GAME RULES

 

 

  1. INTRODUCTION/COMPONENTSPage 5
    2.0 GAME SETUPPage 6
    3.0 SEQUENCE OF PLAY OF THE GAMEPage 7
    4.0 * THE POLITICAL PHASEPage 7
    [ 4.1 ] THE DIPLOMACY STEPPage 7
    [ 4.2 1 THE DECLARATIONS OF WAR STEPPage 7
    POLITICAL POINT LOSSES FOR
    WAR DECLARATIONSPage 7

    4.2.2 LIMITATIONS OF DECLARATIONS Page 7
    4.2.3 EXTENT OF DECLARATIONS Page 8
    [ 4.3 ] THE CALL TO ALLIES STEPPage 8
    [ 4.4 ] THE PEACE STEP Page 8
    4.4.1 INFORMAL PEACE Page 8
    4.4.2 SUING FOR PEACEPage 8
    4.4.3 CONDITIONAL PEACEPage 8
    4.4.4 UNCONDITIONAL PEACEPage 8
    4.4.5 SIMULTANEOUS PEACE WITH
    MULTIPLE ENEMIESPage 8
    4.4.6 EFFECTS OF PEACE Page 8
    4.4.6.1 PRISONER EXCHANGEPage 8
    4.4.6.2 FORCE REPATRIATIONPage 8
    4.4.6.3 MANDATORY ENFORCED PEACE
    LENGTHPage 9
    4.4.6.4 STATUS OF CEDED MINOR
    FREE STATES Page 9
    4.4.7 SEPARATE PEACE AND ALLIESPage 9
    4.4.8 A FINAL PEACE Page 9
    [ 4.5 ] THE CREATING ALLIANCES STEPPage 9
    [ 4.6 ] THE MINOR COUNTRY CONTROL
    STEPPage 9
    4.6.1 CONTROL CHANGE DUE TO INSTABILITY/
    FIASCO POLITICAL STATUSPage 9
    4.6.2 SELECTING CONTROLLING MAJOR
    POWERS Page 9
    4.6.3 ASSUMING CONTROL PROCEDURE Page 9
    4.6.4 MORE THAN ONE DECLARATION OF
    WAR UPON A MINOR COUNTRY Page 9
    4.6.5 MAJOR POWER SUPPORT OF CONTROLLED
    MINOR COUNTRIESPage 9
    4.6.6 LAPSE OF WAR WITH MINOR
    COUNTRIES Page 10
    [ 4.7 1 THE BREAKING ALLIANCES STEPPage 10
    [ 4.8 1 THE FREE STATE DECLARATION STEPPage 10
    [ 4.9 1 THE DECLARATION OF COMBINED STEP
    MOVEMENT STEPPage 10
    5.0 THE REINFORCEMENT PHASE Page 10
    [ 5.1 1 * THE NAVAL REINFORCEMENT STEPPage 10
    5.1.1 PLACING EMPTY FLEET COUNTERSPage 10
    5.1.2 PLACING SHIPS Page 10
    5.1.3 TRANSFER OF SHIPS Page 10
    5.1.4 REMOVING FLEETS AND SHIPS
    ("SCUTTLING") Page 10
    5.2 THE ARMY REINFORCEMENT STEPPage 10
    5.2 1 CORPS COUNTER REINFORCEMENTS Page 10
    5.2.2 PLACING ARMY FACTORSPage 10

    5.2.3 TRANSFER OF ARMY FACTORS Page 11
    5.2.4 REMOVING CORPS AND ARMY FACTORS
    ("DEMOBILIZING")Page 11
    5.2.5 SCENARIO MONEYPage 11
    [ 5.3 ] LEADER RETIREMENT AND
    REINFORCEMENTPage 11
    6.0 * THE NAVAL PHASEPage 11
    [ 6.1 ] THE NAVAL PHASE SEQUENCE Page 11
    [ 6.2 ] THE NAVAL MOVEMENT STEPS Page 11
    6.2.1 GENERAL NAVAL MOVEMENT RULES Page 11
    6.2.1.1 SEA MOVEMENT COSTS I. Page 11
    6.2.1.2 PORT/BLOCKADE BOX MOVEMENTPage 11
    6.2.l.3 DARDANELLES MOVEMENT Page 11
    6.2.1.4 ICE LINE RESTRICTIONS Page 11
    6.2.2 NAVAL MOVEMENT PROCEDURE Page 11
    6.2.3 NAVAL INTERCEPTIONSPage 12
    6.2.4 INITIATION OF NAVAL COMBAT Page 12
    6.2.5 NAVAL TRANSPORTATION OF
    ARMY CORPS AND LEADERS Page 12
    6.2.5.1 TRANSPORTATION MOVEMENT
    PROCEDUREPage 12
    6.2.5.2 FAILURE TO DISEMBARK Page 12
    6.2.5.3 ELIMINATION OF TRANSPORTING
    FLEETS Page 12
    6.2.6 ENEMY CONTROL OF A FLEET'S PORT Page 13
    6.2.7 BLOCKADE OF PORTSPage 13
    [ 6.3 ] THE NAVAL COMBAT STEP Page 13
    6.3.1 WHO MAY FIGHT Page 13
    6.3.2 POSSIBLE EVASIONSPage 13
    6.3.3 NAVAL COMBAT PROCEDURE Page 13
    6.3.3.1 DETERMINING'THE WIND GAUGE Page 13
    6.3.3.2 NAVAL COMBAT RESOLUTION Page 13
    6.3.3.3 NAVAL COMBAT IN A PORT Page 13
    6.3.3.4 NAVAL COMBAT EXAMPLE Page 13
    6.3.4 NAVAL VICTORY AND POLITICAL
    POINTSPage 14
    6.3.5 NAVAL RETREAT AND PURSUIT Page 14
    6.3.6 CONSOLIDATION OF LOSSES Page 14
    7.0 THE LAND PHASEPage 14
    [ 7.1 1 THE LAND PHASE SEQUENCE Page 14
    [ 7.2 ] THE DEPOT CREATION/REMOVAL Page 14
    7.2.1 DEPOTIIN A FRIENDLY CITY AREAPage 14
    7.2.2 DEPOT INSIDE A FRIENDLY PORT
    OR IN A PORT AREAPage 14
    7.2.3 DEPOTS IN SUPPLY CHAINS Page 14
    7.2.3.1 SUPPLY SOURCE DEFINITION Page 14
    7.2.3.2 SUPPLY CHAIN DEFINITION Page 15
    7.2.3.3 SUPPLY CHAIN RESTRICTIONS Page 15
    7.2.3.4 SUPPLY- CHAIN EXAMPLE Page 15
    [ 7.3 ] THE LAND MOVEMENT STEP Page 15
  2. 7.3.1 GENERAL LAND MOVEMENT RULES Page 15
    7.3.1.1 MOVEMENT ALLOWANCESPage 15
    7.3.1.2 FORCE MARCHINGPage 15
    7.3.1.3 LAND MOVEMENT COSTSPage 15
    7.3.1.4 FORAGING WHILE MOVINGPage 15

    7.3.2 LAND MOVEMENT PROCEDURES Page 15
    7.3.3 MOVING INTO CITIES-DETACHING/
    ABSORBING FACTORS-GARRISONS Page 15
    7.3.3.1 DETACHING/ABSORBING FACTORS
    RESTRICTIONSPage 15
    7.3.3.2 CONVERTING ARMY FACTORSPage 15
    7.3.3.3 GARRISON FACTORSPage 15
    7.3.3.4 CITY GARRISON CAPACITIESPage 15
    7.3.3.5 DEPOT GARRISON CAPACITYPage 15
    7.3.4 MOVEMENT FROM CITIESPage 16
    7.3.5 * LANDING FROM SHIPS-
    "DISEMBARKINGPage 16
    7.3.6 MOVING INTO AN ENEMY DEPOT
    AREAPage 16
    7.3.7 MOVING INTO COMBATPage 16
    7.3.7.1 ENEMY CORPS OR CITY GARRISON
    IN AREAPage 16
    7.3.7.2 ENEMY COSSACK, FREIKORPS OR
    DEPOT GARRISON IN AREAPage 16
    7.3.8 DECLARATION OF COMBAT
    AND COMBINED MOVEMENTPage 16
    7.4 1 THE SUPPLY STEPPage 16
    7.4.1 FORAGINGPage 16
    7.4.2 REGULAR (DEPOT) SUPPLYPage 17
    7.4.3 * SEA SUPPLYPage 17
    7.4.4 * INVASION SUPPLYPage 17
    7.4.5 BESIEGED SUPPLYPage 17
    [ 7.5 1 THE LAND COMBAT STEPPage 18
    7.5.1 GENERAL RULES OF LAND COMBAT Page 18
    7.5. 1.1 DEFENDER RETIREMENT
    INTO CITYPage 18
    7.5.1.2 WHO MAY PARTICIPATE IN
    LAND COMBATSPage 18
    7.5.1.3 GENERAL SEQUENCE OF
    LAND COMBATSPage 18
    7.5.2 FIELD COMBAT PROCEDUREPage 18
    7.5.2.1 STEP ONE-SELECTION OF CHITS Page 18
    7.5.2.2 STEP TWO-OUTFLANK
    ANNOUNCEMENTPage 18
    7.5.2.3 STEP THREE-DIVIDING AN
    OUTFLANKING FORCEPage 18
    7.5.2.4 STEP FOUR-REVEAL CHITSPage 18
    7.5.2.5 STEP FIVE-RESOLVE WITHDRAWALS Page 18
    7.5.2.6 STEP SIX-REVEAL FORCES/
    MORALE LEVELSPage 18
    7.5.2.6.1 Determining Morale LevelsPage 18
    7.5.2.6.1.1 Method OnePage 18
    7.5.2.6.1.2 Method TwoPage 18
    7.5.2.6.2 Final Morale LevelsPage 19
    7.5.2.6.3 Reveal ForcesPage 19
    7.5.2.7 STEP SEVEN-FIND COMBAT TABLES Page 19
    7.5.2.7.1 River Crossing Combat TablesPage 19
    7.5.2.7.2 Outflanking Tables to UsePage 19
    7.5.2.7.3 Combat Table ModifiersPage 19
    7.5.2.8 STEP EIGHT-GUARD AND ARTILLERY
    USE (OPTIONAL)Page 19
    7.5.2.9 STEP NINE-COMBAT RESOLUTIONPage 19
    7.5.2.9.1 Die Roll ModifiersPage 19
    7.5.2.9.2 Percentage Loss-Types of CasualtiesPage 19
    7.5.2.9.3 Morale LossPage 19
    7.5.2. 10 STEP TEN-VICTORY AND DEFEATPage 19
    7.5.2.10.1 Winning a Field CombatPage 19
    7.5.2.10.1.1 "BreakingPage 19
    7.5.2.10.1.2 Pinning Force DefeatPage 20
    7.5.2.10.1.3 Political Points For Winning/Losing
    Field CombatsPage 20
    7.5.2.10.2 Pursuit After CombatPage 20
    7.5.2.10.3 Retreat After Losing a CombatPage 20
    7.5.2.10.4 Unusual Field Combat ResultsPage 20
    7.5.2.10.4.1 Break and EliminatedPage 20

    7.5.2.10.4.2 Both BreakPage 20
    7.5.2. 11 STEP ELEVEN-REINFORCING
    ATTEMPTSPage 20
    7.5.2.12 STEP TWELVE-ARRIVAL OF
    OUTFLANKING FORCESPage 21
    7.5.2.13 STEP THIRTEEN-"END OF DAY"
    WITHDRAWAL/ADDITIONAL
    COMBATPage 21
    7.5.2.13.1 Withdrawing After A "Day" of Combat Page 21
    7.5.2.13.2 New "Days" of CombatPage 21
    7.5.2.14 STEP FOURTEEN-DEPOTS AFTER
    FIELD BATTLESPage 21
    7.5.2.15 EXAMPLE OF FIELD COMBATPage 21
    7.5.3 TRIVIAL COMBATSPage 21
    7.5.4 SIEGESPage 22
    7.5.4.1 BESIEGER ASSAULT ATTEMPTSPage 22
    7.5.4.2 DEFENDER ATTACKS BESIEGERPage 22
    7.5.4.2.1 Garrison Attack CombatsPage 22
    7.5.4.2.2 Political Points For Garrison
    Attack CombatsPage 22
    7.5.4.2.3 Relieving Force-Limited Field CombatsPage 22
    7.5.5 REMOVAL OF CORPSPage 23
    [ 7.6 ] THE GUERILLA STEPPage 23
    [ 7.7 ] * THE CONQUEST STEPPage 23
    8.0 * THE ECONOMIC PHASEPage 23
    [ 8.1 ] THE VICTORY POINTS STEPPage 23
    8.1.1 RECORDING VICTORY POINTSPage 23
    8.1.2 POSSIBLE BRITISH CHANGE IN
    VICTORY POINTSPage 23
    8.1.3 HOW TO WIN A GAMEPage 23
    8.2 1 THE MONEY AND MANPOWER
    COLLECTION STEPPage 23
    8.2.1 MONEY COLLECTIONPage 23
    8.2. 1.1 MONEY COLLECTION BY TAXATION Page 24
    8.2.1.2 MONEY COLLECTION BY TRADE Page 24
    8.2.1.2.1 Domestic (Normal) TradePage 24
    8.2.1.2.2 Overseas TradePage 24
    8.2.1.2.2.1 British Colonial TradePage 24
    8.2.1.2.2.2 American TradePage 24
    8.2.1.2.2.2.1 American Trade ValuePage 24
    8.2.1.2.2.2.2 Stopping American Trade-War With
    the United StatesPage 24
    8.2.1.3 SPANISH GOLDPage 24
    8.2.2 MANPOWER COLLECTIONPage 24
    8.2.3 MINOR FREE STATES MONEY AND
    MANPOWER COLLECTIONPage 24
    [ 8.3 1 THE LENDING MONEY STEPPage 24
    [ 8.4 ] THE MANIPULATION STEPPage 24
    8.4.1 OCCUPIED HOME NATION CAPITALS Page 24
    8.4.2 ECONOMIC MANIPULATION
    (OPTIONAL)Page 25
    8.4.3 RETURNING REMOVED LEADERSPage 25
    [ 8.5 ] MONEY AND MANPOWER
    EXPENDITURE STEPPage 25
    8.5.1 MAINTENANCEPage 25
    8.5.2 FORMAL DEBTSPage 25
    8.5.3 EXPENDITURE ON FORCESPage 25
    8.5.4 EXPENDITURE ON NEW CORPS
    AND FLEET COUNTERSPage 25
    8.5.5 SURPLUS MINOR FREE STATE MONEY
    AND MANPOWERPage 25
    8.5.6 * MILITIA CONVERSION (OPTIONAL)Page 25
    8.5.7 SURPLUS MAJOR POWER MONEY
    OR MANPOWERPage 25
    [ 8.6 1 THE POLITICAL STATUS ADJUSTMENT
    STEPPage 25
    [ 8.7 ] THE CIVIL DISORDER STEPPage 25
    [ 8.8 ] THE CEDING STEPPage 25
    [ 8.9 ] THE NEW POLITICAL COMBINATIONS
    STEP (OPTIONAL)Page 26
    [ 8. 10 ] THE LEVY STEPPage 26
  3. [ 8.11 ] THE UMP CONTROL STEPPage 26
    9.0 THE TIME RECORD PHASEPage 26
    [ 9.1 ] WINTERPage 26
    [ 9.2 ] WINTER ZONEPage 26
    10.0 MISCELLANEOUS AND GENERAL RULES.Page 26
    [ 10.1 ] IRREGULAR FORCESPage 26
    10.1.1 GUERILLASPage 26
    10.1.2 COSSACKS AND FREIKORPSPage 26
    10.1.3 * TURKISH FEUDAL CORPSPage 27
    10.1.4 AUSTRIAN INSURRECTION CORPSPage 27
    10.1.5 THE AUSTRIAN TYROLIAN REVOLT
    CORPSPage 27
    [
    10.2 ] MINOR COUNTRIES AND CEDED
    PROVINCES CONTROLPage 28
    10.2.1 THE CONQUEST OF MINOR
    COUNTRIESPage 28
    10.2.2 CONQUERING CEDED PROVINCESPage 28
    [
    10.3 ] * FORCES IN OTHER COUNTRIES-
    ACCESSPage 28
    10.3.1 ACCESSPage 28
    10.3.2 CITY OCCUPATIONPage 28
    10.3.3 NEUTRAL GARRISONS IN
    ENEMY TERRITORYPage 28
    [ 10.4] * MINOR COUNTRIES WITH
    DISTRICTSPage 28
    [ 10.5] * THE POLITICAL STATUS DISPLAYPage 29
    10.5.1 ADJUSTMENT PROCEDUREPage 29
    10.5.2 LOCATED IN THE INSTABILITY/
    FIASCO ZONESPage 29
    10.5.3 STATUS MODIFIERSPage 29
    [ 10.6] LEADERS AND COMMANDPage 29
    10.6.1 LEADERS WHO ARE COMMANDERSPage 29
    10.6. 1.1 CHOOSING OR DETERMINING
    A COMMANDERPage 29
    10.6.1.2 COMMANDER USESPage 29
    10.6.1.2.1 Tactical Maximum RatingsPage 29
    10.6.1.2.2 Tactical Ratings ComparisonsPage 30
    10.6.1.3 COMMANDERS FOR PURSUITPage 30
    10.6.2 LEADER MOVEMENTPage 30
    10.6.3 LEADER CAPTUREPage 30
    10.6.4 * RETURNING LEADERSPage 30
    10.6.5 THE BERNADOTTE LEADERPage 30
    [10.7] * DARDANELLES CONTROLPage 30
    [10.8] SETTLING DISPUTESPage 30
    OPTIONAL RULES
    11.0 NEW POLITICAL COMBINATIONSPage 31
    [ 11.1 ]POLAND (GRAND DUCHY OF
    WARSAW)Page 31
    [ 11.2 ]* THE KINGDOM OF ITALYPage 31
    [
    11.3 ]* THE KINGDOM OF WESTPHALIAPage 32
    [
    11.4 ]* THE KINGDOM OF BAVARIAPage 32
    [ 11.5 ]* THE CONFEDERATION OF THE

    RHINEPage 33
    [
    11.6 ] * THE OTTOMAN EMPIREPage 34
    [
    11.7 ] * THE KINGDOM OF THE TWO
    SICILIESPage 34
    [
    11.8 ] * ALTERNATE DOMINANT POWERSPage 34
    [
    11.9 ] * POLITICAL RESTRICTIONS ON
    PEACEPage 35
    11.9.1 "BALANCE OF POWER" RESTRICTIONS
    ON LOSSESPage 35
    11.9.2 GREAT BRITAIN AND FRANCE
    AT WARPage 35
    12.0 MISCELLANEOUS OPTIONSPage 36
    [ 12.1 ] * REINFORCEMENT OPTIONSPage 36
    12.1.1 MILITIA CONVERSIONPage 36
    12.1.2 SHIP BUILDING LOCATIONSPage 36
    12.2NAVAL OPTIONSPage 36

    12.2.1 OPTIONAL SEA CROSSING ARROWSPage 36

12.2.1.1 CHANNEL ARROW Page 36
12.2.1.2 DANISH/SWEDISH SEA CROSSING
ARROWS Page 36
12.2.2 NAVAL RAIDING Page 36
12.2.3 MOVING LARGE FLEETS/TRANSPORTS Page 36
12.2.4 REDUCED NAVAL TRANSPORT
CAPACITY Page 36
12.2.5 PROPORTIONAL NAVAL LOSSES Page 36
[ 12.3 ] LAND OPTIONS Page 36
12.3.1 SUPPLY LIMITS PER DEPOT Page 36
12.3.2 BRITISH TRAINING Page 36
12.3.3 CAVALRY OPTIONS Page 36
12.3.3.1 CAVALRY SUPERIORITY Page 36
12.3.3.2 CAVALRY WITHDRAWALS Page 36
12.3.4 GUARD COMMITMENT Page 36
12.3.5 ARTILLERY CORPS Page 37
12.3.6 PROPORTIONAL LAND LOSSES Page 37
12.3.7 ARMY LEADER OPTIONS Page 37
12.3.7.1 CORPS LEADERS Page 37
12.3.7.2 FURTHER TACTICAL RATING
REDUCTIONS Page 37
12.3.7.3 NAPOLEON'S RATINGS Page 37
12.3.8 DETACHING/ABSORBING MINOR
FREE STATE FACTORS Page 37

[ 12.4 ] * PEACE TREATY LIMITED ACCESS Page 37
[ 12.5 ] * ECONOMIC MANIPULATION Page 37
[ 12.6 ] BLANK FORMS Page 38
[ 12.7 ] LEADER CASUALTIES Page 38
[ 12.8 ] * ALLIED VOLUNTARY ACCESS Page 38
[ 12.91 * AMERICAN TRADE OPTION Page 38


GAMES TO PLAY
13.0 SCENARIOS Page 39
13.1 ] SCENARIO FORMAT Page 39
13.21 THE 1805 (INTRODUCTORY)
SCENARIO Page 39
13.3 1 THE 1809 SCENARIO Page 39
13.4 THE 1812 SCENARIO Page 39
13.5 THE 1813-1814 DER BEFREIUNGSKRIEG
SCENARIO Page 40
13.6 THE PENINSULAR WAR
SCENARIO (1808-1814) Page 40
14.0 * CAMPAIGN GAMES Page 41
[ 14.1 ] CAMPAIGN GAME FORMAT Page 41
[ 14.2 ] THE SELECTION OF MAJOR POWERS Page 41
14.2.1 SELECTION PROCEDURE Page 41
14.2.2 CONTROL OF MULTIPLE MAJOR
POWERS (4-6 PLAYERS) Page 41
14.3 1 UNCONTROLLED MAJOR POWERS
(UMPS) (2-4 PLAYERS) Page 41
14.3.1 GAINING CONTROL OF UMPS Page 41
14.3.2 RULES FOR USING UMPS Page 42
[ 14.41 THE 1805-1807 CAMPAIGN GAME Page 42
[ 14.5 1 THE 1812-1815 CAMPAIGN GAME Page 42
[ 14.61 THE 1813-1815 CAMPAIGN GAME Page 43
[ 14.71 THE GRAND CAMPAIGN GAME Page 44



SUPPORTING MATERIAL
15.0 PLAYER NOTES Page 44
16.0 GLOSSARY Page 46
17.0 DESIGNER'S NOTES Page 46
CREDITS Page 46
POLITICAL POINTS CHART Page 48

EMPIRES IN ARMS is a strategic and diplomatic game for up to 7 players that covers the Napoleonic wars from 1805 until 1815. The military counters in the game generally represent corps and fleets, with each army factor being equivalent to roughly 1000 to 2000 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:

LARGE COUNTERS

Front Back

Major Power Infantry Corps

Major Power Cavalry Corps

 

Minor Country Corps

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

INSERT BIT MAP HERE

 

COUNTER NOTES:

a: Movement Allowance of "(3)" becomes "4" if French controlled and movement allowance of "3" 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 factors 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 show 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.

2.4.3.2 * 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.

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.

 

 

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. Perform in each major

D. The Land Combat Step. power s sequence.

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

(2) Resolve siege combats.

E. The Guerrilla Step.

F. * The Conquest Step.

[ 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 enemy forces are already inside of 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).

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.

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).

  1. 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 involved then the alliances are broken and the requisite points for each alliance broken are lost. 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).

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 ("DEMO-

BILIZING"): 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.

  1. 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.

  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.

6.2.3.2.2.1: If attempting to intercept a phasing stack in an adjacent sea area, a "O" or "1" must be rolled on one die.

6.2.3.2.2.2: Attempting to intercept a phasing stack in the same area requires a " 0 1 2 ", or " 3

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 port land area. 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 box) attack the 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 or if at war with a major power owning corps being (or that could be) transported by fleets of that stack. In the latter case, 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) 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 survivin 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 POW 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.

  1. THE LAND PHASE

 

 

7.1 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 1 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