10 THE LEVY STEP
6.0 * THE NAVAL PHASE 8.11 THE UMP CONTROL STEP
6.1 THE NAVAL PHASE SEQUENCE 9.0 THE TIME RECORD PHASE
6.2 THE NAVAL MOVEMENT STEPS 9.1 WINTER
6.2.1 GENERAL NAVAL MOVEMENT RULES 9.2 WINTER ZONE
6.2.1.1 SEA MOVEMENT COSTS I. 10.0 MISCELLANEOUS AND GENERAL RULES.
6.2.1.2 PORT/BLOCKADE BOX MOVEMENT 10.1 IRREGULAR FORCES
6.2.l.3 DARDANELLES MOVEMENT 10.1.1 GUERILLAS
6.2.1.4 ICE LINE RESTRICTIONS 10.1.2 COSSACKS AND FREIKORPS
6.2.2 NAVAL MOVEMENT PROCEDURE 10.1.3 * TURKISH FEUDAL CORPS
6.2.3 NAVAL INTERCEPTIONS 10.1.4 AUSTRIAN INSURRECTION CORPS
6.2.4 INITIATION OF NAVAL COMBAT 10.1.5 THE AUSTRIAN TYROLIAN REVOLT CORPS
6.2.5 NAVAL TRANSPORTATION OF ARMY CORPS AND LEADERS 10.2 MINOR COUNTRIES AND CEDED PROVINCES CONTROL
6.2.5.1 TRANSPORTATION MOVEMENT PROCEDURE 10.2.1 THE CONQUEST OF MINOR COUNTRIES
6.2.5.2 FAILURE TO DISEMBARK 10.2.2 CONQUERING CEDED PROVINCES
6.2.5.3 ELIMINATION OF TRANSPORTING FLEETS 10.3 * FORCES IN OTHER COUNTRIES- ACCESS
6.2.6 ENEMY CONTROL OF A FLEET'S PORT 10.3.1 ACCESS
6.2.7 BLOCKADE OF PORTS 10.3.2 CITY OCCUPATION
6.3 THE NAVAL COMBAT STEP 10.3.3 NEUTRAL GARRISONS IN ENEMY TERRITORY
6.3.1 WHO MAY FIGHT 10.4 * MINOR COUNTRIES WITH DISTRICTS
6.3.2 POSSIBLE EVASIONS 10.5 * THE POLITICAL STATUS DISPLAY
6.3.3 NAVAL COMBAT PROCEDURE 10.5.1 ADJUSTMENT PROCEDURE
6.3.3.1 DETERMINING'THE WIND GAUGE 10.5.2 LOCATED IN THE INSTABILITY/ FIASCO ZONES
6.3.3.2 NAVAL COMBAT RESOLUTION 10.5.3 STATUS MODIFIERS
6.3.3.3 NAVAL COMBAT IN A PORT 10.6 LEADERS AND COMMAND
6.3.3.4 NAVAL COMBAT EXAMPLE 10.6.1 LEADERS WHO ARE COMMANDERS
6.3.4 NAVAL VICTORY AND POLITICAL POINTS 10.6.1.1 CHOOSING OR DETERMINING A COMMANDER
6.3.5 NAVAL RETREAT AND PURSUIT 10.6.1.2 COMMANDER USES
6.3.6 CONSOLIDATION OF LOSSES 10.6.1.2.1 Tactical Maximum Ratings
7.0 THE LAND PHASE 10.6.1.2.2 Tactical Ratings Comparisons
7.1 THE LAND PHASE SEQUENCE 10.6.1.3 COMMANDERS FOR PURSUIT
7.2 THE DEPOT CREATION/REMOVAL 10.6.2 LEADER MOVEMENT
7.2.1 DEPOTIIN A FRIENDLY CITY AREA 10.6.3 LEADER CAPTURE
7.2.2 DEPOT INSIDE A FRIENDLY PORT OR IN A PORT AREA 10.6.4 * RETURNING LEADERS
7.2.3 DEPOTS IN SUPPLY CHAINS 10.6.5 THE BERNADOTTE LEADER
7.2.3.1 SUPPLY SOURCE DEFINITION 10.7 * DARDANELLES CONTROL
7.2.3.2 SUPPLY CHAIN DEFINITION 10.8 SETTLING DISPUTES OPTIONAL RULES
7.2.3.3 SUPPLY CHAIN RESTRICTIONS 11.0 NEW POLITICAL COMBINATIONS
7.2.3.4 SUPPLY- CHAIN EXAMPLE 11.1 POLAND (GRAND DUCHY OF WARSAW)
7.3 THE LAND MOVEMENT STEP 11.2 * THE KINGDOM OF ITALY
7.3.1 GENERAL LAND MOVEMENT RULES 11.3 * THE KINGDOM OF WESTPHALIA
7.3.1.1 MOVEMENT ALLOWANCES 11.4 * THE KINGDOM OF BAVARIA
7.3.1.2 FORCE MARCHING 11.5 * THE CONFEDERATION OF THE RHINE
7.3.1.3 LAND MOVEMENT COSTS 11.6 * THE OTTOMAN EMPIRE
7.3.1.4 FORAGING WHILE MOVING 11.7 * THE KINGDOM OF THE TWO SICILIES
7.3.2 LAND MOVEMENT PROCEDURES 11.8 * ALTERNATE DOMINANT POWERS
7.3.3 MOVING INTO CITIES-DETACHING/ABSORBING FACTORS-GARRISONS 11.9 * POLITICAL RESTRICTIONS ON PEACE
7.3.3.1 DETACHING/ABSORBING FACTORS RESTRICTIONS 11.9.1 "BALANCE OF POWER" RESTRICTIONS ON LOSSES
7.3.3.2 CONVERTING ARMY FACTORS 11.9.2 GREAT BRITAIN AND FRANCE AT WAR
7.3.3.3 GARRISON FACTORS 12.0 MISCELLANEOUS OPTIONS
7.3.3.4 CITY GARRISON CAPACITIES 12.1 * REINFORCEMENT OPTIONS
7.3.3.5 DEPOT GARRISON CAPACITY 12.1.1 MILITIA CONVERSION
7.3.4 MOVEMENT FROM CITIES 12.1.2 SHIP BUILDING LOCATIONS
7.3.5 * LANDING FROM SHIPS-"DISEMBARKING" 12.2 NAVAL OPTIONS
7.3.6 MOVING INTO AN ENEMY DEPOT AREA 12.2.1 OPTIONAL SEA CROSSING ARROWS
7.3.7 MOVING INTO COMBAT 12.2.1.1 CHANNEL ARROW
7.3.7.1 ENEMY CORPS OR CITY GARRISON IN AREA 12.2.1.2 DANISH/SWEDISH SEA CROSSING ARROWS
7.3.7.2 ENEMY COSSACK, FREIKORPS OR DEPOT GARRISON IN AREA 12.2.2 NAVAL RAIDING
7.3.8 DECLARATION OF COMBAT AND COMBINED MOVEMENT 12.2.3 MOVING LARGE FLEETS/TRANSPORTS
7.4 THE SUPPLY STEP 12.2.4 REDUCED NAVAL TRANSPORT CAPACITY
7.4.1 FORAGING 12.2.5 PROPORTIONAL NAVAL LOSSES
7.4.2 REGULAR (DEPOT) SUPPLY 12.3 LAND OPTIONS
7.4.3 * SEA SUPPLY 12.3.1 SUPPLY LIMITS PER DEPOT
7.4.4 * INVASION SUPPLY 12.3.2 BRITISH TRAINING
7.4.5 BESIEGED SUPPLY 12.3.3 CAVALRY OPTIONS
7.5 THE LAND COMBAT STEP 12.3.3.1 CAVALRY SUPERIORITY
7.5.1 GENERAL RULES OF LAND COMBAT 12.3.3.2 CAVALRY WITHDRAWALS
7.5.1.1 DEFENDER RETIREMENT INTO CITY 12.3.4 GUARD COMMITMENT
7.5.1.2 WHO MAY PARTICIPATE IN LAND COMBATS 12.3.5 ARTILLERY CORPS
7.5.1.3 GENERAL SEQUENCE OF LAND COMBATS 12.3.6 PROPORTIONAL LAND LOSSES
7.5.2 FIELD COMBAT PROCEDURE 12.3.7 ARMY LEADER OPTIONS
7.5.2.1 STEP ONE-SELECTION OF CHITS 12.3.7.1 CORPS LEADERS
7.5.2.2 STEP TWO-OUTFLANK ANNOUNCEMENT 12.3.7.2 FURTHER TACTICAL RATING REDUCTIONS
7.5.2.3 STEP THREE-DIVIDING AN OUTFLANKING FORCE 12.3.7.3 NAPOLEON'S RATINGS
7.5.2.4 STEP FOUR-REVEAL CHITS 12.3.8 DETACHING/ABSORBING MINOR FREE STATE FACTORS
7.5.2.5 STEP FIVE-RESOLVE WITHDRAWALS 12.3.9 NO CEDING
7.5.2.6 STEP SIX-REVEAL FORCES/ MORALE LEVELS 12.3.10 OVERWHELMING NUMBERS
7.5.2.6.1 Determining Morale Levels 12.4 * PEACE TREATY LIMITED ACCESS
7.5.2.6.1.1 Method One 12.5 * ECONOMIC MANIPULATION
7.5.2.6.1.2 Method Two 12.6 BLANK FORMS
7.5.2.6.2 Final Morale Levels 12.7 LEADER CASUALTIES
7.5.2.6.3 Reveal Forces 12.8 * ALLIED VOLUNTARY ACCESS
7.5.2.7 STEP SEVEN-FIND COMBAT TABLES 12.91 * AMERICAN TRADE OPTION
7.5.2.7.1 River Crossing Combat Tables 13.0 SCENARIOS
7.5.2.7.2 Outflanking Tables to Use 13.1 SCENARIO FORMAT
7.5.2.7.3 Combat Table Modifiers 13.21 THE 1805 (INTRODUCTORY) SCENARIO
7.5.2.8 STEP EIGHT-GUARD AND ARTILLERY USE (OPTIONAL) 13.3 THE 1809 SCENARIO
7.5.2.9 STEP NINE-COMBAT RESOLUTION 13.4 THE 1812 SCENARIO
7.5.2.9.1 Die Roll Modifiers 13.5 THE 1813-1814 DER BEFREIUNGSKRIEG SCENARIO
7.5.2.9.2 Percentage Loss-Types of Casualties 13.6 THE PENINSULAR WAR SCENARIO (1808-1814)
7.5.2.9.3 Morale Loss 14.0 * CAMPAIGN GAMES
7.5.2. 10 STEP TEN-VICTORY AND DEFEAT 14.1 CAMPAIGN GAME FORMAT
7.5.2.10.1 Winning a Field Combat 14.2 THE SELECTION OF MAJOR
7.5.2.10.1.1 Breaking 14.2.1 SELECTION PROCEDURE
7.5.2.10.1.2 Pinning Force Defeat 14.2.2 CONTROL OF MULTIPLE MAJOR POWERS (4-6 PLAYERS)
7.5.2.10.1.3 Political Points For Winning/Losing Field Combats 14.3 UNCONTROLLED MAJOR POWERS (UMPS) (2-4 PLAYERS)
7.5.2.10.2 Pursuit After Combat 14.3.1 GAINING CONTROL OF UMPS
7.5.2.10.3 Retreat After Losing a Combat 14.3.2 RULES FOR USING UMPS
7.5.2.10.4 Unusual Field Combat Results 14.4 THE 1805-1807 CAMPAIGN
7.5.2.10.4.1 Break and Eliminated 14.5 THE 1812-1815 CAMPAIGN
7.5.2.10.4.2 Both Break 14.6 THE 1813-1815 CAMPAIGN
7.5.2.11 STEP ELEVEN-REINFORCING ATTEMPTS 14.7 THE GRAND CAMPAIGN GAME
7.5.2.12 STEP TWELVE-ARRIVAL OF OUTFLANKING FORCES 15.0 PLAYER NOTES
7.5.2.13 STEP THIRTEEN-"END OF DAY" WITHDRAWAL/ADDITIONAL COMBAT 16.0 GLOSSARY
7.5.2.13.1 Withdrawing After A "Day" of Combat 17.0 DESIGNER'S NOTES
7.5.2.13.2 New "Days" of Combat CREDITS
7.5.2.14 STEP FOURTEEN-DEPOTS AFTER FIELD BATTLES POLITICAL POINTS CHART

EMPIRES IN ARMS is a strategic and diplomatic game for upto 7 players that covers the Napoleonic wars from 1805 until 1815.The military counters in the game generally represent corps andfleets, with each army factor being equivalent to roughly 1000 to2000 men and each "ship" equivalent to 1 ship of the line or a number of smaller ships of approximately equal force.

[ 1.1 ] THE MAP: The game is played on two maps which, when placed together, show Europe and parts of Asia and North Africa. It is divided into "areas" by colored lines for the purpose of regulating movement. Some of these lines have additional functions-as national or provincial borders and/or as rivers. These lines and all other mapboard terrain features are identified on the TERRAIN EFFECTS CHART printed in the northwest corner of the combined mapboard.

[ 1.2 ] THE COUNTERS: There are eight sets of counters-one for each of the major powers and one for the minor neutrals. All counters have a distinctive background colour-white for Austria, green for Russia, light green for Turkey, blue for Prussia, light blue for France, red for Great Britain, yellow for Spain and gray for the neutrals. The motifs on the counters are decorative and functional, distinguishing infantry and cavalry corps, fleets, and depots and also provide information necessary for the play of the game. There are two sizes of counters provided in the game-the large counters for corps, fleets and depots, and the small counters for garrisons and off-map counters, guerrillas, cossacks and freikorps, control flags, leaders and assorted markers. The information provided on each counter is shown as follows:

COUNTER NOTES:

a: Movement Allowance of "(3)" becomes "4" if French controlled and movement allowance of remains "3" regardless of control (see 7.3.1.1). If movement allowance is "5" the counter is a cavalry corps.

b: Regular infantry if in garrison.

c: Militia infantry if in garrison.

d: C. of the Rhine, K. of Bavaria, K. of Italy, K. of Westphalia, Ottoman Empire, Poland.

e: For Prussians, the first number is pre-1810 and the one in parenthesis is for 1810 and after.

[ 1.3 ] THE RULES: The rules are written in sequence of play order. As rules sections are read, it is helpful to pull out and examine the component or chart being discussed while reading the rule. Some rules relate only to the campaign games and are not required for play of the scenarios. Rules used only for the campaign games are denoted by an asterisk (*) in the rule heading. An asterisk with any rule heading indicates that all of that rule and all of its subsidiary rules are ignored for play of the scenarios. Players should play at least a scenario or two to familiarize themselves with the game's combat and supply mechanics before trying a campaign game. A table of contents is provided to help find and reference rules during the play of a game.

[ 1.4 ] THE GAME CARD: The Game Card contains the most commonly used charts and tables for easy reference during a game. Two copies are included.

[ 1.5 ] THE NATIONAL CARDS: The seven National Cards for the major powers have two sides, and players may use either side in a game, as desired. Side one is used with small garrison/strength counters to record the strengths of corps and fleets and with economic manipulation markers for economic manipulation (see option 12.5) and is recommended for use with the scenarios. Side two must be copied, with pencils and erasers used to record and modify necessary information and is recommended for use with the campaign games. The card for the minor countries also has two sides. Side one is used to record the strengths of corps and fleets the same as the major power cards' side one, while side two has forms for use with option 12.6 and must be copied (numerous copies needed) and cut up for use. If side two of the major power's national cards are used side one of the Minor Country National Card is not needed as strengths can be recorded on the major powers' copies of side two.

[ 1.6 ] THE STATUS CARD: This card is used with small counters to record political status, victory points and the game date. The back contains additional forms to be copied and cut up for use with option 12.6.

[ 1.7 ] THE DICE: Two 6-sided dice are included.

[ 1.8 ] OTHER: Pencils and scratch paper (not included) are useful.

2.0 GAME SETUP

After players decide which scenario or campaign game to play, the following must be done to prepare for play.

[ 2.1 ] SELECTION OF MAJOR POWERS: For the scenarios, players may utilize any preferred method to select sides. For the campaign games we recommend the procedure covered in 14.2.

[ 2.2 ] SCENARIO SETUP: The setup for each scenario is described in the scenario rules (see 13.0), and the setup for each campaign game is found in the campaign game rules (see 14.0). These contain needed specific setup information not found here.

[ 2.3 ] MAPBOARD AND GAMING AREA SETUP: The two maps should be counter folded to lay flat and placed together so that they match up. EMPIRES RV ARMS is a large game that requires a large area in which to play, and any table selected should be large enough not only to hold the maps but also to provide room for the various cards to be placed near and around the maps.

[ 2.4 ] COUNTER SETUP: This is covered in more detail in 13.0 and 14.0.

2.4.1 MAPBOARD COUNTERS: The forces on the map are represented by various counters. The strengths of garrisons (use garrison/strength counters), Cossacks, freikorps and guerrillas are directly shown by the factor on the actual counter. These actors are totally interchangeable within their type (e.g., a "5" factor militia garrison counter may be exchanged for a "2" factor plus a "3" factor militia counter, etc.). Each cossack or freikorps counter is worth exactly one factor. The strengths of corps and fleet counters are recorded off the map.

2.4.2 USING THE NATIONAL CARDS: The maximum strengths of corps and fleets are shown on the appropriate National Cards (one card per major power, and one for all of the minor countries). The corps and fleet counters when face-up on the map only how their general type and movement allowance. Which corps each counter represents is shown on the back of the counter and may be examined by only the owning player, except when its identity must be revealed to other players (e.g., during a combat-see 7.5.2.6.3). The designation of each fleet (and its movement allowance) is shown on the front of the counter and so its designation and exact strength should always be known to all players.

2.4.2.1 USING SIDE ONE OF THE NATIONAL CARDS: Side one of each National Card contains spaces for indicating the strength of every corps and fleet of that major power or of the minor countries.

2.4.2.1.1 Showing Strengths: The number in each box indicates the maximum number of ships or army factors of that type that that corps or fleet may contain. The current strength of a corps is shown by the placement of garrison/strength counters in the appropriate boxes. For this purpose, use any national or neutral infantry or militia garrison/strength counter or counters. The counters used can be of any type or nationality, as it is their strength and the box they occupy that determine their effect and what they represent. For example, a French militia counter of "3" factors in a Russian cavalry box acts as "3" cavalry factors, not as militia. These factors are also interchangeable (e.g., a "2" and a "1 " factor counters can be exchanged for a "3" factor counter, etc.), as with the garrison strengths (see 2.4. 1). Note that most corps for most major powers allow for a maximum number of regular infantry and/or militia factors plus an additional number of cavalry factors (plus an additional number of guard factors in some cases).

2.4.2.1.2 Altering Strengths: The current strength of a corps or fleet is altered as strengths vary (e.g., because of swapping factors between corps, combat losses, foraging losses, garrison detachments, etc.) by changing the number of factors in the appropriate boxes of that corps or fleet.

2.4.2.1.3 Economic Manipulation (Optional): If option 12.5 is used, the major power's economic manipulation markers should be initially placed in the "O" boxes of their ECONOMIC MANIPULATION DISPLAYS.

2.4.2.2 USING SIDE TWO OF THE NATIONAL CARDS: Side two of the major power National Cards is recommended for campaign games because most garrison/strength counters will be required to show garrisons and also because other sections are handy for maintaining economic and reinforcement records for both the major powers and their controlled minor free states. This side of the cards should be photocopied and used simply by penciling in information and erasing as changes are made.

2.4.2.2.1: Corps and fleet strengths for both the major power and its controlled minor free states can be penciled in and erased and adjusted as necessary.

2.4.2.2.2: Money expenditures between Economic Phases, prisoners, etc. can be recorded on any free space on the copies.

2.4.2.2.3: Economic manipulation (see option 12.5) is recorded as part of the ECONOMIC AND MANPOWER WORKSHEET on side two plus using the ECONOMIC MANIPULATION DISPLAYS on side one.

2.4.3 STATUS CARD SETUP: The displays on this card record game information.

2.4.3.1 TIME: Place the Turn markers (month and year) in the appropriate boxes of the TIME DISPLAY to match the starting date of the scenario or campaign.

2.4.3.2 * VICTORY POINTS: Place the victory point markers (three per major power) on the VICTORY POINTS DISPLAY to record each major power's starting victory points as given in the campaign. Use the negative sides to show negative points (possible in campaign games starting in 1805 if 14.2 and/or 14.3 are used) and the positive sides to show positive points.

2.4.3.3 * POLITICAL STATUS: Place the political status markers (one per major power) on the POLITICAL STATUS DISPLAY to record each major power's starting political status as given in the campaign. The starting boxes for each campaign are identified by letters for the major power (i.e., "Tu" =Turkey) and Roman numerals referenced to the campaign games on the "Campaign Setup" line of the boxes. The POLITICAL POINTS CHART on the back of this rulebook is for reference when using the POLITICAL STATUS DISPLAY.

3.0 SEQUENCE OF PLAY OF THE GAME

A "Turn" in EMPIRES IN ARMS represents one month of real time. Each Turn consists of a number of "phases" which may be further broken down into "steps. " Each phase or step is completed by all players before going to the next. Any phases or steps that do not apply during a Turn can be skipped. The sequence of a Turn (also given on the Game Card) is as follows:

[ 3.1 ] * THE POLITICAL PHASE: See 4.0. Players interact to achieve the game's political goals. This phase is performed in steps, as follows:

A. The Diplomacy Step.

B. The Declarations of War Step.

C. The Call to Allies Step. The order of calling is determined by competitive die rolls.

D. The Peace Step. Peace term selection order is determined by the order the major powers went to war.

E. The Creating Alliances Step.

F. The Minor Country Control Step. Setup in the order: France, Russia, Turkey, Austria, Prussia, Great Britain, Spain.

G. The Breaking Alliances Step.

H. The Free State Declaration Step.

I. The Declaration of Combined Movement Step.

[ 3.2 ] THE REINFORCEMENT PHASE: See 5.0. Reinforcements are introduced into the game and strength factors are transferred or eliminated. This phase is performed in steps, as follows:
A *. The Naval Reinforcement Step. The major powers perform this step in the order; Spain, France, Prussia, Austria, Turkey, Russia, Great Britain.

B. The Army Reinforcement Step. The major powers perform this step in the order; Spain, Great Britain, Prussia, Austria, Turkey, Russia, France.

[ 3.3 ] * THE NAVAL PHASE: See 6.O. All naval operations are handled. The major powers perform this phase in the sequence; Great Britain (any announced position in the sequence), Russia, Turkey, Austria, Prussia, France, Spain. As each major power performs this phase, the following steps are performed in order:

A. The Naval Movement Step.
B. The Naval Combat Step.

[ 3.4 ] THE LAND PHASE: See 7.0. All land operations are handled. The major powers in campaign games perform this phase in the sequence; France (any announced position in the sequence), Russia, Turkey, Austria, Prussia, Great Britain, Spain. In scenarios the French always go first, followed by all of the other major powers on the other side. As each major power performs this phase, the following steps are performed in order.

A. The Depot Creation/Removal Step'

B. The Land Movement Step.

C. The Supply Step.

D. The Land Combat Step.

(1) Resolve field, limited field and trivial combats.

(2) Resolve siege combats.

E. The Guerrilla Step.

F. * The Conquest Step.

A-E: Perform in each major power's sequence.

[ 3.5 ] * THE ECONOMIC PHASE: See 8.0. This phase occurs only every three months-at the end of the March, June, September and December Turns. This phase is performed in steps as follows:

A. The Victory Points Step.
B. The Money and Manpower Collection Step.
C. The Lending Money Step.
D. The Manipulation Step.
E. The Money and Manpower Expenditure Step.
F. The Political Status Adjustment Step.
G. The Civil Disorder Step.
H. The Ceding Step.
I. The New Political Combinations Step (see options 11. I- 11. 6 and 11.8).
J. The Levy Step.
K. The UMP Control Step.

[ 3.6 ] THE TIME RECORD PHASE: See 9.0. The passage of a Turn is recorded.

4.0 * THE POLITICAL PHASE

The actions of the Political Phase occur in the following order of steps and during this phase only. The exception to this is declaration of war, which can also occur at other specified times (see 4.3, 4.6.4.2, 4.6.5, 6.3.1.2.2 and 7.3.8.3).

[ 4.1 ] THE DIPLOMACY STEP: During this step, an agreed-upon period of time is set aside for discussion among the players. We recommend no more than 5-10 minutes to keep the game moving. Generally, players will wish to separate into pairs or small groups and move out of earshot of others for "secret" negotiations. This is the time to talk to other players about getting together for declarations of war, checking to see if allies will respond if called, preliminary discussions about peace terms, asking if others wish to ally, deciding on combined movements and their announcement, expressing pleasure or displeasure, making promises and threats, etc.

[ 4.2 ] THE DECLARATIONS OF WAR STEP: Next, each player secretly writes down every major power or neutral minor country upon which he has chosen to declare war (if any). Players not declaring war may wish to write "no declarations" just to keep everybody guessing. All declarations are revealed simultaneously. In order for a major power and its controlled minor countries to attack another major power or neutral minor country or their forces, a declaration of war must have been made between them during this step (EXCEPTIONS: see 4.3, 4.6.4.2, 4.6.5, 6.3.1.2.2 and 7.3.8.3). A major power that declares war is called an "aggressor", and a major power or neutral minor country upon which war is declared is called a "defender".

4.2.1 POLITICAL POINT LOSSES FOR WAR DECLARATIONS: Major powers lose political points for each of their declarations and these changes must be recorded (see the POLITICAL STATUS DISPLAY on the Status Card).

4.2.1.1: A major power loses three political points whenever it declares war on another major power. Additionally, if a major power declares war on an ally, there is an additional loss of two political points for breaking the alliance by the declaration of war.

4.2.1.2: A major power loses one political point for each district (see 10.4) in a neutral minor country when it declares war on that minor country, unless no major power can be found to run that minor country (see 4.6).

4.2.2 LIMITATIONS OF DECLARATIONS: A major power may declare war within the following limitations:

4.2.2.1: A major power may not declare war on another major power or neutral minor country if the declaring major power has corps, freikorps, cossacks, garrisons or guerrillas within the second major power's territory or within that neutral minor country.

4.2.2.2: A major power already at war with another major power may not declare war on other major powers if unbeseiged enemy infantry corps are already inside its home nation.

4.2.2.3: War may not be declared on a neutral minor country if it is physically impossible for the declaring major power to enter the minor country's territory during the Turn.

4.2.2.4: A major power may not declare war against another major power if restricted by an enforced peace (see 4.4.6.3). EXCEPTIONS: See 6.3.1.2.2 and provisions of peace term B.6 (see VICTORY CONDITIONS CHART on the Game Card.

4.2.3 EXTENT OF DECLARATIONS: A declaration of war on a major power is also (at no further cost in political points) a declaration of war on all of its controlled minor countries. Controlled minor countries may not have war declared upon them separately.

[ 4.3 ] THE CALL TO ALLIES STEP: Any major power who has in this Political Phase declared war on another major power or has had war declared upon it, may demand that an ally immediately declare war on the new enemy, if not already at war with that enemy. If there is more than one declaration of war during a Declaration of War Step, the order in which defending and then ally to more than one major power simultaneously, the same or aggressor players may "call to allies" is determined by competitive die rolls.

4.3.1 ALLY CALLING PROCEDURE: A player may call on some allies and not on others, at the calling player's discretion.

4.3.1.1: The defender calls his allies first, and then an aggressor may call his allies only if the defender has attempted to do so. If there were multiple declarations of war, all defenders call on their allies followed by (if allowed) all aggressors.

4.3.1.2: If two major powers declare war on each other simultaneously, they are both considered aggressors and thus neither may call allies.

4.3.1.3: Should a called ally of a defender refuse a call, that refusing ally is considered to have broken the alliance and loses the requisite political points ("-2" -see the POLITICAL POINTS CHART on the back of these rules). If any allies of an aggressor refuse his call to allies, both the ally and the aggressor are considered to have broken the alliance, with both losing the requisite political points ("-2") for breaking an alliance.

4.3.1.4: If any ally cannot declare war because of peace-time restrictions (an enforced peace-see 4.4.6.3), that ally may not be called upon. If an ally cannot declare war for other reasons (see 4.2.2. 1 and 4.2.2.2), the ally can still be called and, since the call cannot be answered, will be forced to break its alliance.

4.3.2 ANSWERING A CALL: Allies called upon may only declare war upon the original aggressor or defender-further declarations of war resulting from a call to allies do not permit a further call to allies.

[ 4.4 ] THE PEACE STEP: Peace may be made only at this time. A lapse of war with a minor country may also occur during this step (see 4.6.6). Peace must be in one of the following forms.

4.4.1 INFORMAL PEACE: Two major powers may informally agree to a peace between themselves on whatever general terms they decide, none of which are enforceable, and no political points are involved. An informal peace may never involve removing forces, the immediate ceding of territory, corps on loan, royal marriages, removal of leaders or dissolving or re-establishing the Holy Roman Empire. In this case there is no 18 month enforced peace and no enforceable reparations, trade restrictions, etc. can be imposed but forces are repatriated (see 4.4.6.2). If major powers simultaneously sue each other for peace (some players prefer to have this written and revealed simultaneously), they _must_ both accept an informal peace.

4.4.2 SUING FOR PEACE: A major power wishing to "surrender" may "sue" for peace. Minor countries may not sue for peace, although peace can come through a "lapse" in a war (see 4.6.6),

4.4.2.1: A major power may not sue for peace to another major power that does not have forces within the suing home nation’s borders unless, at the same time, it sues for peace to all major powers with which it is at war.

4.4.2.2: When a major power sues for peace, the opponent must then offer a "formal peace," either a "conditional peace, " which must be accepted, or an 1 unconditional peace, which may be accepted only if the suing player desires. If desired, and several major powers are being sued for peace, have each player write down 'conditional' or 'unconditional' before revealing all the peace proposals simultaneously.

4.4.2.3: Political points change as follows (also see the POLITICAL POINTS CHART on the back of these rules):

4.4.2.3.1 Conditional Surrender: A major power accepting the conditional surrender of another major power gains "+3" political points. A major power that surrenders conditionally to any number of other major powers at the same time (but does not surrender unconditionally to any other major power at that same time) loses
"-5" political points.

4.4.2.3.2 Unconditional Surrender: A major power accepting the unconditional surrender of another major power gains "+5" political points. A major power that surrenders unconditionally to any number of other major powers at the same time (some simultaneous surrenders may be conditional, but at least one must be unconditional) loses "-8" political points.

4.4.3 CONDITIONAL PEACE: If the peace is conditional, the loser surrenders and chooses one "peace condition" (also called a "peace term")that will apply to him with that victor from list "A" of the VICTORY CONDITIONS CHART on the Game Card and the victor chooses up to two peace conditions from list "B" not conflicting with the list "A" choice. If surrendering condition ally to more than one major power simultaneously, the same or a different peace condition from list "A" may be selected for each victor.

4 4.4 UNCONDITIONAL PEACE: If the peace is unconditional, each victor chooses up to three conditions from lists "B" and/or "C" and the surrendering loser does not get a choice from list "A". Certain choices in list "B" preclude choices from "C" and vice-versa, as shown on the VICTORY CONDITIONS CHART on the Game Card.

4.4.5 SIMULTANEOUS PEACE WITH MULTIPLE ENEMIES: If a major power makes peace by "surrendering" to two or more enemies at once, it loses only one (the larger, if there is a difference) set of political points.

4.4.5. 1: The victors choose their peace terms on an alternating basis until each has gained the maximum number of peace terms possible and/or desired or all peace terms available for that type of surrender have been taken.

4.4.5.2: Victors choose their alternating peace terms in the order that they went to war with the surrendering power-if the victors went to war at the same time (a major power that went to war as a result of a call from an ally is considered to have gone to war after the caller), resolve the order of choice by competitive die rolls.

4.4.5.3: Regardless of the number of victors, no peace term may be chosen more than once (EXCEPTION: peace term C.6, which all victors must choose as one of their selections to go into effect). For example, if one victor chose peace term B.4 (which also precludes choices B.1 and Cl ), no other victor could choose B.1, B.4 or C.].

4.4.6 EFFECTS OF PEACE: When two major powers make any type of peace, the following are always done:

4.4.6.1 PRISONER EXCHANGE: All surrendered factors and captured leaders are mutually exchanged. The exchanged factors are placed the same as reinforcements (see 5.2 and 5.3) during the next Reinforcement Phase. This is the only time prisoners are exchanged, although captured leaders may be returned at other times at the captor's option (see 10.6.3).

4.4.6.2 FORCE REPATRIATION:All corps in the other major power's territory are picked up and moved to the nearest area or areas in a now (after the control of ceded territories has been marked) friendly-controlled province or minor country. Similarly, garrisons are picked up and moved to the nearest friendly area or areas where depots and/or cities are available to hold the factors. If two or more areas are equidistant, the owning player chooses the area, or may choose to place some forces in some of or each of the equidistant areas. All depots in the other major power's territory are just picked up. All fleets (unless given permission to stay) must leave during the next Naval Phase. EXCEPTION: If the victor chooses peace term C.5, none of the victor's forces may be repatriated, but garrison factors in capital cities must (except with permission to stay) be moved to the nearest possible area(s) that can hold them that is not a capital city.

4.4.6.3 MANDATORY ENFORCED PEACE LENGTH: Except for an informal peace, neither major power may declare war on the other for 18 months (EXCEPTIONS: see 6.3.1.2.2 and provisions of peace term B.6). Certain peace terms may extend this time period for the loser (see peace terms B.2 and C.2 on the VICTORY CONDITIONS CHART on the Game Card). Keep written records of when peaces are made and when major powers may again go to war.

4.4.6.4 STATUS OF CEDED MINOR FREE STATES: Any major power that acquires minor free states as a result of peace conditions B.7 or C.4 may accept them as they are with their forces or immediately change them to conquered minor countries and remove their forces as in 8.8.5.

4.4.7 SEPARATE PEACE AND ALLIES: If a major power surrenders to some but remains at war with other major powers, a major power with which war continues may demand that an ally or allies that was a victor in the formal peace immediately break their alliance(s) with the major power still at war (and lose "-2" political points for breaking the alliance). For example, Russia and Austria are allies and are both at war with Prussia. Prussia surrenders to Austria, but not to Russia. The Russian player may demand that Austria break its alliance with Russia. An ally may also demand that an ally that concludes an informal peace with a common enemy break their alliance.

4.4.8 A FINAL PEACE: If, as a result of a formal peace, a major power's province containing its home nation's capital is ceded (which can only be done if no alternate province is available for ceding), that major power is permanently out of the game and all of its home nation forces are permanently eliminated from the map.

[ 4.5 ] THE CREATING ALLIANCES STEP: New formal alliances are now announced and each of the two major powers that ally gain political points (see the POLITICAL POINTS CHART on the back of these rules).

4.5.1: Major powers who are already allied may not re-ally with each other.

4.5.2: Major powers at war with one another may not ally.

4.5.3: Major powers that broke an earlier alliance may not re-ally until at least twelve months after the date of breaking the earlier alliance (keep written records of when alliances are broken).

[ 4.6 ] THE MINOR COUNTRY CONTROL STEP: A major power must, if possible, be chosen to run each neutral minor country upon which war has been declared. The major power chosen must not be at war with that neutral minor country and may only be an ally of a major power at war with it if there are no non-allies willing or eligible to run it. If there is no major power willing or eligible to run the minor country, no attacker loses political points for declaring war on it and it's forces are not set up. (See 10. 2. 1 for conquering min or neutral countries.)

4.6.1 CONTROL CHANGE DUE TO INSTABILITY/FIASCO

POLITICAL STATUS: If a controlling major power's political status marker is located in' the Instability or Fiasco Zones on the POLITICAL STATUS DISPLAY on the Status Card during a Minor Country Control Step, its controlled minor countries may change control or revert to neutral status at the start of this step (see 10.5.2 for details).

4.6.2 SELECTING CONTROLLING MAJOR POWERS: The major power who will run the minor country is that with the highest modified die roll, with any ties being decided by additional competitive unmodified die rolls. Each eligible major power that wishes do so may roll a die, modifying the result by:

4.6.2.1 NATIONAL MODIFIERS: Find the national modifiers on the MINOR COUNTRIES CHART on the Game Card Next to the name of each minor country in the "National Modifiers" column, is the national modifier located under an abbreviation of each major power.

4.6.2.2 STATUS MODIFIERS: See the POLITICAL STATUS DISPLAY on the Status Card. The "Status Modifier" is given to the right of each line or "zone. " For example, if a major power's political status marker is in a box of the Dominant Zone, the modifier is "+1".

4.6.2.3 ALREADY AT WAR: If already at war with any of the major powers who have declared war on that minor neutral, a +2 modifier applies.

4.6.3 ASSUMING CONTROL PROCEDURE:

4.6.3.1 MARKING CONTROL: The major power selected to run the minor country gains a political point per district (see 10.4) in the minor country (record on the POLITICAL POINTS CHART on the Status Card), and, to show control, places one of its control flags in the minor country. If the minor country has no forces, a conquered control flag is placed there. If the minor count has forces, that player places a free state control flag in that country and immediately sets them up. Once a player has been selected to run a minor country, that minor country may no longer incur separate declarations of war, until it returns to neutrality.

4.6.3.2 ORDER OF SETUP: If the forces of a number of different minor countries all need to be set up, they should be set up by the controlling major powers in the order: France, Russia, Turkey, Austria, Prussia, Great Britain, Spain.

4.6.3.3 INITIAL STRENGTH FACTORS: The MINOR COUNTRIES CHART on the Game Card shows the starting minor country strengths in infantry ("If"), cavalry ("Cv") and ships ("Sh") for campaign games starting in the given years. This chart also shows the state of each minor country at the start of these campaign games-whether it is neutral, conquered, a free state, what major power controls it, etc.

4.6.3.4 LAND SETUP: Any, all or none of the minor country corps are set up in any area(s) of that minor country and it's initial army strength factors distributed among those corps and/or as garrisons.

4.6.3.5 FLEET SETUP: If the minor country has a fleet, it is set up in any port in that minor country or- in any sea area adjacent to such a port, at its current strength.

4.6.3.6 POLITICAL POINTS F'ROM CONTROL: The major power controlling the minor free state gains and loses political points for any combats involving the minor country's forces.

4.6.4 MORE THAN ONE DECLARATION OF WAR UPON A MINOR COUNTRY: If more than one major power has declared war on the same neutral minor country in the same Turn, any of the major powers may back down from the war declaration (but still lose the political points for the declaration)-if necessary, the involved players should secretly write down their, intentions and reveal them simultaneously. If any two major powers who are both in a period of enforced peace (see 4.4.6.3) with each other and hence are not able to declare war upon one another, both declare war upon the same minor country then the must both back down, still paying the political point cost for the war declaration. If a major power is unable to declare war on any other major power that also declared war on the minor country for any other reasons (see 4.2.2.1 and 4.2.2.2 or for portions of a loser's enforced peace that exceed a winner's enforced peace), that major power must back down, still paying the political point cost for the war declaration. Major powers are not considered to have broken an alliance by these actions.

4.6.4.1 RETAINING CONTROL: If, after this, no major powers remain at war (including a lapse of war-see 4.6.6) with the minor country it remains in the control of the major power who gained control through 4.6.2.

4.6.4.2 FORCED WAR DECLARATIONS: If two or more major powers do not back down and remain at war with the minor country, each must declare war on all the other major powers also attacking the minor country (if not already at war with them all). All those remaining major powers are eligible to attack the minor country and each other, but not minor country's the controlling major power (unless at war with it).

4.6.4.2.1: This costs the same in total as a declaration of war on one major power.

4.6.4.2.2: If there are any allies and/or royal marriages involved, then the alliances and/or royal marriages are broken and the requisite points lost for _each_.

4.6.4.2.3: There are no calls to allies for these declarations of war.

4.6.5 MAJOR POWER SUPPORT OF CONTROLLED

MINOR COUNTRIES: The minor power's controlling major power now has the option (if eligible and not restricted-see 4.2.2) of declaring war on none, any, or all of the aggressors.

4.6.5.1: This costs (in political points) the same in total, regardless of the number of declarations of war, as for a declaration of war on one major power ("-3" political points) plus the political points lost for each broken alliance ("-2" political points). No allies can be called for these declarations of war.

4.6.5.2: If the controlling power desires to help the minor country against the major power(s) attacking it, it has to declare war on or already be at war with the other major power(s) before its forces can take part in any combat with that other major power. If it is not at war with at least one of the attacking major powers, the con-trolling major power may not garrison or control any cities of the minor country other than with that minor country's factors-the minor country must be run using only the minor country's own forces, although the controlling major power may pay for depots and/or supply costs for the minor country.

4.6.5.3: The controlling major power's corps are ignored in any combat involving that minor country's forces unless against a force which consists of factors of one or more countries with which it is at war (see 6.3.1 and 7.3.8)

4.6.6 LAPSE OF WAR WITH MINOR COUNTRIES: If, during any Peace Step prior to the conquest of a minor country, any invading major power has no corps within that minor country, then that major power is considered to be no longer at war with the minor country and must be at war with the major power controlling it before he can attack it again. Any garrisons, cossacks and/or freikorps are repatriated as per 4.4.6.2. NOTE: For multi-districtminor countries (see 10.4), this applies if a secondary district has been conquered and there are no invading major power corps within the rest of that minor country.

[ 4.7 ] THE BREAKING ALLIANCES STEP: A major power may break any standing alliances, even if made this Turn, paying the political points cost of "2" for breaking an alliance. This is not a declaration of war.

[ 4.8 ] THE FREE STATE DECLARATION STEP: Major powers can declare that any of their conquered minor countries that can have corps are now minor free states. Replace the conquered control flag with a free state control flag in that country. Its fleet if any, is set up at its current strength and its corps, fleets, land, and naval factors may be purchased begining in the next Economic Phase (see 8.2 and 8.5). Once a major power has declared a minor country to be a free state, it may not be later "undeclared" (ie., switched back to being a conquered minor country by that major power).

[ 4.9 ] THE DECLARATION OF COMBINED MOVEMENT STEP: Allies may declare that their Naval and Land Phases will be combined for the remainder of the Turn, with movement of all their forces being conducted in the order of the ally moving last in each phase. This enables allies to move and attack together (see 6.1.2 and 7.1.2). If desired, write down combined movement declarations and reveal them simultaneously.

5.0 THE REINFORCEMENT PHASE

Reinforcements are those counters and strength factors including leaders due to enter the game in the current month. All operations discussed in this section may be performed only during this phase, unless stated otherwise.

[ 5.1 ] * THE NAVAL REINFORCEMENT STEP: In this step, all players may place on the board those naval reinforcements due this Turn. This step is performed in the order; Spain, France, Prussia, Austria, Turkey, Russia, Great Britain.

5.1.1 PLACING EMPTY FLEET COUNTERS: Purchased (see 8.5.4) empty fleet counters (called "fleets") may be placed in any friendly-controlled home nation port or with any existing fleet counter but must have at least one ship strength factor (called "ships") immediately placed in (see 5.1.2) or transferred (see 5.1.3) to them.

5.1.2 PLACING SHIPS: All ships due this Turn (see 8.5.3) may be placed in any of their fleets (including fleets just placed by 5. 1. 1) in a friendly controlled home nation port or conquered minor country port, whether blockaded or not, but not so as to exceed the ship capacity of any fleet. Ships due this Turn can be postponed until any later Turn or Turns (keep a written record of all postponed ships). Minor free state ships are added similarly but only in ports of that minor free state.

5.1.3 TRANSFER OF SHIPS: During a Naval Reinforcement Step, a major power may also transfer ships between fleets occupying the same sea area, blockade box or port. Fleets of different nationalities (including different minor countries or of a major power and any minor country) may not transfer ships. If all ships are transferred from a fleet, the fleet counter is removed from the map at no cost in political points (see 5.1.4. 1).

5.1.4 REMOVING FLEETS AND SHIPS (SCUTTLING)

A player may remove any of his fleet counters (permanently eliminating all untransferred ships, if any, that they contain). Scuttling can also occur under conditions covered in 6.2.6.

5.1.4.1: Each fleet "scuttled" that contains one or more ships causes the loss of "-1" political point (record on the POLITICAL STATUS DISPLAY on the Status Card). Removing a fleet that contains no ships costs no political points.

5.1.4.2: Minor country fleets and major power UMP (see 14.3) fleets may never be scuttled during this step.

5.1.4.3: A fleet counter must be repurchased during the Money and Manpower Expenditure Step of an Economic Phase (see 8.5.4) to be placed back on the map.

[ 5.2 ] THE ARMY REINFORCEMENT STEP: In this step, all players may place on the board those army reinforcements due this Turn. Army factors of artillery, regular cavalry, guard infantry (called "guard"), regular infantry and militia infantry (called "militia") factors (feudal infantry, feudal cavalry, insurrection corps militia, insurrection corps cavalry, cossack, freikorps and guerilla factors are also army factors but they are not placed on the map-board during this step unless part of a prisoner exchange-see 4.4.6. 1) due this Turn must be added as reinforcements. Their placement may not be delayed. Army factors that cannot be placed are lost. This step is performed in the order; Spain, Great Britain, Prussia, Austria, Turkey, Russia, France.

5.2.1 CORPS COUNTER REINFORCEMENTS:

5.2.1.1 SCENARIO CORPS PLACEMENT: The scenarios specifically provide for the placement of new corps counters. If placement is not possible, due to enemy control of or the presence of enemy corps in the placement area, the corps counters (and all army factors they hold) are lost.

5.2.1.2 * CAMPAIGN CORPS PLACEMENT: Purchased empty corps counters may be placed in an unbesieged home nation city (or minor free state city for corps of that minor free state) or with any existing, unbesieged friendly corps. A factor must be immediately placed in (see 5.2.2.2) or transferred (see 5.2.3) to such a corps.

5.2.2 PLACING ARMY FACTORS: If placement of any army factor reinforcements is not possible, due to corps limits or garrison capacities or enemy siege and/or control of cities, these reinforcements are lost.

5.2.2.1 SCENARIO ARMY FACTOR PLACEMENT: The scenarios specifically provide for the placement of all reinforcement forces. Army factors specified to be placed in an area may be added to corps or as garrisons in that area. For the scenarios, eligible corps are those that are unbesieged and which have the capacity to hold the factors.

5.2.2.2 CAMPAIGN ARMY FACTOR PLACEMENT:

5.2.2.2.1 Adding to Corps Inside Home Nations: Factors may be added to any unbesieged corps of the same nationality which has the capacity and is inside its home nation (this excludes ceded provinces). Minor free state factors can be added in this way, but inside that minor free state's borders. NOTE: Feudal corps must be in their home province which currently contains no unbesieged enemy corps (see 10.1.3) or off-map and insurrection corps must be in an Austrian-controlled border province which currently contains no unbesieged enemy corps (see 10. 1.4) or off-map-during an Army Reinforcement Step feudal and insurrection corps will only get reinforcements from prisoner exchanges (normally they get new factors during December Levy Steps-see 8.10, 10.1.3.1 and 10.1.4.3).

5.2.2.2.2 Adding Factors to Garrisons: Regular infantry (guard or regular cavalry factors may be 'Converted to infantry factors in order to be placed in garrison-see 7.3.3.2) or militia factors may be added as garrisons in unbesieged friendly-controlled cities in the home nation. Minor free state infantry factors can be added in this way but only inside that minor free state's borders.

5.2.2.2.3 Adding Factors to Corps in Supply: Any army factor can be added to an unbesieged corps of the same nationally which is not up to full strength (for the type of factor) and which is on or adjacent to a friendly depot that is a supply source or part of a valid supply chain (see 7.2.3). Another major power's depot or supply chain may not be used for this purpose.

5.2.2.2.3.1: For regular infantry, regular cavalry, artillery or guard infantry factors, this depot must be part of a valid supply chain of six or less depots to that point, which starts at a supply source in the home nation.

5.2.2.2.3.2: For militia factors, the valid supply chain can only be at most three depots long to that point.

5.2.2.2.3.3: Minor free states may receive their factors in the same way, but must trace a supply line (of their controlling major power) back to a supply source in their minor country.

5.2.2.2.3.4: Supply lines for reinforcements may be also be traced in whole or in part via sea supply (see 7.4.3) but not via invasion supply (see 7.4.4)

5.2.3 TRANSFER OF ARMY FACTORS: During an Army Reinforcement Step unbesieged corps in the same area may exchange factors as desired, capacity permitting. Corps of different nationalities (including different minors or a major power and a minor country) may not exchange factors. This is the only time during a Turn that army factors may be exchanged except to detach and absorb garrison factors (see 7.3.3). Army factors may also be exchanged with garrisons in the same area during this step, the same as in 7.3.3 and, if all factors are detached from a corps, the corps counter is removed (see 5.2.4). EXCEPTIONS: Feudal, insurrection and artillery factors may not be exchanged.

5.2.4 REMOVING CORPS AND ARMY FACTORS (DEMOBILIZING): At this time army factors forming all or any part of a garrison of a city or depot and/or corps counters (and any army factors they may hold) may be removed from the board. These factors are lost, but there is no political point penalty.

5.2.4.1: In scenarios a corps counter may be brought back on the map when a corps counter is designated as a reinforcement.

5.2.4.2 *: In campaign games, a corps counter that has been removed from the map must be purchased during a later Money and Manpower Expenditure Step of an Economic Phase (see 8.5.4) to be returned to the map.

5.2.5 SCENARIO MONEY: Money received in scenarios arrives during the Army Reinforcement Step (money arrives during the Economic Phase of campaign games). Money is in the form of money points, denoted by a "$" for convenience.

[ 5.3 ] LEADER RETIREMENT AND REINFORCEMENT:

Leaders may be retired from the map during their appropriate Reinforcement Step or if all their corps are eliminated by foraging (see 7.4.1.3.3) or by failure to disembark (see 6.2.5.2). Leaders may not be retired if in a besieged city (a besieged port city must also be blockaded to prevent a leader's retirement). Retired leaders are returned (along with newly introduced leaders) as reinforcements on any later Army Reinforcement Step (Naval Reinforcement Step for the NELSON leader). Leader reinforcements may be placed with any corps (fleets for NELSON) controlled by their major power.

6.0 THE NAVAL PHASE

[ 6.1 ] THE NAVAL PHASE SEQUENCE: At the beginning of this phase, Great Britain announces when in the following sequence he will be moving. The other major powers move in this order:
Russia, Turkey, Austria, Prussia, France, Spain.

6.1.1 MINOR FREE STATE SEQUENCE: All naval forces of minor free states move with their controlling major power.

6.1.2 COMBINED MOVE SEQUENCE: In order for a major power to move in the sequence of another major power, those major

powers must be allies and must have announced combined movement during the Declaration of Combined Movement Step of the Political Phase. Combined major power movement is conducted in the sequence of the ally who would have moved last in the phase.

6.1.3 NAVAL PHASE STEPS: Each major power sequence of the Naval Phase is divided into Naval Movement and Naval Combat Steps. Each player completes both steps during his major power sequence before the next player commences his major power sequence. The player taking his sequence and his counters are described as "phasing" during that time and all other players and their counters are called "non-phasing".

6.2 1 THE NAVAL MOVEMENT STEPS: Major power players may move any o r all of their fleets up to the limit of their movement allowances during their sequence of a Naval Phase. be combined into one "stack".

6.2.1 GENERAL NAVAL MOVEMENT RULES: Each fleet has a maximum movement allowance of "7" movement points. Phasing fleets may expend from "O" to "7" movement points each during their sequence. Movement points may not be accumulated from Turn to Turn nor may they be transferred among fleets.

6.2.1.1 SEA MOVEMENT COSTS: Each sea area entered costs one movement point.

6.2.1.2 PORT/BLOCKADE BOX MOVEMENT: It costs one point to move into a port from any of the sea areas touching its blockade box and vice-versa. It costs one movement point to enter a blockade box from an adjacent sea area or vice-versa. It costs no movement points to move between a port and its blockade box or vice-versa and all fleets entering or exiting ports are considered to do so by passing through the port's blockade box. To signify that a fleet is in port, it is placed on the coastline of the associated land area. A fleet(s) may enter a port controlled by another major power or neutral minor country only to attack a fleet(s) there or with the controlling major power's permission, even if the port city has no garrison. In no other cases may a fleet be located in a land area.

6.2.1.3 DARDANELLES MOVEMENT: A fleet may not enter the Dardanelles sea area unless that major power controls an unbesieged Constantinople, besieges Constantinople (see 10.7) or has access (see 10.3) from the major power controlling Constantinople.

6.2.1.4 ICE LINE RESTRICTIONS: A fleet may not exit or enter a sea area north of the ice line during any winter month (see 9. 1). If already in a sea area north of the ice line, it must remain these until winter ends and no naval combats can be fought.

6.2.2 NAVAL MOVEMENT PROCEDURE: A major power's fleets occupying the same port, blockade box or sea area must always be combined into one "stack". Major powers that are in the same port, blockade box or sea area that have announced combined movement are treated as one stack.

6.2.2.1: A player may pick up any or all of the fleets in a stack and begin moving them as one stack.

6.2.2.2: Fleets may be added to this stack by moving it to the port, blockade box or sea area containing the fleet(s) desired to be added.

6.2.2.3: Fleets may be dropped off in any port, blockade box or sea area through which the stack passes.

6.2.2.4: Once a stack ends its movement, it may not be moved again this player sequence (EXCEPTIONS: for interceptions, for retreat or pursuit following naval combat or to leave an enemy-controlled port-see 6.2.6).

6.2.2.5: So long as no fleet moves twice nor exceeds its movement allowance, the player may continue to repeat this process until all desired fleets have been moved.

6.2.3 NAVAL INTERCEPTIONS: Fleets may move through areas containing other fleets (even enemy fleets) with no restriction on movement, except that they may be interrupted by interception. In that case an interception combat is fought immediately and if, and only if, the phasing major power's fleets win the interception naval combat may they continue movement (without any movement penalty). Interceptions may not be attempted on stacks that are retreating or pursuing (see 6.3.5).

6.2.3.1 INTERCEPTION PROCEDURE: When a phasing stack enters a sea area occupied by or adjacent to one or more enemy stacks, those enemy stacks may attempt to intercept the moving stack. An "enemy stack" is any stack containing fleets at war with any fleet or fleets in the phasing stack and/or at war with any corps that the phasing stack may be transporting.

6.2.3.1.1 Sequence of Interception Attempts: If more than one eligible major power wishes to attempt an interception, they must make their attempts in the major power sequence decided for move- ment in 6. 1. Once one major power succeeds, no other major power may attempt an interception of that same phasing stack in that same area. Stacks that made or attempted earlier interceptions may be used again for later interceptions of differemt phasing stacks in the same area or of the same phasing stack in a different area. Major powers who have declared combined movement count as one major power for the purposes of interception, making their interception attempts in the sequence position of the major power going later in the sequence.

6.2.3.1 2 Who May Intercept: Only properly placed fleets in the appropriate circumstances may attempt to intercept.

6.2.3.1.2.1: A fleet entering a port (which must always be done through a blockade box-see 6.2.1.2) may not be intercepted unless the phasing player announces that he wishes to be intercepted. This is an exception to the rule of automatic interception in a blockade box (see 6.2.3.1.2.3).

6.2.3.1.2.2: A fleet in a port may only intercept enemy fleets entering the adjacent sea area(s) and then only if not blockaded.

6.2.3.1.2.3: A fleet entering a blockade box may only be intercepted by enemy fleets which currently occupy that blockade box and a fleet in a blockade box may only intercept enemy fleets which enter that blockade box (and the interception is automatic if attempted)

6.2.3.1.2.4. A fleet adjacent to the Dardenelles sea area would not be able to intercept fleets entering that area unless it was permitted under the restrictions of 6.2.1.3.

6.2.3.1.2.5: If a major power attempting an interception has several different stacks available for an interception, one stack only may be selected and announced for that interception attempt. If that stack fails to intercept, no other stack of the major power may attempt that same interception.

6.2.3.2 RESOLUTION OF NAVAL INTERCEPTIONS:

6.2.3.2.1 Blockade Box Interceptions: When a phasing stack enters a blockade box and is automatically intercepted by an enemy fleet(s) there, it must win the immediate interception naval combat before it can continue moving.

6.2.3.2.1.1: If more than one enemy major power's fleets occupy that blockade box, the entering fleet(s) is intercepted by the major power higher in the sequence specified in 6.1.

6.2.3.2.1.2: If all enemy fleets choose not to intercept, the phasing fleet(s) may continue moving (the same as if the combat had been won)

6.2.3.2.1.3: Since a phasing stack must enter a port to add fleets in that port to the stack and fleets entering a port may avoid blockade box interception (see 6.2.3.1.2.1), a phasing player wishing to add a fleet or fleets in a port to a stack has a choice of how to handle a blockade box interception situation. The phasing player may announce a wish to be intercepted in the blockade box and fight an interception combat before entering the port to add the fleets there or may avoid interception in the blockade box and then (if movement isn't concluded in the port) move the combined stack from the port to the blockade box for an automatic (if interception is desired by the enemy) naval combat then.

6.2.3.2.2 Sea Area Interceptions: Except for interceptions in a blockade box, a die must be rolled for each stack attempting to intercept.

6.2.3.2.3 Nelson Interception Modifier: If the NELSON leader is with the intercepting stack, one is subtracted from the die roll.

6.2.3.2.4 Intercepting Fleet Movement: If successful, the intercepting stack must be moved to the area containing the phasing stack that was intercepted, if not already there.

6.2.3.3 RESULT OF INTERCEPTIONS: If the interception is successful, a naval combat is fought immediately, (i.e., during the Naval Movement Step) using the naval combat rules (see 6.3). No evasion by the phasing major power is possible from an interception.

6.2.3.4 OUTCOME OF INTERCEPTION COMBAT:

6.2.3.4.1 Intercepting Side Victory: If the intercepting major power's stack wins the naval combat, the phasing major power must retreat its stack in accordance with the naval combat rules (see 6.3.5), with that stack of fleets then ceasing movement after the retreat move. In this case, the intercepting fleets may continue to remain in the area for (possibly) intercepting other phasing stacks or some or all of the victorious fleets may pursue the defeated stack (see 6.3.5).

6.2.3.4.2 Phasing Side Victory: If the phasing stack wins the naval combat, the intercepting stack must retreat in accordance with the naval combat rules (see 6.3.5), and may not attempt more interceptions during this major power's movement sequence. Some or all of the phasing stack may pursue the defeated stack and/or continue movement with whatever movement points the stack's fleets retain. Of course, other fleets can attempt to intercept the phasing fleets in every other sea area that is entered by repeating the interception procedure.

6.2.4 INITIATION OF NAVAL COMBAT: If a phasing stack end its movement in a sea area containing an enemy stack, it may initiate an attack against those enemy fleets in the Naval Combat Step (see 6.3). If a phasing stack ends movement in a port or blockade box occupied by any enemy fleet(s), an attack must be initiated on the enemy fleet(s). It a number of attacks are initiated in different areas, the attacker decides the order in which the naval combats are to be resolved.

6.2.5 NAVAL TRANSPORTATION OF ARMY CORPS AND LEADERS: Corps and any accompanying leaders may be transported in the Naval Phase at the rate of one corps per fleet. Fleets may transport the corps of other major powers only if the two major powers have declared combined movement during the Declaration of Combined Movement Step of the Turn's Political Phase.Guerillas, cossacks, freikorps, insurrection corps leaders not accompanying corps, and garrison factors may not be moved by sea.

6.2.5.1 TRANSPORTATION MOVEMENT PROCEDURE: The corps and the fleet must both begin in the same friendly controlled (it may be besieged) _port_. They move together until in the sea area or blockade box adjacent to the land area in which the corps is to land or until reaching a port. Fleets and the corps they transport may enter other ports only if controlled or with access.

6.2.5.2 FAILURE TO DISEMBARK: If a corps does not disembark during the Land Phase it is destroyed. If all corps are destroyed in this manner, any leaders with the corps are retired from the map (see 5.3).

6.2.5.3 ELIMINATION OF TRANSPORTING FLEETS: If fleet counters are eliminated, corps they were transporting in excess of the number of fleets are lost. The corps so lost may not transfer factors before being eliminated. If all corps are destroyed in this manner, any leaders with the corps are captured.

6.2.6 ENEMY CONTROL OF A FLEET'S PORT: If a port in which a fleet is located becomes enemy-controlled, the fleet must be moved immediately (this will not happen during a Naval Phase, but during other phases and steps, including during a Declarations of War Step) into an adjacent sea area or the port's blockade box. Harbour defences are never used against fleets leaving a port.

6.2.6.1: If the port is blockaded by an enemy fleet at the time, the fleet in the port is scuttled instead and all its fleets and ships are lost. Alternately, if desired, the blockaded fleet(s) may choose to fight the blockading fleet(s), with the wind gauge automatically going to the blockading fleet(s). The blockaded fleet(s) remains in the blockade box if it wins the combat. The blockaded fleet(s) must be scuttled if it loses the naval combat.

6.2.6.2: If NELSON is with a scuttled fleet in this situation he is captured by the major power controlling the port.

6.2.6.3: Unlike rule 5.1.4.2, minor country and UMP major power fleets can be scuttled under these conditions.

6.2.6.4: Each fleet scuttled causes the loss of 1 political point (record on the POLITICAL STATUS DISPLAY on the Status Card).

6.2.6.5: A scuttled fleet counter must be repurchased during an Economic Phase (see 8.5.4) to be brought back into the game.

6.2.7 BLOCKADE OF PORTS: A stack may only enter a blockade box if it is at war with the major power controlling the port or if the box or port contains an enemy fleet or enemy corps with neutral fleets that have announced combined movement (winch makes transporting the corps possible-see 6.2.5).

6.2.7.1: If a major power begins its naval sequence with a stack occupying a blockade box and it is not at war with the major power controlling the port, not at war with any fleet(s) occupying that port and/or not at war with any corps in the port area that can be transported, then the stack must leave that blockade box during its sequence of the Naval Phase.

6.2.7.2: If a blockade box is occupied, a stack may enter or leave the port without interception if not at war with any of the major powers with fleets in the blockade box. However, a fleet not at war with any major power's fleet in the blockade box may be intercepted if transporting a corps of a major power that is at war with the blockading stack (or portion of the stack-see 6.3.1.2).

6.2.7.3: Fleets of a major power that are at war with blockading fleets may enter or leave that port but may be intercepted by the blockading enemy major power's stack (see 6.2.3.2.1). Stacks entering a blockade box that win any interception combats, may then proceed into the port or out to sea (see 6.2.3).

[ 6.3 ] THE NAVAL COMBAT STEP: These same rules apply to naval combats caused by interception (see 6.2.3) or by initiation (see 6.2.4).

6.3.1 WHO MAY FIGHT: If enemy fleets of more than one major power occupy a sea area, blockade box or port, only one major powers's stack can be attacked (for this purpose, all major powers who have declared combined movement and are at war with the attacker are considered to be one major power). Other major powers in the sea area, blockade box or port can be ignored (even with combined movement declared, if not at war with the attacker).

6.3.1.1 NAVAL ATTACKERIDEFENDER DETERMINATION: If there is more than one enemy major power present, the "attacker" decides which will be the "defender". The attacker is the phasing side if 6.2.4 applies or the non-phasing intercepting side if the combat is caused by an interception (see 6.2.3). The defender (at the attacker's option) comprises any one defender's stack that is present.

6.3.1.2 WHO IS AN ENEMY: A stack may only attack another stack if at war with the major power owning that stack, if at war with a major power owning corps being (or that could be) transported by fleets of that stack, or if at war with one or more of the fleets involved in combined movement. In the latter two cases, the attacker's stack need not be at war with the major power owning the transporting fleets, and, if not, the attacker has the option to either:

6.3.1.2.1: Attack without a declaration of war (no political point loss for a declaration of war) although political points are still normally gained or lost for winning or losing the battle.

6.3.1.2.2: Or, immediately declare war (even if operating under an enforced peace period, which can be ignored in this case, although the other restrictions in 4.2.2 still apply) and lose the requisite political points (see 4.2.1.1) for each separate declaration of war. No allies may be called with these declarations of war.

6.3.1.3 ENEMY IN A PORT: A stack may attack an enemy stack or a neutral stack that could carry enemy corps (they are in the same land area and have announced combined movement) in a port city controlled by a neutral major power.

6.3.1.3.1: If the attacking stack is given access by the port's controlling major power, the harbour defences are not used.

6.3.1.3.2: If denied access, the phasing stack can still attack, but the port's controlling player may use the harbour defences. No declaration of war is required in this case, but 6.3.1.2.1 or 6.3.1.2.2 can be applied.

6.3.1.3.3: EXCEPTION: Even if the attacker has unconditional access (see peace term C.5 and 10.3) and/or an earlier voluntary access agreement with the neutral major power that garrisons the port to enter the port, if the fleet(s) being attacked belong to the neutral major power holding the port, the harbour defences are used (see 10.3.2 to determine who holds a city).

6.3.2 POSSIBLE EVASIONS: The major power upon which an attack is declared may attempt to evade unless the attack is caused by an interception or is in a port or blockade box. If the evasion is unsuccessful a combat will be fought. If the evasion is successful, the phasing player may not then attempt to attack any other stack remaining in the area.

6.3.2.1: Every time the phasing major power intends to attack a stack, the non-phasing stack may attempt naval evasion. This is done by the non-phasing stack's controlling player rolling a die. if a "1" or "2" is rolled, the non-phasing stack evades combat and is retreated according to the naval retreat after combat rules (see 6.3.5.1-treat the evading side as if it were the loser of a combat and the attacking side as if it were the winner).

6.3.2.2: There are no political points for a successful evasion.

6.3.3 NAVAL COMBAT PROCEDURE:

6.3.3.1 DETERMINING THE WIND GAUGE: If combat is to take place, the "wind gauge" must be determined. A stack attacking in a port combat, and blockading fleets combatting fleets exiting that blockade box's port automatically have the wind gauge. In all other cases each side rolls one die, adding one to the result if that side contains a British fleet and adding a further one if NELSON is present. Notwithstanding these modifiers, a "6" is the maximum modified result. If the net rolls are equal, there is no wind gauge and combat is resolved simultaneously. In any other case, the higher die roll gains the wind gauge and conducts its attack first, removing losses inflicted on the opponent before the opponent replies.

6.3.3.2 NAVAL COMBAT RESOLUTION: Each side rolls one die, adding one if a British fleet is present on that side and sub-tracting one if a Prussian and/or an Austrian fleet is present on that side (these modifiers may cancel each other if both are present in the same stack). The roll is compared to the NAVAL COMBAT TABLE on the Game Card and the result is the percentage (see the CASUALTY PERCENTAGE TABLE on the Game Card) of that side's number of ships, which number of ships the other side must remove as losses.

6.3.3.3 NAVAL COMBAT IN A PORT: If combat occurs in a port, the "harbor defences" (see the map for harbour defence values printed in each port's blockade box) attack the phasing major power's fleet(s) first, using the NAVAL COMBAT TABLE on the Game Card with an umnodified die roll. Treat the harbor defence value number the same as if it were that many ships for the combat. There must be a garrison in the port city that is at war with or denied access to (see 6.3.1.3 for these situations) an entering stack in order to use the harbor defences. The phasing major power's surviving ships then attack the enemy fleet(s) in that port. Finally, any surviving defending ships make their combat die roll.

6.3.3.4 NAVAL COMBAT EXAMPLE:

Great Britain and France are at war. It is Great Britain's Naval Phase. Great Britain moves NELSON and 3 fleets with 60 ships total into a sea area containing 3 French fleets with 31 total ships. First, wind gauge is determined: Great Britain rolls a "2", which becomes a "4" after adding modifiers for NELSON and British fleets. France rolls an unmodified "5". France wins the wind gauge and fights first. France rolls a "5" on the Naval Combat Table. This means 20 % of the number of French ships is inflicted as ship losses on the British. 20% of 31 is 6 ships (on the CASUALIY PERCENTAGE TABLE, crossgrid the "20%" line with "20" factors and then with "1" factors and add together to get "6"). Great Britain rolls a "2", which becomes a "3" after adding the modifier for British fleets. This results in 8 French ship losses (60 British ships minus 6 ships lost = 54 ships or "20" plus "20" plus "14" factors on the "15%" line of the CASUALTYPERCENTAGE TABLE = "8") being suffered by the French.

6.3.4. NAVAL VICTORY AND POLITICAL POINTS:

6.3.4.1 DETERMINING VICTORY: A side that does not lose all of its ships and also loses less ships than the other side wins a naval combat and the other side loses it. If both sides have surviving ships and losses were equal, the side that attacked loses the naval combat and the other side wins it. If a side loses all of its ships but loses less ships than the other side a naval combat is a draw (this can happen in port combats).

6.3.4.2 POLITICAL POINT CHANGES: The victor(s) of a naval combat gains political points and the loser loses them (draws have no political point effects). One political point is gained or lost for each fleet of the defeated major power(s) used in that combat, up to a maximum of +/-3 political points.

6.3.4.2.1: If the victor was commanded by the NELSON leader, they get "+1" extra political point.

6.3.4.2.2: If the loser was commanded by the NELSON leader, they lose "-1" extra political point.

6.3.5 NAVAL RETREAT AND PURSUIT: The survivors of one side in a naval combat must retreat. Retreat moves are always made before pursuit moves and the retreat and pursuit moves of one naval combat must be made before the next naval combat is resolved.

6.3.5.1 SEA AREA RETREATS AND PURSUITS: The naval combat loser retreats all fleets that were in the combat to the one nearest unblockaded friendly (including an ally's port, with access permission and if the loser wishes to use it) port within seven movement points (losing player's choice if more than one possible port is equally close). Some, none or all of the victorious fleet(s) may pursue to follow the losing fleets and blockade that port.

6.3.5.1.1: If no eligible port is available, or at the loser's option, the loser retreats to any one adjacent sea area of the victor's choice (a sea area into which movement is not possible may not be selected). Retreating or pursuing fleets may not be intercepted. In this case there is no pursuit and the victor remains in the area where the combat occurred.

6.3.5.1.2: A fleet may neither retreat nor pursue into or through a sea area north of the ice line during winter or into or through the Dardenelles sea area without the permission of the major power controlling Constantinople (if any).

6.3.5.2 PORT RETREATS: If the naval combat takes place in a port, the attacking fleets (win or lose) must always retreat to the port's blockade box, and the defending fleets remain in the port (no pursuit).

6.3.5.3 BLOCKADE BOX RETREATS AND PURSUITS: If the naval combat takes place in a blockade box the loser must retreat to that port, if and only if, the combat resulted from the movement of the loser's stack from that port, and in any other case must retreat in accordance with sea area retreat rules (see 6.3.5.1). Pursuit is the same as a sea area pursuit. EXCEPTION: Since movement between a blockade box and its port is free (see 6.2.1.2), the victor (even if the phasing side with all movement expended) in a blockade box naval combat may be, if the port is friendly or with access permission, moved into the port following the naval combat.

6.3.5.4 NAVAL RETREAT AND PURSUIT EXAMPLE:

Continuing the example from 6.3.3.4; as the French Player lost (8 ships lost to 6) he must retreat to the nearest unblockaded friendly- controlled port within seven movement points or be moved by the British to an adjacent sea area. Great Britain gains "4" political points for the win (including "+1" extra for NELSON), and France loses "3" political points because the loser had 3 fleets. France decides to retreat to a nearby home nation port and Great Britain decides to follow up and blockade that port.

6.3.6 CONSOLIDATION OF LOSSES..- After ships lost in combat are removed, excess fleet counters (those without ships) are removed from the map. No political points are lost for removing these empty fleets. If during naval combat or as a result of transfer, a fleet is left without ships, it is removed from the map and must be repurchased during an Economic Phase (see 8.5.4) to be brought back into the game. If NELSON is with a stack in which all ships and fleets are eliminated by naval combat, NELSON becomes a prisoner of the other side in the naval combat.

7.0 THE LAND PHASE

7.1 THE LAND PHASE SEQUENCE: At the beginning of this phase France announces when in the following sequence he will be moving. The other major powers move in this order: Russia, Turkey, Austria, Prussia, Great Britain, Spain.

7.1.1 MINOR FREE STATE SEQUENCE: All land forces of minor free states move in the sequence of their controlling major power.

7.1.2 COMBINED MOVE SEQUENCE: In order for a major power to move in the sequence of another major power, those major powers must be allies and must have announced combined movement during the Political Phase. Combined movement is conducted in the sequence of the ally who would have moved last in the phase.

7.1.3 LAND PHASE STEPS: Each major power sequence of the Land Phase is divided into Depot Creation/Removal, Land Movement, Supply, Land Combat and Guerrilla Steps. Each player completes all these steps during his major power sequence before the next player commences his major power sequence. The player his sequence and his counters are described as "phasing" during that time and all other players and their counters are called "non-phasing". After all major powers have completed their sequences, the Conquest Step is simultaneously resolved.

7.2 THE DEPOT CREATION/REMOVAL STEP: Major powers may remove any of their depots, destroying any garrisons on a removed depot unless there is an unbesieged friendly controlled or vacant city in that same area to which they can be transferred. Major powers may then purchase and place new depots, up to counter mix limits on the map at any one time, at the cost of one money point each. The same depots may be removed, then placed, etc. any number of times during the course of a game as long as one money point is paid every time one is placed and the countermix limits are not exceeded-the same depot counter may be removed and then placed elsewhere (at a one money point cost) during the same Depot Creation/Removal Step. Free state forces use the depots of their controlling major power. Depots may not be placed in areas containing unbesieged enemy corps, guerrillas, freikorps or cossacks (unless an unbesieged corps of the major power placing the depot is also in that area) or in an area which already contains a depot (there is a limit of one depot per area-EXCEPTION: see 7.2.2). Depots may be placed only in the following areas:

7.2.1 DEPOT IN A FRIENDLY CITY AREA: A new depot may be placed in an area containing a friendly controlled unbesieged city, in that major power's territory.

7.2.2 * DEPOT INSIDE A FRIENDLY PORT OR IN A PORT AREA: Even if not itself a supply source or part of an overland supply chain, a new depot may be placed in an area containing an unblockaded friendly controlled port, provided there exists a friendly unblockaded sea supply source (see 7.4.3) to the port.

7.2.2.1: If such a port is besieged, then the depot is placed in the port city itself. This is the only case where the depot is considered to be in a city rather than in the surrounding area.

7.2.2.2: Another, enemy depot could also be placed in the port city's area while a depot is also in the port city itself. This is the only case where two depots may be located in the same area (actually, one in the city and one in the area).

7.2.3 DEPOTS IN SUPPLY CHAINS: A new depot may be placed within two unblocked areas of an already existing (before this Turn) depot that is a supply source or which is part of a valid supply chain.

7.2.3.1 SUPPLY SOURCE DEFINITION: A "supply source" is any unbesieged controlled city area in a major power s home nation or controlled minor country that is unoccuppied by enemy forces and that contains a depot.

7.2.3.2 SUPPLY CHAIN DEFINITION: A "supply chain" is a series of one major power's depots that are placed no more than two areas apart and lead back to a supply source of that major power.

7.2.3.2.1: A "valid" supply chain is one where the intervening areas between any of a supply chain's depots are not blocked by the presence of unbesieged enemy corps, garrisons, guerrillas, cossacks and/or freikorps (EXCEPTION: these enemy forces do not block an area if that area also contains an unbesieged friendly corps or garrison).

7.2.3.2.2: A valid supply chain may only be traced across sea areas via sea supply (see 7.4.3). A valid supply chain may be traced across sea crossing arrows unless the surrounding sea area contains an enemy fleet(s).

7.2.3.2.3: Any portion of a supply chain that is not valid cannot be used for regular supply (see 7.4.2), although the invalid depots do not have to be removed.

7.2.3.3 SUPPLY CHAIN RESTRICTIONS:

7.2.3.3.1: New depots as part of a supply chain may not be placed in a minor neutral unless the major power is at war with the neutral and may only be placed in the territory of another major power if given access permission by, at war with, or having imposed victory condition C.5 (see 4.5.2) on that major power.

7.2.3.3.2: For a major power to place a new depot outside of its own territory, an unbesieged corps of that major power must be in that area.

7.2.3.3.3: Depots from different major powers, even if allied, may not combine to form one supply chain (including sea supply or invasion supply).

7.2.4 * DEPOTS ON FLEETS: Depots may be placed on fleets,' for the provision of invasion supply (see 7.4.4).

7.3 THE LAND MOVEMENT STEP: Major powers may move any or all of their corps, cossacks, freikorps or guerrillas during their sequence. Free state corps are moved at the same time by the controlling major power and are not limited to movement within their minor free state. Movement may be restricted through other major powers' territory (see 10.3). Movement allowances may not be transferred from unit to unit nor may they be accumulated from Turn to Turn.

7.3.1 GENERAL LAND MOVEMENT RULES: Each land counter has a "movement allowance" consisting of a number of "movement points" that can be expended to enter new areas on the map.

7.3.1.1 MOVEMENT ALLOWANCES: With corps bearing a cavalry symbol (including Austrian light infantry), Austrian and Prussian freikorps and Russian cossacks the movement allowance is "5". For French corps (including French artillery) and French controlled minor free state corps having an infantry symbol and having their "3" movement allowance number in parenthesis the allowance is "4". All other corps have an allowance of "3". Spanish guerrillas have a movement allowance of one area (regardless of terrain).

7.3.1.2 FORCE MARCHING: Corps may increase their movement allowance by one movement point by "force marching". Cossacks, freikorps, guerillas, cavalry corps and disembarking corps may not be force marched.

7.3.1.3 LAND MOVEMENT COSTS: Each map area generally expends one movement point from a counter's movement allowance to enter, although this varies in some areas, as follows:

7.3.1.3.1 Marsh or Mountain: Areas containing a marsh or a mountain cost 2 movement points to enter.

7.3.1.3.2 Crossing Rivers: It costs an extra movement point to enter an area across a river, if that area contains an unbesieged enemy corps. There is no extra cost to move across a river if there is no unbesieged enemy corps counter(s) in the area.

7.3.1.3.3 Sea Crossing Arrow Movement: It always costs an extra movement point to use a crossing arrow. Corps, freikorps and/or cossacks may not use a crossing arrow if an enemy fleet occupies the surrounding sea area.

7.3.1.3.4 Cumulative Costs: These costs are all cumulative. For example, movement across a river into a mountain area containing an enemy corps costs one movement point to cross the river, plus two more movement points since it is a mountain area, for a total of three movement points of the counter's movement allowance expended.

7.3.1.4 FORAGING WHILE MOVING: Although the rules are covered in the Supply Step, foraging (see 7.4.1) is performed while corps are being moved.

7.3.2 LAND MOVEMENT PROCEDURES: Each counter is moved individually.

7.3.2.1: A corps must cease movement when it consumes its movement allowance or when it enters an area containing an unbesieged enemy corps (not if the area contains only cossacks, freikorps, guerrillas and/or garrisons).

7.3.2.2: Cossacks and/or freikorps are not required to cease movement when they enter an area containing enemy forces.

7.3.2.3: No counter may be moved into an area that would cost more movement points than the counter has remaining for use.

7.3.2.4: Movement may be ended earlier-there is no requirement to move any counter nor for any counter to expend its full movement allowance.

7.3.3 MOVING INTO CITIES-DETACHING/ABSORBING FACTORS-GARRISONS: During a major power's Land Movement Step, any non-artillery, non-feudal or non-insurrection corps may detach factors as garrisons at, or absorb army factors from, depots hnd/or unbesieged friendly or vacant cities by reducing or increasing its strength, if the capacity is there. There is no movement point cost for doing this.

7.3.3.1 DETACHING/ABSORBING FACTORS RESTRICTIONS: Regular infantry and/or militia factors may not be detached or absorbed in an area containing enemy corps outside a city.

7.3.3.1.1: Minor free state forces may only detach and absorb their infantry factors to and from cities and/or depots within their own country.

7.3.3.1.2: Detachments cannot empty a corps. All corps must always contain at least one army factor to maintain the corps counter on the map-corps counters may be removed only due to 5.2.3/5.2.4, 7.3.5, 7.4.1 or 7.5.5 and at those times.

7.3.3.2 CONVERTING ARMY FACTORS: Regular cavalry and guard factors detached to serve as garrisons must be converted to regular infantry factors for the remainder of the game; artillery factors may not be detached.

7.3.3.3 GARRISON FACTORS: Garrison factors can be regular infantry and/or militia factors, represented by the placement of garrison/strength counters of the appropriate strength and type on the city or depot concerned. Each major power must use counters of its own color (see 1.2) for garrison purposes outside the major power's borders. The gray garrison/strength counters must be used for minor free states inside their own borders and may be also be used inside a major power's home nation territory to represent that major power's garrisons if insufficient counters of the appropriate color are available. This is why some small grey counters are militia.

7.3.3.3.1: Cossack, freikorps and guerrillas factors (guerrillas may not garrison depots) may also be used to form all or part of a city or depot garrison.

7.3.3.3.2: Corps may form all or part of a city garrison without detaching army factors, so that any types of army factors in such corps could also be a garrison.

7.3.3.4 CITY GARRISON CAPACITIES: A city's maximum garrison capacity is 5 times its supply value (e.g., a city with a supply value of "4"-it has four spires on its map picture-may contain up to 20 army factors). A city may also hold any number of leaders (NOTE: leaders may only be moved into a city with corps counters, although they may remain there-must remain there if the city is besieged-after the corps counters are eliminated).

7.3.3.5 DEPOT GARRISON CAPACITY: A depot's maximum garrison capacity is 10 army factors.

7.3.3.5.1: All army factors/corps used to garrison a depot must be of the same major power as the depot.

7.3.3.5.2: Controlled minor free state factors may be used to garrison any of its major power's depots only within the minor free state's borders.

7.3.3.5.3: A depot in a besieged port city (see 7.2.2) does not add any garrison capacity to the city-the port city/depot combination has the same capacity as just the city alone.

7.3.4 MOVEMENT FROM CITIES: If a phasing major power has corps, cossacks, freikorps and/or guerillas inside a city which is not being besieged, they may be moved directly out of that city into the area surrounding the city and/or continue normal movement into adjacent areas (if permissible). Moving from a city into its area (or vice-versa) expends no movement points.

7.3.5 * LANDING FROM SHIPS-"DISEMIBARKING": Corps being transported on fleets at sea (see 6.2.5) must be "disembarked" into any adjacent land area during their Land Movement Step or be eliminated. Corps being transported on fleets that moved into a port must disembark in the port's area. When disembarking from fleets located in a blockade box, corps must land in the area containing that blockade box's port. Disembarking exhausts a corps, entire movement allowance for all purposes, and counts the same as having crossed a river for purposes of any combat in that area during the disembarking player's sequence (see 7.5.2.7.1). If an area contains a friendly port that is besieged, counters may be considered to be disembarked directly into the port (if there is room) or into the port's area, as the controlling player desires.

7.3.6 MOVING INTO AN ENEMY DEPOT AREA:

7.3.6.1 UNGARRISONED DEPOT AREA: If during movement a corps, cossack, freikorps or guerilla moves into an area containing an ungarrisoned enemy depot, it may elect to destroy the depot. If it does destroy the depot and ends its movement in that area, then having destroyed the depot counts as having successfully foraged for supply (with no loss) for that one corps counter. An alternative to destroying a depot is to convert (remove the enemy depot and replace it with one of the entering power's depots-there is no money cost for this conversion) it to a friendly depot if that would make it a supply source or an extension of a friendly valid supply chain (see 7.2.3).

7.3.6.2 GARRISONED DEPOT AREA: If an enemy depot is garrisoned, the player controlling the garrison factors has the option of immediately destroying the depot before the moving force chooses whether to leave the area (if permissible) or to stay and fight. If the garrison does not elect to destroy the depot and the phasing force chooses to stop its movement and fight, the depot may be captured after land combat (see 7.3.6.1) and destroyed or converted (but not used for supply this major power's sequence-also see 7.5.2.14). If the garrison destroys the depot, the garrison surrenders or all or part (if city cannot hold all-the part not moved to the city will surrender) can be moved to an unbesieged friendly controlled or vacant city in that same area, at the owning player's option.

7.3.7 MOVING INTO COMBAT:

7.3.7.1 ENEMY CORPS OR CITY GARRISON IN AREA: If during movement a corps moves into an area containing enemy corps not in a city, the corps must cease movement and declare an attack. If enemy corps and/or garrison factors are in a city the phasing corps may continue movement or stop movement and besiege (see 7.5.4) or not, as the owning player desires. If he decides to besiege the enemy corps and forages for supply, the foraging die roll is not reduced due to unconsumed movement points (see 7.3.2). if any friendly forces in an area besiege enemy forces then all friendly forces in that area (except depot garrisons) must besiege the enemy forces.

7.3.7.2 ENEMY COSSACK, FREIKORPS OR DEPOT GARRISON IN AREA: If a corps ends its movement in an area containing an only enemy cossacks, freikorps and/or depot garrison factors it must declare an attack. A corps may move through such an area without stopping or declaring an attack.

7.3.8 * DECLARATION OF COMBAT AND COMBINED MOVEMENT: To avoid problems when moving into combat the following step sequence must be followed whenever moving into an area containing two or more forces or when using combined movement (see 4.9).

7.3.8.1 STEP ONE: All allies who are using combined movement, although moving in the same major power sequence, must decide in which order they will move within this sequence. If agreement cannot be reached, let competitive die rolls decide.

7.3.8.2 STEP TWO: The phasing major power (the first ally in the case of combined movement) moves all his forces normally and must declare an attack against all field forces (corps that have not moved into cities or cossacks, freikorps and/or depot garrisons in the last area entered) with which he is at war, in each area that also contains his field forces.

7.3.8.3 STEP THREE: Major powers who have field forces in an area in which a combat has been declared against an ally, may now declare war (if not already at war and if not restricted-see 4.2.2) on the attacker, losing the appropriate political points (see 4.2. 1.1 -record on the POLITICAL STATUS DISPLAY on the Status Card) per separate declaration of war. No allies can be called for these declarations of war. These major powers are now classed as the "defenders" and fight the combat as one force.

7.3.8.4 STEP FOUR: All major powers not at war with the attacker (except the attacker and his allies at war with the defender and factors in cities or on depots) must now leave the area, moving to any adjacent area that, if possible, is closer or at least as close to their source of supply as the area they leave.

7.3.8.5 STEP FIVE: Now the second combined movement ally (if there is one) follows the procedures outlined in Steps 2-4 but may not enter an area containing forces of the first ally unless it is an area where no attack has been declared or the second ally is at war with all the defending major powers in that area. This ally now becomes an attacker (joining the first ally in the attack).

7.3.8.6 STEP SIX: Repeat Step 5 until all the combined movement allies have moved. Now every ally of the phasing major power(s) who is in an area where an attack has been declared and is at war with all the defending major powers may stay and participate as an attacker. Otherwise they must leave the area, moving to an adjacent area closer to their sources of supply.

7.3.8.7 STEP SEVEN: This will now leave just two forces in every area where an attack has been declared, the attacking force (the original attacker and his allies) and the defending force (as found in Step 3). Garrison army factors (including those on depots) of a major power that is not involved in the combat may remain in the area but are ignored for combat purposes.

[ 7.4 ] THE SUPPLY STEP: Only corps and besieged forces must be supplied. Leaders and unbesieged cossacks, freikorps, guerillas and garrisons do not need supply.

 

7.4.1 FORAGING: "Foraging" represents living off the country. When a corps ceases movement it may elect (or be forced) to "forage" rather than use depot supply. If it has force marched, or is four or more areas from the nearest depot in a friendly valid supply chain, not adjacent to an invasion supply depot and/or supply source or no money is available for depot supply then it must forage for supply.

7.4.1.1 FORAGING PROCEDURE: A die is rolled for each foraging corps as it completes movement (but after resolving any 7.3.8 procedures that may be caused by its movement). This die roll is modified as in 7.4.1.2, if any modifiers apply. The modified die result is than compared with the forage value of the area with the lowest forage value of all the areas passed through or stopped in, not counting the area in which the corps started (unless the corps did not move and remained in one area), during its Land Movement Step. If the modified die result is equal to or less than this forage value, there is no effect. For each modified die point above the forage value, the corps must lose one army factor.

7.4.1.2 FORAGING MODIFIERS: When the die is rolled for a foraging corps, the following cumulative modifiers may apply:

7.4.1.2.1 Other Corps In The Area: For each other unbesieged corps in the area it currently occupies, whether that major power's or not (including friendly and enemy corps and corps which have, and corps which have not, already moved during this step), "+1" is added to the result of the die, up to a maximum of "+2". NOTE: This does not include corps that leave the area as a result of the 7.3.8 procedures.

7.4.1.2.2 Unused Movement Points: For each movement point the corps did not use, one is subtracted from the die. EXCEPTION: The die is not modified due to unused movement points if the corps is besieging or plans to besiege enemy forces in the area.

7.4.1.2.3 Force Marching: If the corps force marched, "+1" is added to the die roll.

7.4.1.2.4 Winter: If it is winter "+ 2" is added to the die roll unless the corps is not in the "winter zone" (see 9.0).

7.4.1.2.5 In Own Territory: If the corps did not move into an area outside the major power's territory this Turn and is not now in such an area, "1" is subtracted from the die roll.

7.4.1.3 FORAGING LOSSES: The factor or factors removed for foraging losses may be any in the corps of the controlling player's choice, with these restrictions:

7.4.1.3.1: Any factors that were part of the corps during its movement are eligible to be used for forage losses. If possible, forage losses must come out of the factors actually in the corps when movement is completed.

7.4.1.3.2: Corps counters may be removed as a result of forage losses only if all factors that were part of the corps during its movement are lost to foraging. If only one factor remains after foraging losses are removed, that factor must be in the corps and the corps counter must be left on the map. For example, a corps with three regular infantry factors detaches two of these factors into a city in an area passed through and then rolls a loss of two factors while foraging. Since the corps can only be removed if all factors are lost, the two detached factors would have to be the ones lost. If the corps had started with five factors, the two forage losses would come out of the corps (leaving one factor in the corps) and the two detached factors would remain in their city. If the corps had started with four factors, one of the forage losses would have to come out Of the corps (leaving one factor in the corps) and the other loss would have to be one of the detached factors.

7.4.1.3.3: If all corps counters in an area are removed due to foraging losses, any leaders with the removed corps are immediately removed from the map. They may be returned to the map during any later Army Reinforcement Step (see 5.3).

7.4.2 REGULAR (DEPOT) SUPPLY: After the movement and foraging of corps is complete, any corps which did not forage must now pay for supply. Depot supply, while costing money prevents army factors being lost. Paying for depot supply is as follows:

7.4.2.1 PAYING FOR DEPOT SUPPLY: Any corps in a depot area or which can trace an unblocked route to a depot may use depot supply. Besieged port city garrisons (regardless of size) may also use depot supply (see 7.4.3 and 7.4.4). The costs for all corps and separate garrisons are summed and any fraction rounded up, that amount then being deducted from that major power's current monetary total. A major power may not use depot supply for a corps if it doesn't have enough money to pay the cost and such corps must instead forage for supply.

7.4.2.1.1 Corps Depot Supply: A corps in the same area as a depot being part of a valid supply chain costs half a money point to supply. Other corps up to 3 unblocked areas away from a depot pay the number of areas they are away from a depot in a valid supply chain in money points. For example, a corps 3 areas away pays 3 money points to get supply. The route through intervening areas traced from a corps to a depot may not be blocked by forces (same rules as for blocking a supply chain (see 7.2.3.2.1).

7.4.2.1.2 Besieged Port Garrison Depot Supply: Besieged port city garrisons using sea supply through a depot in the port city cost half a money point per garrison to supply. Besieged port city garrisons using invasion supply cost one money point per garrison to supply as they are in an adjacent area.

7.4.2.1.3 Winter Depot Supply Cost Increases: All costs are doubled in winter for corps or garrisons within the winter zone (see 9.0).

7.4.2.2 ALLIED DEPOT SUPPLY: Major powers may have their forces live off the depots and/or supply chains of their allies, but those allies must pay the costs involved. Naturally, permission is required for this.

7.4.3 * SEA SUPPLY: All or a portion of supply chain can be validly traced across sea areas.

7.4.3.1 TRACING SEA SUPPLY: In order trace supply across sea areas there must be one of a major power's depots in each of the two friendly controlled ports or port areas between which supply is to be traced. At least one of these ports must contain a fleet(s) of the major power and/or an ally and that port must be a supply source or be able to trace a valid supply chain via depots to a supply source. Neither port may be blockaded. If these conditions are fulfilled, the ports are valid links in a supply chain. The effect of this is as if the depots were in adjacent areas (regardless of the number of sea areas actually between them) for all purposes including placement of reinforcements.

7.4.3.2 BLOCKING SEA SUPPLY: Apart from fleets in the blockade boxes of ports used for sea supply, enemy fleets do not interrupt such a sea supply chain.

7.4.3.3 DARDANELLES/ICE LINE SUPPLY EFFECTS: Sea supply may not be traced into or through the Dardanelles sea area without the permission of the major power controlling Constantinople (if any) nor into or out of an area north of the ice line during winter months.

7.4.3.4 PORT CITY SUPPLY: Depots may be constructed in an unblockaded friendly controlled port even if besieged provided there exists a friendly unblockaded sea supply source (see 7.2.2).

7.4.3.4.1: This allows forces in that port to live off sea supply (rather than besieged supply).

7.4.3.4.2: This is the only case where depots are considered to be inside the city, rather than in the surrounding area.

7.4.3.4.3: At the end of a player's Movement Step a depot in a port city is moved into the surrounding area if the city is no longer besieged. If there is already an enemy depot in the surrounding area, the enemy depot is destroyed.

7.4.3.4.4: A depot in a port city is immediately removed when there is no longer an unblockaded sea supply source.

7.4.3.4.5: A depot in a port city may be immediately destroyed or converted to a friendly supply depot (if it would then be part of a valid supply chain) and moved into the surrounding area when the forces in the city accept honors of war, surrender, and/or are eliminated.

7.4.4 INVASION SUPPLY: A depot may be constructed on a fleet in a sea area and used to provide supply for all corps and/or besieged port city garrisons into all adjacent land areas (but not beyond) at the normal depot supply money point costs. Although this is normally used to supply disembarking corps, it can be used without the need for an actual "invasion" (disembarking corps). 7.4.4.1: Invasion supply can only be used if an unblockaded friendly controlled port that is a supply source or contains a depot that is part of a valid supply chain exists from which supply can be traced to the fleet. Note, the depot built on a ship must be that of the same major power.

7.4.4.2: If the fleet containing the depot should move for any reason, the depot is lost.

7.4.4.3: Invasion supply does not allow reinforcements to be placed, nor can it be a link in a chain of supply-it only directly supplies corps in adjacent land areas.

7.4.4.4: No more than one depot for invasion supply may be placed in any one sea area.

7.4.4.5: Invasion supply is not possible in a sea area north of the

ice line during winter months.

7.4.4.6: If the route from the port to the fleet must go into or through the Dardanelles sea area, the permission of the major power controlling the area (if any-see 10.7) is required.

7.4.5 BESIEGED SUPPLY: Unless eligible for sea or invasion supply, besieged garrisons and corps must check for supply by the foraging method, using the city supply value (which equals the number of spires in the city picture) rather than the forage value of the area containing the city.

7.4.5.1 BESIEGED SUPPLY DIE MODIFIER: The foraging die roll modifiers are not used for besieged supply. Instead, for every full 5 army factors in the besieged city (regardless of whether the factors are part of a corps or merely a garrison) "+1" is added to the die, to a maximum of "+ 2". For example, a city with 5 - 9 army factors would have "+ 1" added to the die roll. No other modifiers apply.

7.4.5.2 BESIEGED FORAGING LOSSES: For each point of the die roll over the city supply value, one army factor of the besieged garrison and/or corps is lost. If all the besieged army factors are lost, any besieged leaders become the prisoners of the besiegers and the besieging forces may immediately detach factors to control the city. NOTE: Unbesieged corps in a city use the forage value of the area in which they are in, not the city supply value.

7.4.5.3 BESIEGING FORCES: Besieging forces may live off regular supply or forage. If they forage they are considered to have spent their full movement allowance before dicing for supply and use the area supply value and normal modifiers. This occurs even if it is the first Turn of the siege.

[ 7.5 ] THE LAND COMBAT STEP: At the end of all movement and supply in a player's sequence the land combat procedure commences.

7.5.1 GENERAL RULES OF LAND COMBAT: If at the end of all movement of the phasing major power, enemy forces (excluding guerillas-see 10.1.1.3) occupy the same area as its corps, freikorps or cossacks, the phasing major power must attack in those areas (also see 7.3.7 and 7.3.8). The phasing side is the "attacker" and the non-phasing side is the "defender".

7.5.1.1 DEFENDER RETIREMENT INTO CITY: Any forces or portion o 1f forces upon whom an attack is declared may immediately retire into any friendly controlled or vacant, and unbesieged city in that area but not so as to exceed that city's garrison capacity

7.5.1.1.1: If there are several defending major powers wishing to retire into the city than agreement must be reached on who shall retire into the city. If no agreement can be reached, then none may retire.

7.5.1.1.2: If they all do so retire, the attackers may, if desired, be placed on top of the forces and a siege occurs.

7.5.1.1.3: If any portion of a defending force does not retire into a city, the attack continues against that portion.

7.5.1.1.4: A city must be able to hold all of the factors of entire corps that move in (plus any other factors that may be in or moved into the city).

7.5.1.2 WHO MAY PARTICIPATE IN LAND COMBATS: All corps, cossacks, freikorps, depot garrisons, and attacking guerillas in an area participate in field or trivial combat in the area. Forces inside cities are not included in field or trivial combat (they may only attack or be attacked via siege combat, see 7.5.4).

7.5.1.3 GENERAL SEQUENCE OF LAND COMBATS: All field, limited field and/or trivial combats may be resolved in any order at the phasing player's option. After a combat is completed, the phasing player's forces may immediately occupy and/or detach factors to occupy any friendly-controlled or vacant city in the area subject to usual restrictions (see 7.3.3). The phasing player's forces then conduct all siege combats (this can include forces which just took part in a field or trivial combat-see 7.5.4) in any desired order.

7.5.2 FIELD COMBAT PROCEDURE: Field combats simulate open-field battles. Individual field combats may be resolved in any order determined by the phasing player, and may be intermixed with any limited field and/or trivial combats. A combat in one area must be completed before commencing another combat. A complete example of a field combat is found in 7.5.2.15. Each individual field combat occurs in the following order:

7.5.2.1 STEP ONE-SELECTION OF CHITS: Both players select an Operational Possibilities chit. There are different chits for the attacker (gray) and the defender (white). An outflank chit may be chosen only if a force consists of at least two non-artillery corps and has a leader.

7.5.2.2 STEP TWO-OUTFLANK ANNOUNCEMENT: Each player declares whether or not he has picked the outflank chit. If both players or neither player picked the outflank chit, or if the attacking player picked the outflank chit and the defending player picked the cordon chit skip Step 3 and go directly to Step 4.

7.5.2.3 STEP THREE-DIVIDING AN OUTFLANKING FORCE: The player who picked the outflank chit must divide his forces into a "pinning" and an "outflanking" force.

7.5.2.3.1 Pinning Force Composition: The player designates part of his force (at least one non-artillery corps plus all leaders, all garrison factors on depots, artillery factors and attacking guerillas) as the "pinning force" before the other side reveals its tactical chit-only these will fight until the arrival of the outflanking force.

7.5.2.3.2 Outflanking Force Composition: The rest, comprising of at least one corps plus all cossacks and/or freikorps, are considered to be "moving around the flank" and are not included for combat purposes (which includes cavalry superiority-see option 12.3.3.1) until they "arrive". EXCEPTION: They are included for determination of the base morale levels (see 7.5.2.6).

7.5.2.4 STEP FOUR-REVEAL CHITS: Both players now reveal their chosen chits, and cross-index their operational possibilities chits on the OPERATIONAL POSSIBILITIES CHART on the Game Card. If the defender did not choose "Withdraw", skip Step 5 and go directly to Step 6.

7.5.2.5 STEP FIVE-RESOLVE WITHDRAWALS: Any player who chose "Withdraw" now dices to see if his force does withdraw. 7.5.2.5.1 Withdrawal Avoids ]Battle: If the entire force does withdraw, skip Steps 6-13 and go directly to Step 14.

7.5.2.5.2 Withdra