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EMPIRES IN ARMS

MODIFIED RULES FOR OUR GAME


Latest Revision 29 Dec 2013

1.0 INTRODUCTION / COMPONENTS

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
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.
1.1.1 WEST PRUSSIA: Add "(P)" after "West Prussia", i.e. West
Prussia is a possible Polish province. DB & JJ
1.1.2 OFEN: For purposes of the 4.4 Victory Conditions Chart
only, Ofen is an Austrian national capital city (i.e. a victorious
power may not select Hungary for cession unless all other Austrian
provinces are already ceded). For purposes of 8.2.1.1 (Money
Collection by Taxation) and all other rules, Ofen remains a
provincial capital. MLB

[ 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 color-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:

1.2.1 LEADER COUNTER CHANGES:


1.2.1.1 WELLINGTON: The British leader Wellington has a
strategic rating of 4, not 5 as printed on the counter. MLB

[ 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

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campaign games are denoted by an asterisk (*) in the rule heading. two must be copied, with pencils and erasers used to record and
An asterisk with any rule heading indicates that all of that rule and modify necessary information and is recommended for use with
all of its subsidiary rules are ignored for play of the scenarios. the campaign games. The card for the minor countries also has
Players should play at least a scenario or two to familiarize two sides. Side one is used to record the strengths of corps and
themselves with the game's combat and supply mechanics before fleets the same as the major power cards' side one, while side
trying a campaign game. A table of contents is provided to help two has forms for use with option 12.6 and must be copied
find and reference rules during the play of a game. (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
[ 1.4 ] THE GAME CARD: The Game Card contains the most Country National Card is not needed as strengths can be
commonly used charts and tables for easy reference during a game. recorded on the major powers' copies of side two.
Two copies are included.
1.4.1 Missing Minors: The Minor Countries Chart omitted a line [ 1.6 ] THE STATUS CARD: This card is used with small
for Finland and Norway. If separated from their major districts, counters to record political status, victory points and the game
treat use the National Modifiers on the MINOR COUNTRIES date. The back contains additional forms to be copied and cut up
CHART of Sweden for Finland and Denmark for Norway. JJ for use with option 12.6.

[ 1.5 ] THE NATIONAL CARDS: The seven National Cards for [ 1.7 ] THE DICE: Two 6-sided dice are included.
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 [ 1.8 ] OTHER: Pencils and scratch paper (not included) are
counters to record the strengths of corps and fleets and with useful.
economic manipulation markers for economic manipulation (see
option 12.5) and is recommended for use with the scenarios. Side

2.0 GAME SETUP

After players decide which scenario or campaign game to play, strength of every corps and fleet of that major power or of the
the following must be done to prepare for play. minor countries.
2.4.2.1.1 Showing Strengths: The number in each box indicates
[ 2.1 ] SELECTION OF MAJOR POWERS: For the scenarios, the maximum number of ships or army factors of that type that
players may utilize any preferred method to select sides. For the that corps or fleet may contain. The current strength of a corps is
campaign games we recommend the procedure covered in 14.2. shown by the placement of garrison/strength counters in the
appropriate boxes. For this purpose, use any national or neutral
[ 2.2 ] SCENARIO SETUP: The setup for each scenario is infantry or militia garrison/strength counter or counters. The
described in the scenario rules (see 13.0), and the setup for each counters used can be of any type or nationality, as it is their
campaign game is found in the campaign game rules (see 14.0). strength and the box they occupy that determine their effect and
These contain needed specific setup information not found here. what they represent. For example, a French militia counter of 3
factors in a Russian cavalry box acts as 3 cavalry factors, not as
[ 2.3 ] MAPBOARD AND GAMING AREA SETUP: The two militia. These factors are also interchangeable (e.g., a 2 and a 1
maps should be counter folded to lay flat and placed together so factor counters can be exchanged for a 3 factor counter, etc.), as
that they match up. EMPIRES RV ARMS is a large game that with the garrison strengths (see 2.4. 1). Note that most corps for
requires a large area in which to play, and any table selected most major powers allow for a maximum number of regular
should be large enough not only to hold the maps but also to infantry and/or militia factors plus an additional number of
provide room for the various cards to be placed near and around cavalry factors (plus an additional number of guard factors in
the maps. some cases).
2.4.2.1.2 Altering Strengths: The current strength of a corps or
[ 2.4 ] COUNTER SETUP: This is covered in more detail in fleet is altered as strengths vary (e.g., because of swapping factors
13.0 and 14.0. between corps, combat losses, foraging losses, garrison
2.4.1 MAPBOARD COUNTERS: The forces on the map are detachments, etc.) by changing the number of factors in the
represented by various counters. The strengths of garrisons (use appropriate boxes of that corps or fleet.
garrison/strength counters), Cossacks, freikorps and guerrillas are 2.4.2.1.3 Economic Manipulation (Optional): If option 12.5 is
directly shown by the factor on the actual counter. These factors used, the major power's economic manipulation markers should
are totally interchangeable within their type (e.g., a 5 factor be initially placed in the 0 boxes of their ECONOMIC
militia garrison counter may be exchanged for a 2 factor plus a 3 MANIPULATION DISPLAYS.
factor militia counter, etc.). Each cossack or freikorps counter is 2.4.2.2 USING SIDE TWO OF THE NATIONAL CARDS:
worth exactly one factor. The strengths of corps and fleet counters Side two of the major power National Cards is recommended for
are recorded off the map. campaign games because most garrison/strength counters will be
required to show garrisons and also because other sections are
2.4.2 USING THE NATIONAL CARDS: The maximum handy for maintaining economic and reinforcement records for
strengths of corps and fleets are shown on the appropriate both the major powers and their controlled minor Free States.
National Cards (one card per major power, and one for all of the This side of the cards should be photocopied and used simply by
minor countries). The corps and fleet counters when face-up on penciling in information and erasing as changes are made.
the map only show their general type and movement allowance. 2.4.2.2.1: Corps and fleet strengths for both the major power and
Which corps each counter represents is shown on the back of the its controlled minor Free States can be penciled in and erased and
counter and may be examined by only the owning player, except adjusted as necessary.
when its identity must be revealed to other players (e.g., during a 2.4.2.2.2: Money expenditures between Economic Phases,
combat-see 7.5.2.6.3). The designation of each fleet (and its prisoners, etc. can be recorded on any free space on the copies.
movement allowance) is shown on the front of the counter and so 2.4.2.2.3: Economic manipulation (see option 12.5) is recorded as
its designation and exact strength should always be known to all part of the ECONOMIC AND MANPOWER WORKSHEET on
players. side two plus using the ECONOMIC MANIPULATION
2.4.2.1 USING SIDE ONE OF THE NATIONAL CARDS: DISPLAYS on side one.
Side one of each National Card contains spaces for indicating the

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2.4.3 STATUS CARD SETUP: The displays on this card record 2.4.3.3 * POLITICAL STATUS: Place the political status
game information. markers (one per major power) on the POLITICAL STATUS
2.4.3.1 TIME: Place the Turn markers (month and year) in the DISPLAY to record each major power's starting political status as
appropriate boxes of the TIME DISPLAY to match the starting given in the campaign. The starting boxes for each campaign are
date of the scenario or campaign. identified by letters for the major power (i.e., "Tu" = Turkey) and
2.4.3.2 * VICTORY POINTS: Place the victory point markers Roman numerals referenced to the campaign games on the
(three per major power) on the VICTORY POINTS DISPLAY to "Campaign Setup" line of the boxes. The POLITICAL POINTS
record each major power's starting victory points as given in the CHART on the back of this rulebook is for reference when using
campaign. Use the negative sides to show negative points the POLITICAL STATUS DISPLAY.
(possible in campaign games starting in 1805 if 14.2 and/or 14.3
are used) and the positive sides to show positive points.

3.0 SEQUENCE OF PLAY OF THE GAME

A "Turn" in EMPIRES IN ARMS represents one month of real A. The Naval Movement Step.
time. Each Turn consists of a number of "phases" which may be B. The Naval Combat Step.
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 [ 3.4 ] THE LAND PHASE: See 7.0. All land operations are
apply during a Turn can be skipped. The sequence of a Turn (also handled. The major powers in campaign games perform this
given on the Game Card) is as follows: phase in the sequence; France (any announced position in the
sequence), Russia, Turkey, Austria, Prussia, Great Britain,
[ 3.1 ] * THE POLITICAL PHASE: See 4.0. Players interact to Spain. In scenarios the French always go first, followed by all of
achieve the game's political goals. This phase is performed in the other major powers on the other side. As each major power
steps, as follows: performs this phase, the following steps are performed in order.
A. The Diplomacy Step. (Perform Steps A-E in each Major Power’s Sequence. Perform
B. The Declarations of War Step. Step F at the end of the last player’s Land Phase.)
C. The Call to Allies Step. The order of calling is determined by A. The Depot Creation/Removal Step'
competitive die rolls. B. The Land Movement Step.
D. The Peace Step. Peace term selection order is determined by the C. The Supply Step.
order the major powers went to war. D. The Land Combat Step.
E. The Creating Alliances Step. (1) Resolve field, limited field and trivial combats.
F. The Minor Country Control Step. Setup in the order: France, (2) Resolve siege combats.
Russia, Turkey, Austria, Prussia, Great Britain, Spain. E. The Guerrilla Step.
G. The Breaking Alliances Step. F. * The Conquest Step.
H. The Free State Declaration Step.
I. The Declaration of Combined Movement Step. [ 3.5 ] * THE ECONOMIC PHASE: See 8.0. This phase
occurs only every three months-at the end of the March, June,
[ 3.2 ] THE REINFORCEMENT PHASE: See Section 5.0. September and December Turns. This phase is performed in
Reinforcements are introduced into the game and strength factors steps as follows:
are transferred or eliminated. This phase is performed in steps, as A. The Victory Points Step.
follows: B. The Money and Manpower Collection Step.
A *. The Naval Reinforcement Step. The major powers perform C. The Lending Money Step.
this step in the order; Spain, France, Prussia, Austria, Turkey, D. The Manipulation Step.
Russia, Great Britain. E. The Money and Manpower Expenditure Step.
B. The Army Reinforcement Step. The major powers perform F. The Political Status Adjustment Step.
this step in the order; Spain, Great Britain, Prussia, Austria, G. The Civil Disorder Step.
Turkey, Russia, France. H. The Ceding Step.
I. The New Political Combinations Step (see options 11. I- 11.
[ 3.3 ] * THE NAVAL PHASE: See 6.0. All naval operations are 6 and 11.8).
handled. The major powers perform this phase in the sequence; J. The Levy Step.
Great Britain (any announced position in the sequence), Russia, K. The UMP Control Step.
Turkey, Austria, Prussia, France, Spain. As each major power
performs this phase, the following steps are performed in order: [ 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 declarations of war, checking to see if allies will respond if
steps and during this phase only. The exception to this is called, preliminary discussions about peace terms, asking if
declaration of war, which can also occur at other specified times others wish to ally, deciding on combined movements and their
(see 4.3, 4.6.4.2, 4.6.5, 6.3.1.2.2 and 7.3.8.3). announcement, expressing pleasure or displeasure, making
promises and threats, etc.
[ 4.1 ] THE DIPLOMACY STEP: During this step, an agreed- Diplomacy can be conducted at any phase during the game FIN;
upon period of time is set aside for discussion among the players. however, we will NOT regularly stop the game for players to
We recommend no more than 5-10 minutes to keep the game conduct diplomacy. JJ
moving. Generally, players will wish to separate into pairs or small
groups and move out of earshot of others for "secret” negotiations. [ 4.2 ] THE DECLARATIONS OF WAR STEP: Next, each
This is the time to talk to other players about getting together for player secretly writes down every major power or neutral minor

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country upon which he has chosen to declare war (if any). Players considered to have broken the alliance, with both losing the
not declaring war may wish to write "no declarations" just to keep requisite political points (-2) for breaking an alliance.
everybody guessing. All declarations are revealed simultaneously. 4.3.1.4: If any ally cannot declare war because of peace-time
In order for a major power and its controlled minor countries to restrictions (an enforced peace-see 4.4.6.3), that ally may not be
attack another major power or neutral minor country or their called upon. If an ally cannot declare war for other reasons (see
forces, a declaration of war must have been made between them 4.2.2. 1 and 4.2.2.2), the ally can still be called and, since the
during this step (EXCEPTIONS: see 4.3, 4.6.4.2, 4.6.5, 6.3.1.2.2 call cannot be answered, will be forced to break its alliance.
and 7.3.8.3). A major power that declares war is called an
"aggressor", and a major power or neutral minor country upon 4.3.2 ANSWERING A CALL: Allies called upon may only
which war is declared is called a "defender." declare war upon the original aggressor or defender-further
declarations of war resulting from a call to allies do not permit a
4.2.1 POLITICAL POINT LOSSES FOR WAR further call to allies.
DECLARATIONS: Major Powers lose political points for each of
their declarations and these changes must be recorded (see the [ 4.4 ] THE PEACE STEP: Peace may be made only at this
POLITICAL STATUS DISPLAY on the Status Card). time. A lapse of war with a minor country may also occur during
4.2.1.1: A major power loses three political points whenever it this step (see 4.6.6). Peace must be in one of the following
declares war on another major power. Additionally, if a major forms.
power declares war on an ally, there is an additional loss of two
political points for breaking the alliance by the declaration of war. 4.4.1 INFORMAL PEACE: Two major powers may informally
4.2.1.2: A major power loses one political point for each district agree to a peace between themselves on whatever general terms
(see 10.4) in a neutral minor country when it declares war on that they decide, none of which are enforceable, and no political
minor country, unless no major power can be found to run that points are involved. An informal peace may never involve
minor country (see 4.6). removing forces, the immediate ceding of territory, corps on
loan, royal marriages, removal of leaders or dissolving or re-
4.2.2 LIMITATIONS OF DECLARATIONS: A major power establishing the Holy Roman Empire. In this case there is no 18
may declare war within the following limitations: month enforced peace and no enforceable reparations, trade
4.2.2.1: A major power may not declare war on another major restrictions, etc. can be imposed but forces are repatriated (see
power or neutral minor country if the declaring major power has 4.4.6.2). If major powers simultaneously sue each other for
corps, freikorps, cossacks, garrisons or guerrillas within the peace (some players prefer to have this written and revealed
second major power's territory or within that neutral minor simultaneously), they MUST both accept an informal peace.
country. Gen 27/2
4.2.2.2: A major power already at war with another major power
may not declare war on other major powers if unbesieged enemy 4.4.2 SUING FOR PEACE: A major power wishing to
infantry corps are already inside of its home nation. Gen 23/4 "surrender" may "sue" for peace. Minor countries may not sue
An area that cannot be reached by land movement from Paris or for peace, although peace can come through a "lapse" in a war
London does not count as being inside one’s home nation for the (see 4.6.6).
purpose of this rule only (ie. Turkish or Spanish islands). 4.4.2.1: A major power may not sue for peace to another major
4.2.2.3: War may not be declared on a neutral minor country if it is power that does not have forces within the suing home nation’s
physically impossible for the declaring major power to enter the borders unless, at the same time, it sues for peace to all major
minor country's territory during the Turn. powers with which it is at war.
4.2.2.4: A major power may not declare war against another major 4.4.2.2: When a major power sues for peace, the opponent must
power if restricted by an enforced peace (see 4.4.6.3). then offer a "formal peace," either a "conditional peace," which
EXCEPTIONS: See 6.3.1.2.2 and provisions of peace term B.6 must be accepted, or an "unconditional peace," which may be
(see VICTORY CONDITIONS CHART on the Game Card. accepted only if the suing player desires. If desired, and several
major powers are being sued for peace, have each player write
4.2.3 EXTENT OF DECLARATIONS: A declaration of war on down 'conditional' or 'unconditional' before revealing all the
a major power is also (at no further cost in political points) a peace proposals simultaneously. Gen 27/2
declaration of war on all of its controlled minor countries. 4.4.2.3: Political points change as follows (also see the
Controlled minor countries may not have war declared upon them POLITICAL POINTS CHART on the back of these rules):
separately. 4.4.2.3.1 Conditional Surrender: A major power accepting the
conditional surrender of another major power gains + 3 political
[ 4.3 ] THE CALL TO ALLIES STEP: Any major power who points. A major power that surrenders conditionally to any
has in this Political Phase declared war on another major power or number of other major powers at the same time (but does not
has had war declared upon it, may demand that an ally surrender unconditionally to any other major power at that same
immediately declare war on the new enemy, if not already at war time) loses -5 political points.
with that enemy. If there is more than one declaration of war 4.4.2.3.2 Unconditional Surrender: A major power accepting the
during a Declaration of War Step, the order in which defending unconditional surrender of another major power gains +5
and then ally to more than one major power simultaneously, the political points. A major power that surrenders unconditionally
same or aggressor players may "call to allies" is determined by to any number of other major powers at the same time (some
competitive die rolls. simultaneous surrenders may be conditional, but at least one
must be unconditional) loses -8 political points.
4.3.1 ALLY CALLING PROCEDURE: A player may call on
some allies and not on others, at the calling player's discretion. 4.4.3 CONDITIONAL PEACE: If the peace is conditional, the
4.3.1.1: The defender calls his allies first, and then an aggressor loser surrenders and chooses one "peace condition" (also called a
may call his allies only if the defender has attempted to do so. If "peace term") that will apply to him with that victor from list
there were multiple declarations of war, all defenders call on their "A" of the VICTORY CONDITIONS CHART on the Game
allies followed by (if allowed) all aggressors. Card and the victor chooses up to two peace conditions from list
4.3.1.2: If two major powers declare war on each other "B" not conflicting with the list "A" choice. If surrendering
simultaneously, they are both considered aggressors and thus condition ally to more than one major power simultaneously, the
neither may call allies. same or a different peace condition from list "A" may be
4.3.1.3: Should a called ally of a defender refuse a call, that selected for each victor.
refusing ally is considered to have broken the alliance and loses
the requisite political points (-2. See the POLITICAL POINTS 4.4.4 UNCONDITIONAL PEACE: If the peace is
CHART on the back of these rules). If any allies of an aggressor unconditional, each victor chooses up to three conditions from
refuse his call to allies, both the ally and the aggressor are lists "B" and/or "C" and the surrendering loser does not get a

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choice from list "A". Certain choices in list "B" preclude choices ceding), that major power is permanently out of the game and all
from "C" and vice-versa, as shown on the VICTORY of its home nation forces are permanently eliminated from the
CONDITIONS CHART on the Game Card. map.

4.4.5 SIMULTANEOUS PEACE WITH MULTIPLE [ 4.5 ] THE CREATING ALLIANCES STEP: New formal
ENEMIES: If a major power makes peace by "surrendering" to alliances are now announced and each of the two major powers
two or more enemies at once, it loses only one (the larger, if there that ally gain political points (see the POLITICAL POINTS
is a difference) set of political points. CHART on the back of these rules).
4.4.5.1: The victors choose their peace terms on an alternating
basis until each has gained the maximum number of peace terms
4.5.1: Major Powers who are already allied may not re-ally with
possible and/or desired or all peace terms available for that type of
each other.
surrender have been taken.
4.5.2: Major Powers at war with one another may not ally.
4.4.5.2: Victors choose their alternating peace terms in the order
4.5.3: Major Powers that broke an earlier alliance may not re-
that they went to war with the surrendering power-if the victors
ally until at least twelve months after the date of breaking the
went to war at the same time (a major power that went to war as a
earlier alliance (keep written records of when alliances are
result of a call from an ally is considered to have gone to war after
broken).
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 [4.6] THE MINOR COUNTRY CONTROL STEP: A major
victors must choose as one of their selections to go into effect). For power must, if possible, be chosen to run each neutral minor
example, if one victor chose peace term B.4 (which also precludes country upon which war has been declared. The major power
choices B.1 and Cl ), no other victor could choose B.1, B.4 or C.]. 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
4.4.6 EFFECTS OF PEACE: When two major powers make any no non-allies willing or eligible to run it. If there is no major
type of peace, the following are always done: power willing or eligible to run the minor country, no attacker
4.4.6.1 PRISONER EXCHANGE: All surrendered factors and loses political points for declaring war on it and its forces are not
captured leaders are mutually exchanged. The exchanged factors set up. (See 10. 2. 1 for conquering min or neutral countries.)
are placed the same as reinforcements (see 5.2 and 5.3) during the
next Reinforcement Phase. This is the only time prisoners are 4.6.1 CONTROL CHANGE DUE TO
exchanged, although captured leaders may be returned at other INSTABILITY/FIASCO
times at the captor's option (see 10.6.3). POLITICAL STATUS: If a controlling major power's political
4.4.6.2 FORCE REPATRIATION: All corps in the other major status marker is located in' the Instability or Fiasco Zones on the
power's territory are picked up and moved to the nearest area or POLITICAL STATUS DISPLAY on the Status Card during a
areas in a now (after the control of ceded territories has been Minor Country Control Step, its controlled minor countries may
marked) friendly-controlled province or minor country. Similarly, change control or revert to neutral status at the start of this step
garrisons are picked up and moved to the nearest friendly area or (see 10.5.2 for details).
areas where depots and/or cities are available to hold the factors. If
two or more areas are equidistant, the owning player chooses the 4.6.2 SELECTING CONTROLLING MAJOR POWERS:
area, or may choose to place some forces in some of or each of the The major power who will run the minor country is that with the
equidistant areas. All depots in the other major power's territory highest modified die roll, with any ties being decided by
are just picked up. All fleets (unless given permission to stay) must additional competitive unmodified die rolls. Each eligible major
leave during the next Naval Phase. EXCEPTION: If the victor power that wishes do so may roll a die, modifying the result by:
chooses peace term C.5, none of the victor's forces may be 4.6.2.1 NATIONAL MODIFIERS: Find the national modifiers
repatriated, but garrison factors in capital cities must (except with on the MINOR COUNTRIES CHART on the Game Card Next
permission to stay) be moved to the nearest possible area(s) that to the name of each minor country in the "National Modifiers"
can hold them that is not a capital city. column, is the national modifier located under an abbreviation of
4.4.6.3 MANDATORY ENFORCED PEACE LENGTH: each major power.
Except for an informal peace, neither Major Power may declare 4.6.2.2 STATUS MODIFIERS: See the POLITICAL STATUS
war on the other for 18 months (EXCEPTIONS: see 6.3.1.2.2 and DISPLAY on the Status Card. The "Status Modifier" is given to
provisions of peace term B.6). Certain peace terms may extend this the right of each line or "zone." For example, if a major power's
time period for the loser (see peace terms B.2 and C.2 on the political status marker is in a box of the Dominant Zone, the
VICTORY CONDITIONS CHART on the Game Card). Keep modifier is + 1.
written records of when peaces are made and when major powers 4.6.2.3 ALREADY AT WAR: If already at war with any of the
may again go to war. major powers who have declared war on that minor neutral, a +2
4.4.6.4 STATUS OF CEDED MINOR FREE STATES: Any modifier applies.
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 4.6.3 ASSUMING CONTROL PROCEDURE:
or immediately change them to conquered minor countries and 4.6.3.1 MARKING CONTROL: The major power selected to
remove their forces as in 8.8.5. run the minor country gains a political point per district (see
10.4) in the minor country (record on the POLITICAL POINTS
4.4.7 SEPARATE PEACE AND ALLIES: If a major power CHART on the Status Card), and, to show control, places one of
surrenders to some but remains at war with other major powers, a its control flags in the minor country. If the minor country has no
major power with which war continues may demand that an ally or forces, a conquered control flag is placed there. If the minor
allies that was a victor in the formal peace immediately break their count has forces, that player places a Free State control flag in
alliance(s) with the major power still at war (and lose -2 political that country and immediately sets them up. Once a player has
points for breaking the alliance). For example, Russia and Austria been selected to run a minor country, that minor country may no
are allies and are both at war with Prussia. Prussia surrenders to longer incur separate declarations of war, until it returns to
Austria, but not to Russia. The Russian player may demand that neutrality.
Austria break its alliance with Russia. An ally may also demand 4.6.3.2 ORDER OF SETUP: If the forces of a number of
that an ally that concludes an informal peace with a common different minor countries all need to be set up, they should be set
enemy break their alliance. up by the controlling major powers in the order: France, Russia,
Turkey, Austria, Prussia, Great Britain, Spain.
4.4.8 A FINAL PEACE: If, as a result of a formal peace, a major 4.6.3.3 INITIAL STRENGTH FACTORS: The MINOR
power's province containing its home nation's capital is ceded COUNTRIES CHART on the Game Card shows the starting
(which can only be done if no alternate province is available for minor country strengths in infantry ("If"), cavalry ("Cv") and

5
ships ("Sh") for campaign games starting in the given years. This 4.6.5 MAJOR POWER SUPPORT OF CONTROLLED
chart also shows the state of each minor country at the start of MINOR COUNTRIES: The minor power's controlling major
these campaign games-whether it is neutral, conquered, a Free power now has the option (if eligible and not restricted-see
State, what major power controls it, etc. 4.2.2) of declaring war on none, any, or all of the aggressors.
4.6.3.4 LAND SETUP: Any, all or none of the minor country 4.6.5.1: This costs (in political points) the same in total,
corps are set up in any area(s) of that minor country and its initial regardless of the number of declarations of war, as for a
army strength factors distributed among those corps and/or as declaration of war on one major power (-3 political points) plus
garrisons. the political points lost for each broken alliance (-2 political
4.6.3.4.1 CAPITAL GARRISON: Every neutral minor (even points). No allies can be called for these declarations of war.
those which have no corps marker) when declared war upon gains 4.6.5.2: If the controlling power desires to help the minor
one infantry PER CAPITAL to place as a garrison. This is in country against the major power(s) attacking it, it has to declare
addition to any forces listed on the MINOR COUNTRIES war on or already be at war with the other major power(s) before
CHART. At a minimum this one factor must remain as a garrison its forces can take part in any combat with that other major
until the minor is conquered, the war lapses or the controlling power. If it is not at war with at least one of the attacking major
major is no longer at war. When the war ends, if the minor is a powers, the con-trolling major power may not garrison or control
Free State, it retains the garrison(s), otherwise remove them. JJ any cities of the minor country other than with that minor
4.6.3.5 FLEET SETUP: If the minor country has a fleet, it is set country's factors-the minor country must be run using only the
up in any port in that minor country or in any sea area adjacent to minor country's own forces, although the controlling major
such a port, at its current strength. power may pay for depots and/or supply costs for the minor
4.6.3.6 POLITICAL POINTS FROM CONTROL: The major country.
power controlling the minor Free State gains and loses political 4.6.5.3: The controlling major power's corps are ignored in any
points for any combats involving the minor country's forces. combat involving that minor country's forces unless against a
force which consists of factors of one or more countries with
4.6.4 MORE THAN ONE DECLARATION OF WAR UPON which it is at war (see 6.3.1 and 7.3.8)
A MINOR COUNTRY: If more than one major power has
declared war on the same neutral minor country in the same Turn, 4.6.6 LAPSE OF WAR WITH MINOR COUNTRIES: If,
any of the major powers may back down from the war declaration during any Peace Step prior to the conquest of a minor country,
(but still lose the political points for the declaration)-if necessary, any invading major power has no corps within that minor
the involved players should secretly write down their intentions country, then that major power is considered to be no longer at
and reveal them simultaneously. If any two major powers who are war with the minor country and must be at war with the major
both in a period of enforced peace (see 4.4.6.3) with each other and power controlling it before he can attack it again. Any garrisons,
hence are not able to declare war upon one another, both declare cossacks and/or freikorps are repatriated as per 4.4.6.2. NOTE:
war upon the same minor country then they must both back down, For multi-district minor countries (see 10.4), this applies if a
still paying the political point cost for the war declaration. If a secondary district has been conquered and there are no invading
major power is unable to declare war on any other major power major power corps within the rest of that minor country.
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 [ 4.7 ] THE BREAKING ALLIANCES STEP: A major power
that exceed a winner's enforced peace), that major power must may break any standing alliances, even if made this Turn, paying
back down, still paying the political point cost for the war the political points cost of -2 for breaking an alliance. This is not
declaration. Major Powers are not considered to have broken an a declaration of war.
alliance by these actions.
4.6.4.1 RETAINING CONTROL: If, after this, no major powers [ 4.8 ] THE FREE STATE DECLARATION STEP: Major
remain at war (including a lapse of war - see 4.6.6) with the minor powers can declare that any of their conquered minor countries
country it remains in the control of the major power who gained that can have corps are now minor Free States. Replace the
control through 4.6.2. conquered control flag with a Free State control flag in that
4.6.4.2 FORCED WAR DECLARATIONS: If two or more country. Its fleet if any, is set up at its current strength and its
major powers do not back down and remain at war with the minor corps, fleets, land, and naval factors may be purchased beginning
country, each must declare war on all the other major powers also in the next Economic Phase (see 8.2 and 8.5). Once a major
attacking the minor country (if not already at war with them all). power has declared a minor country to be a Free State, it may not
All those remaining major powers are eligible to attack the minor be later "undeclared" (ie., switched back to being a conquered
country and each other, but not minor country's the controlling minor country by that major power).
major power (unless at war with it).
4.6.4.2.1: This costs the same in total as a declaration of war on [ 4.9 ] THE DECLARATION OF COMBINED
one major power. MOVEMENT STEP: Allies may declare that their Naval and
4.6.4.2.2: If there are any allies and/or royal marriages involved, Land Phases will be combined for the remainder of the Turn,
then the alliances and/or royal marriages are broken and the with movement of all their forces being conducted in the order
requisite points lost for EACH. Gen 23/4 of the ally moving last in each phase. This enables allies to move
4.6.4.2.3: There are no calls to allies for these declarations of war. and attack together (see 6.1.2 and 7.1.2). If desired, write down
combined movement declarations and reveal them
simultaneously. Gen 23/4

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 5.1.1 PLACING EMPTY FLEET COUNTERS: Purchased
discussed in this section may be performed only during this phase, (see 8.5.4) empty fleet counters (called "fleets") may be placed
unless stated otherwise. in any friendly-controlled home nation port or with any existing
fleet counter but must have at least one ship strength factor
[ 5.1 ] * THE NAVAL REINFORCEMENT STEP: In this step, (called "ships") immediately placed in (see 5.1.2) or transferred
all players may place on the board those naval reinforcements due (see 5.1.3) to them.
this Turn. This step is performed in the order; Spain, France, 5.1.2 PLACING SHIPS: All ships due this Turn (see 8.5.3)
Prussia, Austria, Turkey, Russia, Great Britain. may be placed in any of their fleets (including fleets just placed

6
by 5.1.1) in a friendly controlled home nation port or conquered 5.2.2.2.2 Adding Factors to Garrisons: Regular infantry (guard
minor country port, whether blockaded or not, but not so as to or regular cavalry factors may be 'Converted to infantry factors
exceed the ship capacity of any fleet. Ships due this Turn can be in order to be placed in garrison-see 7.3.3.2) or militia factors
postponed until any later Turn or Turns (keep a written record of may be added as garrisons in unbesieged friendly-controlled
all postponed ships). Minor Free State ships are added similarly cities in the home nation. Minor Free State infantry factors can
but only in ports of that minor Free State. be added in this way but only inside that minor Free State's
5.1.3 TRANSFER OF SHIPS: During a Naval Reinforcement borders.
Step, a major power may also transfer ships between fleets 5.2.2.2.3 Adding Factors to Corps in Supply: Any army factor
occupying the same sea area, blockade box or port. Fleets of can be added to an unbesieged corps of the same nationally
different nationalities (including different minor countries or of a which is not up to full strength (for the type of factor) and which
major power and any minor country) may not transfer ships. If all is on or adjacent to a friendly depot that is a supply source or
ships are transferred from a fleet, the fleet counter is removed from part of a valid supply chain (see 7.2.3). Another major power's
the map at no cost in political points (see 5.1.4. 1). depot or supply chain may not be used for this purpose.
5.1.4 REMOVING FLEETS AND SHIPS ("SCUTTLING") 5.2.2.2.3.1: For regular infantry, regular cavalry, artillery
A player may remove any of his fleet counters (permanently or guard infantry factors, this depot must be part of a valid
eliminating all untransferred ships, if any, that they contain). supply chain of six or less depots to that point, which
Scuttling can also occur under conditions covered in 6.2.6. starts at a supply source in the home nation.
5.1.4.1: Each fleet "scuttled" that contains one or more ships 5.2.2.2.3.2: For militia factors, the valid supply chain can
causes the loss of -1 political point (record on the POLITICAL only be at most three depots long to that point.
STATUS DISPLAY on the Status Card). Removing a fleet that 5.2.2.2.3.3: Minor Free States may receive their factors in
contains no ships costs no political points. the same way, but must trace a supply line (of their
5.1.4.2: Minor country fleets and major power UMP (see 14.3) controlling major power) back to a supply source in their
fleets may never be scuttled during this step. minor country.
5.1.4.3: A fleet counter must be repurchased during the Money and 5.2.2.2.3.4: Supply lines for reinforcements may be also
Manpower Expenditure Step of an Economic Phase (see 8.5.4) to be traced in whole or in part via sea supply (see 7.4.3) but
be placed back on the map. not via invasion supply (see 7.4.4)
5.2.3 TRANSFER OF ARMY FACTORS: During an Army
[ 5.2 ] THE ARMY REINFORCEMENT STEP: In this step, all Reinforcement Step unbesieged corps in the same area may
players may place on the board those army reinforcements due this exchange factors as desired, capacity permitting. Corps of
Turn. Army factors of artillery, regular cavalry, guard infantry different nationalities (including different minors or a major
(called "guard"), regular infantry and militia infantry (called power and a minor country) may not exchange factors. This is
"militia") factors (feudal infantry, feudal cavalry, insurrection the only time during a Turn that army factors may be exchanged
corps militia, insurrection corps cavalry, cossack, freikorps and except to detach and absorb garrison factors (see 7.3.3). Army
guerrilla factors are also army factors but they are not placed on factors may also be exchanged with garrisons in the same area
the map-board during this step unless part of a prisoner exchange- during this step, the same as in 7.3.3 and, if all factors are
see 4.4.6. 1) due this Turn must be added as reinforcements. Their detached from a corps, the corps counter is removed (see 5.2.4).
placement may not be delayed. Army factors that cannot be placed EXCEPTIONS: Feudal, insurrection and artillery factors may
are lost. This step is performed in the order; Spain, Great Britain, not be exchanged.
Prussia, Austria, Turkey, Russia, France. 5.2.4 REMOVING CORPS AND ARMY FACTORS
5.2.1 CORPS COUNTER REINFORCEMENTS: ("DEMO-
5.2.1.1 SCENARIO CORPS PLACEMENT: The scenarios BILIZING"): At this time army factors forming all or any part
specifically provide for the placement of new corps counters. If of a garrison of a city or depot and/or corps counters (and any
placement is not possible, due to enemy control of or the presence army factors they may hold) may be removed from the board.
of enemy corps in the placement area, the corps counters (and all These factors are lost, but there is no political point penalty.
army factors they hold) are lost. 5.2.4.1: In scenarios a corps counter may be brought back on the
5.2.1.2 * CAMPAIGN CORPS PLACEMENT: Purchased map when a corps counter is designated as a reinforcement.
empty corps counters may be placed in an unbesieged home nation 5.2.4.2 *: In campaign games, a corps counter that has been
city (or minor Free State city for corps of that minor Free State) or removed from the map must be purchased during a later Money
with any existing, unbesieged friendly corps. A factor must be and Manpower Expenditure Step of an Economic Phase (see
immediately placed in (see 5.2.2.2) or transferred (see 5.2.3) to 8.5.4) to be returned to the map.
such a corps. 5.2.5 SCENARIO MONEY: Money received in scenarios
5.2.2 PLACING ARMY FACTORS: If placement of any army arrives during the Army Reinforcement Step (money arrives
factor reinforcements is not possible, due to corps limits or during the Economic Phase of campaign games). Money is in the
garrison capacities or enemy siege and/or control of cities, these form of "money points," denoted by a "$" for convenience.
reinforcements are lost.
5.2.2.1 SCENARIO ARMY FACTOR PLACEMENT: The [ 5.3 ] LEADER RETIREMENT AND REINFORCEMENT:
scenarios specifically provide for the placement of all Leaders may be retired from the map during their appropriate
reinforcement forces. Army factors specified to be placed in an Reinforcement Step or if all their corps are eliminated by
area may be added to corps or as garrisons in that area. For the foraging (see 7.4.1.3.3) or by failure to disembark (see 6.2.5.2).
scenarios, eligible corps are those that are unbesieged and which Leaders may not be retired if in a besieged city (a besieged port
have the capacity to hold the factors. city must also be blockaded to prevent a leader's retirement).
5.2.2.2 CAMPAIGN ARMY FACTOR PLACEMENT: Retired leaders are returned (along with newly introduced
5.2.2.2.1 Adding to Corps Inside Home Nations: Factors may be leaders) as reinforcements on any later Army Reinforcement
added to any unbesieged corps of the same nationality which has Step (Naval Reinforcement Step for the NELSON leader).
the capacity and is inside its home nation (this excludes ceded Leader reinforcements may be placed with any corps (fleets for
provinces). Minor Free State factors can be added in this way, but NELSON) controlled by their major power.
inside that minor Free State's borders. NOTE: Feudal corps must
be in their home province which currently contains no unbesieged 5.3.1 LEADER MINIMUMS: If a major power loses leaders
enemy corps (see 10. 1. 3) or off-map and insurrection corps must (wounded or killed, captured leaders do not count) and has fewer
be in an Austrian-controlled border province which currently leaders than listed for their country below, then they may receive
contains no unbesieged enemy corps (see 10. 1.4) or off-map- a “generic” replacement leader counter to his force pools. This
during an Army Reinforcement Step feudal and insurrection corps represents a random general that would be available if other
will only get reinforcements from prisoner exchanges (normally leaders were killed or wounded “generic” replacement leader.
they get new factors during December Levy Steps-see 8.10, There can only be one extra leader per country. On the
10.1.3.1 and 10.1.4.3). Reinforcement Phase [5.0] where a major power again has this

7
minimum (due to wounded leaders returning or gaining new gaining new leaders as listed reinforcements), then instantly
leaders as listed reinforcements), then instantly remove the remove the “generic” leader, even if he is besieged. JJ
“generic” leader, even if he is besieged. JJ
Austria: fewer than 3 leaders, gains a 123D 5.3.1.2 Replacement Leader Capture: A replacement leader is
France: fewer than 4 leaders, gains a 223D never captured. If the stack with a replacement leader is
Great Britain: fewer than 1 (non-naval) leader, gains a completely destroyed, the replacement leader is returned to the
222D - Yes, this give GB a leader at the start of the controlling player. These represent generic leaders of no real
1805 campaign. importance. If one is “captured” or killed, they would just
Prussia: fewer than 2 leaders, gains a 122D replace him with some other general. JJ
Russia: fewer than 3 leaders, gains a 114D
Spain: fewer than 2 leaders, gains a 112D 5.3.1.3 Replacement Leader Usage Restrictions: A
Turkey: fewer than 3 leaders, gains a 213D replacement leader may only be stacked with a force where at
least 50% of the army factors are of the same nationality.
5.3.1.1 When a Replacement Leader Can be Used: When a (Neither controlled minor Free States nor Kingdom factors count
replacement leader becomes available, during the next for this limit.) At the end of any phase where there are fewer
Reinforcement Phase [5.0] add the country specific leader to that than 50% of the leader’s national forces in the same stack as the
country’s force pool. (Example: Spain is down to one leader and so replacement leader, remove that leader from the board (unless
gains his 112D.) There can only be one extra leader per country in besieged). He can be brought in again normally on the next
use. This leader may be added as a normal leader from this point Reinforcement Phase [5.0] normally as long as the requirements
onwards. On the Reinforcement Phase [5.0] where a major power in 5.3.1.1 are still met. JJ
again has this minimum (due to wounded leaders returning or

6.0 THE NAVAL PHASE

[ 6.1 ] THE NAVAL PHASE SEQUENCE: At the beginning of 6.2.1.4 ICE LINE RESTRICTIONS: A fleet may not exit or
this phase, Great Britain announces when in the following enter a sea area north of the ice line during any winter month
sequence he will be moving. The other major powers move in this (see 9. 1). If already in a sea area north of the ice line, it must
order: Russia, Turkey, Austria, Prussia, France, Spain. remain these until winter ends and no naval combats can be
6.1.1 MINOR FREE STATE SEQUENCE: All naval forces of fought.
minor Free States move with their controlling major power. 6.2.2 NAVAL MOVEMENT PROCEDURE: A major power's
6.1.2 COMBINED MOVE SEQUENCE: In order for a major fleets occupying the same port, blockade box or sea area must
power to move in the sequence of another major power, those always be combined into one "stack." Major powers that are in
major powers must be allies and must have announced combined the same port, blockade box or sea area that have announced
movement during the Declaration of Combined Movement Step of combined movement are treated as one stack.
the Political Phase. Combined major power movement is 6.2.2.1: A player may pick up any or all of the fleets in a stack
conducted in the sequence of the ally who would have moved last and begin moving them as one stack.
in the phase. 6.2.2.2: Fleets may be added to this stack by moving it to the
6.1.3 NAVAL PHASE STEPS: Each major power sequence of port, blockade box or sea area containing the fleet(s) desired to
the Naval Phase is divided into Naval Movement and Naval be added.
Combat Steps. Each player completes both steps during his major 6.2.2.3: Fleets may be dropped off in any port, blockade box or
power sequence before the next player commences his major sea area through which the stack passes.
power sequence. The player taking his sequence and his counters 6.2.2.4: Once a stack ends its movement, it may not be moved
are described as "phasing" during that time and all other players again this player sequence (EXCEPTIONS: for interceptions, for
and their counters are called "non-phasing." retreat or pursuit following naval combat or to leave an enemy-
controlled port-see 6.2.6).
[ 6.2 ] THE NAVAL MOVEMENT STEPS: Major power 6.2.2.5: So long as no fleet moves twice nor exceeds its
players may move any or all of their fleets up to the limit of their movement allowance, the player may continue to repeat this
movement allowances during their sequence of a Naval Phase. process until all desired fleets have been moved.
6.2.1 GENERAL NAVAL MOVEMENT RULES: Each fleet 6.2.3 NAVAL INTERCEPTIONS: Fleets may move through
has a maximum movement allowance of 7 movement points. areas containing other fleets (even enemy fleets) with no
Phasing fleets may expend from 0 to 7 movement points each restriction on movement, except that they may be interrupted by
during their sequence. Movement points may not be accumulated interception. In that case an interception combat is fought
from Turn to Turn nor may they be transferred among fleets. immediately and if, and only if, the phasing major power's fleets
6.2.1.1 SEA MOVEMENT COSTS: Each sea area entered costs win the interception naval combat may they continue movement
one movement point. (without any movement penalty). Interceptions may not be
6.2.1.2 PORT/BLOCKADE BOX MOVEMENT: It costs one attempted on stacks that are retreating or pursuing (see 6.3.5).
point to move into a port from any of the sea areas touching its 6.2.3.1 INTERCEPTION PROCEDURE: When a phasing
blockade box and vice-versa. It costs one movement point to enter stack enters a sea area occupied by or adjacent to one or more
a blockade box from an adjacent sea area or vice-versa. It costs no enemy stacks, those enemy stacks may attempt to intercept the
movement points to move between a port and its blockade box or moving stack. An "enemy stack" is any stack containing fleets at
vice-versa and all fleets entering or exiting ports are considered to war with any fleet or fleets in the phasing stack and/or at war
do so by passing through the port's blockade box. To signify that a with any corps that the phasing stack may be transporting.
fleet is in port, it is placed on the coastline of the associated land 6.2.3.1.1 Sequence of Interception Attempts: If more than one
area. A fleet(s) may enter a port controlled by another major power eligible major power wishes to attempt an interception, they
or neutral minor country only to attack a fleet(s) there or with the must make their attempts in the major power sequence decided
controlling major power's permission, even if the port city has no for movement in 6.1. Once one major power succeeds, no other
garrison. In no other cases may a fleet be located in a land area. major power may attempt an interception of that same phasing
6.2.1.3 DARDANELLES MOVEMENT: A fleet may not enter stack in that same area. Stacks that made or attempted earlier
the Dardanelles sea area unless that major power controls an interceptions may be used again for later interceptions of
unbesieged Constantinople, besieges Constantinople (see 10.7) or different phasing stacks in the same area or of the same phasing
has access (see 10.3) from the major power controlling stack in a different area. Major Powers who have declared
Constantinople. combined movement count as one major power for the purposes

8
of interception, making their interception attempts in the sequence stacks or some or all of the victorious fleets may pursue the
position of the major power going later in the sequence. defeated stack (see 6.3.5).
6.2.3.1.2 Who May Intercept: Only properly placed fleets in the 6.2.3.4.2 Phasing Side Victory: If the phasing stack wins the
appropriate circumstances may attempt to intercept. naval combat, the intercepting stack must retreat in accordance
6.2.3.1.2.1: A fleet entering a port (which must always be with the naval combat rules (see 6.3.5), and may not attempt
done through a blockade box-see 6.2.1.2) may not be more interceptions during this major power's movement
intercepted unless the phasing player announces that he sequence. Some or all of the phasing stack may pursue the
wishes to be intercepted. This is an exception to the rule of defeated stack and/or continue movement with whatever
automatic interception in a blockade box (see 6.2.3.1.2.3). movement points the stack's fleets retain. Of course, other fleets
6.2.3.1.2.2: A fleet in a port may only intercept enemy fleets can attempt to intercept the phasing fleets in every other sea area
entering the adjacent sea area(s) and then only if not that is entered by repeating the interception procedure.
blockaded. 6.2.4 INITIATION OF NAVAL COMBAT: If a phasing stack
6.2.3.1.2.3: A fleet entering a blockade box may only be end its movement in a sea area containing an enemy stack, it
intercepted by enemy fleets which currently occupy that may initiate an attack against those enemy fleets in the Naval
blockade box and a fleet in a blockade box may only Combat Step (see 6.3). If a phasing stack ends movement in a
intercept enemy fleets which enter that blockade box (and port or blockade box occupied by any enemy fleet(s), an attack
the interception is automatic if attempted). must be initiated on the enemy fleet(s). It a number of attacks are
6.2.3.1.2.4. A fleet adjacent to the Dardenelles sea area initiated in different areas, the attacker decides the order in
would not be able to intercept fleets entering that area which the naval combats are to be resolved.
unless it was permitted under the restrictions of 6.2.1.3. 6.2.5 NAVAL TRANSPORTATION OF ARMY CORPS
6.2.3.1.2.5: If a major power attempting an interception has AND LEADERS: Corps and any accompanying leaders may be
several different stacks available for an interception, one transported in the Naval Phase at the rate of one corps per fleet.
stack only may be selected and announced for that Fleets may transport the corps of other major powers only if the
interception attempt. If that stack fails to intercept, no other two major powers have declared combined movement during the
stack of the major power may attempt that same Declaration of Combined Movement Step of the Turn's Political
interception. Phase. Guerrillas, cossacks, freikorps, insurrection corps leaders
6.2.3.2 RESOLUTION OF NAVAL INTERCEPTIONS: not accompanying corps, and garrison factors may not be moved
6.2.3.2.1 Blockade Box Interceptions: When a phasing stack by sea.
enters a blockade box and is automatically intercepted by an 6.2.5.1 TRANSPORTATION MOVEMENT PROCEDURE:
enemy fleet(s) there, it must win the immediate interception naval The corps and the fleet must both begin in the same friendly-
combat before it can continue moving. controlled (it may be besieged) port. Gen 23/4 They move
6.2.3.2.1.1: If more than one enemy major power's fleets together until in the sea area or blockade box adjacent to the land
occupy that blockade box, the entering fleet(s) is intercepted area in which the corps is to land or until reaching a port. Fleets
by the major power higher in the sequence specified in 6. 1. and the corps they transport may enter other ports only if
6.2.3.2.1.2: If all enemy fleets choose not to intercept, the controlled or with access.
phasing fleet(s) may continue moving (the same as if the 6.2.5.2 FAILURE TO DISEMBARK: If a corps does not
combat had been won). disembark during the Land Phase it is destroyed. If all corps are
6.2.3.2.1.3: Since a phasing stack must enter a port to add destroyed in this manner, any leaders with the corps are retired
fleets in that port to the stack and fleets entering a port may from the map (see 5.3).
avoid blockade box interception (see 6.2.3.1.2. 1), a phasing 6.2.5.3 ELIMINATION OF TRANSPORTING FLEETS: If
player wishing to add a fleet or fleets in a port to a stack has fleet counters are eliminated, corps they were transporting in
a choice of how to handle a blockade box interception excess of the number of fleets are lost. The corps so lost may not
situation. The phasing player may announce a wish to be transfer factors before being eliminated. If all corps are
intercepted in the blockade box and fight an interception destroyed in this manner, any leaders with the corps are
combat before entering the port to add the fleets there or captured.
may avoid interception in the blockade box and then (if 6.2.6 ENEMY CONTROL OF A FLEET'S PORT: If a port in
movement isn't concluded in the port) move the combined which a fleet is located becomes enemy-controlled, the fleet
stack from the port to the blockade box for an automatic (if must be moved immediately (this will not happen during a Naval
interception is desired by the enemy) naval combat then. Phase, but during other phases and steps, including during a
6.2.3.2.2 Sea Area Interceptions: Except for interceptions in a Declarations of War Step) into an adjacent sea area or the port's
blockade box, a die must be rolled for each stack attempting to blockade box. Harbour defences are never used against fleets
intercept. leaving a port.
6.2.3.2.2.1: If attempting to intercept a phasing stack in an 6.2.6.1: If the port is blockaded by an enemy fleet at the time,
adjacent sea area, a 0 or 1 must be rolled on one die. the fleet in the port is scuttled instead and all its fleets and ships
6.2.3.2.2.2: Attempting to intercept a phasing stack in the are lost. Alternately, if desired, the blockaded fleet(s) may
same area requires a 0, 1, 2 or 3. choose to fight the blockading fleet(s), with the wind gauge
6.2.3.2.3 Nelson Interception Modifier: If the NELSON leader is automatically going to the blockading fleet(s). The blockaded
with the intercepting stack, one is subtracted from the die roll. fleet(s) remains in the blockade box if it wins the combat. The
6.2.3.2.4 Intercepting Fleet Movement: If successful, the blockaded fleet(s) must be scuttled if it loses the naval combat.
intercepting stack must be moved to the area containing the 6.2.6.2: If NELSON is with a scuttled fleet in this situation he is
phasing stack that was intercepted, if not already there. captured by the major power controlling the port.
6.2.6.3: Unlike rule 5.1.4.2, minor country and UMP major
6.2.3.3 RESULT OF INTERCEPTIONS: If the interception is power fleets can be scuttled under these conditions.
successful, a naval combat is fought immediately, (i.e., during the 6.2.6.4: Each fleet scuttled causes the loss of 1 political point
Naval Movement Step) using the naval combat rules (see 6.3). No (record on the POLITICAL STATUS DISPLAY on the Status
evasion by the phasing major power is possible from an Card).
interception. 6.2.6.5: A scuttled fleet counter must be repurchased during an
6.2.3.4 OUTCOME OF INTERCEPTION COMBAT: Economic Phase (see 8.5.4) to be brought back into the game.
6.2.3.4.1 Intercepting Side Victory: If the intercepting major 6.2.7 BLOCKADE OF PORTS: A stack may only enter a
power's stack wins the naval combat, the phasing major power blockade box if it is at war with the major power controlling the
must retreat its stack in accordance with the naval combat rules port or if the box or port contains an enemy fleet or enemy corps
(see 6.3.5), with that stack of fleets then ceasing movement after with neutral fleets that have announced combined movement
the retreat move. In this case, the intercepting fleets may continue (which makes transporting the corps possible-see 6.2.5).
to remain in the area for (possibly) intercepting other phasing 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

9
power controlling the port, not at war with any fleet(s) occupying done by the non-phasing stack's controlling player rolling a die.
that port and/or not at war with any corps in the port area that can If a 1 or 2 is rolled, the non-phasing stack evades combat and is
be transported, then the stack must leave that blockade box during retreated according to the naval retreat after combat rules (see
its sequence of the Naval Phase. 6.3.5.1-treat the evading side as if it were the loser of a combat
6.2.7.2: If a blockade box is occupied, a stack may enter or leave and the attacking side as if it were the winner).
the port without interception if not at war with any of the major 6.3.2.2: There are no political points for a successful evasion.
powers with fleets in the blockade box. However, a fleet not at war 6.3.3 NAVAL COMBAT PROCEDURE:
with any major power's fleet in the blockade box may be 6.3.3.1 DETERMINING THE WIND GAUGE: If combat is
intercepted if transporting a corps of a major power that is at war to take place, the "wind gauge" must be determined. A stack
with the blockading stack (or portion of the stack-see 6.3.1.2). attacking in a port combat, and blockading fleets combatting
6.2.7.3: Fleets of a major power that are at war with blockading fleets exiting that blockade box's port automatically have the
fleets may enter or leave that port but may be intercepted by the wind gauge. In all other cases each side rolls one die, adding one
blockading enemy major power's stack (see 6.2.3.2. 1). Stacks to the result if that side contains a British fleet and adding a
entering a blockade box that win any interception combats, may further one if NELSON is present. Notwithstanding these
then proceed into the port or out to sea (see 6.2.3). modifiers, a 6 is the maximum modified result. If the net rolls
are equal, there is no wind gauge and combat is resolved
[ 6.3 ] THE NAVAL COMBAT STEP: These same rules apply simultaneously. In any other case, the higher die roll gains the
to naval combats caused by interception (see 6.2.3) or by initiation wind gauge and conducts its attack first, removing losses
(see 6.2.4). inflicted on the opponent before the opponent replies.
6.3.1 WHO MAY FIGHT: If enemy fleets of more than one 6.3.3.2 NAVAL COMBAT RESOLUTION: Each side rolls
major power occupy a sea area, blockade box or port, only one one die, adding one if a British fleet is present on that side and
major powers's stack can be attacked (for this purpose, all major subtracting one if an Egyptian (See 12.12.2), Prussian and/or an
powers who have declared combined movement and are at war Austrian fleet is present on that side (these modifiers may cancel
with the attacker are considered to be one major power). Other each other if both are present in the same stack). The roll is
major powers in the sea area, blockade box or port can be ignored compared to the NAVAL COMBAT TABLE on the Game Card
(even with combined movement declared, if not at war with the and the result is the percentage (see the CASUALTY
attacker). PERCENTAGE TABLE on the Game Card) of that side's
6.3.1.1 NAVAL ATTACKER / DEFENDER number of ships, which number of ships the other side must
DETERMINATION: If there is more than one enemy major remove as losses.
power present, the "attacker" decides which will be the "defender." 6.3.3.3 NAVAL COMBAT IN A PORT: If combat occurs in a
The attacker box) attack the is the phasing side if 6.2.4 applies or port, the "harbor defenses" (see the map for harbor defense
the non-phasing intercepting side if the combat is caused by an values printed in each port's blockade box) attack the phasing
interception (see 6.2.3). The defender (at the attacker's option) major power's fleet(s) first, using the NAVAL COMBAT
comprises any one defender's stack that is present. TABLE on the Game Card with an unmodified die roll. Treat
6.3.1.2 WHO IS AN ENEMY: A stack may only attack another the harbor defense value number the same as if it were that many
stack if at war with the major power owning that stack, if at war ships for the combat. There must be a garrison in the port city
with a major power owning corps being (or that could be) that is at war with or denied access to (see 6.3.1.3 for these
transported by fleets of that stack or more of the fleets involved in situations) an entering stack in order to use the harbor defenses.
combined movement. In the latter two cases, the attacker's stack If there is a multi-nation garrison in a port, the player with most
need not be at war with the major power owning the transporting controlled garrison factors decides if the port guns are used. If
fleets and if not, the attacker has the option to either: Gen 27/2 there’s an equal amount and they disagree, the port guns don’t
6.3.1.2.1: Attack without a declaration of war (no political point fire. If there is no garrison then the port guns do not fire. FIN &
loss for a declaration of war) although political points are still JJ The phasing major power's surviving ships then attack the
normally gained or lost for winning or losing the battle. enemy fleet(s) in that port. Finally, any surviving defending
6.3.1.2.2: Or, immediately declare war (even if operating under an ships make their combat die roll.
enforced peace period, which can be ignored in this case although 6.3.3.4 NAVAL COMBAT EXAMPLE: Great Britain and
the other restrictions in 4.2.2 still apply) Gen 25/4 and lose the France are at war. It is Great Britain's Naval Phase. Great
requisite political points (see 4.2. 1. 1) for each separate Britain moves NELSON and 3 fleets with 60 ships total into a
declaration of war. No allies may be called with these declarations sea area containing 3 French fleets with 31 total ships. First,
of war. Even if an enforced peace period is ignored, restrictions wind gauge is determined: Great Britain rolls a 2, which
4.2.2.1 and 4.2.2.2 still apply. Gen 27/2 becomes a 4 after adding modifiers for NELSON and British
6.3.1.3 ENEMY IN A PORT: A stack may attack an enemy stack fleets. France rolls an unmodified 5. France wins the wind
or a neutral stack that could carry enemy corps (they are in the gauge and fights first. France rolls a 5 on the Naval Combat
same land area and have announced combined movement) in a port Table. This means 20% of the number of French ships is inflicted
city controlled by a neutral major power. as ship losses on the British. 20% of 31 is 6 ships (on the
6.3.1.3.1: If the attacking stack is given access by the port's CASUALIY PERCENTAGE TABLE, crossgrid the 20% line with
controlling major power, the harbor defenses are not used. 20 factors and then with 11 factors and add together to get 6).
6.3.1.3.2: If denied access, the phasing stack can still attack, but Great Britain rolls a 2, which becomes a 3 after adding the
the port's controlling player may use the harbor defenses. No modifier for British fleets. This results in 8 French ship losses
declaration of war is required in this case, but 6.3.1.2.1 or 6.3.1.2.2 (60 British ships minus 6 ships lost = 54 ships or 20 plus 20 plus
can be applied. 14 factors on the 15% line of the CASUALTY PERCENTAGE
6.3.1.3.3: EXCEPTION: Even if the attacker has unconditional TABLE = 8) being suffered by the French.
access (see peace term C.5 and 10.3) and/or an earlier voluntary 6.3.4. NAVAL VICTORY AND POLITICAL POINTS:
access agreement with the neutral major power that garrisons the 6.3.4.1 DETERMINING VICTORY: A side that does not lose
port to enter the port, if the fleet(s) being attacked belong to the all of its ships and also loses less ships than the other side wins a
neutral major power holding the port, the harbor defenses are used naval combat and the other side loses it. If both sides have
(see 10.3.2 to determine who holds a city). surviving ships and losses were equal, the side that attacked
6.3.2 POSSIBLE EVASIONS: The major power upon which an loses the naval combat and the other side wins it. If a side loses
attack is declared may attempt to evade unless the attack is caused all of its ships but loses less ships than the other side a naval
by an interception or is in a port or blockade box. If the evasion is combat is a draw (this can happen in port combats).
unsuccessful a combat will be fought. If the evasion is successful, 6.3.4.2 POLITICAL POW CHANGES: The victor(s) of a
the phasing player may not then attempt to attack any other stack naval combat gains political points and the loser loses them
remaining in the area. (draws have no political point effects). One political point is
6.3.2.1: Every time the phasing major power intends to attack a gained or lost for each fleet of the defeated major power(s) used
stack, the non-phasing stack may attempt naval evasion. This is in that combat, up to a maximum of +/-3 political points.

10
6.3.4.2.1: If the victor was commanded by the NELSON leader, 6.3.5.3 BLOCKADE BOX RETREATS AND PURSUITS: If
they get +1 extra political point. the naval combat takes place in a blockade box the loser must
6.3.4.2.2: If the loser was commanded by the NELSON leader, retreat to that port, if and only if, the combat resulted from the
they lose -1 extra political point. movement of the loser's stack from that port, and in any other
6.3.5 NAVAL RETREAT AND PURSUIT: The survivors of one case must retreat in accordance with sea area retreat rules (see
side in a naval combat must retreat. Retreat moves are always 6.3.5.1). Pursuit is the same as a sea area pursuit. EXCEPTION:
made before pursuit moves and the retreat and pursuit moves of Since movement between a blockade box and its port is free (see
one naval combat must be made before the next naval combat is 6.2.1.2), the victor (even if the phasing side with all movement
resolved. expended) in a blockade box naval combat may be, if the port is
6.3.5.1 SEA AREA RETREATS AND PURSUITS: The naval friendly or with access permission, moved into the port
combat loser retreats all fleets that were in the combat to the one following the naval combat.
nearest unblockaded friendly (including an ally's port, with access 6.3.5.4 NAVAL RETREAT AND PURSUIT EXAMPLE:
permission and if the loser wishes to use it) port within seven Continuing the example from 6.3.3.4; as the French Player lost
movement points (losing player's choice if more than one possible (8 ships lost to 6) he must retreat to the nearest unblockaded
port is equally close). Some, none or all of the victorious fleet(s) friendly-controlled port within seven movement points or be
may pursue to follow the losing fleets and blockade that port. moved by the British to an adjacent sea area. Great Britain gains
6.3.5.1.1: If no eligible port is available, or at the loser's option, the 4 political points for the win (including +1 extra for NELSON),
loser retreats to any one adjacent sea area of the victor's choice (a and France loses 3 political points because the loser had 3 fleets.
sea area into which movement is not possible may not be selected). France decides to retreat to a nearby home nation port and Great
Retreating or pursuing fleets may not be intercepted. In this case Britain decides to follow up and blockade that port.
there is no pursuit and the victor remains in the area where the 6.3.6 CONSOLIDATION OF LOSSES: After ships lost in
combat occurred. combat are removed, excess fleet counters (those without ships)
6.3.5.1.2: A fleet may neither retreat nor pursue into or through a are removed from the map. No political points are lost for
sea area north of the ice line during winter or into or through the removing these empty fleets. If during naval combat or as a
Dardanelles sea area without the permission of the major power result of transfer, a fleet is left without ships, it is removed from
controlling Constantinople (if any). the map and must be repurchased during an Economic Phase
6.3.5.2 PORT RETREATS: If the naval combat takes place in a (see 8.5.4) to be brought back into the game. If NELSON is with
port, the attacking fleets (win or lose) must always retreat to the a stack in which all ships and fleets are eliminated by naval
port's blockade box, and the defending fleets remain in the port (no combat, NELSON becomes a prisoner of the other side in the
pursuit). naval combat.

7.0 THE LAND PHASE

[ 7.1 ] THE LAND PHASE SEQUENCE: At the beginning of already contains a depot (there is a limit of one depot per area-
this phase France announces when in the following sequence he EXCEPTION: see 7.2.2). Depots may be placed only in the
will be moving. The other major powers move in this order: following areas:
Russia, Turkey, Austria, Prussia, Great Britain, Spain. 7.2.1 DEPOT IN A FRIENDLY CITY AREA: A new depot
7.1.1 MINOR FREE STATE SEQUENCE: All land forces of may be placed in an area containing a friendly controlled
minor Free States move in the sequence of their controlling major unbesieged city, in that major power's territory.
power. 7.2.2 * DEPOT INSIDE A FRIENDLY PORT OR IN A
7.1.2 COMBINED MOVE SEQUENCE: In order for a major PORT AREA: Even if not itself a supply source or part of an
power to move in the sequence of another major power, those overland supply chain, a new depot may be placed in an area
major powers must be allies and must have announced combined containing an unblockaded friendly controlled port, provided
movement during the Political Phase. Combined movement is there exists a friendly unblockaded sea supply source (see 7.4.3)
conducted in the sequence of the ally who would have moved last to the port.
in the phase. 7.2.2.1: If such a port is besieged, then the depot is placed in the
7.1.3 LAND PHASE STEPS: Each major power sequence of the port city itself. This is the only case where the depot is
Land Phase is divided into Depot Creation/Removal, Land considered to be in a city rather than in the surrounding area.
Movement, Supply, Land Combat and Guerrilla Steps. Each player 7.2.2.2: Another, enemy depot could also be placed in the port
completes all these steps during his major power sequence before city's area while a depot is also in the port city itself. This is the
the next player commences his major power sequence. The player only case where two depots may be located in the same area
his sequence and his counters are described as "phasing" during (actually, one in the city and one in the area).
that time and all other players and their counters are called "non- 7.2.3 DEPOTS IN SUPPLY CHAINS: A new depot may be
phasing." After all major powers have completed their sequences, placed within two unblocked areas of an already existing (before
the Conquest Step is simultaneously resolved. this Turn) depot that is a supply source or which is part of a valid
supply chain.
[ 7.2 ] THE DEPOT CREATION/REMOVAL STEP: Major 7.2.3.1 SUPPLY SOURCE DEFINITION: A "supply source"
powers may remove any of their depots, destroying any garrisons is any unbesieged controlled city area in a major power s home
on a removed depot unless there is an unbesieged friendly nation or controlled minor country that is unoccupied by enemy
controlled or vacant city in that same area to which they can be forces and that contains a depot.
transferred. Major powers may then purchase and place new 7.2.3.2 SUPPLY CHAIN DEFINITION: A "supply chain" is a
depots, up to counter mix limits on the map at any one time, at the series of one major power's depots that are placed no more than
cost of one money point each. The same depots may be removed, two areas apart and lead back to a supply source of that major
then placed, etc. any number of times during the course of a game power.
as long as one money point is paid every time one is placed and the 7.2.3.2.1: A "valid" supply chain is one where the intervening
countermix limits are not exceeded-the same depot counter may be areas between any of a supply chain's depots are not blocked by
removed and then placed elsewhere (at a one money point cost) the presence of unbesieged enemy corps, garrisons, guerrillas,
during the same Depot Creation/Removal Step. Free State forces cossacks and/or freikorps (EXCEPTION: these enemy forces do
use the depots of their controlling major power. Depots may not be not block an area if that area also contains an unbesieged
placed in areas containing unbesieged enemy corps, guerrillas, friendly corps or garrison).
freikorps or cossacks (unless an unbesieged corps of the major 7.2.3.2.2: A valid supply chain may only be traced across sea
power placing the depot is also in that area) or in an area which areas via sea supply (see 7.4.3). A valid supply chain may be

11
traced across sea crossing arrows unless the surrounding sea area unbesieged enemy corps (not if the area contains only cossacks,
contains an enemy fleet(s). freikorps, guerrillas and/or garrisons).
7.2.3.2.3: Any portion of a supply chain that is not valid cannot be 7.3.2.2: Cossacks and/or freikorps are not required to cease
used for regular supply (see 7.4.2), although the invalid depots do movement when they enter an area containing enemy forces.
not have to be removed. 7.3.2.3: No counter may be moved into an area that would cost
7.2.3.3 SUPPLY CHAIN RESTRICTIONS: more movement points than the counter has remaining for use.
7.2.3.3.1: New depots as part of a supply chain may not be placed 7.3.2.4: Movement may be ended earlier-there is no requirement
in a minor neutral unless the major power is at war with the neutral to move any counter nor for any counter to expend its full
and may only be placed in the territory of another major power if movement allowance.
given access permission by, at war with, or having imposed victory 7.3.3 MOVING INTO CITIES-DETACHING/ABSORBING
condition C.5 (see 4.5.2) on that major power. FACTORS-GARRISONS: During a major power's Land
7.2.3.3.1.1: Supply can be traced over a territory owned by Movement Step, any non-artillery, non-feudal or non-
neutral major party but such an action is considered as insurrection corps may detach factors as garrisons at, or absorb
forcible access. (See 10.3.4 Forcible Access.) FIN army factors from, depots hnd/or unbesieged friendly or vacant
7.2.3.3.2: For a major power to place a new depot outside of its cities by reducing or increasing its strength, if the capacity is
own territory, an unbesieged corps of that major power must be in there. There is no movement point cost for doing this.
that area. 7.3.3.1 DETACHING/ABSORBING FACTORS
7.2.3.3.3: Depots from different major powers, even if allied, may RESTRICTIONS: Regular infantry and/or militia factors may
not combine to form one supply chain (including sea supply or not be detached or absorbed in an area containing enemy corps
invasion supply). outside a city.
7.2.4 * DEPOTS ON FLEETS: Depots may be placed on fleets,' 7.3.3.1.1: Minor Free State forces may only detach and absorb
for the provision of invasion supply (see 7.4.4). their infantry factors to and from cities and/or depots within their
own country.
[ 7.3 ] THE LAND MOVEMENT STEP: Major powers may 7.3.3.1.2: Detachments cannot empty a corps. All corps must
move any or all of their corps, cossacks, freikorps or guerrillas always contain at least one army factor to maintain the corps
during their sequence. Free State corps are moved at the same counter on the map-corps counters may be removed only due to
time by the controlling major power and are not limited to 5.2.3/5.2.4, 7.3.5, 7.4.1 or 7.5.5 and at those times.
movement within their minor Free State. Movement may be 7.3.3.2 CONVERTING ARMY FACTORS: Regular cavalry
restricted through other major powers' territory (see 10.3). and guard factors detached to serve as garrisons must be
Movement allowances may not be transferred from unit to unit nor converted to regular infantry factors for the remainder of the
may they be accumulated from Turn to Turn. game; artillery factors may not be detached.
7.3.1 GENERAL LAND MOVEMENT RULES: Each land 7.3.3.3 GARRISON FACTORS: Garrison factors can be
counter has a "movement allowance" consisting of a number of regular infantry and/or militia factors, represented by the
"movement points" that can be expended to enter new areas on the placement of garrison/strength counters of the appropriate
map. strength and type on the city or depot concerned. Each major
7.3.1.1 MOVEMENT ALLOWANCES: With corps bearing a power must use counters of its own color (see 1.2) for garrison
cavalry symbol (including Austrian light infantry), Austrian and purposes outside the major power's borders. The gray
Prussian freikorps and Russian cossacks the movement allowance garrison/strength counters must be used for minor Free States
is 5. For French corps (including French artillery) and French inside their own borders and may be also be used inside a major
controlled minor Free State corps having an infantry symbol and power's home nation territory to represent that major power's
having their 3 movement allowance number in parenthesis the garrisons if insufficient counters of the appropriate color are
allowance is 4. All other corps have an allowance of 3. Spanish available. This is why some small grey counters are militia.
guerrillas have a movement allowance of one area (regardless of 7.3.3.3.1: Cossack, freikorps and guerrillas factors (guerrillas
terrain). may not garrison depots) may also be used to form all or part of
7.3.1.2 FORCE MARCHING: Corps may increase their a city or depot garrison.
movement allowance by one movement point by "force marching." 7.3.3.3.2: Corps may form all or part of a city garrison without
Cossacks, freikorps, guerrillas, cavalry corps and disembarking detaching army factors, so that any types of army factors in such
corps may not force march. Gen 23/4 corps could also be a garrison.
7.3.1.3 LAND MOVEMENT COSTS: Each map area generally 7.3.3.4 CITY GARRISON CAPACITIES: A city's maximum
expends one movement point from a counter's movement garrison capacity is 5 times its supply value (e.g., a city with a
allowance to enter, although this varies in some areas, as follows: supply value of 4 - it has four spires on its map picture-may
7.3.1.3.1 Marsh or Mountain: Areas containing a marsh or a contain up to 20 army factors). A city may also hold any number
mountain cost 2 movement points to enter. of leaders (NOTE: leaders may only be moved into a city with
7.3.1.3.2 Crossing Rivers: It costs an extra movement point to corps counters, although they may remain there-must remain
enter an area across a river, if that area contains an unbesieged there if the city is besieged-after the corps counters are
enemy corps. There is no extra cost to move across a river if there eliminated).
is no unbesieged enemy corps counter(s) in the area. 7.3.3.5 DEPOT GARRISON CAPACITY: A depot's
7.3.1.3.3 Sea Crossing Arrow Movement: It always costs an maximum garrison capacity is 10 army factors.
extra movement point to use a crossing arrow. Corps, freikorps 7.3.3.5.1: All army factors/corps used to garrison a depot must
and/or cossacks may not use a crossing arrow if an enemy fleet be of the same major power as the depot.
occupies the surrounding sea area. 7.3.3.5.2: Controlled minor Free State factors may be used to
7.3.1.3.4 Cumulative Costs: These costs are all cumulative. For garrison any of its major power's depots only within the minor
example, movement across a river into a mountain area containing Free State's borders.
an enemy corps costs one movement point to cross the river, plus 7.3.3.5.3: A depot in a besieged port city (see 7.2.2) does not add
two more movement points since it is a mountain area, for a total any garrison capacity to the city-the port city/depot combination
of three movement points of the counter's movement allowance has the same capacity as just the city alone.
expended. 7.3.4 MOVEMENT FROM CITIES: If a phasing major power
7.3.1.4 FORAGING WHILE MOVING: Although the rules are has corps, cossacks, freikorps and/or guerrillas inside a city
covered in the Supply Step, foraging (see 7.4.1) is performed while which is not being besieged, they may be moved directly out of
corps are being moved. that city into the area surrounding the city and/or continue
7.3.2 LAND MOVEMENT PROCEDURES: Each counter is normal movement into adjacent areas (if permissible). Moving
moved individually. from a city into its area (or vice-versa) expends no movement
7.3.2.1: A corps must cease movement when it consumes its points.
movement allowance or when it enters an area containing an 7.3.5 * LANDING FROM SHIPS-"DISEMIBARKING":
Corps being transported on fleets at sea (see 6.2.5) must be

12
"disembarked" into any adjacent land area during their Land these declarations of war. These major powers are now classed
Movement Step or be eliminated. Corps being transported on fleets as the "defenders" and fight the combat as one force.
that moved into a port must disembark in the port's area. When 7.3.8.4 STEP FOUR: All major powers not at war with the
disembarking from fleets located in a blockade box, corps must attacker (except the attacker and his allies at war with the
land in the area containing that blockade box's port. Disembarking defender and factors in cities or on depots) must now leave the
exhausts a corps, entire movement allowance for all purposes, and area, moving to any adjacent area that, if possible, is closer or at
counts the same as having crossed a river for purposes of any least as close to their source of supply as the area they leave.
combat in that area during the disembarking player's sequence (see 7.3.8.5 STEP FIVE: Now the second combined movement ally
7.5.2.7.1). If an area contains a friendly port that is besieged, (if there is one) follows the procedures outlined in Steps 2-4 but
counters may be considered to be disembarked directly into the may not enter an area containing forces of the first ally unless it
port (if there is room) or into the port's area, as the controlling is an area where no attack has been declared or the second ally is
player desires. Gen 23.4 at war with all the defending major powers in that area. This ally
7.3.6 MOVING INTO AN ENEMY DEPOT AREA: now becomes an attacker (joining the first ally in the attack).
7.3.6.1 UNGARRISONED DEPOT AREA: If during movement 7.3.8.6 STEP SIX: Repeat Step 5 until all the combined
a corps, cossack, freikorps or guerrilla moves into an area movement allies have moved. Now every ally of the phasing
containing an ungarrisoned enemy depot, it may elect to destroy major power(s) who is in an area where an attack has been
the depot. If it does destroy the depot and ends its movement in declared and is at war with all the defending major powers may
that area, then having destroyed the depot counts as having stay and participate as an attacker. Otherwise they must leave the
successfully foraged for supply (with no loss) for that one corps area, moving to an adjacent area closer to their sources of
counter. An alternative to destroying a depot is to convert (remove supply.
the enemy depot and replace it with one of the entering power's 7.3.8.7 STEP SEVEN: This will now leave just two forces in
depots-there is no money cost for this conversion) it to a friendly every area where an attack has been declared, the attacking force
depot if that would make it a supply source or an extension of a (the original attacker and his allies) and the defending force (as
friendly valid supply chain (see 7.2.3). found in Step 3). Garrison army factors (including those on
7.3.6.2 GARRISONED DEPOT AREA: If an enemy depot is depots) of a major power that is not involved in the combat may
garrisoned, the player controlling the garrison factors has the remain in the area but are ignored for combat purposes.
option of immediately destroying the depot before the moving
force chooses whether to leave the area (if permissible) or to stay [ 7.4 ] THE SUPPLY STEP: Only corps and besieged forces
and fight. If the garrison does not elect to destroy the depot and the must be supplied. Leaders and unbesieged cossacks, freikorps,
phasing force chooses to stop its movement and fight, the depot guerrillas and garrisons do not need supply.
may be captured after land combat (see 7.3.6. 1) and destroyed or 7.4.1 FORAGING: "Foraging" represents living off the country.
converted (but not used for supply this major power's sequence- When a corps ceases movement it may elect (or be forced) to
also see 7.5.2.14). If the garrison destroys the depot, the garrison "forage" rather than use depot supply. If it has force marched, or
surrenders or all or part (if city cannot hold all-the part not moved is four or more areas from the nearest depot in a friendly valid
to the city will surrender) can be moved to an unbesieged friendly supply chain, not adjacent to an invasion supply depot and/or
controlled or vacant city in that same area, at the owning player's supply source or no money is available for depot supply then it
option. must forage for supply.
7.3.7 MOVING INTO COMBAT: 7.4.1.1 FORAGING PROCEDURE: A die is rolled for each
7.3.7.1 ENEMY CORPS OR CITY GARRISON IN AREA: If foraging corps as it completes movement (but after resolving any
during movement a corps moves into an area containing enemy 7.3.8 procedures that may be caused by its movement). This die
corps not in a city, the corps must cease movement and declare an roll is modified as in 7.4.1.2, if any modifiers apply. The
attack. If enemy corps and/or garrison factors are in a city the modified die result is than compared with the forage value of the
phasing corps may continue movement or stop movement and area with the lowest forage value of all the areas passed through
besiege (see 7.5.4) or not, as the owning player desires. If he or stopped in, not counting the area in which the corps started
decides to besiege the enemy corps and forages for supply, the (unless the corps did not move and remained in one area), during
foraging die roll is not reduced due to unconsumed movement its Land Movement Step. If the modified die result is equal to or
points (see 7.3.2). If any friendly forces in an area besiege enemy less than this forage value, there is no effect. For each modified
forces then all friendly forces in that area (except depot garrisons) die point above the forage value, the corps must lose one army
must besiege the enemy forces. factor.
7.3.7.2 ENEMY COSSACK, FREIKORPS OR DEPOT 7.4.1.2 FORAGING MODIFIERS: When the die is rolled for a
GARRISON IN AREA: If a corps ends its movement in an area foraging corps, the following cumulative modifiers may apply:
containing an only enemy cossacks, freikorps and/or depot 7.4.1.2.1 Other Corps In The Area: For each other unbesieged
garrison factors it must declare an attack. A corps may move corps in the area it currently occupies, whether that major
through such an area without stopping or declaring an attack. power's or not (including friendly and enemy corps and corps
7.3.8 * DECLARATION OF COMBAT AND COMBINED which have, and corps which have not, already moved during
MOVEMENT: To avoid problems when moving into combat the this step), +1 is added to the result of the die, up to a maximum
following step sequence must be followed whenever moving into of +2. NOTE: This does not include corps that leave the area as a
an area containing two or more forces or when using combined result of the 7.3.8 procedures.
movement (see 4.9). 7.4.1.2.2 Unused Movement Points: For each movement point
7.3.8.1 STEP ONE: All allies who are using combined movement, the corps did not use, one is subtracted from the die.
although moving in the same major power sequence, must decide EXCEPTION: The die is not modified due to unused movement
in which order they will move within this sequence. If agreement points if the corps is besieging or plans to besiege enemy forces
cannot be reached, let competitive die rolls decide. in the area.
7.3.8.2 STEP TWO: The phasing major power (the first ally in the 7.4.1.2.3 Force Marching: If the corps force marched, +1 is
case of combined movement) moves all his forces normally and added to the die roll.
must declare an attack against all field forces (corps that have not 7.4.1.2.4 Winter: If it is winter +2 is added to the die roll unless
moved into cities or cossacks, freikorps and/or depot garrisons in the corps is not in the "winter zone" (see 9.0).
the last area entered) with which he is at war, in each area that also 7.4.1.2.5 In Own Territory: If the corps did not move into an
contains his field forces. area outside the major power's territory this Turn and is not now
7.3.8.3 STEP THREE: Major powers who have field forces in an in such an area, -1 is subtracted from the die roll. Gen 25/4
area in which a combat has been declared against an ally, may now 7.4.1.3 FORAGING LOSSES: The factor or factors removed
declare war (if not already at war and if not restricted-see 4.2.2) on for foraging losses may be any in the corps of the controlling
the attacker, losing the appropriate political points (see 4.2.1.1 - player's choice, with these restrictions:
record on the POLITICAL STATUS DISPLAY on the Status 7.4.1.3.1: Any factors that were part of the corps during its
Card) per separate declaration of war. No allies can be called for movement are eligible to be used for forage losses. If possible,

13
forage losses must come out of the factors actually in the corps 7.4.3.4 PORT CITY SUPPLY: Depots may be constructed in
when movement is completed. an unblockaded friendly controlled port even if besieged
7.4.1.3.2: Corps counters may be removed as a result of forage provided there exists a friendly unblockaded sea supply source
losses only if all factors that were part of the corps during its (see 7.2.2).
movement are lost to foraging. If only one factor remains after 7.4.3.4.1: This allows forces in that port to live off sea supply
foraging losses are removed, that factor must be in the corps and (rather than besieged supply).
the corps counter must be left on the map. For example, a corps 7.4.3.4.2: This is the only case where depots are considered to be
with three regular infantry factors detaches two of these factors inside the city, rather than in the surrounding area.
into a city in an area passed through and then rolls a loss of two 7.4.3.4.3: At the end of a player's Movement Step a depot in a
factors while foraging. Since the corps can only be removed if all port city is moved into the surrounding area if the city is no
factors are lost, the two detached factors would have to be the ones longer besieged. If there is already an enemy depot in the
lost. If the corps had started with five factors, the two forage losses surrounding area, the enemy depot is destroyed.
would come out of the corps (leaving one factor in the corps) and 7.4.3.4.4: A depot in a port city is immediately removed when
the two detached factors would remain in their city. If the corps there is no longer an unblockaded sea supply source.
had started with four factors, one of the forage losses would have 7.4.3.4.5: A depot in a port city may be immediately destroyed
to come out Of the corps (leaving one factor in the corps) and the or converted to a friendly supply depot (if it would then be part
other loss would have to be one of the detached factors. of a valid supply chain) and moved into the surrounding area
7.4.1.3.3: If all corps counters in an area are removed due to when the forces in the city accept honors of war, surrender,
foraging losses, any leaders with the removed corps are and/or are eliminated.
immediately removed from the map. They may be returned to the 7.4.4 INVASION SUPPLY: A depot may be constructed on a
map during any later Army Reinforcement Step (see 5.3). fleet of the same power as the depot Gen 25/4 in a sea area and
7.4.2 REGULAR (DEPOT) SUPPLY: After the movement and used to provide supply for all corps and/or besieged port city
foraging of corps is complete, any corps which did not forage must garrisons into all adjacent land areas (but not beyond) at the
now pay for supply. Depot supply, while costing money prevents normal depot supply money point costs. Although this is
army factors being lost. Paying for depot supply is as follows: normally used to supply disembarking corps, it can be used
7.4.2.1 PAYING FOR DEPOT SUPPLY: Any corps in a depot without the need for an actual "invasion" (disembarking corps).
area or which can trace an unblocked route to a depot may use 7.4.4.1: Invasion supply can only be used if an unblockaded
depot supply. Besieged port city garrisons (regardless of size) may friendly controlled port that is a supply source or contains a
also use depot supply (see 7.4.3 and 7.4.4). The costs for all corps depot that is part of a valid supply chain exists from which
and separate garrisons are summed and any fraction rounded up, supply can be traced to the fleet.
that amount then being deducted from that major power's current 7.4.4.2: If the fleet containing the depot should move for any
monetary total. A major power may not use depot supply for a reason, the depot is lost.
corps if it doesn't have enough money to pay the cost and such 7.4.4.3: Invasion supply does not allow reinforcements to be
corps must instead forage for supply. placed, nor can it be a link in a chain of supply-it only directly
7.4.2.1.1 Corps Depot Supply: A corps in the same area as a supplies corps in adjacent land areas.
depot being part of a valid supply chain costs half a money point to 7.4.4.4: No more than one depot for invasion supply may be
supply. Other corps up to 3 unblocked areas away from a depot placed in any one sea area.
pay the number of areas they are away from a depot in a valid 7.4.4.5: Invasion supply is not possible in a sea area north of the
supply chain in money points. For example, a corps 3 areas away ice line during winter months.
pays 3 money points to get supply. The route through intervening 7.4.4.6: If the route from the port to the fleet must go into or
areas traced from a corps to a depot may not be blocked by forces through the Dardanelles sea area, the permission of the major
(same rules as for blocking a supply chain (see 7.2.3.2.1). power controlling the area (if any-see 10.7) is required.
7.4.2.1.2 Besieged Port Garrison Depot Supply: Besieged port 7.4.5 BESIEGED SUPPLY: Unless eligible for sea or invasion
city garrisons using sea supply through a depot in the port city cost supply, besieged garrisons and corps must check for supply by
half a money point per garrison to supply. Besieged port city the foraging method, using the city supply value (which equals
garrisons using invasion supply cost one money point per garrison the number of spires in the city picture) rather than the forage
to supply as they are in an adjacent area. value of the area containing the city.
7.4.2.1.3 Winter Depot Supply Cost Increases: All costs are 7.4.5.1 BESIEGED SUPPLY DIE MODIFIER: The foraging
doubled in winter for corps or garrisons within the winter zone die roll modifiers are not used for besieged supply. Instead, for
(see 9.0). every full 5 army factors in the besieged city (regardless of
7.4.2.2 ALLIED DEPOT SUPPLY: Major powers may have whether the factors are part of a corps or merely a garrison) +1 is
their forces live off the depots and/or supply chains of their allies, added to the die, to a maximum of +2. For example, a city with
but those allies must pay the costs involved. Naturally, permission 5-9 army factors would have +1 added to the die roll. No other
is required for this. modifiers apply.
7.4.3 * SEA SUPPLY: All or a portion of supply chain can be 7.4.5.2 BESIEGED FORAGING LOSSES: For each point of
validly traced across sea areas. the die roll over the city supply value, one army factor of the
7.4.3.1 TRACING SEA SUPPLY: In order trace supply across besieged garrison and/or corps is lost. If all the besieged army
sea areas there must be one of a major power's depots in each of factors are lost, any besieged leaders become the prisoners of the
the two friendly controlled ports or port areas between which besiegers and the besieging forces may immediately detach
supply is to be traced. At least one of these ports must contain a factors to control the city. NOTE: Unbesieged corps in a city use
fleet(s) of the major power and/or an ally and that port must be a the forage value of the area in which they are in, not the city
supply source or be able to trace a valid supply chain via depots to supply value.
a supply source. Neither port may be blockaded. If these 7.4.5.3 BESIEGING FORCES: Besieging forces may live off
conditions are fulfilled, the ports are valid links in a supply chain. regular supply or forage. If they forage they are considered to
The effect of this is as if the depots were in adjacent areas have spent their full movement allowance before dicing for
(regardless of the number of sea areas actually between them) for supply and use the area supply value and normal modifiers. This
all purposes including placement of reinforcements. occurs even if it is the first Turn of the siege.
7.4.3.2 BLOCKING SEA SUPPLY: Apart from fleets in the [ 7.5 ] THE LAND COMBAT STEP: At the end of all
blockade boxes of ports used for sea supply, enemy fleets do not movement and supply in a player's sequence the land combat
interrupt such a sea supply chain. procedure commences.
7.4.3.3 DARDANELLES/ICE LINE SUPPLY EFFECTS: Sea 7.5.1 GENERAL RULES OF LAND COMBAT: If at the end
supply may not be traced into or through the Dardanelles sea area of all movement of the phasing major power, enemy forces
without the permission of the major power controlling (excluding guerrillas-see 10.1.1.3) occupy the same area as its
Constantinople (if any) nor into or out of an area north of the ice corps, freikorps or cossacks, the phasing major power must
line during winter months.

14
attack in those areas (also see 7.3.7 and 7.3.8). The phasing side is withdraws. To be successful the die roll must be less than or
the "attacker" and the non-phasing side is the "defender." equal to the appropriate strategic rating.
7.5.1.1 DEFENDER RETIREMENT INTO CITY: Any forces 7.5.2.5.2.1: If the opposing side has chosen "Probe", the
or portion of forces upon whom an attack is declared may withdrawal is automatically successful and no die roll is
immediately retire into any friendly controlled or vacant, and necessary.
unbesieged city in that area but not so as to exceed that city's 7.5.2.5.2.2: If some other chit has been chosen by the
garrison capacity attacker then the defending player rolls a die, comparing
7.5.1.1.1: If there are several defending major powers wishing to the result to his commander's strategic rating (see 10.6.1.1
retire into the city than agreement must be reached on who shall for determining a commander)..If he has no commander,
retire into the city. If no agreement can be reached, then none may each corps must be diced for separately, comparing the
retire. roll to its intrinsic strategic rating. These strategic ratings
7.5.1.1.2: If they all do so retire, the attackers may, if desired, be may be modified by notes on the OPERATIONAL
placed on top of the forces and a siege occurs. POSSIBILITIES CHART on the Game Card. Cossacks
7.5.1.1.3: If any portion of a defending force does not retire into a and freikorps that are with corps attempting to withdraw
city, the attack continues against that portion. may attempt to withdraw with them using the rules in
7.5.1.1.4: A city must be able to hold all of the factors of entire 10.1.2.2.3 for their withdrawal. Guerrillas do not need to
corps that move in (plus any other factors that may be in or moved withdraw. Also see 7.5.2.12.2 for withdrawing from an
into the city). outflanking force.
7.5.1.2 WHO MAY PARTICIPATE IN LAND COMBATS: All 7.5.2.5.2.3: Each corps which withdraws is retreated by
corps, cossacks, freikorps, depot garrisons, and attacking guerrillas the method given in Retreat after Combat (see 7.5.2.10.3),
in an area participate in field or trivial combat in the area. Forces except that the retreat is conducted by the controlling
inside cities are not included in field or trivial combat (they may player. There is no pursuit. If any corps, depot garrison
only attack or be attacked via siege combat, see 7.5.4). and/or cossack and/or freikorps remains, the combat is
7.5.1.3 GENERAL SEQUENCE OF LAND COMBATS: All fought on the combat tables found on the
field, limited field and/or trivial combats may be resolved in any OPERATIONAL POSSIBILITIES CHART.
order at the phasing player's option. After a combat is completed, 7.5.2.6 STEP SIX-REVEAL FORCES/MORALE LEVELS:
the phasing player's forces may immediately occupy and/or detach Both players reveal their forces and determine their final morale
factors to occupy any friendly-controlled or vacant city in the area levels.
subject to usual restrictions (see 7.3.3). The phasing player's forces 7.5.2.6.1 Determining Morale Levels: Morale levels represent a
then conduct all siege combats (this can include forces which just force's "morale", and the higher the number the better. "Base
took part in a field or trivial combat-see 7.5.4) in any desired morale levels" can be calculated by one of two methods. Players
order. should decide before the game begins which method to use for
7.5.2 FIELD COMBAT PROCEDURE: Field combats simulate their game. Also see the NATIONAL MORALE VALUES
open-field battles. Individual field combats may be resolved in any CHART on the Game Card.
order determined by the phasing player, and may be intermixed 7.5.2.6.1.1 Method One: The base morale level is
with any limited field and/or trivial combats. A combat in one area calculated by adding up the products of the number of
must be completed before commencing another combat. A army factors having the same morale value, and dividing
complete example of a field combat is found in 7.5.2.15. Each this total by the total number of army factors and
individual field combat occurs in the following order: rounding up to the next tenth of a point. Guerrillas,
7.5.2.1 STEP ONE-SELECTION OF CHITS: Both players freikorps and cossacks may be included in combat with a
select an Operational Possibilities chit. There are different chits for morale value of 1.0. Militia are included with a morale
the attacker (gray) and the defender (white). An outflank chit may value of 2.0. Artillery are included with the morale of the
be chosen only if a force consists of at least two non-artillery corps major power's regular infantry. Guard infantry have a
and has a leader. morale value of 5.0. Other infantry and cavalry have their
7.5.2.2 STEP TWO-OUTFLANK ANNOUNCEMENT: Each morale values indicated on the back of their corps
player declares whether or not he has picked the outflank chit. If counters. For example, if a force of 51 total army factors
both players or neither player picked the outflank chit, or if the has 21 factors at morale 3.0, 20 factors at morale 4.0 and
attacking player picked the outflank chit and the defending player 10 factors at morale 5.0 this is: 21 times 3 plus 20 times 4
picked the cordon chit skip Step 3 and go directly to Step 4. plus 10 times 5 = 193 divided by 51 factors=3.784 which
7.5.2.3 STEP THREE-DIVIDING AN OUTFLANKING rounds to a base morale level of 3.8.
FORCE: The player who picked the outflank chit must divide his 7.5.2.6.1.2 Method Two: Method One for the
forces into a "pinning" and an "outflanking" force. determination of the base morale level of a force can be
7.5.2.3.1 Pinning Force Composition: The player designates part involved and almost certainly involves the use of a pocket
of his force (at least one non-artillery corps plus all leaders, all calculator. Therefore, we offer this simpler (and faster)
garrison factors on depots, artillery factors and attacking guerrillas) alternative; first, determine the "primary component" of
as the "pinning force" before the other side reveals its tactical chit- the force. This will be that major power with the most
only these will fight until the arrival of the outflanking force. corps present, including controlled minor Free State corps
7.5.2.3.2 Outflanking Force Composition: The rest, comprising (with equal numbers of corps present, the primary
of at least one corps plus all cossacks and/or freikorps, are component is that major power with the lowest basic
considered to be "moving around the flank" and are not included morale). The "basic morale" of this primary component
for combat purposes (which includes cavalry superiority-see provides the base number for determining the base morale
option 12.3.3.1) until they "arrive." EXCEPTION: They are level of the whole force. The basic morales are: Great
included for determination of the base morale levels (see 7.5.2.6). Britain-4.5; France-4.0; Russia, Austria and Prussia-3.5;
7.5.2.4 STEP FOUR-REVEAL CHITS: Both players now reveal Spain and Turkey-3.0 (also see the NATIONAL
their chosen chits, and cross-index their operational possibilities MORALE VALUES CHART on the Game Card). The
chits on the OPERATIONAL POSSIBILITIES CHART on the basic morale is increased by + 0.1 for every guard factor
Game Card. If the defender did not choose "Withdraw", skip Step and reduced by 0.1 for every militia, cossack, freikorps,
5 and go directly to Step 6. guerrilla, feudal or minor Free State infantry or cavalry
7.5.2.5 STEP FIVE-RESOLVE WITHDRAWALS: Any player factor with a morale value of 2.0 or less (see the backs of
who chose "Withdraw" now dices to see if his force does the minor country corps counters) in the force, even if not
withdraw. in the primary component. The basic morale may not be
7.5.2.5.1 Withdrawal Avoids Battle: If the entire force does increased by more than a net +0.5 nor decreased by more
withdraw, skip Steps 6-13 and go directly to Step 14. than a net 1.0. This is the base morale level of the force.
7.5.2.5.2 Withdrawal Procedure: If a player has picked the For example, Austria has an army composed of 3 Guard,
"Withdraw" chit, he dices to determine if he successfully 28 regular infantry and 6 militia. Its basic morale is 3.5

15
plus 0.3 (3 Guard factors) minus 0.6 (6 militia factors 3.2 7.5.2.7.3.3 Desert Modifiers: In desert areas the morale
base morale level. level is increased by +1 for both sides (eg., combat table
For our game we will use Method One only. 2-2 becomes 2-3).
7.5.2.6.2 Final Morale Levels: The final morale level for each day 7.5.2.7.3.4 Marsh Modifiers: In marsh areas the casualty
is the base morale level minus 0.5 for each succeeding day of the level is decreased by 1 and the morale level is increased
combat after the first and any modifiers indicated on the by +1 for both sides (eg., combat table 2-2 becomes 1-3).
OPERATIONAL POSSIBILITIES CHART on the Game Card. 7.5.2.8 STEP EIGHT-GUARD AND ARTILLERY USE
The final morale level is the point at which the force will break. (OPTIONAL): Guard commitment and artillery bombardments
For example, a force with a base morale level of 3.2 will also use (see options 12.3.4 and 12.3.5), now take place in the order
that figure for its final morale level on the first day of a combat. guard commitment followed by artillery bombardment, if
On the second day of a combat, the final morale level will be 3.2 relevant.
minus 0.5 equals 2.7 7.5.2.9 STEP NINE-COMBAT RESOLUTION: The opposing
7.5.2.6.3 Reveal Forces: Both sides simultaneously reveal corps players each throw one die each and crossgrid their modified
identities, the exact size and composition of their forces and their rolls on their respective combat tables on the COMBAT
final morale levels. RESOLUTION CHART for each round, applying the result.
7.5.2.7 STEP SEVEN-FIND COMBAT TABLES: The Combat is considered to be conducted simultaneously so both
OPERATIONAL POSSIBILITIES CHART refers each player to a forces take their losses at the same time.
series of three sets of combat tables on the COMBAT 7.5.2.9.1 Die Roll Modifiers: See 10.6.1 for determining
RESOLUTION CHART (both on the Game Card). One combat commanders and their tactical ratings. The die roll is modified
table is used per player per round for the three rounds for which a by commander differences. Use the COMMANDER CHART
combat day lasts. The attacker uses those tables designated by A in on the Game Card and crossgrid the opposing commander's
the OPERATIONAL POSSIBILITIES CHART. The defender uses tactical ratings to find the modifiers. For example, if the
those tables designated by D. For example, if the attacker selected attacking commander's tactical rating is 4 and the defending
the echelon chit and the defender selected the counterattack chit, commander's tactical rating is 3, the attacker's die roll is
the attacker's combat tables would be 1-2 (first round), 3-4 (second modified by + 1. Any optional modifier (see 12.3.3. 1) is
round) and 2-4 (third round) and the defender's combat tables cumulative with the commander modifiers, although the
would be 3-1, 4-1 and 2-1. Each combat table is identified by two maximum cumulative modifier can never exceed +1.
numbers (ie., 3-1 ). The first number represents the casualty level 7.5.2.9.1.1: Commander tactical ratings are recalculated
and the second number represents the morale level of the combat after every round of combat (they can change if
table and these levels are cross-indexed on the COMBAT reinforcing corps or a new reinforcing commander arrive).
RESOLUTION CHART to find the combat table used for a round 7.5.2.9.1.2: If desired, a player may declare at the start of
of combat. For example, the 1-5 combat table is the one located in a combat round that his commander's tactical rating is less
the lower left-hand corner of the COMBAT RESOLUTION than it actually is for purposes of determining the die roll
CHART. modifiers on the COMMANDER CHART.
7.5.2.7.1 River Crossing Combat Tables: If any of the attacking 7.5.2.9.2 Percentage Loss-Types of Casualties: The percentage
forces have crossed a river, a crossing arrow and/or disembarked loss (%LS) result is the percentage (see the CASUALTY
from at sea to enter the combat area then the river sections (found PERCENTAGE TABLE on the Game Card) of that side's
only in the assault, escalated assault, echelon and probe columns number of army factors which the other side must remove as
on the cordon line) of the OPERATIONAL POSSIBILITIES losses. Losses incurred may be taken in any fashion within the
CHART are used where appropriate for the first day's combat. If following conditions:
combat continues into a second day, then the normal sections are 7.5.2.9.2.1: Where possible, militia casualties may be
used. taken only until (not including) the round in which the
7.5.2.7.2 Outflanking Tables To Use: Until the outflanking force cumulative morale loss of the army equals or exceeds 2.0.
arrives, the first set (labelled 1st) of combat resolution tables on 7.5.2.9.2.2: In the round in which a side breaks, one of its
the OPERATIONAL POSSIBILITIES CHART are used, with the losses must be cavalry (any type-regular, feudal, cossack
percentage losses caused by the outflanking side being based on or freikorps), if possible.
the pinning force army factors only. Once the outflanking force 7.5.2.9.2.3: Factors that become casualties in one combat
has arrived the second set labelled 2nd) of combat resolution tables round may not be used in later rounds.
are used with each army factor in the outflanking army factors of 7.5.2.9.3 Morale Loss: The "morale loss" ("MRLS") is
the force counting as two army factors for the purpose of subtracted from the other side's final morale level. These are
determining percentage losses. For example, an outflanking accumulated from round to round.
attacker has a pinning force of 20 factors with a 10 factor 7.5.2.10 STEP TEN-VICTORY AND DEFEAT: When a force
outflanking force and faces a defender who chose the counterattack is eliminated or its total morale loss reaches or exceeds its final
operational possibilities chit. In the first combat round, the morale level it breaks, may be pursued and must retreat (unless
attacker would have 20 factors on the 2-1 combat table and the totally eliminated). The combat is over and no further combat
defender would use all defending factors on the 2-3 combat table. rounds are resolved. This may occur at the end of any round.
Assume that the attacker loses 4 factors in the first combat round Skip this step and go to Step 11 if the field combat continues. If
and that the outflanking forces arrive (see 7 5.2.12) for the second the combat is over, perform this step, then skip to Step 14.
combat round. For the second combat round, the attacker would 7.5.2.10.1 Winning a Field Combat: A major power wins a
have 16factors (left from the pinning force) plus two times 10 field combat when the enemy side or an enemy pinning force
factors in the outflanking force equals 20 factors for a total either breaks or is completely eliminated.
attacking force treated as 36factors on the 4-4 combat table and the 7.5.2.10.1.1 "Breaking": When a side's total morale loss
defender would use all surviving defending factors on the 3-1 equals or exceeds its final morale level, it "breaks"
combat table. (retreats from the field) and combat ceases after that
7.5.2.7.3 Combat Table Modifiers: These combat table may be round has been completed. In the round in which a side
cumulatively modified by terrain effects in the area where numbers breaks, at least one of that side's losses incurred must be
a field combat occurs, although the casualty and morale level cavalry (this includes Cossacks and freikorps), if possible.
numbers may never be modified above 5 nor below 1 regardless of 7.5.2.10.1.2 Pinning Force Defeat: If a pinning force
the modifiers that apply. These modifiers are: breaks or is eliminated before the outflanking force
7.5.2.7.3.1 Forest Modifiers: In forest areas the casualty "arrives", the whole side (including the outflanking force)
level is decreased by 1 for both sides (eg., combat table 2-2 is considered to be broken and may be pursued.
becomes 1-2). 7.5.2.10.1.2.1: If the pinning force is eliminated
7.5.2.7.3.2 Mountain Modifiers: In mountain areas the before the outflanking force "arrives", all enemy leaders
attacker's casualty level is reduced by 1. present are captured by the victor and the outflanking
force is broken and may be pursued.

16
7.5.2.10.1.2.2: If a pinning force is eliminated, any excess capital city. The depots discussed here are those of the
casualties caused to that side go on the outflanking force. losing force. Gen 27/2
7.5.2.10.1.3 Political Points For Winning/Losing Field 7.5.2.10.3.2: A retreating force may never be split up.
Combats: The victor now gains political points and the loser 7.5.2.10.3.3: If the area retreated to contains an
loses them, recorded on the POLITICAL STATUS unbesieged enemy corps, cossack, freikorps or depot
DISPLAY on the Status Card). Half a political point is garrison, the force is retreated one more area (same rules
gained or lost for each corps of the defeated side (rounding as 7.5.2.10.3. 1), etc., until an open area is reached.
fractions up) used during any round of that combat (this 7.5.2.10.3.4: Retreat across a crossing arrow or onto ships
includes corps in outflanking forces that never arrive, but is not permitted.
not reinforcing corps that do not arrive) up to a maximum of 7.5.2.10.3.5: A force may not retreat into the same area
+3 political points. For this purpose a single corps which twice in the same retreat.
begins or reinforces a battle with more than 20 factors in it 7.5.2.10.3.6: A force must surrender (An army factors and
is treated as 2 corps. leaders in the force become prisoners) if no retreat route is
7.5.2.10.1.3.1: If the victor was commanded by the available.
NAPOLEON leader, they get one extra political point. 7.5.2.10.4 Unusual Field Combat Results: Sometimes field
7.5.2.10.1.3.2: If the loser was commanded by the combats may have unusual conclusions.
NAPOLEON leader, they lose two extra political points. 7.5.2.10.4.1 Break and Eliminated: If a side's forces break
7.5.2.10.2 Pursuit After Combat: When a side breaks, the victor in the same combat round in which the enemy forces are
may launch a "pursuit" using the victor's cavalry factors. Pursuit completely eliminated (or a pinning force is eliminated
procedure is as follows: before the outflankers arrive) then the broken major
7.5.2.10.2.1 Pursuit Class: The "pursuit class" is determined power wins the combat and does not retreat (an
from the PURSUIT CLASS TABLE on the Game Card by outflanking force whose pinning force was eliminated
crossgridding the victor's total morale loss in the combat does retreat. Political points are gained by the winner
with the number of combat rounds completed. Combats (survivor) and lost by the loser of this victory as per
going into two or more days always use the 3+ rounds 7.5.2.10.1.3.
column. The number found is the "pursuit class number", 7.5.2.10.4.2 Both Break: If both forces break in the same
which is then applied on the PURSUIT TABLE. For combat round and there are survivors on both sides then
example, if the victor had a 2.6 total morale loss when the neither side wins, gains or loses political points, or is
loser breaks at the end of the second combat round, the 2- pursued. Only the attacker retreats-as per 7.5.2.10.3,
2.9 line is crossgridded with the 2 column to find a 3 pursuit except that the attacker retreats his own forces.
class. EXCEPTION: If a pursuit is ordered against forces 7.5.2.11 STEP ELEVEN-REINFORCING ATTEMPTS:
withdrawing after a day's combat rather than breaking, After each round of a combat "day," players may attempt to
automatically use a 1 pursuit class (prior to applying any reinforce from adjacent land areas.
modifiers). 7.5.2.11.1 Reinforcing A Field Combat: After each round of
7.5.2.10.2.2 Pursuit Class Modifiers: The following field combat-corps, cossacks, freikorps and guerrillas in adjacent
cumulative modifiers all apply when using the PURSUIT land areas may attempt to reinforce. Furthermore, unbesieged
TABLE: corps, cossacks, freikorps or guerrillas (for an attacker) in a city
7.5.2.10.2.2.1 Cavalry Leader Present: +1 is added to the die in the same or an adjacent area to the field combat may also
roll if a cavalry leader (denoted by a cavalry leader symbol attempt to reinforce.
on the leader counter) is present on the victor's side at the 7.5.2.11.1.1: Reinforcement across a crossing arrow or by
combat even if he was not the commander, so long as at disembarking is not permitted.
least one cavalry factor of the leader's major power takes 7.5.2.11.1.2: Forces may not attempt to reinforce if they
part in the pursuit. have already or will take part in another combat this same
7.5.2.10.2.2.2 In Forest, Mountain or Desert: If the combat major power sequence. Trivial combats do not count as a
took place in a forest, mountain or desert area, the pursuit combat to prevent attempts to reinforce. If all of a side's
class column used on the PURSUIT TABLE is shifted one forces in an as yet unresolved trivial combat leave to
column to the right of the column indicated by the pursuit reinforce another combat, the trivial combat does not take
class number (a -1 modification). For example, if the pursuit place. Gen 25/4
class number from the PURSUIT CLASS TABLE is 3 and 7.5.2.11.1.3: Allied forces may take part in a combat
the combat area is forest, mountain or desert, the shift is round only if at war with all the major powers on one
from the 3 to the 2 column. side, by reinforcing the other side (unless also at war with
7.5.2.10.2.2.3 In Marsh: If the combat took place in a marsh a major power on that side) even if they would not
area, the pursuit class column used on the PURSUIT otherwise move in this major power's sequence of the
TABLE is shifted two columns to the right of the column Land Movement Step.
indicated by the pursuit class number (a 2 modification). 7.5.2.11.2 Reinforcing Procedure: If the reinforcing forces
7.5.2.10.2.2.4 No Pursuit: Any result modified to less than a have a leader (determine a commander as in 10.6.1.1.1, if there
class 1 pursuit means that no pursuit takes place. is more than one leader) with them (essential to reinforce with
7.5.2.10.2.3 Pursuit Losses: Roll the die and crossgrid the cossacks, freikorps and/or guerrillas), the leader's strategic value
modified die roll number with the modified pursuit class is used when dicing to reinforce with all the corps in that area as
column on the PURSUIT TABLE. The result is the a single unit, otherwise each corps dices separately to reinforce.
percentage loss of the total (this does include cavalry factors The commander's strategic rating or less needs to be rolled to
that were in an outflanking force that did not arrive) cavalry reinforce. If a leader is used for a reinforcing force, one or more
factors in the victor's force inflicted on the broken force. counters may be left behind, if desired. Gen 27/2
Every loss in the broken force not taken in cavalry (which 7.5.2.11.3 Strategic Rating Modifiers For Reinforcing: A
includes cossacks and freikorps) is taken as three non- reinforcing commander's or corps' strategic rating is reduced by -
militia or six militia factors (ie., 1 cavalry = 3 infantry 6 = 1 if it occupies a mountain, forest or marsh area, or wishes to
militia). If the entire losing force is eliminated by pursuit, reinforce across a river. The reductions are not cumulative-the
all losing leaders are captured by the victor. maximum reduction never exceeds -1. A reduction may result in
7.5.2.10.3 Retreat After Losing A Combat: The loser is retreated corps being unable to reinforce at all.
one area by the victor. This occurs after pursuit (if any). 7.5.2.11.4 Pinning Force Reinforcements: Any friendly forces
7.5.2.10.3.1: All retreats must be into an adjacent land area that reinforce a battle on a side with a pinning and an outflanking
that is closest (any closest area, if several qualify equally) to force are attached to the pinning force, not to the outflanking
the nearest depot of any nationality in force, or if none is on force.
the map, towards that force's nearest controlled national 7.5.2.11.5 Using Reinforcements: A side's final morale level is
not changed due to the arrival of reinforcements but its cavalry

17
factors (not doubled for this purpose) are counted for determining STEP TWO (see 7.5.2.2): Next, each player declares whether or
cavalry superiority (see option 12.3.3.1) and all of its army factors not they have chosen "outflank". Neither has, so Step Three (see
may be added to the side's army factors for determining percentage 7.5.2.3) is skipped.
losses on the enemy. A reinforcing leader may take command if STEP FOUR (see 7.5.2.4): Turkey now reveals he has chosen
10.6.1.1.3 applies. the "assault" chit and Russia shows the "cordon" chit. Since the
7.5.2.12 STEP TWELVE-ARRIVAL OF OUTFLANKING Russians did not choose the withdraw chit, Step Five (see
FORCES: After the first and second combat rounds of the day, 7.5.2.5) is skipped.
players may attempt to roll for the arrival of outflanking forces. STEP SIX (see 7.5.2.6): Morale (using Method One) for Turkey
7.5.2.12.1 Outflanking Force Arrival (?): At the end of the first is: 36 (feudal infantry and cavalry factors) times 2.0 morale
round of combat the outflanking player rolls a die and compares value plus 14 (Janissary infantry factors) times 3.0 morale value
the number rolled to the commander's strategic rating. equals 114 divided by 50 army factors equals 2.28, which round
7.5.2.12.1.1: If the die roll is less than or equal to the up to 2.3 base and final morale level. Morale for Russia is: 6
commander's strategic rating, as modified (all modifiers are (guard infantry factors) times 5.0 morale value plus 17 (regular
cumulative) by terrain and notes on the OPERATIONAL infantry factors) times 3.0 morale value plus 13 (militia factors)
POSSIBILITIES CHART, the outflank is successful and the times 2.0 morale value plus 1 (regular cavalry factor) times 4.0
outflanking forces "arrives", otherwise, the outflankers must morale value equals 111 divided by 37 army factors equals 3.0
dice again for possible arrival at the end of the 2nd round. base and final morale level. Both sides reveal their sizes (number
7.5.2.12.1.2: For outflanking, Commanders' strategic ratings of army factors) and compositions (types of army factors).
are reduced by -1 if the area containing the reinforcing STEP SEVEN-FIRST ROUND (see 7.5.2.7): Cross-
forces is a forest, mountain or marsh area. referencing on the OPERATIONAL POSSIBILITIES CHART
7.5.2.12.1.3: The strategic rating of a commander is indicates that for the first round Turkey is on the 4-1 table and
increased by +2 at the end of the second combat round. Russia on the 2-1 table. No terrain modifiers apply. Step Eight
7.5.2.12.2 Withdraw vs. Outflanking: If the opposing side chose (see 7.5.2.8) is skipped, as those options are not being used.
the outflank chit and the outflanking force does not arrive after the STEP NINE-FIRST ROUND (see 7.5.2.9): Both players have
first round, all remaining corps of a withdraw chit side are a leader with a modified tactical rating of 2 which results in no
withdrawn successfully before the second round is fought. This is leader die roll modifiers from the COMMANDER CHART. If
handled as a normal withdrawal, as in 7.5.2.5.2.3. There is no option 12.3.3.1 were used (it is not), Turkey would have a + 1die
pursuit. roll modifier for (8 feudal cavalry versus 1 regular cavalry
 If this is not the third round of the day, repeat Steps 7- factor) cavalry superiority. Turkey, on the 4-1 table, rolls a 4,
12, using the combat tables appropriate for each combat which causes a 10 percentage loss (10% of 50 Turkish army
round. factors = 5 Russian army factors lost) and a -1.0 morale loss. The
7.5.2.13 STEP THIRTEEN - "END OF DAY" Russians can take all of their army factor losses in militia factors
WITHDRAWAL / ADDITIONAL COMBAT: At the as their total morale loss is less than 2.0. Russia, on the 2-1 table,
conclusion of three combat rounds (ie., one combat "day"), if rolls a 3, which causes a 5 percentage loss (5 % of 3 7 Russian
neither side has been eliminated or broken, the players have the army factors = 2 Turkish army factors lost) and a -.02 morale
choice to continue a battle or to end it. The opposing commanders loss. The Turks take both of their army factor losses as feudal
should secretly note their intention to "fight" or "withdraw", then infantry factors. As neither side breaks nor is eliminated and
reveal their choices simultaneously. there are no reinforcements or flanking forces involved, Steps
7.5.2.13.1 Withdrawing After A "Day" of Combat: Either or Ten through Twelve are skipped (see 7.5.2.10-75.2.12) and play
both sides may automatically withdraw if that was their choice. moves to the second combat round.
These withdrawals are handled as per losing a combat (see STEP SEVEN-SECOND ROUND: On the second round
7.5.2.10.3.1), but are conducted by the controlling players for their Turkey is on the 4-3 table and Russia is on the 2-1 table.
sides. If both sides choose to withdraw, both must leave the area STEP NINE-SECOND ROUND: Again, no die roll modifiers.
and there are no pursuits. Since no one was defeated, no political Turkey, on the 4-3 table, rolls another 4, which causes a 15
points are gained or lost from the combat. Gen 25/4 & 27/2 percentage loss (15% of 48 surviving Turkish army factors = 7
7.5.2.13.2 New "Days" of Combat: If both players chose to fight, Russian army factors lost) and a -2.0 morale loss. Russia, on the
the combat goes into a further day (three rounds more). New 2-1 table, rolls a 4, which causes a 5 percentage loss (5% of 32
Operational Possibilities chits are chosen, etc., repeating Steps 1- Russian army factors = 2 Turkish army factors lost) and a -.05
12. morale loss. The Turks again eliminate two feudal infantry
7.5.2.13.2.1: The final morale levels used are those of the factors. Russia has broken as total morale loss is -3.0, -1.0 in
first day less -0.5 for each succeeding day plus any round one plus -2.0 in round two, exactly equalling the Russian
OPERATIONAL POSSIBILITIES CHART modifiers. final morale value), therefore one of the losses inflicted in the
Final morale levels are otherwise not re-calculated even if last round must be cavalry (the Russian loses his only regular
reinforcements arrived. cavalry factor) and none can be militia (if possible) as morale
7.5.2.13.2.2: Any outflanking forces that have not yet loss has exceeded a total of -2.0 this round (6 Russian regular
arrived rejoin the pinning force "overnight," so that all infantry factors are removed). Russia now has 6 guard, 11
forces are once again united at the start of each day. regular infantry and 8 militia factors remaining.
Possible reinforcing forces do not arrive overnight. STEP TEN (see 7.5.2. 10): Having broken the Russians and
7.5.2.14 STEP FOURTEEN-DEPOTS AFTER FIELD having cavalry, Turkey now pursues the Russians. As it was the
BATTLES: If there are any enemy supply depots in the area with second round in which the Russians broke and Turkey has lost a
only friendly forces remaining, then that supply depot may be total of - 0.7 morale, checking the PURSUIT CLASS TABLE
destroyed or converted to a friendly supply depot if it would then shows a 5 pursuit class. On the PURSUIT TABLE, Turkey rolls
be part of a valid supply chain (see 7.3.6.2). a 5 which means 60 % of 18 Turkish Feudal cavalry factors = 11
7.5.2.15 EXAMPLE OF FIELD COMBAT: Turkey is at war pursuit loses to the Russians. This is equivalent to 33 regular
with Russia. In its Land Movement Step it moves with 7 corps infantry and/or guard factors which is a lot more than the
containing 18 feudal infantry, 18 feudal cavalry and 14 Janissary Russian has, therefore his force is wiped out and the leader(s)
(regular infantry) factors into an area containing 4 Russian corps captured. Turkey gains 2 political points and Russia loses 2, as
with 6 Guard infantry, 17 regular infantry, 13 militia and 1 regular there were 4 corps on the losing side.
cavalry factors. These forces are not revealed until after cross- 7.5.3 TRIVIAL COMBATS: Combats in which one side
referencing on the OPERATIONAL POSSIBILITIES CHART initially consists solely of garrison factors on a depot, cossacks,
occurs. freikorps and/or guerrillas not in cities must be resolved using
STEP ONE (see 7.5.2.1): The Turkish player chooses from the trivial combat. Players may also resolve any other field or
attacker's set of operational possibilities chits and the Russian limited field combats in this manner, if both commanders agree.
player from the defender's set. 7.5.3.1: Trivial combats are resolved similarly to field combats,
but the procedure is much simplified. No operational

18
possibilities chits are chosen, but commander (see 7.5.2.9.1) and prisoners) or may fight an assault combat, at the
cavalry superiority (see option 12.3.3.1) modifiers are included as defending player's option. If the defender fights and is
for field combats. Trivial combats may not be reinforced (see broken, the surviving defending army factors must
7.5.2.1.1) unless trivial combat procedure is being used to resolve surrender. There are no political points for a surrender.
a field or limited field combat. 7.5.4.1.2.3.3 Assault: If there are no honors of war or
7.5.3.2: Combat is fought using the 5-2 combat table for both sides surrender, the besieger must fight and assault the city.
for all three combat rounds, subject to modification for terrain (see 7.5.4.1.3 Assault Combat Resolution: These simulate attempts
7.5.2.7) and guard commitment (see option 12.3.4). Additional to "storm" a city by an assault through a breach. Assault Combat
"days" of combat may be fought using trivial combat. is resolved similarly to trivial combat, but is even more
7.5.3.3: Any type of factor may be removed as a casualty, at the simplified.
controlling player's option, during any round of a trivial combat 7.5.4.1.3. 1: The besieging forces fight on the 5-1 combat
(ignore the restrictions of 7.5.2.9.2.1). table and the defenders on the 5-2 combat table of the
7.5.3.4: The normal field combat methods of determining final COMBAT RESOLUTION CHART on the Game Card for
morale values, breaks, retreats, withdrawals at the end of a "day" a maximum of three rounds (assault combats never last
and pursuit rules are followed. Depot and city garrisons cannot more than one "day") with no modifications for terrain,
retreat and losing survivors that break must surrender if not leaders and/or cavalry superiority. All available factors
eliminated by a pursuit. Gen 27/2 on both side must participate. There are no pursuits and
7.5.3.5: No political points are gained or lost in trivial combats. assault combats may not be reinforced.
EXCEPTION: If both commanders had agreed to resolve what 7.5.4.1.3.2: Final morale levels are determined as per
could have been a field or limited field combat by using trivial 7.5.2.6.
combat procedures, the normal political point changes are made 7.5.4.1.3.3: Any type of army factor may be removed as a
(see 7.5.2.10.1.3). casualty, at the controlling player's option, during any
7.5.4 SIEGES: These represent the surrounding and reduction of round of an assault combat.
garrisoned enemy cities. A major power's corps may besiege any 7.5.4.1.3.4: If the besieger loses or does not win (break or
occupied city in territory controlled by a major power or minor eliminate the defenders) within three rounds, the siege is
neutral with which it is at war or any city occupied by enemy resumed, with no further combat this player sequence.
troops wherever it is located. Guerrillas, freikorps and cossacks 7.5.4.1.3.5: If the besieger wins (the defender is
may only conduct sieges in conjunction with friendly corps. Depot eliminated or broken), then the city is captured and all
garrisons may never take part in sieges. The forces besieging a city surviving army factors and leaders are surrendered.
are the "besiegers”, and the garrison inside the city are the 7.5.4.1.4 Political Points For Siege Assault Combat Winners:
"defenders". A phasing force that just attacked and won a field or If the assaulted city contains a corps and/or is a "fortress" (has
trivial combat in an area may then besiege an enemy city in that one or more fleches), the defender gets one political point if the
same area if all corps in the, phasing force used depot (regular, sea besieger loses (is eliminated or broken) or does not win within
and/or invasion) supply, and/or did not use unused movement three rounds, and the besieger gets one political point if the city
points to modify a foraging roll (see 7.4.1.2.2). is captured. Record on the POLITICAL STATUS DISPLAY on
7.5.4.1 BESIEGER ASSAULT ATTEMPTS: A besieging major the Status Card. No political points are ever lost on either side,
power may elect to launch "assault" attempts. For assault attempts regardless of the outcome and none are gained if the city has a
a die is rolled and the result referenced to the SIEGE TABLE on no corps and/or is not a fortress (has no fleches).
the Game Card. 7.5.4.2 DEFENDER ATTACKS BESIEGER: Defenders may
7.5.4.1.1 Assault Attempt Modifiers: The die roll for assault attack besiegers during the defending player's sequence of a
attempts is cumulatively modified as follows: Land Combat Step, if desired.
7.5.4.1.1.1 City Siege Value: The city siege value (the 7.5.4.2.1 Garrison Attack Combats: These simulate a city
number of fleches in the city picture on the mapboard) is garrison attacking the besiegers and are resolved similarly to
subtracted from the die roll. siege assault combats.
7.5.4.1.1.2 Undergarrisoned: +1 is added if the city is not 7.5.4.2.1.1: If the defending garrison or a portion thereof
garrisoned to within 5 factors of the city's garrison capacity. (all defending factors do not have to be used) chooses to
For example, if the garrison capacity is 15, one will be attack, the defending major power uses the 5-1 combat
added if there are 9 or less factors in the city. table and the besieger (who must use all available factors)
7.5.4.1.2 Assault Attempt Results: The results from the SIEGE uses the 5-2 combat table on the COMBAT
TABLE are resolved as follows. RESOLUTION CHART for a maximum of three rounds
7.5.4.1.2.1 Sortie?: If “sortie?" is the result the defender (garrison attack combats never last more than one "day")
may elect to "sortie" (historically, in a sortie a besieged with no modifications for terrain, leaders, or cavalry
force would launch a limited surprise attack on the superiority. There are no pursuits and these combats
besiegers) out against the besieging force. In a sortie, the cannot be reinforced.
defending player rolls a die. On a roll of 5 or 6 the defender 7.5.4.2.1.2: Final morale levels are determined as per
loses one army factor (defending player's choice), and any 7.5.2.6.
other result is a one army factor loss (besieging player's 7.5.4.2.1.3: Any type of army factor may be removed as a
choice) to the besieger. If the defender chooses not to roll a casualty, at the controlling player's option, during any
die, nothing happens. round of a garrison attack combat.
7.5.4.1.2.2 NR: No results. Nothing happens. 7.5.4.2.1.4: If the defending force loses or does not win
7.5.4.1.2.3 Breach: If "breach" (indicating that a gap has (break or eliminate the besiegers) within three rounds, the
been blown through the defender's walls) is the result on the siege is resumed, unless the combat eliminates every army
SIEGE TABLE, the following may be done: factor in a garrison, in which case the city is captured.
7.5.4.1.2.3.1 Honors of War: The defender may ask for the 7.5.4.2.1.5: If the defender wins, the besieger retreats in
"honors of war" (EXCEPTION: Turkish and Spanish accordance with the retreat after combat rules (see
defenders and their minor allies may not). If honors of war 7.5.2.10.3), but may not be pursued, and any previously
are granted by the besieger, the garrison corps and/or besieged corps may, if desired, be immediately moved out
garrison army factors are moved to the nearest friendly- of the city into the surrounding area.
controlled unbesieged city and/or city area. If there is no 7.5.4.2.2 Political Points For Garrison Attack Combats:
such city, the garrison surrenders or fights instead. Note that There are no political points gained or lost for garrison attack
minor Free State garrisons may not leave their own country, combats.
and if forced to, would have to surrender or fight. There are 7.5.4.2.3 Relieving Force-Limited Field Combats: If the
no political points for the honors of war. besieged force attacks with the help of "relieving forces"
7.5.4.1.2.3.2 Surrender: If honors of war are not granted, or (ie., external corps that enter the area from another area)
not requested, the garrison may surrender (all become or such relieving forces attack without assistance from

19
any part (all besieged factors do not have to be used) of the defender's force) and any previously besieged corps may,
besieged force, a "limited" field combat instead of a if desired, then be immediately moved out of the city into
defender attack combat is fought. Limited field combats are the surrounding area.
fought at the same time as field and trivial combats (ie., 7.5.4.2.3.3 Political Points For Limited Field Combats:
before any siege assault or defender attack combats). A Political points for winning and losing are assigned as for
limited field combat is a normal field combat (use all field combats (see 7.5.2.10.1.3). To win or lose, one side
normal field combat rules) that may not exceed one "day" must be broken or eliminated; otherwise the combat is
(three combat rounds) in length and uses the following considered a draw.
special rules: 7.5.5 REMOVAL OF CORPS: At the end of a day's combat,
7.5.4.2.3.1 Relieving Force Fails TO Win: If the relieving when all casualties are removed, excess corps counters emptied
force breaks or does not win within 3 rounds, the siege is by losses may also be removed from the mapboard. This may
resumed. cause a change in a commander's tactical rating for the next day's
7.5.4.2.3.1.1: The surviving siege defenders return to the combat (see 10. 6.1.2. 1)
besieged city and the entire relieving force returns to the [ 7.6 ] THE GUERRILLA STEP: Guerrilla creation and anti -
area from which it entered the siege area (returns to any one guerrilla operations occur in this step-see 10.1.1.
of the areas from which it entered, if more than one). If all [ 7.7 ] THE CONQUEST STEP: This step is performed after
siege defenders were eliminated, the city is captured. all major power sequences are completed. It can be performed
7.5.4.2.3.1.2: There is no pursuit if the relieving force did any convenient order. Control flags are changed to show the
not break, and, if it did break, only the relieving force may conquest of minor countries and their change of control. The
be pursued, not the siege defenders. control flags are changed only if the capital of the minor country
7.5.4.2.3.2 Relieving Force Wins: If the besiegers break, was occupied during the previous Turn and the conqueror has
they retreat in accordance with the normal retreat after maintained uninterrupted and unbesieged occupation for the
combat rules (see 7.5.2.10.3), but may only be pursued by entire current Turn. A newly conquered minor country is always
cavalry that is in the relieving force (not in the siege marked with a conquered control flag.

8.0 * THE ECONOMIC PHASE

During this phase, which occurs only at the end of the March, 8.1.3.2.2 Shorter Campaigns: If players wish to finish a
June, September and December Turns, money and manpower are campaign game earlier, they can determine the victor by
collected and certain expenditures are made. Players should keep calculating the major power which has attained the largest
track of their current amounts of money on a separate sheet of percentage of its victory level. Average these percentages for
paper or use the REINFORCEMENTS RECORD and players controlling two major powers (see 14.2.2).
ECONOMIC AND MANPOWER WORKSHEET forms on copies 8.1.3.2.3 The Final Victory Points Step: During a Victory
of side two of the National Cards. Prussia should do similarly for Points Step when the announced total victory points of a major
current saved manpower levels. The actions of the Economic power has matched or exceeded that major power's victory level
Phase occur in the following order: or, if the final month that will be played has been concluded,
during the final Victory Points Step of the game, manpower
[ 8.1 ]THE VICTORY POINTS STEP: In this step, the levels are counted for additional victory points.
POLITICAL STATUS DISPLAY on the Status Card is consulted 8.1.3.2.3.1: Each major power counts its total currently
and each major power receives the victory Points specified for the controlled manpower values in controlled home nation
position at which it is located. For example, if the Austrian provinces, controlled ceded provinces of other home
political status marker was on the square at the extreme right of the nations and conquered minor countries (none of the
neutral zone line, Austria would receive 8 victory points. component territories of the new political combinations
8.1.1 RECORDING VICTORY POINTS: The victory points used in options 11.1-11.6 count as conquered). Controlled
gained are recorded by adjusting each major power's victory point minor Free States and/or controlled provinces or minor
markers on the VICTORY POINTS DISPLAY on the Status are to countries with capitals currently occupied by an enemy
show the new total of victory points. are not counted.
8.1.2 POSSIBLE BRITISH CHANGE IN VICTORY POINTS: 8.1.3.2.3.2: These manpower values are added as extra
The British player has the option of spending up to one third of the victory points to the major power's victory point totals for
victory points he gained this step to subtract that same number of determining a winner or winners.
victory points from the total victory points of any ONE major 8.1.3.2.3.3: For players controlling two major powers (see
power with which Great Britain is currently at war. This is done 14.2.2) to win, both of their major powers must match or
instead of Great Britain gaining those victory points. exceed their victory level or the excess victory points of
8.1.3 HOW TO WIN A GAME: During the Victory Points Step one of these major powers must be enough that, by adding
of a game's final Turn, or possibly sooner, a victor is determined. these excess (not needed to match its own victory level)
8.1.3.1 SCENARIO VICTORY: Each scenario has its own victory points to the other major power's victory points,
victory conditions (see the individual scenarios in 13.0) and the that addition will be enough to bring that second major
victory determination systems are different from those used for power to its victory level.
campaign games.
8.1.3.2 CAMPAIGN VICTORY: Victory points are collected [ 8.2 ] THE MONEY AND MANPOWER COLLECTION
during each Victory Points Step (see 8.1). In the campaign games, STEP: The "tax" (for money) and "manpower" (recruiting for
the first player(s) to obtain enough total victory points to reach or ships and army factors) values for each province are printed
exceed his major power's victory level and announce this fact (it within the province on the mapboard. The domestic trading
does not have to be announced at the first opportunity) is a winner. values for each port city are printed in its blockade box. NOTE:
If two or more major powers have reached or exceeded their Copies of the ECONOMIC AND MANPOWER WORKSHEET
victory levels simultaneously, those major powers are co-winners. forms on side 2 of the National Cards are useful for the
Players may not transfer victory points to each other. If no player calculations involved in 8.2-8.5.
reaches the required victory level by the end of a campaign game, 8.2.1 MONEY COLLECTION: There are a number of sources
Great Britain wins. from which a major power may collect money. Each player
8.1.3.2.1 The Major Power Victory Levels: The required victory totals the money due to him from Economic Manipulation (see
levels for each major power are given in the VICTORY LEVELS option 12.5-this may be negative), from taxation, from trade and
CHART on the Game Card.

20
Spanish Gold. This total is added to any accumulated amount 8.2.1.2.2.2.2 Stopping American Trade-War With
carried over from previous quarters. The United States: If Great Britain is at war with
another major power(s), it may elect during this step
8.2.1.1 MONEY COILLECTION BY TAXATION: The tax to automatically stop that major power(s) from
money due a major power is determined by adding together all of trading with America.
the tax values of all of its controlled home provinces, currently 8.2.1.2.2.2.2.1: If Great Britain stops the
ceded enemy provinces and conquered minor countries. The tax American trade, Great Britain gains the value of
money due a controlled minor Free State is similarly and the American trade it stops.
separately figured (see 8.2.3). A major power may not collect taxes 8.2.1.2.2.2.2.2: If this is done, the British player
from a province or minor country if its capital city is occupied by also rolls one die. If the roll is equal to or less
unbesieged enemy factors. A major power collects no taxes at all than the number of major powers denied trade
(except for its minor Free States) if its national capital city (or, in with America by Great Britain, Great Britain's
the case of Russia, if either Moscow or St. Petersburg) is occupied actions are considered to have started a war with
by unbesieged enemy factors. the U. S. A. Great Britain immediately loses 15
money points and loses 15 money points of its
8.2.1.2 MONEY COLLECTION BY TRADE: The trade money colonial trade every following Economic Phase
due a major power is determined by adding together all of the while it remains at war with the USA. While
domestic trading values of its ports. The domestic trade money due Great Britain is at war with the USA no major
a controlled minor Free State is similarly and separately figured. power may trade with America. The war with the
Great Britain may trade with any eligible ports, but only if the USA lasts until Great Britain ends it by choosing
major power controlling the port also wishes to trade. For ALL to lose 5 political points during any Peace Step.
trade, Great Britain announces all trading he wishes to conduct, There may be more than one war with the USA
after which each major power involved may agree or disagree. during the course of a campaign game.
Gen 25/4 & 27/2 8.2.1.3 SPANISH GOLD: Spain receives money from a yearly
8.2.1.2.1 Domestic (Normal) Trade: All domestic trade is gold convoy from Spanish overseas colonies-two dice are rolled
considered to be done with Great Britain. When an eligible port on the SPANISH GOLD CONVOY TABI-E on the Game Card
does trade, Great Britain receives the first trading value amount during the September Economic Phase only and the amount
listed for its trade and the controlling major power gains the indicated is received in money points. If Great Britain is at war
second trading value amount. with Spain at this time, modify the dice roll by -2. A modified
8.2.1.2.1.1: A port is not eligible for trading (domestic or dice roll of less than 2 results in there being no gold for Spain
overseas) if it is blockaded, besieged, or occupied by an this year-instead, Great Britain has captured the gold convoy and
enemy major power other than the major power controlling gets 15 money points for the capture. If all Spanish-controlled
the province or minor country in which the port lies. ports are blockaded and/or if no ports are Spanish-controlled or
8.2.1.2.1.2: Ports north of the ice line are not eligible for unoccupied by enemy forces then there is also no gold convoy,
trade in the last (December) Economic Phase of a year. although there is also no dice roll in this case.
8.2.1.2.1.3: Ports on the Black Sea can only trade if given 8.2.1.2.4 Continental Blockade: If using the option that Great
permission by the major power controlling Constantinopole. Britain may choose which specific ports he will trade with,
8.2.1.2.1.4: A major power may not trade using any port in rather than just trading with (all ports of) the Major Power,
a province or minor country if that province or minor implement this rule. At the conclusion of the Money and
country's capital city is occupied by unbesieged enemy Manpower Collection Step, Britain loses one political point (PP)
factors. if its total Domestic Trade is less than $25, and loses a second
8.2.1.2.1.5: A major power may not conduct any trade PP if its total trade is less than $15. MLB
(except through eligible controlled minor Free State ports) if 8.2.2 MANPOWER COLLECTION: Each player totals the
its national capital city (both Moscow and St. Petersburg for manpower due to him from Economic Manipulation (this may be
Russia) is occupied by unbesieged enemy factors. A major negative), from friendly controlled home provinces and
power at war with Great Britain may not conduct any conquered minor countries only. Manpower is not collected from
domestic trade. ceded enemy provinces nor from a controlled province or minor
8.2.1.2.1.6: Great Britain may trade with ports in minor country whose capital city contains unbesieged enemy factors.
neutral countries, with no major power earning the second The presence of an unbesieged enemy in the national capital of a
amount. major power does not affect the collection of manpower except
8.2.1.2.1.7: Great Britain may trade with eligible ports in for the capital's province.
provinces and minor conquered countries it controls, 8.2.3 MINOR FREE STATES MONEY AND MANPOWER
gaining both values. Great Britain may also trade with COLLECTION: Minor Free States gain doubles the money and
eligible ports in minor Free States it controls, gaining the manpower values printed on the map. To this is added the money
first amount, the minor Free State gaining the second. value of any domestic trade with Great Britain. Minor Free State
8.2.1.2.2 Overseas Trade: This represents trade with nations and do not trade with America. This money and manpower is used
colonies not shown on the map. exclusively for purchases and maintenance of that minor's
8.2.1.2.2.1 British Colonial Trade: Great Britain receives forces. Any wastage is lost. The controlling major power may
an additional 30 (only 15 money points while at war with loan money (actually, give the money-minor Free States never
the U.S.A.-see 8.2.1.2.2.2.2.3) money points for trade with repay loans, and may not make loans of their own) to a minor
its colonies. Free State. If the capital city of a minor Free State is occupied by
8.2.1.2.2.2 American Trade: American trade represents unbesieged enemy factors, it gains no money (including trade) or
European trade with the American continents. manpower.
8.2.1.2.2.2.1 American Trade Value: Each major
power other than Great Britain may trade with [ 8.3 ]THE LENDING MONEY STEP: Major powers may
America, receiving twice the second domestic trading now lend or give ("subsidies?") money to each other or to their
value of any one port eligible (must use the one with own controlled minor Free States. Minor Free States may not
the highest possible domestic trading values) for loan money. Money may not be lent or given at any other time in
domestic trade which it controls. This port may not be the game. Money that changes hands is added or subtracted from
in a controlled minor Free State but may be in a the money obtained from other sources. Manpower may not be
controlled conquered minor country. It does not matter loaned or given away at any time. Between major powers,
if this port is also used for domestic trade with Great money may, only be loaned or given to allies.
Britain. Minor Free States have no separate American
trade. [ 8.4 ] THE MANIPUILATION SFEP:

21
8.4.1 OCCUPIED HOME NATION CAPITALS: If a major 8.5.3.5: All ships and factors purchased during this step are
power home nation capital is enemy occupied and unbesieged placed on the map as reinforcements during the Reinforcement
during a Manipulation Step, the major power without a capital may Phase(s) after the required number of months have passed (based
not collect money (see 8.2.1.1) or carry out any previously set on the "Time" column on the PURCHASE/COST CHART on
economic manipulation (see option 12.5) or set any new economic the Game Card) following the purchase of the factors. For
manipulation (0 must be set). Instead, the major power's political example, an infantry factor (which requires three months to
status marker must be adjusted on the POLITICAL STATUS build) purchased during the March, 1806 Money and Manpower
DISPILAY on the Status Card to show the following drop in Expenditure Step is placed on the map during the June, 1806
points: Reinforcement Phase.
8.4.1.1 LONDON OR PARIS OCCUPIED: -3 political points. 8.5.4 EXPENDITURE ON NEW CORPS AND FLEET
8.4.1.2 BERLIN, CONSTANTINOPLE OR VIENNA COUNTERS: Major Powers and their controlled minor Free
OCCUPIED: -2 political points. States may purchase fleet and corps counters not currently on the
8.4.1.3 MADRID, MOSCOW OR ST PETERSBURG map by paying one money point per counter. Only
OCCUPIED: -1 political point. For Russia, this is -1 political AVAILABLE (currently off the map) fleet and corps counters
point per capital (Moscow and/or St. Petersburg) occupied. may be purchased as "new" counters. Counters currently on the
8.4.2 ECONOMIC MANIPULATION (OPTIONAL): If mapboard may NOT be purchased to be available for immediate
8.4.1does not apply, see option 12.5 for information on using return to play as "new" counters should they be eliminated. Gen
economic manipulation during this step. 25/4 These counters must be placed on the board within the next
8.4.3 RETURNING REMOVED LEADERS: At the end of a three months (the next quarter) or they must be again purchased
Manipulation Step, determine if a removed leader (removed as a on another Economic Phase before they can be placed on the
result of peace condition C.6) can be returned to play (or drop map. Turkish feudal, Austrian insurrection and the Austrian
political points at this time to ensure the return during the next Tyrol corps that are not on the map at this time do not have to be
Reinforcement Phase-see 10.6.4). purchased.
[ 8.5 ] MONEY AND MANPOWER EXPENDITURE STEP: 8.5.5 SURPLUS MINOR FREE STATE MONEY OR
Money and manpower are used to pay expenses and for MANPOWER: Any remaining unused money or manpower
building/recruiting new ships and/or army (regular infantry and points belonging to minor Free States are lost. Minor country
cavalry, militia, guard and/or artillery) factors. Minor Free States Free States and Kingdoms may save up to $14 between
pay their own maintenance, at the same rates. If the minor Free economic phases. If at any time in the future a new rule
State cannot pay, the major power controlling the minor Free State introduces a factor that costs more than $15, then the savings
must pay. Money should be expended in the order that expenses limit is increased to one less than that cost. JJ
are listed below. Any major power that becomes "bankrupt" during 8.5.6 MILITIA CONVERSION (OPTIONAL): If option
8.5.1 or 8.5.2 loses -3 political points (immediately adjust the 12.1.1 is used, militia to be converted is removed from the map
major power's political status marker on the POLITICAL STATUS and paid for during this step.
DISPLAY) 8.5.7 SURPLUS MAJOR POWER MONEY OR
8.5.1 MAINTENANCE: These represent the expense of counters MANPOWER: Any remaining money points belonging to a
already on the map. If there is insufficient money for the major power are available for use to meet any of that major
maintenance of all counters in 8.5.1, the major power pays all power's expenses (ie., building depots, using depot supply, etc.-
available money and becomes bankrupt. This has no effect on the this also includes these expenses for controlled Free States
counters on the map. and/or supplying allied corps) during future months. Prussian
8.5.1.1 CORPS MAINTENANCE: For each corps of any type manpower points can also be saved-those of other major powers
and at any location a major power has on the map (not including are lost if not used.
minor Free State corps, which are paid for separately) it expends [ 8.6] THE POLITICAL STATUS ADJUSTMENT STEP: In
one money point in maintenance. this step, each player checks the box on the POLITICAL
8.5.1.2 FLEET MAINTENANCE: It costs various amounts to STATUS DISPLAY on the Status Card containing his political
maintain fleets; one money point for each fleet located in a port, 2 status marker and gains or loses the political points specified by
money points for each fleet in a blockade box JJ and 5 money the value of the large political status adjustment ("PSA") number
points for each fleet located in a sea area. in the box. Where this is a positive number, this is a political
8.5.1.3 DEPOT MAINTENANCE: For each of its depots on the points gain (move the marker to the right); where the number is
map a major power expends one money point in maintenance. negative, this is a political points loss (move the marker to the
8.5.2 FORMAL DEBTS: Major Powers now pay off any "formal" left). The political status marker is moved by the indicated
debts that is, those required through peace terms (see peace terms number of boxes in the indicated direction. Players may not
B. 3, C. 3 and C. 7). If there is insufficient money for this the transfer political points to one another.
major power pays what there is and becomes bankrupt (if not [ 8.7 ] THE CIVIL DISORDER STEP: If, during any
already so) and the remainder of the debt still exists as a formal Economic Phase, a major power can collect no home nation
debt. Players may now also choose, but are not obliged, to pay any manpower, that major power goes into "civil disorder" and that
informal debts. major power is permanently out of the game and all of its home
8.5.3 EXPENDITURE ON FORCES: Major Powers with money nation forces are permanently eliminated from the map.
left may spend it on army factor or ship purchases (see the 8.7.1: All conquered minor countries of the major power
PURCHASE / COST CHART on the Game Card). For example, undergoing civil disorder pass to the control of the major power
an infantry factor could be purchased by using three money and occupying the major power's capital.
two manpower points. 8.7.2: Controlled minor Free States of the major power
8.5.3.1: Minor Free States make separate purchases using their undergoing civil disorder become neutral if no enemy forces
own money and manpower. control their capital. If a capital is controlled, their control passes
8.5.3.2: Any excess manpower is lost (except for Prussia, which to the major power occupying their capital.
may save manpower, though its controlled minor Free States may 8.7.3: Each of that major power's home nation provinces are
not). ceded to the major power controlling the provincial capital.
8.5.3.3: The purchase of army factors and ships and their date of EXCEPTION: Where no major power controls the provincial
arrival on the map as reinforcements should be recorded on a capital, that province passes to the major power controlling the
separate piece of paper or on copies of the REINFORCEMENT national capital. These provinces are now all considered to be
RECORD of sides two of the National Cards. ceded provinces.
8.5.3.4: Neither the Turkish Major Power nor minor Free States 8.7.4: If the forces of two or more major powers are placed to
may build militia infantry. Insurrection, feudal troops, guerrillas, dispute claims to territory arising from civil disorder (ie., mixed
cossacks or freikorps are not build in this step (see 10.1.1.1, forces occupy a capital city), the involved major powers may
10.1.2.1, 10.1.3.1 and 10.1.4.2). Turkey may not build any guard decide on control in any mutually agreeable manner, or, if
factors and only France and Russia may build artillery factors. unable to agree, may use competitive die rolls to determine the

22
new controlling major power (the modifiers from 4.6.2 apply to 8.8.4: Ceding a territory during this step costs the ceding major
these die rolls for disputed minor countries). power one political point (still only one regardless of the number
8.7.5: Each major power at war with the major power undergoing of districts in a minor country). Record on the POLITICAL
civil disorder gains 5 political points, the same as if the major STATUS DISPLAY on the Status Card.
power in civil disorder had surrendered unconditionally. I’m sorry, 8.8.5: When a minor Free State is ceded, the new controlling
but this rule is horrible. We will use 11.9.1.2. major power may accept it and all its current forces as a Free
[ 8.8 ] THE CEDING STEP: Each player secretly writes down State or immediately remove its forces (army factors are
what controlled minor country or ceded province he wishes to eliminated, ships are recorded for possible later use as in
"cede" (change control) to another major power. When such 10.2.1.1) and change it to a (add a conquered control flag)
territories are ceded as a result of a peace settlement rather than of conquered minor country.
an player agreement, the territory is instead ceded at the moment 8.8.6: A ceded province that is ceded back to its original home
peace is declared. nation becomes an unceded province again. A ceded province
8.8.1: Unceded home nation provinces may not be ceded at this that is ceded to any other major power remain a ceded province
time. They may only be ceded as part of a formal (conditional or [ 8.9 ] THE NEW POLITICAL COMBINATIONS STEP
unconditional surrender) peace settlement. (OPTIONAL): Skip this step if options 11.1 through 11.6
8.8.2: Territory ceded during this step may only be ceded to allies. and/or 11.8 are not used. Otherwise, new political combinations,
If desired, a major power may cede one individual district of a additions to these combinations, component parts going neutral
multidistrict minor country instead of ceding the entire minor and/or changes in dominant status are determined and announced
country (this still costs a political point). During any one Ceding during this step.
Step no individual major power may cede more than one minor [ 8.10 ] THE LEVY STEP: New cossack and/or freikorps
country, minor country district or ceded province counters are placed on the map, if eligible (see 10.1.2.1), excess
8.8.3: A territory may not be ceded while it contains any forces of cossacks are removed from the map (see 10.1.2.1.1) and (in
a major power at war with the controlling major power or, in the December Economic Phases only) feudal and insurrection corps
case of a minor country, separately at-war with that minor country, are brought up to full strength (see 10.1.3.1 and 10.1.4.3).
unless it is ceded to that major power with forces inside that [ 8.11 ] THE UMP CONTROL STEP: This step is used only at
territory. the end of December Turns in campaign games with less than
seven players (see 14.3) to determine who runs the UMPS.

9.0 THE TIME RECORD PHASE

During this phase, the Turn markers are advanced to show the start [ 9.2 ] WINTER ZONE: All areas on the map are in the "winter
of a new month. The "month" marker is advanced every month and zone" (ie., all winter rules apply) except for those in the southern
the "year" marker is advanced whenever the "month" marker is portion of the map, specifically Morocco, Algeria, Tunisia,
moved into the "JAN" box. Tripolitania, Cyrenica, Egypt, Palestine, Corfu, Cyprus, Rhodes,
[ 9.1 ] WINTER: The months of January, February and December Crete, Malta and Majorca.
are "winter" months and the ice lines printed on the map apply.

10.0 MISCELLANEOUS AND GENERAL RULES


This section covers rules that apply in various phases and steps and guerrilla value, all unbesieged guerrilla factors in any areas of
so do not fit into the sequence of play format of the rules covered that province are eliminated. Note that if several different major
so far. powers had corps in the same Spanish province, each could do
[ 10.1 ] IRREGULAR FORCES: These are special types of army this during that major power's Guerrilla Step.
forces that require some special rules. 10.1.1.3 USING GUERRILLAS: Guerrillas have a morale
10.1.1 GUERRILLAS: Guerrillas are special land forces value of 1. They may be used as part or all of city garrisons but
available to Spain when invaded by an enemy. may not be used to garrison depots. They may attack if the
10.1.1.1 CREATING GUERRILLA FACTORS: Guerrilla controlling player chooses to use some or all of the guerrilla
counters of the appropriate number of factors are placed on the factors present in an area, but may not be attacked using the
map under the following conditions: usual combat procedures unless besieged in a city.
10.1.1.1.1: Whenever Spain loses a field or limited field combat 10.1.1.3.1: Guerrillas are not compelled to attack or defend
involving a Spanish corps inside an unceded Spanish home nation when occupying an area containing enemy forces.
province, one guerrilla factor is created in that area as soon as the 10.1.1.3.2: Guerrillas may block supply lines but need no supply
combat is ended. themselves unless besieged.
10.1.1.1.2: For every unceded Spanish province containing an 10.1.1.3.3: Guerrillas may besiege cities only in conjunction
unbesieged enemy corps and/or garrison during the Spanish with friendly corps.
Guerrilla Step, a die is rolled. For every point the die is lower than 10.1.1.3.4: Guerrillas may be moved during Spanish Land
that province's guerrilla value (printed on the map in parenthesis Movement Steps only into one adjacent area (regardless of
next to Spanish provincial tax/manpower values) one guerrilla terrain) each Turn, if they are moved at all. They may never
factor is placed in an area in that province. leave Spain's original home nation borders.
10.1.1.2 ANTI-GUERRILLA OPERATIONS: A major power 10.1.1.3.5: Guerrillas can be ignored for movement purposes by
(major powers using combined movement are treated as one major enemy forces.
power for this purpose) at war with Spain may mount an "anti- 10.1.1.4 GUERRILLA REMOVAL: If there are no enemy
guerrilla operation" during its Guerrilla Step in each Spanish factors inside any unceded Spanish home nation province during
province occupied by one or more of its corps that did not a Spanish Guerrilla Step, all guerrilla factors are removed from
participate in any type of land combats during that major power's the board.
Land Combat Step and is not besieged or a besieger. The player 10.1.2 COSSACKS AND FREIKORPS: Each cossack or
rolls a die for each province. This die roll is modified by +1 if the freikorps counter represents one army factor. This factor is a
major power has two or more corps available for an anti-guerrilla cavalry factor for all purposes and has morale value of 1. In
operation in a province. If the result is higher than the province's

23
scenarios, they are placed as reinforcements when directed by the not contain an unbesieged enemy corps or is not controlled by
scenario instructions. another major power.
10.1.2.1 * CREATION OF COSSACKS AND FREIKORPS: 10.1.3.3.2: A corps may not move on the same Turn it is placed
New cossack and freikorps counters, if all allowable counters are back on the map.
not already on the map, may be placed on the map during a Levy 10.1.3.4 USING FEUDAL CORPS: Feudal corps perform like
Step. other corps except that they may neither detach, exchange, or
10.1.2.1.1 Cossack Placement: One cossack counter is placed in absorb army factors.
any Russian-controlled "cossack province" (a cossack province has 10.1.3.5 FEUDAL CORPS PROVINCES: The Crimean,
a "C" in parenthesis next to the province name on the map), so Podolian and Transylvanian feudal corps are available only if the
long as there would then be no more cossack counters on the map province of the same name is ceded to Turkey. Feudal corps
than there are Russian-controlled cossack provinces. from any provinces ceded by Turkey to other major powers are
EXCEPTION: If an enemy corps is inside the Russian home lost while ceded-Turkey cannot use the feudal corps nor can it be
nation, even if besieged, then there may be up to two cossacks on used by the major power to which the province was ceded.
the map for each Russian-controlled cossack province. Any excess 10.1.3.6 FEUDAL CORPS MAINTENANCE: Maintenance
is removed by the Russian player during a Levy Step when enemy must be paid only for feudal corps actually on the map during a
corps are no longer inside Russia. Money and Manpower Expenditure Step of an Economic Phase.
10.1.2.1.2 Freikorps Placement: A new Austrian freikorps Feudal corps not then on the map, even if placed during the
counter is placed in the Vienna area and a new Prussian freikorps following three months, do not have to be purchased.
counter is placed in the Berlin area, if those areas are under their 10.1.4 AUSTRIAN INSURRECTION CORPS: The Austrian
own home nation control and the cities are unbesieged. Freikorps major power has two insurrection corps available.
are only available after certain dates. The Austrian freikorps is 10.1.4.1 PLACING INSURRECTION CORPS: Immediately
available starting in the March, 1809 Economic Phase and the after an enemy corps, cossack or freikorps has entered certain
Prussian freikorps is available starting in the March, 1813 Austrian border provinces, the triggers the possible placement of
Economic Phase. the insurrection corps and the Austrian player may (if desired)
10.1.2.2 USING COSSACKS AND FREIKORIPS: Cossacks place on-map either or both insurrection corps anywhere within
and freikorps have five movement points and may not be forced that province, at their current strength. These border provinces
marched. They may move through enemy forces and may be are Illyria, Military Border, Transylvania and Hungary. These
moved through by enemy forces, without being required to stop. border provinces are not eligible for insurrection corps activation
They may not be transported by fleets. Cossacks may move if the province is currently ceded.
anywhere they can reach and are allowed by the rules, but 10.1.4.1.1: If the corps are placed in the area containing the
freikorps may operate only within their home nation's original enemy corps, that enemy corps (but not cossack or freikorps)
border and in areas currently controlled by their major power. would have to cease its movement.
10.1.2.2.1: Cossacks and freikorps block enemy supply but do not 10.1.4.1.2: Insurrection corps need not be placed at the first
need to be supplied themselves unless besieged. opportunity and so could cut supply chains if corps, cossacks or
10.1.2.2.2: When a cossack or freikorps ends its movement in an freikorps later activate their placement by crossing a border into
area containing enemy field forces it must initiate an attack. an eligible Austrian border province.
10.1.2.2.3: When unbesieged cossack and/or freikorps that are 10.1.4.1.3: Insurrection corps may only move within these four
alone in an area and are themselves attacked, the controlling border provinces, even if they are ceded (subject to access rules-
player(s) may, if desired, automatically retreat them before any see 10.3). If compelled to retreat out of these border provinces
combat occurs into any adjacent area not containing an unbesieged they must immediately stand down.
enemy corps. EXCEPTIONS: If attacked by a force containing at 10.1.4.1.4: Insurrection corps may not move during the same
least one enemy corps with a cavalry symbol, cossacks and/or Turn they are placed on the map.
freikorps may only retreat before combat if their controlling 10.1.4.2 USING INSURRECTION CORPS: In other respects
player(s) rolls a 4 or less on one die (roll once for the cossacks, insurrection corps are treated similarly to Turkish feudal corps-
regardless of the number of cossack counters present). This system they may not detach, absorb or exchange factors; they may stand
is also used when cossacks/freikorps are with corps attempting to down during Austria's Land Movement Step unless besieged or
withdraw (see 7.5.2.5.2.2). Opposing cossacks/freikorps must fight as a result of a retreat (see 10. 1.4.1.3). However, after standing
a trivial combat if alone (no other forces from either side) together down, they may not be placed on the map except by using the
in an area. activation procedure in 10. 1.4. 1.
10.1.3 TURKISH FEUDAL TROOPS: Turkey differs from the 10.1.4.3 * RAISING INSURRECTION CORPS FACTORS:
other major powers in that it purchases army factors and ships only Insurrection corps are brought up to their full strength of 15
for the Janissary, Imperial Cavalry and Nizami-Cedid corps and militia and 3 regular cavalry factors (even if off map), only
fleets. Turkish feudal corps (infantry and cavalry) start the game at during the Levy Step of the December Economic Phase, if not
full strength in feudal infantry or cavalry factors. then besieged, so long as any one of the four border provinces is
10.1.3.1 RAISING FEUDAL FACTORS: All army factors in the Austrian controlled and contains no unbesieged enemy corps.
feudal corps are raised in an annual "levy." During the Levy Step Unlike Turkish feudal corps, the factors in the insurrection corps
of a December Economic Phase, the Turkish player may elect to are treated as normal Austrian militia and regular cavalry factors
bring any or all of the feudal corps up to full strength by removing (although they may not be detached).
them from any location (even if eliminated and/or off the map) to 10.1.4.4 * INSURRECTION CORPS MAINTENANCE:
any area in the province of their origin (the province for which the Maintenance must be paid only for insurrection corps actually on
feudal corps is named). This may not be done if that province the map during a Money and Manpower Expenditure Step.
contains an unbesieged enemy corps, if it is controlled by another Insurrection corps not then on the map, even if placed during the
major power or if the feudal corps in question is besieged. following three months, do not have to be purchased.
10.1.3.2 STANDING DOWN FEUDAL CORPS: During the 10.1.5 THE AUSTRIAN TYROLEAN REVOLT CORPS: If
year the Turkish major power may "stand down" (ie., remove from a major power to which the Tyrol province has been ceded goes
the map) any or all feudal corps (feudal infantry and feudal to war with Austria, the Austrian player may, during any
cavalry) during Turkey's Land Movement Step without altering Austrian Land Movement Step, place the Tyrol corps marker in
their army factor strengths. A feudal corps may not stand down if any Tyrol area that does not contain an enemy corps. The Tyrol
besieged. corps may not be moved during the same step in which it is
10.1.3.3 RETURNING FEUDAL CORPS THAT STAND placed on the map.
DOWN: Any feudal corps that stands down may be placed back 10.1.5.1 TYROL CORPS STRENGTH AND USE: The Tyrol
on the map during any later Turkish Land Movement Step. corps has an initial strength of eight Austrian regular infantry
10.1.3.3.1: A feudal corps that stands down may only be placed factors and, once placed, can be used the same as any other
back on the map in its home province if that home province does Austrian corps, detaching and absorbing army factors, getting
infantry factors as reinforcements, etc.

24
10.1.5.1.1 *: Maintenance must be paid for the corps during every conditions granted by the new controlling major power
Money and Manpower Expenditure Step that it is on the map. (unconditional access MUST be given if peace condition
10.1.5.1.2: If the corps counter is removed from the map for any C.5 applies between the involved major powers). If no
reason, it cannot be placed on the map again for the remainder of access is given or available, the neutral forces must be
the war that triggered its placement. handled as with force repatriation (see 4.4.6.2 and/or
10.1.5.2 TYROL CORPS REMOVAL *: When peace is made option 12.4). Gen 23/4
between Austria and the major power that held (and may still hold) 10.3.1.2.2 Voluntary Access Limitations: Voluntary access
Tyrol province, the Tyrol corps and any infantry factors it may permission might be limited by specifying only certain provinces
hold at that time is removed from the map. It may be introduced through which movement is permitted. "Conditional access" is
again, at its full strength of 8 infantry factors, if there is another, also possible (eg., access only if at war with a particular country,
later war that again triggers its availability, etc. etc.). This is up to the players, who may wish to put the
conditions in writing. The player having access must obey the
[ 10.2 ] * MINOR COUNTRIES AND CEDED PROVINCES conditions set. The player through whose territory access is
CONTROL: desired may set any conditions (eg., whether the moving major
10.2.1 THE CONQUEST OF MINOR COUNTRIES: A minor power can leave garrisons, build depots, payment for the
country is conquered by one month's unbesieged occupation of its privilege, etc.).
capital. The old control flag is changed for a conquered control 10.3.1.2.3 Unconditional Access: Access gained as a peace
flag of the new controlling Major Power to show the new control condition (see C.S on the VICTORY CONDITIONS CHART on
during the Conquest Step. the Game Card) is "unconditional access" and no restrictions
10.2.1.1: When a minor country is conquered by a major power, other than those in peace condition C.5 can be imposed.
the minor country's surviving land forces (except for Poland-see 10.3.2 CITY OCCUPATION: The nationality of a city garrison
11.1.3.3) are considered to be eliminated and removed from the determines who controls the city for combat purposes, regardless
map. Minor country fleets are removed, but remain at their current of the major power formally controlling the province or minor
ship strength and the fleet and ships are available as soon as that country in which the city is located. For example, a Russian
minor country again becomes a minor Free State. While off-map, garrison in a French port city allows the Russian player to
no maintenance is paid and factors and ships may not be added. determine if the port's harbour defences are used against
10.2.1.2: A minor country conquest gains the conqueror one attacking fleets.
political point per district (see 10.4) and costs the major power 10.3.2.1: If a city has a garrison consisting of army factors from
from which the country was conquered one political point per more than one major power, control is with the major power
district. Record on the POI-ITICAI- STATUS DISPI-AY on the formally controlling the province or minor country. If no army
Status Card. factors of the major power formally controlling the province are
10.2.1.3: If a major power is not at war with another major power present, control for combat purposes can be decided by mutual
when a minor country it has been selected to run captures army agreement among the players with army factors present or, if
factors of that other major power, those army factors must be agreement is impossible, by competitive die rolls with no
returned immediately when the minor country is conquered or the modifiers. If garrisons in the same city suddenly find themselves
war lapses (see 4.4.6. 1). at war due to a declaration of war, IMMEDIATELY determine
10.2.2 CONQUERING CEDED PROVINCES: A major power city control by trivial combat between the hostile garrison forces.
may conquer a ceded province (even if not originally owned by Gen 27/2
that major power) exactly as if it were a minor country, unless the 10.3.2.2: If there is no garrison, the city is controlled by major
original owner controls it again, in which case it again becomes an power or neutral minor country which controls the territory in
unceded province. An unceded province may never be conquered. which the city is located-port cities without garrisons may not
A major power may cede provinces only as part of a formal use their harbour defences.
(conditional or unconditional) peace (see peace terms B.7 and 10.3.3 NEUTRAL GARRISONS IN ENEMY TERRITORY:
C.4). Conquest of a ceded province does not gain or lose political Neutral garrisons or portions of garrisons (army factors
points. belonging to a major power not at war with any of the besieging
corps) in a city belonging to an enemy of a besieging corps must
[ 10.3 ] * FORCES IN OTHER COUNTRIES-ACCESS: surrender as soon as a siege of the city is announced. These
10.3.1 ACCESS: "Access" is one country permitting another surrendered army factors and corps are automatically
country's forces to operate in the first country's territory. There "exchanged" and automatically returned to the map as
may be limitations on this access. reinforcements during the surrendered forces next Army
10.3.1.1 MINOR COUNTRY ACCESS: Any major power may Reinforcement Step.
move forces and trace supply through a neutral minor country. A 10.3.4 FORCIBLE ACCESS: If a major power is denied
major power may not also build depots and/or occupy cities in a voluntary access or denied desired access conditions, its land
minor country unless that major power is at war with or controls forces may still be moved into or through desired areas by using
that minor country. "forcible access," as follows:
10.3.1.2 MAJOR POWER ACCESS: A major power may only 10.3.4.1: Forcible access operates under the same restrictions as
move through another major power's territory with that major access through neutral minor countries (see 10.3.1.1).
power's permission (called "voluntary access") or, without 10.3.4.2: A phasing major power loses one political point per
permission, if at war with that major power or if peace condition Turn for EACH major power's territories in which forcible
C.5 applies. access is used. For example, during a Turn, French counters are
10.3.1.2.1 General Access Rules: Once inside another's province moved through some Bavarian and Saxon areas using forcible
or controlled minor country, the voluntary access permission to be access. France loses one political points if both these minor
there may not be rescinded (unless war between the major power's countries are controlled by Prussia, but loses two political points
negates the agreements). if Bavaria is Austrian-controlled and Saxony is Prussian-
10.3.1.2.1.1: Other corps or forces may be denied entry, but controlled.
those already there must be allowed to move, detach 10.3.4.3: The major power controlling territory in which forcible
garrisons and place depots as desired within any conditions access occurs may, if desired, IMMEDIATELY declare war and
already set. lose the requisite political points for EACH separate declaration
10.3.1.2.1.2: Forces may not be granted voluntary access to on any or all of the major powers using forcible access in its
move through a major power's territory and then denied territory, unless prevented by limitation in 4.2.2.1. This chance
permission to return by the same route and under the same to declare war is repeated each time a counter using forcible
conditions. access is moved. If war is declared, allies may be called as in
10.3.1.2.1.3: Neutral forces that previously had access in 4.3. Gen 23/4
territory that has changed control (i.e., due to reconquest or
ceding) can be given voluntary access under any new

25
[ 10.4 ] * MINOR COUNTRIES WITH DISTRICTS: Some [ 10.5 ] THE POLITICAL STATUS DISPLAY: Each major
minor countries are unusual in that they consist of two or more power has an initial starting position on this Status Card display
"districts " while most minor countries have only one district. as given in the campaign games. That position is altered by
10.4.1 COUNTRY COMPOSITION: These minor countries winning or losing combats, by gaining formal allies or breaking
have a "major" district (which gives its name to the whole minor alliances, being surrendered to or surrendering, declaring war
power) and a "secondary" district. The minor country Denmark upon a country, becoming bankrupt, economic manipulation, by
consists of the major district of Denmark (capital Copenhagen) and conquering a minor country or having one conquered from you
the secondary district of Norway (capital Christiana). Similarly, or by being selected to run it, etc. See the POLITICAL POINTS
there is the major district of Sweden (capital Stockholm) and the CHART on the back of this rulebook and the appropriate rules
secondary district of Finland (capital Abo). Others can occur if sections to find the reasons for and the extent of these
optional rules 11.4 and 11.7 are used. adjustments.
10.4.1.1 ADDITIONAL COUNTRIES WITH SECONDARY 10.5.1 ADJUSTMENT PROCEDURE: When political points
DISTRICS: The following minor countries may have are adjusted, all positive adjustments require the major power's
secondary districts added to them. There are no PP gained for political status marker to be moved that number of spaces along
adding a secondary district. These states remain in existence the display from left to right (the zone lines are contiguous eg.,
for purposes of rule 10.4.3.2 until the primary district is the right hand end of the Neutral Zone joins the left hand end of
conquered by another major power. the Dominant Zone). Similarly, negative adjustments require the
10.4.1.1.1 Egypt-Palestine: If the Ottoman Empire does not marker to be moved from right to left along the display. A major
exist, Palestine may be added to Egypt as a secondary district. power's political status marker cannot be adjusted off either end
The subsequent creation of the Ottoman Empire by another of the POLITICAL STATUS DISPLAY, but remains at the end
power does not dissolve Egypt-Palestine. DB, MLB & JJ until adjusted away by gains or losses. If a major power would
10.4.1.1.2 Sweden-Norway: Norway can be made a secondary have been forced off the lower end of the display, then that
district of Sweden. This can be done regardless of whether major power must sue for peace during the next Peace Step with
Finland is also a secondary district of Sweden. Norway cannot every major power at war with it (only a conditional surrender
be transferred to either Sweden or Denmark if it is presently a has to be accepted).
secondary district of the other. DB & JJ 10.5.2 LOCATED IN THE INSTABILITY/FIASCO
10.4.1.1.3 Tripolitania-Cyrenaica: Cyrenaica may be a secondary ZONES: When a Money and Manpower Collection Step of an
district of Tripolitania. The Tripolitania-Cyrenaica multi-district Economic Phase finds a major power's political status marker in
minor (called Libya) exists at the start of the 1792 and 1805 a box in the Instability or Fiasco Zones, a die may have to be
campaigns. Once it is dissolved it may not be recreated. DB & JJ rolled by that major power's controlling player. No die roll is
necessary if there is no economic loss number in the box. If the
10.4.2 DECLARATIONS OF WAR: Major Powers may not roll is not greater than the economic loss number found in the
separately declare war on a neutral secondary district while it is political status marker's box then only half the available major
still part of the neutral combined minor country. For example, a power money and manpower values are collected by that major
declaration of war on Sweden is also considered a declaration of power (rounding fractions up) and its minor Free States collect
war on Finland (unless Finland has already been conquered). The only their printed values, not the normal doubled amounts. The
cost in political points to declare war on neutral minor countries value of trade is unaffected. Other effects are:
with more than one district is one political point per district. 10.5.2.1 BEING IN THE INSTABILITY ZONE: If a major
10.4.3 CONTROL: Whoever is given control of, or conquers, the power commences the Minor Country Control Step of a Political
major district of one of these minor countries is also automatically Phase in the Instability Zone of the display, all of the conquered
given control of, or conquers, the secondary district with no need minor countries of that major power become neutral, unless there
to independently conquer the. secondary district capital. is an unbesieged corps or a 5 infantry garrison JJ of that major
10.4.3.1: The control of a secondary district is not given to the power in the minor country. EXCEPTIONS: see options
controller of the major district if a secondary district is already 11.2.3.2, 11.5.3.2 and 11.6.3.2.
controlled by a different major power. 10.5.2.2 BEING IN THE FIASCO ZONE: If a major power
10.4.3.2: It is possible for one major power to conquer a secondary commences a Minor Country Control Step in the Fiasco Zone all
district (by controlling its capital) while another major power controlled minor countries of that major power will become
controls the major district For example, one major power can neutral regardless of occupation attempts, including minor Free
conquer Norway, by controlling Christiana while another major States.
power conquers Denmark (the district) by controlling 10.5.2.3 CHANGING CONTROL: If an enemy corps is
Copenhagen. When this happens, Sweden is considered a separate located in the minor country and/or an enemy garrison is in the
minor country from Finland, Denmark is considered a separate minor country at these times, the minor country does not become
minor country from Norway, etc. until a secondary district satisfies neutral but is transferred to the control of that enemy major
the conditions of returning to neutrality (eg., the controlling major power instead (resolve control by competitive die rolls -as in
power is in the Fiasco Zone of the POLITICAL STATUS 8.7.4 if two or more different enemy major power forces occupy
DISPLAY-see 10. 5. 2). The secondary district does not in this the minor country). Free States whose control is transferred
case revert to neutrality but immediately reverts to the control of become conquered minor countries. When a minor Free State
the major power controlling the major district or (if also neutral) to becomes neutral or its control changes, all of its forces are
the control of the major district to again form a multi-district minor removed, but a note is kept of its current fleet strength (which
country. For example, Norway reverts to the control of the major will become available if the minor country later again becomes a
power controlling Denmark (as part of the controlled-Danish Free Free State). Garrison factors (NOT corps, freikorps, or cossacks
State), or, if Denmark is also neutral, Norway would again become in garrison) of the former controlling major power MUST be
a part of combined neutral Denmark minor country immediately removed from the minor country using the honors
10.4.4 CORPS AND FLEETS: The major power controlling the of war rules (see 7.5.4.1.2.3.1--in this case, it can be done by
major districts of these minor countries controls their corps and Spanish and Turkish garrisons). Gen 25/4
fleets. For example, Finland and Norway have no corps and fleets 10.5.2.4 POLITICAL POINTS FOR CHANGED
and, when separate, these secondary districts must be treated as CONTROL: No political points are lost when a major power
conquered minor countries. EXCEPTION: see option 11.7 for loses control of minor countries in this way. However, all major
Naples and Sicily, if used. When a secondary district is a part of its powers who have the control of a minor country (regardless of
combined minor Free State its manpower and money values can be the number of districts) transferred to them gain a political point.
used to purchase that minor Free State's ships and army factors. 10.5.3 STATUS MODIFIERS: The status modifiers at the side
For example, when Norway is a province of Denmark its of the POLITICAL STATUS DISPLAY are the die roll
manpower and money values (all doubled-see 8.2.3) can be used to modifiers used (in addition to any others) when dicing to
purchase Danish ships and army factors. determine who will, run a particular neutral minor country that
has been attacked (see 4.6.2 and 4.6.3) or when using the

26
Uncontrolled Major Power (UMP) rules (see 14.3). The status (see 7.5.2.10.2) as long as at least one factor of that leader's
modifiers number next to the zone line a major power's political nationality is pursuing.
status marker occupies is used. 10.6.2 LEADER MOVEMENT: Leaders may move by
spending their entire movement with a corps (fleet for
[ 10.6 ] LEADERS AND COMMANDERS: The leaders in the NELSON) with which they began the Land or Naval Movement
game represent historical personalities who held major commands Step. Alternatively, a leader may be retired from the map during
during the Napoleonic Wars. All leaders, except NELSON, must the appropriate Reinforcement Step (unless in a besieged city-a
always be stacked with a corps of that major power or controlled besieged port city must also be blockaded to prevent a leader's
minor power when on the map. NELSON must always be stacked retirement) and then placed with any unbesieged corps (fleet for
with a fleet(s) of the British major power or British-controlled NELSON) of its major power in any later appropriate
minor country. A player may not voluntarily cause his leader to Reinforcement Step.
become unstacked. Where a leader becomes unstacked due to 10.6.3 LEADER CAPTURE: When all factors on a side or in a
foraging losses or disbanding, the leader is removed from the pinning force with which a leader is present are eliminated by
board and is returned in any later Army Reinforcement Step combat that leader is captured by any major power on the
(Naval Reinforcement Step for NELSON). Leaders do not need opposing side of the owning player's choice. If a leader becomes
supply and, except for NELSON, may be transported on fleets only unstacked through losses incurred during besieged supply, the
if stacked with a corps. leader is captured by the besieging major power of the owning
10.6.1 LEADERS WHO ARE COMMANDERS: The leader in player's choice. Captured leaders must be returned as an effect of
charge of a force is called the "commander." If no leader is peace (see 4.4.6.1) and may be returned earlier at the option of
present, the best corps intrinsic ratings (there intrinsic ratings the capturing player, the leader being placed on the board in any
reflect the abilities of the corps commanders) of the corps present later appropriate Reinforcement Steps.
is used. Fleets have no intrinsic ratings. These intrinsic strategic 10.6.4 * RETURNING LEADERS: When a leader is removed
and tactical ratings can be found on the reverse of the counters and from the game under peace condition C. 6, that leader can only
minor countries' intrinsic ratings are those of their controlling be returned to the game in one of two ways:
major power. If no corps is present, garrisons, cossacks and 10.6.4.1: If the removed leader's major power ever occupies the
guerrillas have an intrinsic tactical and strategic rating of zero. Fiasco Zone on the POLITICAL STATUS DISPLAY on the
Note that Prussian strategic ratings differ in 1805-1809 from 1810 Status Card at the end of the Manipulation Step of an Economic
and later. Phase, the leader is eligible to be returned to the map for normal
10.6.1.1 CHOOSING OR DETERMINING A COMMANDER: use during the next or any later Reinforcement Phase.
If there is only one leader present on a side at a combat, that leader 10.6.4.2: If the major power is not in the Fiasco Zone at the end
automatically commands. Otherwise, the commander is of a Manipulation Step (see 8.4.3), the controlling player may, if
determined as follows: desired, drop a number of political points equal to the total of the
10.6.1.1.1 Commanders For Allied Armies: If several leaders are removed leader's strategic plus tactical ratings numbers
present on the same side at a combat then the leader commanding (EXCEPTION: the NELSON leader, with no ratings numbers,
the whole army must be a leader of the major power with the can be returned for a drop of 1 0 political points). If this is done,
greatest number of corps present. If there are equal greatest the leader is eligible to be returned to the map for normal use
numbers, the major power providing the leader may be chosen by during the next or any later Reinforcement Phase.
the controlling players by mutual agreement from among those 10.6.5 THE BERNADOTTE LEADER: The
major powers or by competitive unmodified die rolls. "BERNADOTTE" leader counter has two sides and is available
10.6.1.1.2 Commanders Among Other Leaders: If there are as a French leader (use the French blue side of the counter) from
several leaders from the one major power, the leader with the 1805 to the August, 1810 Turn. At the start of the Army
highest seniority rating is chosen. "A" is a senior rating to "B" is a Reinforcement Step of the August, 1810 Turn, the French player
senior rating to "C" is a senior rating to "D" If there is more than must give this leader counter (even if besieged) to the major
one leader of the same highest seniority rating then the controlling power controlling Sweden (use the gray side of the counter from
player may choose which leader to use. now on). The major power controlling Sweden may now place
10.6.1.1.3 Reinforcing Leaders Taking Command: If a the counter on the map during this or any later Land
reinforcing leader arrives during a combat, it takes command only Reinforcement Step. The BERNADOTTE leader counter is now
if from the same major power as the present commander and has a a Swedish leader and can be used with any of the corps of the
higher seniority rating or if there is currently no leader. major power controlling Sweden (which could change if control
10.6.1.2 COMMANDER USES: The commander chosen will be of Sweden changes).
used for all purposes in combats and only that leader's strategic 10.6.5.1: If BERNADOTTE was "killed" or France went into
and tactical ratings will be used. civil disorder prior to August, 1810, the BERNADOTTE leader
10.6.1.2.1 Tactical Maximum Ratings: Each leader has a counter does not become a Swedish leader.
"tactical maximum rating." If commanding more corps than this 10.6.5.2: If Sweden is or becomes neutral after BERNADOTTE
rating, the leader's tactical rating is reduced by -1, and if becomes a Swedish leader, the BERNADOTTE leader is kept
commanding more corps than twice this rating the leader's tactical off the map and can be placed when the rest of the Swedish
rating is reduced by -2. Regardless of the number of corps forces are placed.
commanded, the tactical rating can never be modified to below
zero. For example if Napoleon, with a tactical maximum rating of [ 10.7 ] * DARDANELLES CONTROL: Normally, the major
6 and a tactical rating of 5 , commands seven to twelve corps, the power controlling Constantinople controls access through the
tactical rating is reduced from 5 to 4. If Napoleon commands Dardanelles sea area (see 6.2.1.3 and 8.2.1.2.1.3 for results of
thirteen or more corps, the tactical rating is reduced from 5 to 3. control), but if Constantinople is besieged, no one controls
Corps included in an outflanking force are counted for determining access through the Dardanelles. Note that this makes it possible
a commander's tactical rating. for any major powers to pass through the Dardanelles and also
10.6.1.2.2 Tactical Ratings Comparisons: The opposing makes it possible for enemy fleets to enter the area to reach the
commanders' ratings (which may be modified if tactical maximum Constantinople blockade box.
ratings are exceeded) are compared on the COMMANDER
CHART on the Game Card, which gives a 0, +1 or -1 die roll [ 10.8 ] SETTLING DISPUTES: Although it is pointed out in
modifier for attacker and defender in a combat round. The tactical numerous places throughout the rules that major powers with
rating is calculated round by round (ie., reinforcements may conflicting and equal claims may settle their disputes through
change the commanders' tactical ratings from round to round). mutual agreement or through competitive die, rolls (sometimes
10.6.1.3 COMMANDERS FOR PUIRSUIT: For pursuits, the modified), other cases can arise that are not mentioned
combat commander is not necessarily the leader used. Any leader elsewhere. In all these cases, if a mutual agreement cannot be
with a cavalry leader symbol may be used to modify the pursuit reached, let unmodified competitive die rolls decide. for
example, if leaders or army factors are captured by mixed forces

27
controlled by more than one major power, the control over the cannot be reached, by competitive die rolls (roll for each factor
"prisoners" can be decided by mutual agreement or, if agreement or leader over which there is a disagreement).

OPTIONAL RULES
The optional rules are just that-optional-and may be used or not used in any combinations desired by the players of the game.
Their use is suggested only for experienced players of the game.

11.0 NEW POLITICAL COMBINATIONS

The Napoleonic Wars saw many changes in the map of Europe, remain in the control of the original controlling major power
some proving to be only temporary and others proving to be more until all Polish army factors are lost or any type of peace is made
permanent. These options permit players to recreate some of these between the major power that conquered Poland and the major
changes by arranging new combinations of minor countries and/or power holding the Polish loyalty marker, at which time the
ceded provinces to form new "super" minor Free States and also former controlling-major power relinquishes control of the
permit the possibility that any major power can become dominant Polish loyalty marker. The conquering major power may then, if
in Europe. In all cases, these changes are declared by the desired, again declare Poland a minor Free State (see 11.1.1)
controlling player during the New Political Combinations Step of during any later New Political Combination Step.
an Economic Phase (covers 11.l - 11 6 and 11.8). 11.1.4 CEDING POLAND: If Poland is ceded, either
voluntarily, or as a peace condition, it must be ceded as a unit.
[ 11.1 ] POLAND (GRAND DUCHY OF WARSAW): Poland, The controlling player may not separate individual Polish
once one of Europe's great powers, had been dissolved, carved up provinces for individual ceding or other purposes. When ceded,
and divided into separate provinces by Austria, Prussia and Russia the Poland political marker, Polish loyalty marker and any Polish
in the 1790s. The Poles hoped to regain their independence and forces are also ceded and the accompanying Free State flag is
loyally supported Napoleon after he created the "Grand Duchy of changed to show the new controlling major power. If desired, the
Warsaw." new controlling player may choose to handle Poland as in 8.8.5,
11.1.1 CREATING POLAND: If any (the Poles will accept changing it to conquered status, although, in this case, the
anyone's help) major power controls two or more possible Polish component provinces become ceded and/or unceded provinces,
(marked "P" next to the province names on the map) provinces depending on the controlling major power.
including Masovia and no other major power holds the Polish 11.1.5 POLITICAL POINTS: Poland is worth 1 point to create
loyalty marker, then the Polish Free State may be declared by that or to conquer (capture Warsaw). The loss of a controlled Poland
major power with Warsaw as the Polish Free State capital. costs 1 political point, whether to conquest or by ceding.
11.1.1.1 POLISH PROVINCES: The exact Polish ("P")
provinces making up the Polish Free State must be announced [ 11.2 ] THE KINGDOM OF ITALY: Italy had been divided
when the creation is declared. In the cases of Austria, Prussia or numerous small countries since the middle ages. Napoleon
Russia, any of their own home nation provinces included as part of created the Kingdom of Italy (actually encompassing only
Poland are then considered to be ceded provinces that are part of northern Italy) to solidify support among the Italians.
Poland. Once established, a controlling major power may, if 11.2.1 CREATING THE KINGDOM OF ITALY: The
desired, add additional controlled "P" provinces to Poland during Kingdom of Italy can be created only by Austria, France or
later New Political Combinations Steps. East and/or West Galicia Spain. The Kingdom of Italy consists of the minor countries of
may be part of a Russian-controlled Poland. Gen 25/4 Lombardy, Romagna Not papacy MU & MLB and Venetia and
11.1.1.2 MARKING CONTROL: The controlling major power the province of Illyria. If Austria creates the kingdom, Illyria
places one of its own Free State flags and the "Poland" political province, although not actually ceded, is then considered to be
marker anywhere in Poland and takes and holds the Polish loyalty part of the Kingdom of Italy and its money and manpower
marker to indicate Polish loyalty. values are not counted for Austrian money and manpower. If
11.1.2 USING POLAND: Once created, Poland is a normal minor Austria, France or Spain controls all four of these, then the
Free State of whatever size and total money and manpower values Kingdom of Italy may be declared by the controlling major
has been determined. The combined money and manpower values power.
of its component provinces are doubled in value (as in any minor 11.2.1.1: Control is marked by placing a controlling major
Free State-see 8.2.3) and used for the usual purposes. Polish power Free State flag and the "K. of Italy" political marker
garrison infantry factors may be placed anywhere within Polish anywhere in the kingdom.
territory. 11.2.1.2: Whenever the major power controlling the Kingdom of
11.1.3 CONQUERING THE POLISH FREE STATE: The Italy regains control of territory that could be part of the
Polish minor Free State may only be conquered by the unbesieged kingdom, this territory must be added to the Kingdom of Italy
occupation of Warsaw for a month (as per 10.2), after which the during the next New Political Combinations Step.
occupying major power places a conquered flag in each province 11.2.2 USING THE KINGDOM OF ITALY: Once created,
that defines Poland and the Poland political marker and the the Kingdom of Italy is generally treated as a normal minor Free
previous major power's state are removed. State. The combined money and manpower of its component
11.1.3.1. Once Poland is conquered, the provinces that were part of parts are doubled (as in any minor Free State-see 8.2.3) in value
the Polish Free State are now considered unceded provinces, if and used in any desired way for the usual purposes. The
now controlled by their home nation major power, or ceded combined money and manpower may be used to purchase army
provinces, if controlled by another major power. and/or ship factors for the corps, garrisons or fleets of either
11.1.3.2: Polish provinces other than Masovia may be Lombardy or Venetia. Garrison factors from the Kingdom of
independently conquered and treated as in 10.2.2. If a Polish Free Italy may be placed anywhere within its territory. In addition:
State becomes neutral, it is treated as a multi-district minor country 11.2.2.1: If France controls the Kingdom of Italy, the Lombardy
(see 10.4-Masovia is the major district) except that declarations of and Venetian corps have a movement allowance of 4. If this
war and assuming control are both worth only one political point, option is used, these corps do not get a 4 movement allowance
regardless of the number of component provinces. With a neutral simply for being French-controlled (see 7.3. 1. 1)-the Kingdom
Poland, no one holds the Polish loyalty marker. of Italy must be created for their movement allowance to be
11.1.3.3: If, when Poland is conquered, there are still remaining increased.
Polish forces, Poland may not be declared a minor Free State by 11.2.2.2: When the Kingdom of Italy is created the controlling
the new conquering major power. If any Polish forces remain, they major power gets the Venetia fleet counter and its current

28
number of ships. This fleet and ships are not available to the major incorporated as part of the Confederation of the Rhine - see
power controlling Venetia unless that major power also controls 11.5.2.1).
the Kingdom of Italy. 11.3.2.2: The money from Magdeburg province can be used for
11.2.3 CONQUERING THE KINGDOM OF ITALY: The any purpose, but its manpower can be used only to purchase
component parts of the Kingdom of Italy are still treated as Hanoverian infantry and cavalry factors.
separate minor Free States and a ceded province for purposes of 11.3.2.3: Only Hessian infantry can be used as minor country
conquering it. However, as long as the Kingdom of Italy's garrisons within Hesse. Only Hanoverian infantry can be used as
controlling major power still controls at least one component minor country garrisons within Hanover and Magdeburg. If
minor country with corps, the Kingdom of Italy still exists Hanover is NOT part of the Kingdom of Westphalia, Hanoverian
(consisting of whatever territory remains). army factors are not available for use by the Kingdom of
11.2.3.1: If the last component minor country with corps of the Westphalia. Gen 23/4
Kingdom of Italy goes neutral, is ceded or is conquered the 11.3.3 CONQUERING THE KINGDOM OF
kingdom will cease to exist and will become separate parts (either WESTPHALIA: The component parts of the Kingdom of
neutral or under control, as the case may be) again. If not Westphalia are still treated as separate minor Free States and a
otherwise controlled, Illyria province returns to Austrian control ceded province for purposes of conquering it. However, as long
or, if Austria no longer exists, Illyria goes to the major power as the Kingdom of Westphalia's controlling major power still
controlling Austria province. The Kingdom of Italy political controls at least one component minor country with corps, the
marker and the previous major power's Free State flag are removed Kingdom of Westphalia still exists (consisting of whatever
when the kingdom goes neutral or ceases to exist and/or is ceded. territory remains)
11.2.3.2: Rule 10.5.2.2 is modified when applying to the minor 11.3.3.1: If the last component minor country with corps of the
country components in the Kingdom of Italy. Instead of the Kingdom of Westphalia goes neutral, is ceded or is conquered,
component minor countries automatically going neutral during a the kingdom will cease to exist and will become separate parts
Minor Country Control Step, they only need to be checked during (either neutral or under control, as the case may be) again. If not
a New Political Combinations Step. If in the Fiasco Zone during a otherwise controlled, Magdeburg province returns to Prussian
New Political Combinations Step, one die is rolled for each of the control or, if Prussia no longer exists, Magdeburg goes to the
component minor countries. Failure to roll higher than the major power controlling Brandenburg province. The Kingdom of
economic loss number means that the component minor country Westphalia political marker and the previous major power's Free
goes neutral (or changes control-see 10.5.2.3); otherwise there is State flag are removed when the kingdom goes neutral or ceases
no effect. NOTE: No die rolls are made if there is no economic to exist and/or is ceded.
loss number in the Fiasco, Zone box or for Illyria province. 11.3.3.2: Rule 10.5.2.2 is modified when applying to the minor
11.2.4 CEDING THE KINGDOM OF ITALY: If the Kingdom country components in the Kingdom of Westphalia. Instead of
of Italy's territories are ceded, either voluntarily or as a peace the component minor countries automatically going neutral
condition, they are ceded as separate minor countries and/or a during a Minor Country Control Step, they only need to be
province. The political marker is never ceded, only removed if the checked during a New Political Combinations Step. If in the
conditions for the kingdom's existence end-if the kingdom is gone, Fiasco Zone during a New Political Combinations Step, one die
then it must be recreated as in 11.2.1 to exist again. is rolled for each of the component minor countries. Failure to
11.2.5 POLITICAL POINTS: The Kingdom of Italy is worth one roll higher than the economic, loss number means that the
political point to create. Individually gaining or losing parts of it component minor country goes neutral (or changes control-see
gain/cost the usual political points for conquering/losing minor 10.5.2.3); otherwise there is no effect. NOTE: No die rolls are
countries/provinces (see 10.2.1.2 and 10.2.2). made if there is no economic loss number in the Fiasco Zone box
or for Magdeburg province.
[ 11.3 ] * THE KINGDOM OF WESTPHALIA: The numerous 11.3.4 CEDING THE KINGDOM OF WESTPHALIA: If the
small states of north western Germany were tempting prizes to the Kingdom of Westphalia's territories are ceded, either voluntarily
major powers that vied for their control. Napoleon created the or as a peace condition, they are ceded as separate minor
Kingdom of Westphalia to consolidate his control in this area. countries and/or a province. The political marker is never ceded,
11.3.1 CREATING THE KINGDOM OF WESTPHALIA: The only removed if the conditions for the kingdom's existence end-
Kingdom of Westphalia can be created only by France or Prussia. if the kingdom is gone, then it must be recreated as in 11.3.1 to
The Kingdom of Westphalia consists of the minor countries of exist again.
Hanover and Hesse and the province of Magdeburg, If Prussia 11.3.5 POLITICAL POINTS: The Kingdom of Westphalia is
creates the kingdom, Magdeburg province, although not actually worth one political point to, create. Individually gaining or
ceded, is then considered to be part of the Kingdom of Westphalia losing of it gain/cost the usual political points for
and its money and manpower values are not counted for Prussian conquering/losing parts minor countries/provinces (see 10.2.1.2
money and manpower. If France or Prussia controls all three of and 10.2.2).
these, then the Kingdom of Westphalia may be declared by the
controlling major power. [ 11.4 ] THE KINGDOM OF BAVARIA: The King of Bavaria
11.3.1.1: Control is marked by placing a controlling major power was an ambitious fellow and Napoleon gave him the Tyrol
Free State flag and the "K. of Westphalia", political marker province to cement their relations. The Tyrolians detested their
anywhere in the kingdom. Bavarian overlords and all-in-all this was one of Napoleon's least
11.3.1.2: Whenever the major power controlling the Kingdom of successful creations.
Westphalia gains control of territory that could be part of the 11.4.1 CREATING THE KINGDOM OF BAVARIA: The
kingdom, this territory must be added to the Kingdom of Kingdom of Bavaria can be created by France or Prussia. The
Westphalia during the next New Political Combinations Step. Kingdom of Bavaria consists of the minor country of Bavaria
11.3.2 USING THE KINGDOM OF WESTPHALIA: Once and the province of Tyrol. If France or Prussia controls both of
created, the Kingdom of Westphalia is generally treated as a these, then the Kingdom of Bavaria may be declared by the
normal minor Free State. The combined money and manpower of controlling major power. Control is marked by placing a
its component parts are doubled in value (as in any minor Free controlling major power Free State flag and the "K. of Bavaria"
State-see 8.2.3) and used in any desired manner for the usual political marker anywhere in the kingdom.
purposes. In addition: 11.4.2 USING THE KINGDOM OF BAVARIA: Once
11.3.2.1: If France controls the Kingdom of Westphalia, the created, the Kingdom of Bavaria is generally treated as a normal
Hanover and Hesse corps have a movement allowance of 4. If this minor Free State. The combined money and manpower of its
option is used, these corps do not get a 4 movement allowance component parts are doubled (as in any minor Free State-see
simply for being French-controlled (see 7.3. 1. 1)-the Kingdom of 8.2.3) in value and used in any desired way for the usual
Westphalia must be created for their movement allowance to be purposes. The combined money and manpower may be used to
increased (NOTE: movement is also increased if the Kingdom of purchase Bavarian army factors. Garrison factors from the
Westphalia is not created, but Hanover and/or Hesse are Kingdom of Bavaria may be placed anywhere within Bavaria

29
and/ or the Tyrol. In addition, if France controls the Kingdom of 11.5.1.2: In order for Austria to create the Confederation of the
Bavaria, the Bavarian corps has a movement allowance of 4. If this Rhine (or, "Holy Roman Empire" in this case), peace condition
option is used, this corps does not get a 4 movement allowance C.8 may never have been applied against Austria, or, if it was
simply for being French controlled (see 7.3. 1. 1)-the Kingdom of applied, it must have been cancelled by Austria applying peace
Bavaria must be created for their movement allowance to be condition C. 9 to any and all major powers that had previously
increased (NOTE: movement is also increased if the Kingdom of applied C.8 against Austria.
Bavaria is not created, but Bavaria is incorporated as part of the 11.5.1.3: In order for France or Prussia to create the
Confederation of the Rhine see 11.5.2.1). Confederation of the Rhine, at least one major power must have
11.4.3 CONQUERING THE KINGDOM OF BAVARIA: The applied peace condition C.8 against Austria land not had this
component parts of the Kingdom of Bavaria are treated much the cancelled by Austria using peace condition C. 9 against them.
same (the difference being what Austria does with Tyrol province) NOTE: Historically, the creation of the Confederation of the
as a multi-district minor country (see.10.4) with the major district Rhine somewhat predated the official end of the Holy Roman
being Bavaria (capital Munich) and the minor district being Tyrol Empire, but the French victories at Ulm and Austerlitz had made
(capital Salzburg). Austria's bowing to Napoleon's demands on this matter
11.4.3.1: If the Tyrol is conquered separately by Austria, it inevitable.
becomes an unceded province of Austria and if conquered by any 11.5.1.4: Whenever the major power controlling the
other major power that does not control Bavaria, it becomes a Confederation of the Rhine gains control of territory that could
ceded province under their control. be part of the Confederation of the Rhine, -this territory must be
11.4.3.2: If Austria conquers the Kingdom of Bavaria by capturing added to the Confederation of the Rhine during the next, New
Munich. Tyrol is immediately reincorporated into Austria as an Political Combinations Step.
unceded province, and the Kingdom of Bavaria ceases to exist 11.5.1.5: The Confederation of the Rhine can never be created
(remove the political marker) and if this is done by any other major by one major power, even if all other requirements can be met, if
power, Tyrol becomes a ceded province and Bavaria becomes a the Confederation of the Rhine political marker is still on the
conquered minor country under that major power's control-the map with another major power's Free State flag.
Kingdom of Bavaria ceases to exist. 11.5.2 USING THE CONFEDERATION OF THE RHINE:
11.4.3.3: If the Kingdom of Bavaria goes neutral, the Kingdom of Once created, the Confederation of the Rhine is generally treated
Bavaria political marker remains on the map and is treated as a as a normal minor Free State. The money and manpower of its
multi-district neutral minor country for determining political points component parts are doubled in value and used for the usual
for declaring war (see 4,2.1.2) and assuming control (see 4.6.3.1), purposes. In addition:
but is conquered as in 11.4.3.2. 11.5.2.1: If France controls the Confederation of the Rhine, the
11.4.3.4: The Kingdom of Bavaria political marker is removed Baden, Bavaria, Hanover, Hesse, Saxony and Wurttemburg
whenever Tyrol province is under different control than Bavaria's. corps have a movement allowance of 4. If this option is used,
11.4.4 CEDING THE KINGDOM OF BAVARIA: If the these corps do not get a 4 movement allowance simply for being
Kingdom of Bavaria's two districts are ceded, either voluntarily or French-controlled (see 7.3.1.1)-the Confederation of the Rhine
as a peace condition, they are ceded together as one minor country, must be created for their movement allowance to be increased.
along with the political marker. The controlling major power may EXCEPTIONS: If the Confederation of the Rhine is not created,
not break up the kingdom to cede individual districts or for other some corps may still get a 4 movement allowance if French
purposes. EXCEPTION. If ceded to Austria, handle as in 11.4.3.2. controlled if options 11.3.2.1 and 11.4.2 apply.
11.4.5 POLITICAL POINTS: The Kingdom of Bavaria is worth 11.5.2.2: The money from all minor countries and provinces can
one political point to create and costs one political point to cede. be used for any purpose, but manpower from minor countries
Individually gaining or losing parts of it gains/costs the usual and
political points for conquering/losing minor countries/provinces provinces without corps can be used only to purchase
(see 10.2.1.2 and 10.2.2-ie., +1 political point to conquer Bavaria, Hanoverian infantry and cavalry factors.
political point to have Bavaria conquered and no political points to 11.5.2.3: Only infantry of the appropriate minor country can be
separately conquer or lose Tyrol province). used as minor country garrisons within the minor countries with
corps. Only Hanoverian infantry can be used as minor country
[ 11.5 ] * THE CONFEDERATION OF THE RHINE: garrisons within Hanover and the minor countries and provinces
Napoleon created the Confederation of the Rhine to further without corps. NOTE: Hanoverian and Bavarian infantry have
consolidate his position in Germany. Austria, through their control the same morale value and, therefore, any "Hanoverian" infantry
of the Holy Roman Empire had previously had the dominant factors placed as garrison in Tyrol province are considered to be
position in Germany, but this dominance had been slipping for Bavarian infantry if the Kingdom of Bavaria is in existence. If
centuries. Hanover and/or Bavaria are NOT part of the Confederation of
11.5.1 CREATING THE CONFEDERATION OF THE the Rhine, their army factors are not available for use by the
RHINE: The Confederation of the Rhine can be created only by Confederation of the Rhine. Gen 23/4
Austria, France or Prussia. The Confederation of the Rhine 11.5.3 CONQUERING THE CONFEDERATION OF THE
consists of the minor countries of Hanover and Hesse (which may, RHINE: The component parts of the Confederation of the Rhine
also be part of the Kingdom of Westphalia), Baden, Bavaria, are still treated as separate minor Free States and ceded
Saxon and Wurttemburg, all of which have corps the minor provinces for purposes of conquering it. However, as long as the
countries Berg, Duchies, Kleves and Mecklenburg, which do not Confederation of the Rhine's controlling major power still
have corps, and the provinces of Magdeburg (which may also be controls at least one component minor country with corps, the
part of the Kingdom of Westphalia) and Tyrol (which may also be Confederation of the Rhine still exists (consisting of whatever
part of the Kingdom of Bavaria). If Austria or Prussia creates the territory remains).
confederation, their own provinces (Tyrol for Austria, Magdeburg 11.5.3.1: If the last component minor country with corps of the
for Prussia), although not actually ceded, are considered to be part confederation goes neutral, is ceded or is conquered, the
of the Confederation of the Rhine and no longer provide money confederation will cease to exist and become separate parts
and manpower for the home nation. If Austria, France or Prussia (either neutral or controlled, as the case may be) again. If not
controls at least five of the six minor countries with corps plus any otherwise controlled and the Kingdom of Westphalia is not also
three other minor countries and/or provinces (all possible minor in existence, Magdeburg province returns to Prussian control or,
countries and/or provinces that the major power controls must be if Prussia no longer exists, to the major power controlling
incorporated), then the Confederation of the Rhine may be Brandenburg province. If not otherwise controlled and the
declared by the controlling major power. Kingdom of Bavaria is not also in existence, Tyrol province
11.5.1.1: Control is marked by placing a controlling major power returns to Austrian control or, if Austria no longer exists , to the
Free State flag and the "C. of the Rhine" political marker anywhere major power controlling Austria province. The Confederation of
in the confederation. the Rhine political marker and the previous major power's Free

30
State flag are removed when the confederation goes neutral or as the Ottoman Empire's controlling major power still controls at
ceases to exist or and/or is ceded. least one component minor country with corps, the Ottoman
11.5.3.2: Rule 10.5.2.2 is modified when applying to the minor Empire still exists (consisting of whatever territory remains).
country components in the Confederation of the Rhine. Instead of 11.6.3.1: If the last component minor country with corps of the
the component minor countries automatically going neutral during empire goes neutral, is ceded or is conquered the empire will
a Minor Country Control Step, they only need to be checked cease to exist and become separate parts (either neutral or
during a New Political Combinations Step. If in the Fiasco Zone controlled, as the case may be) again. The Ottoman Empire
during a New Political Combinations Step, one die is rolled for political marker and the previous major power's Free State flag
each of the component minor countries. Failure to roll higher than are removed when the kingdom goes neutral or ceases to exist
the economic loss number means that the component minor and/or is ceded.
country goes neutral (or changes control-see 10.5.2.3); otherwise 11.6.3.2: Rule 10.5.2.2 is modified when applying to the minor
there is no effect. NOTE: No die rolls are made if there is no country components in the Ottoman Empire. Instead of the
economic loss number in The Fiasco Zone box or for Magdeburg component minor countries automatically going neutral during a
or Tyrol provinces. Minor Country Control Step, they only need to be checked
11.5.4 CEDING THE CONFEDERATION OF THE RHINE: during a New Political Combinations Step. If in the Fiasco Zone
If the Confederation of the Rhine's territories are ceded, either during a New Political Combinations Step, one die is rolled for
voluntarily or as a peace condition, they are ceded as separate each of the component minor countries. Failure to roll higher
minor countries and/or provinces. The political marker is never than the economic loss -number means that the component
ceded, only removed if the conditions for the confederation's minor country goes neutral (or changes control-see 10.5.2.3);
existence end-if the confederation is gone, then it must be otherwise there is no effect. NOTE: No die rolls are made if
recreated as in 11.4.1 to exist again. there is no economic loss number in the Fiasco Zone box.
11.5.5 POLITICAL POINTS: The Confederation of the Rhine is 11.6.4 CEDING THE OTTOMAN EMPIRE: If the Ottoman
worth two political points to create. Individually gaining or losing Empire's territories are ceded, either voluntarily or as a peace
parts of it gain/cost the usual political points for conquering/losing condition, they are ceded as separate minor countries. The
minor countries/provinces (see 10.2.1.2 and 10.2.2). political marker is never ceded, only removed if the control of all
the empire's territories goes to another major power or powers-if
[ 11.6 ] * THE OTTOMAN EMPIRE: Definitely weakened, but the empire is gone, then it must be recreated as in 11.2.1 to exist
not quite yet the "sick man of Europe" it would become later in the again.
century, the Turks definitely dreamed of regaining control of their 11.6.5 POLITICAL POINTS: The Ottoman Empire is worth
Islamic North African empire (although most of these nations wore two political points Gen 23/4 to create. Individually gaining or
still nominally under Turkish control, the real power was not losing parts of it gain/cost the usual political points for
there). France, Great Britain and Spain, in a different manner, also conquering/losing minor countries (see 10.2.1.2).
had ambitions in North Africa (they would definitely have called it
by a different name, but "Ottoman Empire" is used for [ 11.7 ] * THE KINGDOM OF THE TWO SICILIES: When
convenience). this option is used, the minor countries of Naples and Sicily
11.6.1 CREATING THE OTTOMAN EMPIRE: The Ottoman should be considered to be one multi-district minor country
Empire can be created only by France, Great Britain, Spain or called the "Kingdom of the Two Sicilies" (it is like this in
Turkey. The Ottoman Empire consists of the, minor countries of campaign games starting in 1805). Naples is the major district
Algeria, Cyrenica, Egypt, Morocco, Palestine, Syria, Tripolitania and Sicily is the secondary district, but there are some special
and Tunisia. If France, Great Britain, Spain or Turkey controls any rules that apply if this option is used:
six of these (all possible minor countries that the major power 11.7.1: If the two are controlled by different major powers the
controls must be incorporated), then the Ottoman Empire may be Naples corps are controlled by the major power controlling
declared by the controlling major power. Naples and the Naples fleet is controlled by the major power
11.6.1.1: Control is marked by placing a controlling major power controlling Sicily.
Free State flag and the "Ottoman Empire" political marker 11.7.2: The money and manpower values of Naples and Sicily
anywhere in the area. are combined and doubled (as in any minor Free State-see 8.2.3)
11.6.1.2: Whenever the major power controlling the Ottoman but, if separate minor Free States controlled by different major
Empire gains control of territory that could be part of the empire, powers the money and manpower values of each are not
this territory must be added to the Ottoman Empire during the next doubled.
New Political Combinations Step.
11.6.1.3: The Ottoman Empire can never be created by one major [ 11.7a ] * CISAPLINE REPUBLIC: There are two obvious
power, even if all other requirements can be met, if the Ottoman omissions in the starting situation of 1805 Campaign Games.
Empire political marker is still on the map with another major Prior to 1805 Lombardy and Romagna were united as the
power's Free State flag. Cisalpine Republic, re-established by the Treaty of Luneville in
11.6.2 USING THE OTTOMAN EMPIRE: Once created, the 1801 and governed (under the presidency of Bonaparte) by the
Ottoman Empire is generally treated as a normal minor Free State. liberal Italian nobleman Count Melzi. In January 1805 Napoleon
The combined money and manpower of its component parts are converted the republic into the Kingdom of Italy, to which he
doubled (as in any minor Free State-see 8.2.3) in value and used in added Venetia after the Treaty of Pressburg. The Treaty of
any desired way for the usual purposes. The combined money and Luneville also converted the Grand Duchy of Tuscany, which for
manpower may be used to purchase army factors for the corps or most of the 18th c. had been a possession of a junior branch of
garrisons of any of the component minor countries with corps. the Habsburg dynasty, into the “Kingdom of Etruria”; in return
Garrison factors from the Ottoman Empire may be placed for Spain’s cession of Louisiana to France, the new kingdom
anywhere within its territory. In addition, there are extra was transferred to a member of the House of Bourbon-Parma,
advantages for a Turkish-controlled Ottoman Empire, as follows: who was also the nephew of the Spanish queen and the husband
11.6.2.1 IMPROVED OTTOMAN MORALE: If Turkey of a Spanish princess.
controls the Ottoman Empire, the morale value of every Ottoman 11.7a.1 CREATING THE CISAPLINE REPUBLIC: The
Empire corps becomes 2.0 for infantry and 3.0 for cavalry. Cisalpine Republic, consisting of the primary district of
11.6.2.2 "TRIBUTE": If Turkey controls the Ottoman Empire, at Lombardy and the secondary district of Romagna, begins 1805
the conclusion of all December Money and Manpower campaign games as a French Free State with eleven infantry and
Expenditure Steps, any unspent Ottoman Empire money points are one cavalry strength points.
added as "tribute" to Turkey's remaining money points (see 8.5.7) 11.7a.1.1: If destroyed, the Cisalpine Republic may not be
instead of being lost as in 8.5.5. recreated.
11.6.3 CONQUERING THE OTTOMAN EMPIRE: The 11.7a.2 USING THE CISAPLINE REPUBLIC: Once created,
component parts of the Ottoman Empire are still treated as separate the Cisapline Republic is generally treated as a normal minor
minor Free States for purposes of conquering it. However, as long Free State. The combined money and manpower of its

31
component parts are doubled (as in any minor Free State-see 8.2.3) while the dominant major power may announce when it will take
in value and used in any desired way for the usual purposes. The its sequence, the same as France usually does.
combined money and manpower may be used to purchase 11.8.2.4 INCOME CHANGES: For Austria, Prussia, Russia,
Lombardian army factors. Garrison factors from the Cisapline Spain or Turkey, their total major power income is automatically
Republic may be placed anywhere within Lombardy and/or increased by 10 money points on the Money and Manpower
Romagna. Collection Steps of every Economic Phase while a dominant
11.7a.3 CONQUERING THE CISAPLINE REPUBLIC: If power. For France or Great Britain, their total major power
Lombardy is every ceded (with or without Romagna), then the income is automatically reduced by 10 money points on the
Cisapline Republic is dissolved. Additionally, if the Kingdom of Money and Manpower Collection Steps of every Economic
Italy is created later, the Cisalpine Republic is dissolved. Phase while not a dominant power.
11.7a.4 CEDING THE CISAPLINE REPUBLIC: If the 11.8.2.5 LEADER IMPROVEMENT: If Austria, Prussia,
Cisapline Republic's territories are ceded, either voluntarily or as a Russia, Spain or Turkey become a dominant power, the
peace condition, they are ceded as separate minor countries and/or controlling player may select one leader and consider that, for
provinces. The political marker is never ceded, only removed if the that one leader, there is an increase in strategic, tactical and
conditions for the republic's existence end. MLB & JJ tactical maximum rating numbers of +1. EXCEPTION: No
leader's ratings may be considered to be increased to exceed 5-5-
[ 11.81 ] * ALTERNATE DOMINANT POWERS: In 6. Clarification: Leader improvement also increases leaders
EMPIRES IN ARMS, as with the historical events portrayed, seniority rating to a maximum of A (for example C -> B). Single
France and Great Britain have obvious and constant qualitative leader can be promoted only once (in case where major power
advantages over the other five major powers and, although anyone achieves dominance more than once). Leader improvement is
can still win, they are the "dominant" powers in the gate and the not cancelled if major power loses dominant status.
centers of diplomatic activity. For example, if Prussia does very 11.8.2.6 PROVINCE CHANGES: At the moment a major
well early in a campaign game, it is still the rather puny Prussia of power becomes a dominant power, all ceded provinces of other
the Napoleonic period in terms of army factor morale, with the major powers that it controls become unceded provinces of the
addition of some minor country corps for help. It is certainly not new dominant power's home nation. Any ceded provinces
the dangerous Prussia of Frederick the Great less than 50 years acquired later remain ceded provinces.
earlier or the dominant Prussia (the basis of modem Germany) of 11.8.3 CONTROLLED TERRITORY REQUIRED TO
50 years later and will have trouble maintaining any early gains. GAIN DOMINANT STATUS: The following territories must
Every one of the major powers in the game has the capability to be controlled by the given major power in order to achieve
become a dominant European power and, during the previous 200 dominant status:
years or during the next century, every one of them was or would 11.8.3.1 AUSTRIA: Must control all home nation provinces
be a dominant power. This option allows players, as the rulers of plus any 5 of the following 7 territories: the Bosnia province, the
their respective major powers to alter the historical balance. Confederation of the Rhine (even if reduced after creation-if not
11.8.1 ACHEIVING OR LOSING DOMINANT POWER using option 11.5, Austria must control at least five out of
STATUS: In order for Austria, Prussia, Russia, Spain or Turkey to Baden, Bavaria, Hanover, Hesse, Saxony or Wurttemburg,
become a dominant power, they must reach the New Political which count together as one territory), the Kingdom of Italy
Combinations Step of an Economic Phase at peace with all other (even if reduced after creation-if not using option 11.2, Austria
major powers and in control of certain territories. In order for must control Lombardy, Papacy and Venetia, which count
France or Great Britain or any other major power that earlier together as one territory), the Piedmont minor country, the
achieved dominant power status to lose their dominant power Serbia province, the Silesia province and the Switzerland minor
status, they must reach the New Political Combinations Step of an country.
Economic Phase at peace with all other major powers and not in 11.8.3.2 PRUSSIA: Must control all home nation provinces plus
control of the territories necessary to maintain their dominant any 4 of the following 6 territories: the Confederation of the
power status. A France or Great Britain that earlier lost dominant Rhine (even if reduced after creation-if not using option 11.5,
power status may regain dominant power status if they reach a Prussia must control at least five out of Baden, Bavaria,
New Political Combinations Step at peace with all other major Hanover, Hesse, Saxony or Wurttemburg, which count together
powers and in control of the territories needed to avoid the loss of as one territory), the Denmark minor country (with or without
dominant power status. Any changes in dominant power status Norway), the Lorraine province, the Palatinate minor country,
must be announced during a New Political Combinations Step. the Moravia province and Poland (must be created).
11.8.2: AFFECTS ACHEIVING OR LOSING DOMINANT 11.8.3.3 RUSSIA: Must control all home nation provinces plus
POWER STATUS: any 6 of the following 7 territories: Armenia province,
11.8.2.1 MORALE: If Austria, Prussia, Russia, Spain or Turkey Bessarabia province, East Galicia province, Moldavia province,
become dominant powers, the morale value of the dominant Poland (must be created), the minor country of Sweden (must
power's regular infantry is increased by +1.0 and, for Spanish and include Finland) and West Galicia.
Turkish regular cavalry, morale is also increased by +1.0 Turkish 11.8.3.4 SPAIN: Must control all home nation provinces plus all
dominant power feudal infantry and feudal cavalry have their 5 of the following territories: the minor country of Gibraltar, the
morale increased by +0.5. If France or Great Britain loses their Kingdom of Italy (even if reduced after creation-if not using
dominant status, the morale of the diminished status major power's option 11.3, Spain must control Lombardy, Papacy and Venetia,
regular infantry is reduced by -1.0. which count together as one territory), the Kingdom of the Two
11.8.2.2 CHANGED NAVAL ADVANTAGES: For Great Sicilies (both Naples and Sicily), the minor country of Morocco
Britain, the loss of dominant status also means that their fleets lose and the minor country of Portugal.
their +1 die roll modifier in naval combats and they must always 11.8.3.5 TURKEY: Must control all home nation provinces plus
take the first sequence in a Naval Phase. If Austria and/or Prussia any 5 of the following 6 territories: the Crimea province, the
become dominant powers their fleets lose their -1 die roll modifier Georgia province, the Military Border province, the Ottoman
in naval combats. Empire (even if reduced after creation-if not using option 11.6,
11.8.2.3 CHANGED LAND PHASE SEQUENCE: If Austria, Turkey must control at least five out of Algeria, Cyrenica,
Prussia, Austria, Spain and/or Turkey becomes a dominant power Egypt, Morocco, Syria, Tripolitania or Tunisia, which count
while France remains a dominant power, France no longer gets to together as one territory), the Podolia province and the
choose its spot in the sequence but must always take the first Transylvania province.
sequence in a Land Phase. If two or more of Austria, Prussia, 11.8.4 CONTROLLED TERRITORY LOSSES REQUIRED
Russia, Spain or Turkey become a dominant power while France is TO LOSE DOMINANT STATUS: France and Great Britain
not a dominant power, France must always take the first sequence start as dominant powers and, to lose dominant status, must lose
in a Land Phase. If only one of Austria, Prussia, Russia, Spain or the control of the following territories:
Turkey is a dominant power while France is not a dominant power, 11.8.4.1 FRANCE: Must lose control of any 6 of the following
France takes that major power's usual position in the sequence 7 territories: the Flanders minor country, the Holland minor

32
country, the Lombardy minor country, the Lorraine province, the 11.9.2 GREAT BRITAIN AND FRANCE AT WAR: No
Palatinate minor country, the Piedmont minor country and the major powers necessarily start at war in the campaign games
Switzerland minor country. (14.4 and 14.7) that start in 1805 to give players the maximum
11.8.4.2 GREAT BRITAIN: Must lose control of any 6 of the flexibility in creating their own diplomatic climate. Actually,
following 7 territories: the Gibraltar minor country, the Hanover France and Great Britain were already at war and the duel
minor country (already lost at the start of every campaign game), between them was to continue to the bitter end. These optional
the Ireland province, the Malta minor country, the Portugal minor rules recreate this competition:
country (neutral and not controlled by Great Britain in campaign 11.9.2.1 START AT WAR: France and Great Britain must start
games starting in 1805), the Scotland province and the Wales at war in the campaign games starting in 1805. France and Great
province. Britain may NEVER make an informal peace and, unless one or
both have ceased to be dominant powers, may never be allies.
[ 11.9 ] * POLITICAL RESTRICTIONS ON PEACE: Gen 23/4 (Similar in Gen 25/4.)
11.9.1 "BALANCE OF POWER" RESTRICTIONS ON 11.9.2.2 MANDATORY PEACE CONDITIONS: If France
LOSSES: No matter how the major powers' rulers may have sues Great Britain for peace, Great Britain must demand an
wanted to dominate the local landscape, they were all, to some unconditional peace that includes peace condition C.6 to remove
extent, committed to leaving at least a "rump" of territory and the NAPOLEON leader (unless already killed). Peace cannot be
authority to their peers. This also guarantees that any player who made if these conditions cannot be met (ie., if another major
starts a game can still be in it when it ends. This can be reflected in power with which France is making peace at the same time does
two options, either or both of which can be used in a game: not agree to the removal of NAPOLEON). If Great Britain sues
11.9.1.1 RESTRICTIONS ON TERRITORIAL LOSSES: No France for peace, France must demand an unconditional peace
major power with a player may ever have its home nation reduced that includes peace condition C.1.c (which could be chosen by
by more than a total of three provinces. any major power with which Great Britain is making peace at
11.9.1.2 RESTRICTIONS ON CIVIL DISORDER: No major the same time) to remove two fleets and peace condition C.5,
power with a player may ever go into civil disorder. Ignore 8.7.1 which must permit French major power forces access. These
through 8.7.5 for a major power with a player that meets the civil requirements are all dropped in a game using option 11.8 if
disorder requirements (see 8.7) and, instead, require that player to either France or Great Britain ceases to be a dominant power
sue for and accept any type of peace during the next Peace Step and/or if one of the other major powers becomes a dominant
with all major powers with which that major power was at war power.
when the civil disorder conditions were met. We will use this rule.

12.0 MISCELLANEOUS OPTIONS

[ 12.1 ] * REINFORCEMENT OPTIONS: 12.2.2 NAVAL RAIDING: For each sea area adjacent to Great
12.1.1 MILITIA CONVERSION: During a Money and Britain that contains an enemy fleet(s), British colonial trade is
Manpower Expenditure Step, while at war with no other major reduced by 5 money points (maximum reduction to 0). This is
power, a major power's player may remove any militia factors determined during an Economic Phase. Gen 25/4 This applies
located in controlled home nation territory from the map and pay only during the Economic Phase. Gen 27/2 YES
three money points per militia factor to "convert" them to regular 12.2.3 MOVING LARGE FLEETS/TRANSPORTS: Larger
infantry factors. These new regular infantry factors are returned to fleets or fleets convoying transports are not as mobile as smaller
the map as reinforcements three months later (ie., the same as fleets.
newly-purchased regular infantry factors). YES 12.2.3.1: These rules apply to fleets in an area that are all
12.1.2 SHIP BUILDING LOCATIONS: When ships are controlled by one major power and/or using combined movement.
purchased, the exact port or ports where these ships will become They do not apply to fleets in the same area that are controlled by
available when completed (ie., where they are being "built") must different major powers that are not using combined movement.
be noted and announced (their building is common knowledge). 12.2.3.2: Any fleet starting its Naval Phase in a stack where some
These ports are the only ones where these ships can become or all of the fleets are transporting corps and/or contain a depot
available as reinforcements. for invasion supply loses -1 movement point off of its movement
12.1.2.1: If a port city containing building and/or completed but allowance for the Naval Phase.
unassigned ships is occupied by an enemy, all of these major 12.2.3.3: Any fleet starting its Naval Phase in a stack loses -1
power ships are considered to be destroyed. movement point off of its movement allowance for the Naval
12.1.2.2: If a minor Free State port city containing building Phase per fleet in the stack in excess of one fleet. For example,
and/or completed but unassigned ships is occupied by an enemy, the movement allowance in a stack of two fleets would be
these minor power ships are not necessarily considered to be reduced to 6 and, in a stack of three fleets, would be reduced to 5.
destroyed and, if building, construction can continue normally, as 12.2.3.4: Rules 12.2.3.2 and 12.2.3.3 are cumulative if both
the major power that took the port desires (competitive die rolls apply. However, the maximum movement allowance reduction
determine the ships' fate if a mixed force occupies the port and that ever applies is -3 movement points - a movement allowance
agreement cannot be reached). Control of these ships will of 4 movement points is the least to which a stack can be reduced.
eventually go to the major power that controls both the minor 12.2.3.5: These movement allowance reductions apply only to
country fleet counter and the port, so that the ships can be normal naval movement-they do not apply for naval retreat and
transferred to the fleet. YES pursuit movements. NO
12.2.4 REDUCED NAVAL TRANSPORT CAPACITY: If this
[ 12.2 ] * NAVAL OPTIONS: option is used, rule 6.2.5 is modified to redefine carrying
12.2.1 OPTIONAL SEA CROSSING ARROWS: capacity. Fleets may carry no more than 10 army factors each,
12.2.1.1 CHANNEL ARROW: Consider that there is a sea regardless of how these are organised into corps (the army factors
crossing arrow between the Lille area and the area east of must still be in corps). If transporting fleets are eliminated, all
Portsmouth. NO excess army factors that they were transporting are also
12.2.1.2 DANISH/SWEDISH SEA CROSSING ARROWS: eliminated these losses may be taken from various corps, if
These areas are extremely narrow and could be dominated even desired. YES
by the guns of the period. A fleet in the sea area cannot block any 12.2.5 PROPORTIONAL NAVAL LOSSES: When a stack of
of the sea crossing arrows in Denmark or the one connecting the fleets of mixed nationalities (including minor country
Copenhagen and Malmo areas if enemy corps and/or garrisons are nationalities) participates in a combat, the losses it takes should
located in both land areas connected by the arrows. YES be as nearly proportional to the starting proportions as possible.

33
Round .5 and above up. When proportions do not "round out" 12.3.4.5: If at least one guard factor of the committed nationality
precisely, an "odd" loss or losses should be assigned by mutual is left, then the combat round proceeds, with the modified morale
agreement or, if agreement cannot be reached, by competitive die level. The lost guard factors do not participate in the combat
rolls. For example, a stack of fleets totalling 68 ships contains 36 round. If all committed guard factors were lost, then the
British (52.9%), 20 Swedish (29.4%) and 12 Portuguese (17.7%) committing side is automatically considered to break without
ships and loses 10 ships in a naval combat. The losses should be fighting that combat round (although the opposing side still
5.29 (5) British, 2.94 (3) Swedish and 1.77 (2) Portuguese ships. fights).
YES 12.3.4.6: If at least one guard factor survives and the combat
[ 12.3 ] LAND OPTIONS: round is fought with the modified morale level, the other side
12.3.1 SUPPLY LIMITS PER DEPOT: Each individual depot must be broken during that combat round or the side that
that is a supply source or part of a valid supply chain may only be committed the guard is automatically considered to be broken.
used to supply a maximum of four corps and/or besieged YES
garrisons. YES 12.3.5 ARTILLERY CORPS: The French and Russian major
12.3.2 BRITISH TRAINING: Great Britain proved quite adept powers each have the use of an artillery corps. These have special
at turning certain minor country troops into first-class soldiers, uses during field and limited field combats, trivial combats and
notably the Portuguese and Hanoverian (the "King's German limited field combats. These special uses do not apply during
Legion" or "KGL") troops that they trained. Under this option, siege assaults or defender attacks (unless a relieving force is
after 24 continuous months as a British-controlled minor Free available for a limited field combat).
State, the morale of the army factors in the Hanover or Portugal 12.3.5.1: In every combat round (see 7.5.2.8 for sequencing) the
corps is considered to be 4.0 for both infantry and cavalry in those artillery may be used to "bombard" before normal combat is
corps. Garrison infantry factors of these nationalities retain their resolved, the casualties inflicted by bombardment taking no part
usual (2.0) morale. YES in later combat. If both sides possess artillery, the bombardment
12.3.3 CAVALRY OPTIONS: losses are considered to be determined simultaneously.
12.3.3.1 CAVALRY SUPERIORITY: If a side has at least 12.3.5.2: The losses removed by bombardment may not be
twice as many cavalry factors (including cossacks and freikorps) militia, where possible, if the side taking the bombardment losses
as the other side at the beginning of any round of a field, limited already has a morale loss of 2.0 or greater.
field or trivial combat (if necessary, recalculate the number of 12.3.5.3: Artillery bombardment inflicts only casualties-it has no
cavalry factors present for every combat round), the superior side effect on morale (ignore morale losses when doing an artillery
gets +1 added to its combat die roll. NOTES: The net maximum bombardment).
modifier to a combat die roll for all modifiers is +1. Cavalry 12.3.5.4: Artillery always bombards using the 5-5 table,
factors in an outflanking force are not counted for cavalry irrespective of the tables being used for the normal combat round.
superiority until the outflanking force "arrives" (see 7.5.2.12). Artillery bombardment is unaffected by any terrain other than
Cavalry factors in an outflanking force that has arrived are not marsh-there can be no bombardment in marsh terrain, although
counted as double factors for purposes of determining cavalry the artillery factors still participate in normal combat.
superiority. This rule does not apply if all factors on both sides 12.3.5.5: Artillery also takes part during the normal combat round
are cavalry. YES (ie., when used for bombardment it effectively gets to fight
12.3.3.2 CAVALRY WITHDRAWALS: A defending cavalry twice).
corps stacked alone or only with other cavalry corps and/or 12.3.5.6: If at any time during a combat round a side (or the
cossacks/freikorps has its strategic rating (or that of its pinning force of a side) consists of only artillery factors, that side
commanding leader) increased by +1 for withdrawal purposes is automatically considered to break. YES
only (see 7.5.2.5.2.2). This rule does not apply if the attacker is 12.3.6 PROPORTIONAL LAND LOSSES: When army factors
also an all-cavalry force and/or if the commanding leader has a of mixed nationality (including minor country nationalities)
strategic rating of 5. Gen 25/4 The Austrian Light Infantry Corps participate in a combat, the losses suffered should be as nearly
IS considered to be a cavalry corps for this purpose. Gen 27/2 proportional to the starting proportions as possible. Round .5 and
YES above up. When proportions do not "round out" precisely, an
12.3.4 GUARD COMMITMENT: Before the resolution of a "odd" loss or losses should be assigned by mutual agreement or, if
combat round commences (see 7.5.2.8 for sequencing), a player agreement cannot be reached, by competitive die rolls. Once the
with a guard or grenadier corps involved may choose to "commit number of army factors lost by each contingent are determined,
the guard" and announces that this is being done. If a force the controlling players decide the types of factors to be lost by
includes guard or grenadier corps of two or more nationalities, each contingent (within the normal limits for militia, cavalry,
only one corps may be used for this purpose. A player may do guard, etc. factors that must be lost by the whole army) by mutual
this only once per day of combat. agreement or, if impossible, by competitive die rolls. YES
12.3.4.1: If both sides have guard and/or grenadier corps, the 12.3.7 ARMY LEADER OPTIONS:
decision to commit or not and (if applicable) the number of 12.3.7.1 CORPS LEADERS: For purposes of combats (although
morale levels of the shift must be written down by both side's without a leader counter corps must still attempt to withdraw or
players at the start of every combat round and revealed reinforce individually), when no leader is available for a multi-
simultaneously. corps force and the best corps rating is used, treat these best corps
12.3.4.2: The effect of committing the guard is to increase the ratings the same as if the force were commanded by a leader with
morale level used on the Combat Resolution Table by +1 or +2. those strategic and tactical ratings and a tactical maximum rating
For example, the 3-2 combat table becomes the 3-3 (increased by of 1 and modify accordingly (see 10.6.1.2.1). YES
+1) or 3-4 (increased by +2) combat table. 12.3.7.2 FURTHER TACTICAL RATING REDUCTIONS:
12.3.4.3: Only two or more guard factors of French and/or This option extends rule 10.6.1.2.1 by allowing a commander
Russian guards may be used to attempt to increase the morale with three times the corps of the tactical maximum rating to have
level by +2. One or more guard factors of Austrian, French, the tactical rating reduced by -3, with four times the corps to be
Prussian and/or Russian guard factors may be used to increase the reduced by -4, etc. The tactical rating can still never be reduced to
morale level by +1. Despite these minimums, all available guard below zero. YES
factors of a nationality that is committed must be used for this. 12.3.7.3 NAPOLEON'S RATINGS: Napoleon's military skill
Turkish (See 12.10.2), British and/or Spanish guard factors may slipped noticeably as he got older. If this option is used, the
not be committed. NAPOLEON leader's tactical rating is reduced to 4 starting in
12.3.4.4: The player who commits his guard then consults the January, 1809 and the strategic rating reduced to 4 starting in
GUARD COMMITMENT TABLE on the Game Card and rolls a January, 1812. These reductions do not apply for combats fought
die. The die roll is cross-referenced with the column showing the within the original French home nation boundaries. YES
number of morale levels shifted. The result is the number of 12.3.8 DETACHING/ABSORBING MINOR FREE STATE
guard factors automatically lost (in addition to any that may be FACTORS: If players wish to allow Free State factors to be
lost during the coming combat round). detached as garrisons outside of the Free State's borders, they may

34
do so, but the players must keep side notes on the nationalities of indicates a leader casualty. If a casualty is indicated, randomly
garrisons, mark nationalities on grey garrison/strength counters choose a leader counter from among those present (if more than
placed outside of a Free State's borders or make their own one is present) and roll one die for the chosen leader. If a 6 is
garrison/strength counters for the various possible minor Free rolled, the leader casualty is "killed" and taken permanently from
States. YES the game. On any other roll, the leader casualty is "wounded" and
12.3.9 NO CEDING: Allow the ceding of minor countries only taken from the map for a number of complete months equal to the
as a peace term and at no other times. Gen 23/4 NO die roll number. YES
12.3.10: OVERWHELMING NUMBERS: Field or limited 12.7.1 KEY LEADER SURVIVAL: Each player will choose
field combats where one side has a 5:1 or better ratio in strength one “key leader”, who cannot be killed. If that “key leader” rolls a
factors MUST be resolved using trivial combat. EXCEPTION: 12 then a 6, during the above process in rule 12.7, instead of
An outnumbered DEFENDER may attempt to withdraw before killing the “key leader” change the result to a 12 month injury.
the trivial combat by rolling the commander's strategic rating or 12.7.1.1 CHOOSING THE “KEY LEADER”: At the start of
less. Gen 25/4 YES the game, each player will choose one leader who cannot be
[ 12.4 ] * PEACE TREATY LIMITED ACCESS: This option killed. For some countries, their key best leader enters as a
supersedes the force repatriation rules in 4.4.6.2 and forces are reinforcement, ie. Blucher or Wellington. If the leader enters as a
not repatriated when peace is made. Instead, when peace is made, reinforcement, the player may instead choose another leader (if he
the former enemies have a period of automatic "limited access" to possesses one) from the start until the time that the leader arrives.
get their forces out of the former enemy power's territory. When the chosen leader arrives as a reinforcement, the secondary
12.4.1 GARRISONS: By the end of three Land Phases after choice returns to being a normal leader. Similarly, if using the
peace is made, all garrison factors must be out of the other major optional rule that removes Kutusov, and Kutusov is chosen as the
power's cities. In the case of a victor that chose peace condition Key leader, Russia may choose another leader as the “Key
C.5, the requirement is reduced to getting garrisons out of the Leader” when Kutusov is removed. YES
capital cities during this period. [ 12.8 ] * ALLIED VOLUNTARY ACCESS: Amend the rules
12.4.2 CORPS, FLEETS AND DEPOTS: By the end of six in 10.3.1.2.2 to state that voluntary access may be granted only to
Land Phases after peace is made, all corps, fleets, depots and an ally. NO
depot garrison factors must be out of the other major power's [ 12.9 ] * AMERICAN TRADE OPTION: The War of 1812
territory. This requirement can be ignored by a victor that chose between Great Britain and the United States was to some extent
peace condition C.5. "engineered" by Napoleon and his "continental system." In this
12.4.3 FAILURE TO LEAVE: Any forces that have not met the option, if peace condition B.6 is applied to stop as major power's
requirements in 12.4.1 and 12.4.2 in the required times must be American trade, this counts as a major power denied trade with
demobilised and/or scuttled during the next Reinforcement Phase America for the die roll required in 8.2.1.2.2.2.2 and the British
(NOTE: rule 5.1.4.2 limitations on scuttling may be ignored to must make the die roll during any Money and Manpower
meet this requirement) unless the major power controlling the Collection Step in which any major powers are denied American
territory grants voluntary access (see 10. 3). NO trade by Britain and/or by the B.6 peace condition. YES
[ 12.5 ] * ECONOMIC MANIPULATION: Economic All rules denoted by an asterisk are ignored for play of the
manipulation simulates the ability of a major power to control its scenarios. The scenarios are suitable for play by two players.
economy to gain the additional political points, money or
manpower that are needed. Economic manipulation takes place [ 12.10 ] TURKISH VARIANTS
during the Manipulation Step of an Economic Phase (see 8.4). 12.10.1 THE GRAND VIZIER: The Grand Vizier is simply the
Performing economic manipulation consists of first recording Sultan's chief advisor and commander-in-chief of the army. As
changes from the last economic manipulation setting and then such, he is "Immortal." If the Grand Vizier is the victim of a
resetting the ECONOMIC MANIPULATION DISPLAY on side leader casualty, a die roll of 6 does not eliminate the counter
one of each major power's National Card (even if side two is used permanently. Treat the result as a six month wound instead. The
for everything else, this display on side one should be used with Sultan will simply appoint a new Grand Vizier at that time. Gen
this option during a campaign game) for the next economic 29/5 YES
manipulation. The setting is always in the 0 square at the start of a 12.10.2 THE SULTAN’S GUARD: Each Janissary Corps hold
campaign and 8.4. 1 restrictions can limit the ability to use other one factor of guard infantry in place of a regular infantry strength
settings. point. This is a substitution, one guard replacing one of the
12.5.1 RECORDING ECONOMIC MANIPULATION: Major infantry. The Corps capacity thus becomes 14 Inf, 1 Guard in
Powers gain or lose the number of political points specified by the 1805. Historically, picked warriors from the 60th through 63rd
large Political Status Adjustment ("PSA") number in the square of Ortas, known as the Solaks, constituted the Sultan's finest troops.
its ECONOMIC MANIPULATION DISPLAY in which that Turkey does not begin any scenario or campaign game with a
major power's economic manipulation marker is positioned. This guard factor. They must be built during the course of the game.
square also specifies gains or losses in money and/or manpower. Turkish guards cannot be used per rule 12.3.4 Guard
Record any political point changes on the POLITICAL STATUS Commitment. The Nizami-Cedid cannot have any guards
DISPLAY on the Status Card and add or subtract the money and attached. Gen 29/5 & JJ YES
manpower from the totals determined during the Money and 12.10.3 INCREASED CALVALRY CAPACITY: Based purely
Manpower Collection Step. on numbers, the Turkish regular cavalry is under-represented in
12.5.2 SETTING ECONOMIC MANIPULATION: The the game. If using this option, each Janissary Corps can hold 2
owning player then sets the economic manipulation marker's Cav in addition to the infantry. If used along with the Sultan's
position to any square on the ECONOMIC MANIPULATION Guard, each Janissary corps has a capacity of 1 Guard, 14
DISPLAY. This position specifies the PSA number and amount Infantry, and 2 Cavalry in 1805, and 1 Guard, 11 Infantry, and 2
of money and/or manpower to be gained or lost in the next Cavalry in 1792. The capacity of the Nizami-Cedid, is increased
Economic Phase's Manipulation Step. YES to 12 Inf, 4 Cav in 1805, and 8 Inf, 3 Cav in 1792. Gen 29/5 & JJ
[ 12.6 ] BLANK FORMS: Copies of the blank forms found on YES
side two of the Minor Countries National Card and the back of 12.10.4 THE NIZAMI-CEDID: Allow the use of the Nizami-
the Status Card can be filled out and used to provide a written Cedid Corps in the 1812 and 1813 scenarios/campaign games, but
record of when and what happened. Copies of these forms, when restrict its usage to within the Turkish home nation and controlled
cut apart and filled in, not only provide reference during a game minors (only) and consider it to have a capacity of 8 Inf, and 2
but, if used faithfully, they provide a good record of the major Cav. The rules are too harsh by not allowing its use. It was
events in a game. Some samples are filled in below. restored by Selim's brother in 1808 but did not reach its former
[ 12.7 ] LEADER CASUALTIES: After the completion of a glory until after the Napoleonic Era, when it was used to crush the
field or limited field combat, a trivial combat, or a naval combat, Janissaries in 1826. Gen 29/5 This rule goes into effect in May
each side with a leader or leaders present checks to see if any 1807. From this point on it has the restriction to only move with
became casualties in the combat by rolling two dice. Rolling a 12 within Turkish home nation and controlled minors. If outside of

35
required locations in May 1807, it is automatically disbanded. JJ MUHAMMAD ALI leader counter is rated 3-2-2-C. Gen 29/5
YES Once Turkey conquers Egypt any time after December 1804, the
12.10.5 OTTOMAN CAVALRY SUPERIORITY: Ottoman Egyptian leader, MUHAMMAD ALI is brought into play. ALI
cavalry is doubled for the purposes of determining cavalry counts as a Turkish/Egyptian leader. However, if Egypt is
superiority only. FIN NO conquered by another power and then made a Free State, ALI will
be considered an Egyptian minor leader (similar to the
[ 12.11 ] NORTH AFRICAN VARIANTS French/Swedish leader BERNADOTTE). YES
12.11.1. NON-EUROPEAN TROOPS: The manpower values of 12.12.2 EGYPTIAN FLEET: Egypt has a fleet capable of
conquered minor countries listed in (11.6.1 The Ottoman Empire) holding up to 15 ships. Egyptian ships’ morale is 2.5 if advanced
are halved if owned by any major power other than Turkey.** naval rules are being used. Otherwise, the Egyptian fleet gets a -1
MLB & FIN modifier in combat.
**Exception: Egypt produces full MP. 12.12.2.1: Add 8 ships to at start Egyptian OoB in 1805. MU
**Exception: Spain gets full MP for Morocco and Algiers. YES
**Exception: Any Free State produces full manpower. FIN YES
12.11.2 MAMLUK & SPAHI CAVLARY: Cavalry raised by [ 12.11 ] RUSSIAN VARIANT
Syria, Egypt, Cyrenaica, Tripolitania, Tunisia, Algeria & 12.11.1 RUSSIAN SCORCHED EARTH: Russia can declare
Morocco cost $9, rather than $15 each. MLB NO any one home or ceded province to be “scorched” per economic
phase, after the Money and Manpower Collection Step. This costs
[ 12.12 ] EGYPT VARIANTS 1 PP and may not be attempted unless Russia is at war with a MP.
12.12.1 EGYPTIAN LEADER OPTION: Create a leader The provincial capital must be in Russian control and unbesieged.
counter to represent the "Napoleon of Cairo," MUHAMMAD There must also be at least one unbesieged Russian corps
ALI. ALI is available during the 1805 scenario if Turkey controls anywhere in the province.
Egypt as a Minor Free State. He is available in any army 12.11.1.1 A scorched province has the forage values of every area
reinforcement step. He is used in the same manner as the reduced by 1 for 12 months. The money value of the province is
Bernadotte leader counter in the standard game. See 10.6.5. The halved (FRD) for the duration of the same time period. MU YES

13.0 SCENARIOS

[ 13.1 ] SCENARIO FORMAT: The following abbreviations 13.1.4 REINFORCEMENTS: The available reinforcements in
have been used. A = artillery factor or artillery corps designator. army factors, corps counters, leaders and money are detailed as to
C = regular cavalry factor or cavalry corps designator. Ck = what arrives, arrival time and arrival location. They must be taken
cossack counter. Fk = freikorps counter. Gd = guard factor or at the listed time and location-if not taken then and there, the
guard or grenadier corps designator. Gr = guerrilla factor. I = reinforcements are lost. Reinforcements are received only if
regular infantry factor. Lt = light infantry corps designator, and M eligible (see 5.2) and, for corps, cossacks and freikorps, only if a
= militia factor. Where the type of corps is not specified it is an counter is available for use.
infantry corps. Where the nationality of the corps or army factor
is not specified it is that of the major power's home nation. 13.1.5 TIME: The Turns that the game starts and ends are given.
Information is given in the following format. Setup the Turn markers in the appropriate boxes of the TIME
DISPLAY on the Status Card.
13.1.1 FORCES SETUP: Only the forces involved on the
portion of the map in use are given in the scenarios. The opposing 13.1.6 SPECIAL RULES: Any special rules (if any) that apply
forces are setup in the areas specified in the individual scenarios. to the scenario are explained. Special rules that apply to all
which will also specify setup order. scenarios are.
13.1.1.1: When a force (including reinforcements) is setup in a 13.1.6.1: Forces may not enter any area outside of the territories
province. minor country or area(s) containing a city(s) or specified as under the control of the major powers in the scenario
depot(s). the army factors or corps may be set up in any being played.
unoccupied city(s) (in their corps and/or as garrisons) or depot(s) 13.1.6.2: A combat loss is any loss incurred during combat
of that province. minor country and/or area(s). as the controlling including sieges and surrenders (this excludes foraging losses,
player desires besieged foraging losses and reinforcements that are lost (see
13.1.1.2: The corps counters given for initial setup or as 13.1.4).
reinforcements are the maximum number available. Only the 13.1.6.3: Since there is no Lending Money Step in scenarios, the
minor country corps mentioned for setup/reinforcement are used major powers may not lend money to each other unless a special
in the scenarios Players may organize their army factors in their rule says otherwise.
corps counters to require less corps counters, if desired and 13.1.6.4: If option 12.3.5 is not used, treat all artillery factors as if
possible. Corps strengths should be recorded on the National they are regular infantry factors and allow the artillery corps to
Cards and any factors not assigned to corps (except Cossacks, hold the same number of regular infantry/militia factors as they
freikorps and guerrillas, which have their own counters) should could normally hold artillery factors.
be available as factors of garrison/strength counters. 13.1.6.5: All of a major power's corps and depots are available for
use, unless otherwise stated.
13.1.2 STARTING MONEY: Each major power is allocated a
starting amount of money points. 13.1.7 VICTORY: This tells how to determine a scenario
winner.
13.1.3 CONTROL: Control of minor countries and ceded
provinces always remains with the major power controlling them [ 13.2 ] THE 1805 (INTRODUCTORY) SCENARIO: This
at the start and their forces are not removed from the map if their scenario allows players to master the basic military systems of
minor country is conquered (unless exceptions are mentioned in EMPIRES IN ARMS before embarking on the later scenarios and
the special rules. For the scenarios, the differentiation of control the full military, diplomatic and economic systems of the
into a minor Free State or conquered minor country is used for campaign games. The 1805 scenario simulates Napoleon's
reinforcement and historical purposes only. Only those territories victorious Austerlitz campaign.
needed for a scenario are mentioned-any territories not mentioned
are "out of play" for the scenario. 13.2.1 FORCES SETUP:
13.2.1.1 ALLIED FORCES: The Allied forces are setup first.

36
13.2.1.1.1 Austrian Forces: B. 1 corps with 8I and 3C and the Wurttemburg corps with 5
A. 3 corps and 1C corps with 23I, 7C and the MACK leader in Wurttemburg I and 1 Wurttemburg C and the NAPOLEON and
the Ulm area. MASSENA leaders in the Nuremburg area.
B. I corps with 10I, 1C and the JOHN leader in the Salzburg area. C. 1 corps and 1C corps with 23I and 7C and the Bavaria corps
C. 5 corps, 1C corps and 1Gd corps and the CHARLES leader with 11 Bavarian I and 1 Bavarian C and the DAVOUT leader in
with 3Gd, 32I and 11C in and/or within 1 area of the Venice area. the 3-forage area immediately north of the Munich area.
D. 1I in Prague. D. 1Gd corps with 9Gd and 2C in the Strasbourg area.
E. 4I in Vienna. E. The Saxony corps with 7 Saxon I and 1 Saxon C and the
F. 3 depots anywhere in Austrian-controlled territory. BERNADOTTE leader in the northernmost 4-forage area in
13.2.1.1.2 Russian Forces: Bavaria.
A. 2 corps and 1C corps with 16I and 3C. 1Ck and the F. The Poland corps with 4 Polish I and 2 Polish C in the Warsaw
KUTUSOV leader in the Krakow area. area.
B. 1Gd corps, 2 corps and 1C corps with 5Gd, 11I, 4C and the G. 1 corps and 1A corps with 6I and 5A in the Zara area .
ALEXANDER leader in the Brest-Litovsk area. H. 1 corps with 12I and 3C and 1 Lombardy corps with 8
C. 2 corps with 9I and 1M, 1Ck and the BENNIGSEN leader in Lombard I and 1 Lombard C and the EUGENE leader in the
the Grodno area. Venice area.
D. 1 depot each in the Brest-Litovsk and Lublin areas. I. 2 Polish I in any Polish city (Poland = Posen and Masovia
13.2.1.2 FRENCH FORCES: The French forces are setup provinces).
second. J. 2M in Ulm.
A. 1 corps with 7I with the BERNADOTTE leader in the Cologne K. 1 depot each in the Venice, Stuttgart, Strasbourg and Warsaw
area. areas.
B. 3 corps with 38I and 3C with the DAVOUT and SOULT 13.3.1.2 AUSTRIAN FORCES: The Austrian forces are setup
leaders in the Mainz area. second.
C. 2 corps, 2C corps and lGd corps with 3Gd, 19I and 10C with A. 2 corps with 24I, 2M. 2C in any Bohemia province area or
the NAPOLEON, NEY and MURAT leaders in the Strasbourg areas.
area. B. 4 corps and 2Gd corps with 48I. 10Gd, 7M and 8C, 1Fk and
D. The Bavaria corps with 10 Bavarian I and 1 Bavarian C in the the CHARLES leader in the Linz area.
5 -forage area of the Duchies. C. 1 corps with 9I, 1C in any East Galicia province area or areas.
E. 2 corps with 21I and 4C with the MASSENA leader in the D. 1Lt corps with 4I in the Karlstadt area.
Milan area. E. 2 corps with 20I and 2C and I Insurrection corps with 15M and
F. I corps with 9I in the Florence area. 3C and the JOHN leader in the Trieste area.
G. 3I in Stuttgart. F. 4M in Vienna.
H. 1 depot each in the Strasbourg, Mainz and Stuttgart areas. G. 1 depot each in the Vienna, Prague, Krakow and Trieste areas
plus 3 other depots in any 3 other areas in Austrian controlled
13.2.2 STARTING MONEY: Austria starts the game with $5, provinces.
Russia starts with $3, and France starts with $10
13.3.2 STARTING MONEY: Austria starts the game with $20
13.2.3 CONTROL: and France starts with no money
AUSTRIAN controlled territory consists of the Austrian home
nation and Venetia as a conquered minor country 13.3.3 CONTROL:
RUSSIAN controlled territory consists of the Russian home FRENCH controlled territory consists of the French home nation
nation plus Illyria, Magdeburg and Tyrol as ceded provinces. Baden,
FRENCH controlled territory consists of the French home nation Berg, Duchies, Flanders, Kleves, Hesse, Holland, Hanover,
plus Flanders, Kleves, Palatinate, Duchies, Baden, Wurttemburg, Venetia, Switzerland, Palatinate, Papacy, Romagna, Tuscany and
Berg, Hanover, Switzerland, Piedmont, Lombardy, Tuscany and Piedmont as conquered minor countries and Bavaria,
Romagna as conquered minor countries and Bavaria and Holland Wurttemburg, Saxony, Lombardy and Poland (Posen and
as minor Free States Masovia) as minor Free States
AUSTRIAN controlled territory consists of the Austrian home
13.2.4 REINFORCEMENTS: nation less Illyria and Tyrol province.
13.2.4.1 AUSTRIAN: 6 money points every Turn. Also 3I in
Vienna, 1I in Ofen and 1I in Prague every Turn. No new corps 13.3.4 REINFORCEMENTS:
counters are available. 13.3.4.1 FRENCH: 5 money points per Turn. Other
13.2.4.2 RUSSIAN: 2 money points per Turn. No other reinforcements are as follows:
reinforcements or new corps counters are available. A. In May, the French corps that started with EUGENE receives
13.2.4.3 FRENCH: 5 money points per Turn. 1 corps with 5I and 13M and/or they may be placed as garrisons in Venetia and/or
1M in the Strasbourg area in November--no other new corps Lombardy
counters are available. B. In May, any one eligible French corps may receive 3M.
C. On each Turn after April, place 2 Polish I in Warsaw if it is
13.2.5 TIME: The game begins in September, 1805 and ends in still controlled by French forces.
December, 1805. D. France may receive 1 new French corps counter of any type
per Turn except on the April turn.
13.2.6 SPECIAL RULES: There are no new special rules with 13.3.4.2 AUSTRIAN: 3 money points per Turn. Other
this scenario. reinforcements are as follows.
A. The second Insurrection corps is available at full strength
13.2.7 VICTORY: The French player wins if he controls the city (15M, 3C) when activated (see 10.4) and the Tyrol corps with 8I
of Vienna at the end of the game. Otherwise, the Allied player is also available for placement (see 10.1.5).
wins. B. On each Turn after April, 2M are placed in Vienna, Prague and
Ofen, if the city is currently Austrian-controlled.
[ 13.3 ] THE 1809 SCENARIO: This scenario simulates the C. On each Turn after April, add 1C to any eligible corps
campaign on the Danube--Napoleon's last major triumph. D. Austria may receive 1 new corps counter of any type per Turn
except in the April Turn.
13.3.1 FORCES SETUP:
13.3.1.1 FRENCH FORCES: The French forces are setup first. 13.3.5 TIME: The game begins in April, 1809 and ends in July,
A. 1 corps with 12I. 5M, 1C in the area between the Ulm and 1809.
Munich areas.

37
There is no French April sequence (start the game with the 13.4.2 STARTING MONEY: Russia starts the game with $10
Austrian sequence of the April Land Phase). and France starts with $25

13.3.6 SPECIAL RULES: 13.4.3 CONTROL:


A. All French leaders' strategic ratings (but not those of the corps' RUSSIAN controlled territory consists of the Russian home
intrinsic rating) are reduced by one in addition to any other nation and Bessarabia as a ceded province and Finland as a
alterations, for the April Turn only. conquered minor country
B. When the French A corps first enters Vienna, it adds 5 artillery FRENCH controlled territory consists of Poland as a minor Free
factors to its strength. State (consisting of Masovia. West Galicia and Posen)
C. When an Austrian corps is in Poland at the beginning of any
Reinforcement Phase it will either lose one army factor or 13.4.4 REINFORCEMENTS:
increase the Polish corps by two Polish infantry factors, at the 13.4.4.1 RUSSIAN: 7 money points per Turn. Other
Austrian player's choice. reinforcements are as follows.
D. The number of French national corps on the map at any time A. In July, 15M are placed in Moscow. 10M are placed in
cannot exceed the guard corps, the artillery corps, 4 cavalry corps Smolensk. and 8I are placed in Kiev. The ALEXANDER leader
and 6 corps. The French have only 5 depots available for this must be placed with any corps at this time
scenario. B. In September, the KUTUSOV leader is placed with any corps.
C. Beginning in August, Russia receives IM per Turn in each
13.3.7 VICTORY: unbesieged Russian-controlled provincial capital of a province
A. The Austrian player wins immediately if NAPOLEON is killed containing an enemy corps and an additional IM each in St.
or captured. Petersburg, Moscow and Kiev.
B. The Austrian player wins if, at the end of the scenario he has D. 1Ck is placed in any Russian-controlled cossack (C) province
suffered less combat losses than the French player and the French per Turn, up to the counter-mix limit (6 maximum).
player has suffered at least 20 combat losses. E. Russia may place any number of new corps counters of any
C. The French player wins if, at the end of the scenario. the type in areas with existing Russian corps each turn.
Austrian player has suffered at least 30 combat losses and at least 13.4.4.2 FRENCH: 7 money points per Turn. Other
20 more than the French player. reinforcements are as follows
D. Any other result is a draw. A. In August remove the JEROME leader.
B. In September, 1 corps with 51 and 11M is placed in Warsaw
[ 13.4 ] THE 1812 SCENARIO: The ultimate clash of arms in C. In November, 2 corps with 5I and 20M are placed in Warsaw
Napoleonic times is recreated in this scenario, wherein both
players must skillfully combine caution with aggression across 13.4.5 TIME: This game begins in June. 1812 and ends in
the sweeping plains of Russia. February, 1813, unless ended earlier by victory conditions.

13.4.1 FORCES SETUP: 13.4.6 SPECIAL RULES:


A. Only the Eastern map is used.
13.4.1.1 RUSSIAN FORCES: The Russian forces are setup first. B. The Alexander leader may never be taken off the map (as per
A. 5 corps, 1Gd corps, 3C corps and 1A corps with 10Gd, 46I, 10.6.2) once placed
10C and 10A, 2Ck and the BARCLAY and WITTGENSTEIN C. The French can use Lemberg as a supply source
leaders in or within one area of the Kovno area. D. The Russian corps that starts in Moldavia may only move to an
B. 2 corps and 1C corps with 22I and 4C, 1Ck and the area in Russia before being able to move elsewhere.
BAGRATION leader in or within one area of the Brest-Litovsk E. Both sides may enter and garrison the provinces of East
area. Galicia and East Prussia
C. 2 corps and 1C corps with 18I and 4C and the TORMASSOV F. The Prussian and Austrian corps will "go home" (are removed,
leader in the 4-forage area in Polesia province. along with all remaining army factors of their nationality, even if
D. 2 corps with 16I and 2C in the any Moldavia province area. detached) whenever their losses equal or exceed 50 percent of
E. 10I in Sveaborg their starting strength.
F. 15I shared in any manner between Riga and Vitebsk. G. The number of French national corps on the map at any one
G. 25I distributed to any of the other cities within the Russian time cannot exceed the guard corps, the artillery corps, 4 cavalry
major power (maximum of 5 per provincial capital or 2 per any corps and 6 corps. The French have only 5 depots available for
other city) this scenario
H. 6 depots are placed within the Russian major power.
13.4.7 VICTORY:
13.4.1.2 FRENCH FORCES: The French forces are setup A. The French player wins immediately if (I) the ALEXANDER
second. leader is killed or captured or (2) if at any time after August,
A. 1 Prussian corps with 10 Prussian I,4 Prussian M and 1 Russian losses (including forage losses but not reinforcements
Prussian C in the Konigsberg area. that are not placed) are three times those of the French and total at
B. 4 corps, 1Gd corps, 2C corps and 1A corps with 53I, 15M, least 50 factors, or (3) if the French have at some time occupied
20Gd, 19C and 12A and the NAPOLEON, DAVOUT, MURAT, Moscow, St Petersburg and Kiev.
and NEY leaders in an area or areas in or within 2 areas of the B. The Russian player wins immediately if the NAPOLEON
Thorn area but not adjacent to the Russian border. leader is killed or captured, or, if at any time, a Russian factor
C. The Venetia corps with 8 Venetian I. The Lombardy corps occupies the cities of Konigsberg and Warsaw
with 13 Lombard I. the Bavaria corps with 12 Bavarian I and 1C C. The Russian player wins at the end of the game unless the
corps with 5C and the EUGENE leader in the Thorn area French have at some time occupied any two of-St. Petersburg,
D. The Poland corps and the Poland C corps with 16 Polish I and Moscow, Kiev.
6 Polish C. the Saxony corps with 7 Saxon I and 1 Saxon C and D. Any other result is a draw.
the Hanover corps with 8 Hanoverian I and 1 Hanoverian C and
the JEROME leader in an area or areas in or within one area of [ 13.5 ] THE 1813-1814 DER BEFREIUNGSKRIEG
the Warsaw area but not adjacent to the Russian border SCENARIO: Following the disaster in Russia, the Central
E. 1 Austrian corps with 15 Austrian I and 1 Austrian C in the European powers foresaw the possibility of liberation. While
Lemberg area. talking peace the German powers prepared for war.
F. 6M in Konigsberg and 5 Polish I in Warsaw.
G. 1 depot each in the Thorn, Konigsberg, Warsaw and Lemberg 13.5.1 FORCES SETUP:
areas.
13.5.1.1 ALLIED FORCES: The Allied forces are setup first

38
13.5.1.1.1 Russian Forces: A. In September, 3 corps and 1C corps with 191, 7M and 2C and
A. 1Gd corps, 1 corps, 1C corps and 1A corps with 3Gd, 6I, 5C the BENNIGSEN leader in the Danzig area.
and 6A and the ALEXANDER and TORMASSOV leaders in the B. Any number of available corps counters on any and/or every
Dresden area. Turn
B. 2 corps and 1 C corps with 8I and 3C and the C. Beginning in May, 1813,3I, 1C, 1A and 1Ck (maximum 3 on
WITTGENSTEIN leader in the Leipzig area the map at one time) are available at any eligible location(s) every
C. 1 corps and 1C corps with 5I and 3C in the Wittenberg area Turn.
D. 1 corps with 7I and 1C and the BARCLAY leader in the Thorn 13.5.4.2 PRUSSIAN: 1 money point every Turn. Other
area (a portion of this area shows on the western map but the reinforcements are as follows.
name is on the eastern map). A. Any number of available corps counters on any and/or every
E. 1 corps with 3I in the Mecklenburg area F. 1 corps with 4I Turn
besieging Glogau B. Beginning in May. 1813, 1M is available at any eligible
G. 1 corps with 8I besieging Danzig. location every Turn.
H. I corps with 4I besieging Stettin C. During the June, September, December and March Turns, 1Fk
I. 1 corps with 4I besieging Kustrin (if available) in the Berlin area.
J. 2I in Hamburg. 13.5.4.3 AUSTRIANS: 3 money points every Turn, after they
K. 3Ck in any area(s) containing any Allied corps. enter the war. Other reinforcements are as follows:
L. 2 Swedish corps with 12 Swedish I and 3 Swedish C and the A. Any number of available corps counters on any and/or every
BERNADOTTE leader besieging Stettin. turn after the Austrian entry .
M. Up to 4 Russian depots in Prussian and/or Saxon areas. B. Beginning with Austrian entry, 1I and IC are available at any
13.5.1.1.2 Prussian Forces: eligible location(s) every Turn.
A. 1Gd corps and 1 corps with 1Gd. 6I, 2M and 2C and the C. During the June, September, December and March Turns, IFk
BLUCHER leader in the Dresden area. (if available) in the Vienna area
B. 2 corps with 5I, 1M and 1C and the YORCK leader in the 13.5.4.4 FRENCH: 2 money points every Turn. Other
Leipzig area. reinforcements are as follows.
C. 1 corps with 3I, IM and 1C in the Wittenberg area. A. In August, the MURAT leader is placed with any C corps.
D. 5I and 5M and 1 Fk in Berlin. B. In September, the Gd corps receives 5Gd.
E. Up to 3 Prussian depots anywhere in Prussia and/or Saxony. C. In September, place one corps with 5M in the Erfurt area.
D. On every Turn after Apri11813, the French player receives 3M
13.5.1.2 FRENCH FORCES: The French forces are setup which can be placed in any eligible corps. He also places 1M in
second Paris (one die roll's worth if the NAPOLEON leader is there)
A. 2 corps and 1C corps plus garrisons with 221, 5M and 3C and E. On every second Turn (May, July, September, etc.), 1C can be
the EUGENE leader in the Magdeburg area added to any eligible corps.
B. 1 corps with 7I and 8M and the NEY leader in the F. Up to 1 new corps counter of any type per Turn
northernmost area of Baden G. In June, remove the SOULT leader.
C. 2 corps and 1Gd corps plus garrisons with 8I, 15M, 2Gd and
2C and the NAPOLEON and SOULT leaders in the Mainz area. 13.5.5 TIME: The game begins in April, 1813 and ends in April,
D. 1 corps and 1C corps with 8I, 2M and 6C and the DAVOUT 1814.
leader in Hanover adjacent to the Hamburg area
E. 1 corps with 9M in the Strasbourg area 13.5.6 SPECIAL RULES:
F. The Bavaria corps with 13 Bavarian I and 2 Bavarian C in the A. Only the Western Map is used
Nuremburg area. B. Until Austria has entered the war, no units may enter or retreat
G. 151 besieged in Danzig. into Austrian-controlled territory
H. 3I besieged in Glogau. C. The Bavarian corps may not move until attacked or until
I. 1I besieged in Stettin. Austria has entered the war
J. 1I besieged in Kustrin. D. Both players may enter Saxony. When the French first occupy
K. 3I in Erfurt. Dresden, the French player receives control of the full strength
L. 5 Danish I in Copenhagen. Saxon corps (81 and 2C) in that area. Thereafter, for as long as it
M. 1 depot each in the Magdeburg, Mainz and Strasbourg areas. lasts, the Saxon corps and/or any detached army factors are
controlled by the player controlling Dresden-it is not removed
13.5.2 STARTING MONEY: Russia starts the game with $6, when the control of the Saxon Free State changes
Prussia starts with $3 and France starts with $4. Austria, when it E. (OPTIONAL)The Swedish corps may only move in an Allied
enters, starts with $6. Land Movement Step if the Allied player rolls a I, 2, or 3 with
one die.
13.5.3 CONTROL: F. ARMISTICE: Either player may ask for an armistice at the
RUSSIAN controlled territory consists of Sweden (and Finland) beginning of any Turn after May, 1813. If the other player agrees
as a minor Free State. Also, since no part of the Russian home to it, then an "armistice" will occur for that arid the following
nation is on the western map, the Russians may use (when month. If the French side has broken in any combat in which
controlled) the Breslau, Posen, Stettin and/or Danzig areas as NAPOLEON commanded then the French player may not refuse
supply sources. an Allied request for an armistice. The Allied player may not
PRUSSIAN controlled territory consists of the Prussian home refuse a French request for an armistice prior to (but excluding)
nation less Magdeburg province plus Mecklenburg as a September, 1813, if an unbesieged French factor currently
conquered minor country occupies Berlin. Each player may make any number of armistice
AUSTRIAN controlled territory consists of the Austrian home requests but there may only ever be one armistice. An armistice
nation less Tyrol and Illyria provinces. Saxony is covered by the request may not be made in 1814. Units may only be moved such
Special Rules. that they end their movement closer (in areas) towards Paris (if
FRENCH controlled territory consists of the French home nation French) or Berlin (if Allied) than the area from which they started
plus Magdeburg and Tyrol as ceded provinces, Kleves, Duchies, movement during the two months of an armistice. Furthermore,
Holland, Flanders, Palatinate, and Berg as conquered minors combat is not allowed during an armistice (therefore units may
countries and Bavaria, Baden, Denmark, Wurttemburg, Hanover not move such that an attack is required under 7.3.7. Sieges may
and Hesse as minor Free States. continue but siege assaults or defender attacks may not be
attempted. Special reinforcements are placed at the beginning of
13.5.4 REINFORCEMENTS: the armistice.
13.5.4.1 RUSSIAN: 2 money points every Turn. Other (1) The allies add 4 Prussian I, 1 Prussian Gd, 5 Prussian C and
reinforcements are as follows. 30 Prussian M and as many corps as are necessary to

39
accommodate them, in or with any existing Prussian corps. Add F. 1 corps with 5I and 5M in the clear area between the Seville
25 Russian I, 3 Russian Gd, 10 Russian C, and 10 Russian M, and and Cuidad Real areas.
as many Russian corps as are necessary to accommodate them, in G. 1 corps with 9I. 2M and 2C in the Lisbon area.
or with any existing Russian corps. Remove the H. 1 corps with 17I. 6M and 2C in the Bayonne area.
WITTGENSTEIN leader . Bring the Russian A corps up to full I. 1M in San Sebastian
strength. Austria is now in the war on the allied side. For the J. 4I in Perpignan.
Austrians, place 2Gd corps, 1Lt corps, 3 corps and 1C corps with K. 3 depots anywhere in France or with a corps or garrison in
8Gd, 18I, 6M and 11C and the SCHWARZENBERG leader in Spain.
any area or areas of Bohemia province. Place 2 corps with 121,
IM, and 2C anywhere in Austria outside of Bohemia province. 13.6.2 STARTING MONEY: Spain starts the game with no
The Austrian Fk is placed in Vienna. Place 4 Austrian depots money. Britain starts with $10 and France starts with $8
anywhere in Austrian territory. The Tyrol corps, at a full strength
of 8I is available for placement (see 10.1.5), as are the two 13.6.3 CONTROL:
insurrection corps (see 10.1.4) at full strength. SPANISH controlled territory consists of the Spanish home
(2) The French add 7Gd, 5I, 15M, and 10C to any appropriate nation.
corps. The French player also receives 10 money. Place the BRITISH controlled territory consists of Portugal as a minor
French A corps with 8A in any area containing a French corps. Free State and Gibraltar as a conquered minor country .
Place the Polish corps with 3 Polish I and 1 Polish C in any area FRENCH controlled territory consists of the French home nation
containing a French corps.
G. When an Allied force loses a battle on the edge of the map it 13.6.4 REINFORCEMENTS:
must be retreated onto an adjacent friendly depot or, if this is not 13.6.4.1 SPAIN: 1 money point every Turn. Other
possible, off the map. A force retreated off the map may not reinforcements are as follows.
return. A. August. 1808. 1 corps with 8I is placed in any coastal area of
H. The number of French national corps on the map at anyone Spain or Portugal. but may not be moved during that Turn's Land
time cannot exceed the guard corps, the artillery corps, 4 cavalry Movement Step.
corps and 6 corps. The French have only 5 of their depots B. Starting in July, 1808 1I and 2M per Turn may be placed in
available for the scenario. anyone unbesieged Spanish-controlled city or eligible corps.
C. 1C every 3 months (Jan., Apr., July, Oct.) is placed with any
13.5.7 VICTORY: eligible Spanish corps.
A. The Allied player wins immediately if NAPOLEON is killed D. Up to 1 new corps counter of any type per Turn
or captured. 13.6.4.2 BRITAIN: 7 money points every Turn. Other
B. If either player asks for an armistice and the other player reinforcements are as follows:
agrees to it, the French player will win the scenario unless, at A. August, 1808. 1 corps with 6I and the WELLINGTON leader
some time the Allies player has a factor in Paris in which case the are placed (see Special Rule B. for placement).
Allied player wins immediately. B. August, 1808. 1 Portuguese corps with 2I in any area in
C. If neither player asks for armistice or one asks but the other Portugal.
player does not agreed to it, the Allied player will win the C. September, 1808, withdraw the WELLINGTON leader
scenario at the end of April, 1814 unless there are at that time no D. September, 1808, 1 corps and 1C corps with 13I and 2C and
unbesieged Allied (non-cossack or freikorps) factors on the map the MOORE leader are placed (see Special Rule B. for
in which case the French player wins. placement).
E. May, 1809, the WELLINGTON leader is placed with any
[ 13.6] THE PENINSULAR WAR SCENARIO (1808-1814): unbesieged corps.
Fresh from his victories in Central Europe, and with Tilsit leaving F. From October, 1808 on, 1C every 6 months (Oct., Apr.) and 1
most of Europe under his control, Napoleon decided it was time Portuguese C every 6 months. (Jan. , July) with any eligible
to solve the problems in Spain. Who then could have foreseen the corps.
next six grisly years? G. From January, 1811, 1I per Turn.
H. Up to 1 new British or Portuguese corps counter of any type
13.6.1 FORCES SETUP: per Turn.
13.6.4.3 FRENCH REINFORCEMENTS: 5 money points
13.6.1.1 ALLIED FORCES: The Allied forces are setup first. every Turn Other reinforcements are as follows:
13.6.1.1.1 Spanish Forces: A. July, 1808, withdraw the MURAT leader.
A. 1 corps with 121, 4M and 2C and the BLAKE leader in the B. October, 1808, 3 corps and 1Gd Corps with 6Gd, 42I, 9M and
Corunna area. 10C and the NAPOLEON and NEY leaders placed in the
B. 1 corps with 3I and the DE LA CUESTA leader in the Leon Bayonne and/or Perpignan areas A bonus of $10 is also available.
area (area containing the city only). C. November, 1808, 2 corps with 10I, 2M and 6C and the
C. 1 corps with 5I, 3M and 2C in any area adjacent to the SOULT leader placed in the Bayonne and/or Perpignan areas. A
Barcelona area (excluding the Gerona area) bonus of $5 is also available.
D. 1 corps with 4I and 2M in the Cuidad Real area. D. January, 1809, withdraw the NAPOLEON leader, even if
E. 2 corps with 1Gd, 9I, 3M and 4C and the CASTANOS leader besieged.
in the Seville area. E. February, 1809, withdraw the Gd corps with all Gd and 2C
F. 1 corps with 4I, 4M and 1C in the Valencia area (area (the cavalry may come from elsewhere if not in the Gd corps).
containing the city only) This corps is removed from the game and is no longer available
G. 5M in Saragossa as a reinforcement). For each Gd factor less than 5 available for
H. 2 depots anywhere in Spain. withdrawal, the French player must remove 21 or 4M from any
13.6.1.1.2 British Forces: 31 and I depot in Gibraltar. unbesieged garrison or corps.
F. March, 1809, withdraw 3I from any unbesieged garrison or
13.6.1.2 FRENCH FORCES: The French forces are setup corps.
second. G. January, 1810, the MASSENA leader is placed with any
A. 1 corps with 7I, 4M and 2C and the MURAT leader in the unbesieged corps A bonus of $5 is also available.
Madrid area. H. April, 1810, 2 corps with 20I, 8M, 2C placed in the Bayonne
B. 1 corps with 5I, 2M and 1C in the Burgos area. area.
C. 1 corps with 3I besieging Saragossa. I. April, 1811, withdraw the NEY leader, even if besieged, and
D. 1 corps with 6M in the Barcelona area 10I from any unbesieged garrison or corps.
E. 1 corps with 3I and 1M in any area adjacent to the Valencia K. February, 1813, withdraw the SOULT leader, even if
(city) area. besieged, and 8I and 2C from any unbesieged garrison or corps.

40
L. July, 1814, the SOULT leader is placed with any unbesieged (even though D has 2 corps, in this case both can be placed during
corps. A bonus of $5 is also available. one Turn)
M. From August, 1808 to December. 1811, 21 and 2M per Turn C. SUPPLY SOURCES:
and 1C every 3 months in any eligible corps (Jan., Apr., Jul, Oct.) French: Bayonne, Toulouse, Perpignan only.
N. From January, 1812, 1I and 2M per Turn and IC every 6 Spanish: Any friendly controlled city in Spain.
months in any eligible corps (Jan., Jul.). British and Portuguese: Any friendly controlled city in Portugal
O. Up to I new corps counter per Turn, as long as it is not the or friendly controlled port city in Spain or Gibraltar Allied forces
same Turn as a particular corps counter is removed. in a port are in supply if the British player spends $1 for each
such corps or besieged garrison plus $1 extra for each such city.
13.6.5 TIME: The game begins in June, 1808 and ends in April, This payment is a form of regular supply which is available in
1814 unless ended sooner due to either player achieving a port cities and their areas. Such forces may not have been force
decisive victory. There is no French June, 1808 sequence (start marched
the game with the Allied sequence of the June, 1808 Land Phase. D. Required army factors for withdrawals are withdrawn from
any unbesieged corps or garrison. If no army factors of the correct
13.6.6 SPECIAL RULES: type are available to withdraw, the French player does not have to
A. COUNTER LIMITS: The maximum corps counter limits are withdraw them
follows. E. Guerrillas are used (see 10.1.1).
Spain may have up to all of its corps but no more than 2 depots. F. The British may freely give money points to the Spanish every
Great Britain may have no more than 2 corps, the C corps and Turn, if desired
the Portuguese corps. G. Option 12.3.2 may, if used, be applied to Portuguese forces
France may use only the Gd corps (from October, 1808 to two years after the British gain control of Lisbon.
February , 1909 only) and regular infantry corps (no artillery or
cavalry corps) in this scenario. There may not be more than a total 13.6.7 VICTORY:
of 10 corps from June, 1808 through March. 1809 and from A. The French player wins a decisive victory if at any time he
August. 1809 through March, 1812. From April, 1809 through controls every city in Spain and Portugal (this excludes Gibraltar
July, 1809 and from April, 1812 to the end of the game the limit and Palma).
is no more than 6 corps. Army factors in any corps that are B. The Allied player wins a decisive victory at any time he
removed are eliminated. All French depots are available from controls every city in Spain and Portugal as well as Gibraltar,
June, 1808 through March, 1809 and from August, 1809 through Toulouse, Bayonne and Perpignan.
March, 1812. No more than 3 French depots may be on the map C. If no player wins a decisive victory then the French player
during all other Turns (remove any excess during a Depot wins a marginal victory if he controls 5 or more cities in Spain or
Creation/Removal Step of an appropriate Turn) Portugal at the end of the game while also controlling Toulouse,
B. ALLIED NAVAL ALLOCATION: To represent Allied naval Bayonne and Perpignan.
strength, each Turn the Allied player may move one corps from D. The Allied player wins a marginal victory if the French player
any coastal area of Gibraltar, Spain or Portugal to any other controls less than 2 cities in Spain or Portugal.
coastal area of Gibraltar, Spain, or Portugal. This consumes all of E. Any other result is a draw.
the corps' movement allowance. British reinforcements A. and D.
are the naval allocation for the August and September 1808 Turns

14.0 CAMPAIGN GAMES

The campaign games are suitable for play by up to seven players. 14.1.3 EXISTING WARS AND TREATIES: This tells what
major powers are already at war and any existing alliances and
[ 14.1 ] CAMPAIGN GAME FORMAT: Rules 14.2 and 14.3 peace conditions when the campaign game begins.
should be used to determine who controls each major power. The
game is then setup using the information in this section, in 2.0 14.1.4 FORCES SETUP: The opposing forces and any setup
and in the individual campaign games. The following restrictions are listed for every major power and for their
abbreviations have been used A = artillery factor or artillery corps controlled minor Free States A major power need not use all of
designator, C = regular cavalry factor or cavalry corps designator, the available corps, fleets and depots when first setting up (unless
Ck = cossack counter, Fk = freikorps counter, Gd = guard factor required to get all the factors on the map), but must use all army
or guard or grenadier corps designator, Gr = guerrilla factor, I = factors and ships given. Any depots not listed for initial
regular infantry factor and M = militia factor. Where the type of placement are still available for use, but must be paid for when
corps is not specified, it is an infantry corps. Where the placed (see 7.2), as usual. However, any corps or fleet counters
nationality of the corps or army factor is not specified, it is that of not initially placed cannot be placed during the next three months,
the major power's home nation. until they are paid for (see 8.5.4) during a later Economic Phase.
14.1.4.1 ARMY SETUP: Major power's army factors (including
14.1.1 STATUS CARD SETUP: those of their controlled minor Free States) are setup in the
14.1.1.1 POLITICAL STATUS: This gives the starting following order: Russia, Turkey, Austria, Prussia, Great
locations for the major power's political status markers on the Britain, Spain, France.
POLITICAL STATUS DISPLAY (see 2.4.3.3) 14.1.4.1.1: For all major powers. the initial army factors should
14.1.1.2 TIME: This gives the games starting and ending Turns. be distributed among the corps, whose strengths should be
Place the Turn markers in the appropriate boxes of the TIME recorded on the National Cards (copies of side two recommended
DISPLAY to show the campaign's starting date. for campaign games). Army factors (except cossacks, freikorps
14.1.1.3 STARTING VICTORY POINTS: This gives each and guerrillas, which have their own counters) not assigned to
major power's total victory points at the start of a game. Record corps should be available as an appropriate number of factors of
on the VICTORY POINT DISPLAY. These may be reduced by garrison/strength counters for placement in city and/or depot
the victory point bids used in 14.2 and/or 143 How to win a garrisons.
campaign game are explained in 8.1.32. 14.1.4.1.2: All of a major power's forces (including those of
controlled minor Free States) may be placed as desired
14.1.2 PLAYERS: If there are less than seven players, this shows (conforming to the rules) in any land areas within the borders of
what major powers the players will control in the campaign. their home nation and/or controlled minor countries except where
placement is specified.

41
14.1.4.1.3: Major powers also place as many of their initial and players have been selected to control France, Great Britain,
depots within their home nation and/or controlled minor countries Russia and Austria. Each player has one major power and they
as allowed by the campaign, so long as all are placed as supply are all eligible to gain control of one more from among Prussia,
sources and/or as part of valid supply chains Turkey, or Spain. The procedure in 14.2.1 is followed only for the
14.1.4.1.4: When a force is setup in a province, minor country or three remaining major powers and the Great Britain player gains
area(s) containing a city(s) or depot(s), garrisons, corps, cossack, Spain, the Russian player gains Prussia and the French player
freikorps or guerrilla counters may be set up in any unoccupied gains control of Turkey (all at the cost of additional victory
city(s) or depot(s) of that province, minor country or area(s), as points).
the controlling player desires. 14.2.2.2: If a player controls two major powers, he only wins if
14.1.4.1.5: Available Austrian insurrection and Turkish feudal both of his major powers reach their victory levels (see 8.1.3.2.3).
corps not placed on the mapboard during initial setup are 14.2.2.3: Two major powers controlled by the same player may
considered to be standing down. Gen 23/4 never go to war with one another
14.1.4.2 NAVY SETUP: Next, major powers set up their fleets
and assigned ships (including those of their minor Free States) in [ 14.3 ] UNCONTROLLED MAJOR POWERS (UMPS) (2-6
the following order: Russia. Turkey, France, Spain, Great PLAYERS): This rule is an alternative to or can be used in
Britain. The initial ships should be distributed among the initial addition to using 14.2.2 and allows major powers (each controlled
fleets, whose strengths should be recorded on the appropriate by a player) to temporarily control other major powers that have
National Cards (side two recommended for campaign games) no player. Rule 14.2.1 is followed to select one major power per
Unless stated otherwise, fleets must start in, or in a sea area player If desired, for games with only two or three players, 14.2.2
adjacent to, any port in the home nation and/or controlled minor could then be followed to select one additional major power per
countries or may start fleets on blockade of any port(s) of another player The selected major powers are called "controlled major
major power with which it is at war powers" and any unselected major powers are called
14.1.4.3 MONEY AND MANPOWER: Starting money and "uncontrolled major powers" ("UMPS") Some campaign games,
manpower points should be noted and modified as used. in their "Players" section have a list of UMPs that are already
14.1.4.4 NATIONAL CARD SETUP: The National Cards are controlled by other major powers at the start of a scenario,
setup as covered in 2.4.2. The use of copies of side two of these 14.3.1 GAINING CONTROL OF UMPS: During the UMP
cards is recommended for campaign games Control Step of the December Economic Phase of each year, the
players use of the following procedure to determine the control of
14.1.5 CONTROL: The provinces and minor countries all UMPs. 14.3.1.1 UMP BIDS: Each player secretly writes down
controlled by and the form of control or political organization a bid between 0 and 5 for each UMP. A major power at war with
(see options 11.1-11.7) for minor countries is given for the start of an UMP who has forces inside the UMP's controlled territory or
the campaign game. which just declared war on the UMP that same month (see
14.3.2.4.1) may not bid for control of that UMP. Also, any player
14.1.6 REINFORCEMENTS: Unusual reinforcements are given who does not care to gain control of an UMP may decline to bid.
Each bid must be a whole number and (unlike 14.2.1) can be the
14.1.7 SPECIAL RULES: Any special rules (if any) that apply same for more than one UMP. Also, a player can gain control of
to the campaign game are explained any number of UMPS, not just one. Totaling these bid numbers
gives the number of victory points that player subtracts from his
[ 14.2 ] THE SELECTION OF MAJOR POWERS: Players highest controlled major power's victory points total (see 14113)
should utilize the following method of selecting who controls A player at war with an UMP must bid 0 victory points for that
each major power that is to be controlled by a player. UMP For example, four players decide to play the 1805
Campaign game after selecting major powers as per 14.2.1 , they
14.2.1 SELECTION PROCEDURE (2-7 PLAYERS): Each bid for the 3 UMPs (Turkey, Prussia, and Spain) The British
player secretly notes a bid for each major power specifying the player bids 1 for Turkey, 5 for Prussia and 5 for Spain,
number of victory points he is willing to concede to play each subtracting a total of 11 victory points from his total victory
particular major power. A different value must be bid for each points
major power. A bid may not be zero, a fraction or a negative 14.3.1.2 UMP CONTROL DIE ROLL MODIFIERS: After
number, but must be a positive whole number simultaneously revealing their bids, each player rolls two dice for
14.2.1.1: Next, all bids are simultaneously revealed and compared each UMP Modifying this dice roll are the following
in the following order: Great Britain, France, Russia, Austria, 14.3.1.2.1: Add the number of victory points bid for that UMP
Prussia, Spain, Turkey (skip any major powers that will not have 14.3.1.2.2: Add +1 if allied to that UMP
a player). 14.3.1.2.3: Subtract -2 if at war with that UMP
14.2.1.2: For each major power the player who has bid the 14.3.1.2.4: Add or subtract the value of Status Modifier of the
highest value gains control of that major power. All other bids for bidding major power on the POLITICAL STATUS DISPLAY on
other major powers by this player and all other bids for that major the Status Card (see 10.5.3)
power no longer count as the sequence moves on to other major 14.3.1.2.5: Add or subtract the "natural alliance modifier" value
powers. If two or more bids are equally the highest, the decision found by crossgridding the controlled major power with the UMP
is made by unmodified competitive die rolls, between the players on the NATURAL ALLIANCE TABLE on the Game Card
who made those equal bids. This process continues until all 14.3.1.3 UMP CONTROL DETERMINATION: After control of
players have been allotted a major power. Players subtract the UMPs have been decided, play is commenced for the year.
number of victory points they bid for their major power, before Whoever rolled the highest modified number gains control of that
the game starts, from their victory levels on the VICTORY UMP for the rest of the year and gains +2 political points, in one
POINTS DISPLAY on the Status Card (see 1411.3)-this may of three ways
result in negative victory point totals 14.3.1.3.1 Active UMPs: The UMP is "active" if the highest
player rolled a modified 10 or higher Active UMPs which were
14.2.2 CONTROL OF MULTIPLE MAJOR POWERS (4-6 neutral prior to this procedure should be immediately put through
PLAYERS): Follow the procedure outlined in 14.1 to select a Combined Economic Phase (see 14.3.2.4.6)
additional major powers. Once all players have selected one 14.3.1.3.2 Inactive UMPs: If the UMP is currently at war with
major power, they are all eligible to gain control of one of the still any other major power and the highest player's modified dice roll
unselected major powers, by repeating the procedure in 14.2.1 for was less than 10, the UMP is "inactive." Inactive UMPS which
the remaining major powers. were neutral prior to this procedure should be immediately put
14.2.2.1: One player may not control more than 2 major powers through a Combined Economic Phase (see 14.3.2.4.6).
and the player in control of France may not make a bid for control 14.3.1.3.3 Neutral UMPs: If an UMP does not meet the
of Great Britain For example, four players decide to play the conditions to be active or inactive, the UMP becomes "neutral" If,
1812-1815 Campaign game. They follow the procedure in 14.2.1 during the year, a neutral UMP is declared war upon, it becomes

42
an inactive UMP for the controlling major power. If no player
currently controls an UMP upon which war has been declared or 14.3.2.3 RULES FOR INACTIVE UMPS: A major power at
which is already at war, players may immediately (during the war with an inactive UMP may force an informal peace in the
Declarations of War Step) bid for control of the UMP (regardless Peace Step of any Turn that major power has no forces in the
of the modified roll, a player who gains control in this case has an UMP's territory.
inactive UMP). If no players wish to bid the UMP must sue for 14.3.2.3.1: An inactive UMP may not declare war upon any major
peace in the next Peace Step and accept an unconditional peace power or neutral minor country and may not attack or besiege a
with all enemies major power's forces outside of the UMP's controlled territory
This means that land forces of an inactive UMP may not end its
14.3.2 RULES FOR USING UMPS: Land Movement Step so that such an attack would be required
under rule 7.3.7. This DOES preclude movement into Austrian
14.3.2.1 RULES FOR ALL UMPS: A major power who gains border areas where Insurrection corps could be placed if both
control of an UMP with which it is at war must immediately Insurrection corps are not already on the map. Gen 27/2 There are
come to an informal peace with that UMP with no conditions or no restrictions on the usage of an inactive UMP's fleets.
terms 14.3.2.1.1: A major power may not declare war upon its 14.3.2.3.2: If at any time, an inactive UMP is not at war with any
controlled UMPs nor may they declare war upon it. Declarations major power, it reverts to neutral UMP status.
of war between major powers and UMPs are handled normally 14.3.2.3.3: Like active UMPs, an inactive UMP must call to its
UMPs may call to allies (see 4.3) at the option of the controlling controlling major power (if allied and possible--see 4.3 and
major power (EXCEPTION see 14.3.2.2.2 and 14.3.2.3.3) 14.3.2.2.2) if the UMP is declared war upon. The controlling
14.3.2.1.2: No UMP may ever give or lend money or cede major power has the choice of breaking the alliance or declaring
territory to another major power except as a result of a formal war on the aggressor
(conditional or unconditional terms) peace settlement.
14.3.2.1.3: UMPs are not represented on the POUTICAL 14.3.2.4 RULES FOR NEUTRAL UMPS: Neutral UMPs are by
STATUS DISPLAY All political points gained or lost by an definition at peace with all major powers and mayor may not be
UMP are instead gained or lost by the controlling major power. A controlled by a player.
major power may not lose or gain more than 3 political points per 14.3.2.4.1: If a neutral UMP without a controlling player is
battle (unless commanded by NAPOLEON or NELSON-see declared war upon, the procedure outlined in 14.3.1.3.3 is
6.3.4.2 and 7.5.2.10.1.3) For example, if an UMP and its followed to determine the controlling major power (if any) for the
controlling major power both had say, 4 corps in a battle they remainder of the year. However the UMP can only be gained in
lost, the controlling major power would not lose two sets of 2, but inactive status and a player who just declared war on this UMP
only 3 total political points this Turn may not roll for control
14.3.2.1.4: Controlled UMPs may attempt to control minor 14.3.2.4.2: UMPs which revert to neutrality immediately have
neutrals (see 4.7) and use the status modifier of the controlling their forces removed from the map at their current strength and a
major power (see 10.5.3) record kept of their remaining money (and with Prussia,
14.3.2.1.5: A controlled major power that allies with an UMP it manpower also). If later they revert to active or inactive status,
controls gains only 1 political point (not one for each major the forces are placed at their current strength anywhere in the
power involved) UMP's territory by the controlling major power
14.3.2.1.6: Controlled UMPs gain have an economy and gain 14.3.2.4.3: Neutral UMPs do not follow the Economic Phase
reinforcements in the same manner as controlled major powers procedure (8.0) and may not attempt to gain control of minor
(see 8.0) UMPs may not use the economic manipulation option neutrals (see 4.6).
(see 12.5). An UMP in a mixed force with other major powers 14.3.2.4.4: If an active or inactive UMP gained control of minor
may not take combat losses in excess of their percentage of that countries as in 4.6.1 (but was not at war with the aggressor) and
force (see options 12.2.5 and 12.3.6). subsequently reverts to neutrality before the minor country is
14.3.2.1.7: When an UMP is setup, its forces and those of its conquered or there is a lapse in the war, then control of the minor
controlled minor countries are placed as per the campaign rules country reverts to the UMP's last controlling major power.
setup (see 14.1.4) 14.3.2.4.5: Previously controlled UMPs that have reverted to
14.3.2.1.8: The 5.1.4 minor country restrictions on scuttling also neutrality still receive reinforcements due to it from a previous
apply to UMP fleets. UMP army factors may not be demobilized Economic Phase and are added to corps or fleets off-map by the
voluntarily--they may be demobilized only if forced to do so by last controlling player
the rules 14.3.2.4.6: A record is kept of the Turn in which an UMP reverts
to neutrality. Immediately, when a neutral UMP becomes active
14.3.2.2 RULES FOR ACTIVE UMPS: An active UMP may or inactive, the controlling major power performs a "Combined
declare war upon any major power (except its controlling one) Economic Phase" by counting the number of Economic Phases
When an UMP declares war, the controlling major power loses that the UMP has been neutral and multiplying this figure by the
political points but, if they both declare war on the same major money and manpower values of its controlled provinces and
power, in the same phase, only one set of political points (the conquered minor countries (see 8.2.1.1 and 8.2.2). This value is
highest, if different) is lost. An active UMP's forces may be used then halved (fractions rounded down) and is immediately spent on
freely within the following restrictions the purchase of land forces and corps (see 8.5.3 and 8.5.4). Minor
14.3.2.2.1: A record should be kept of the number of land factors Free State forces of the UMP are included in this procedure (their
(excluding Turkish feudal factors, cossacks, freikorps or Austrian money and manpower values being doubled then halved equals
insurrection corps factors) lost due to foraging, besieged supply, their basic values) These forces are immediately added to the
surrender, scuttling, demobilization and/or combat. As soon as current strength of the UMP and the entire force deployed inside
factors equal to double the UMP's original national manpower the UMP's territory .
value are lost, the active UMP reverts to inactive UMP status
immediately. Each ship of an UMP that is lost, counts as three
land factors when determining whether the UMP reverts to [ 14.4 ] THE 1805-1807 CAMPAIGN GAME: This campaign
inactive status For example, Spain's original National Manpower game simulates the early half of the Napoleonic wars which saw
value is 16 (printed on the map), therefore as soon as Spain has Napoleon achieve his greatest successes before the debacles in
lost 9 ships and 5 land factors (for a total of 32 equivalent land Spain and Russia The players begin with the French in a position
factors) it reverts to an inactive UMP to carry out the proposed invasion of England or the actual
14.3.2.2.2: If an active UMP allies to its controlling major power conquests of Austria and Prussia and the triumph over the
and is declared war upon, it must call on its controlling major Russians at Friedland.
power as an ally (see 4.3), if possible. The controlling major
power has the choice of breaking the alliance or declaring war on 14.4.1 STATUS CARD SETUP:
the aggressor 14.4.1.1 POLITICAL STATUS: Use the (I) positions.

43
14.4.1.2 TIME: The game begins in January, 1805 and ends after WELLINGTON (1806) and MOORE (1807); Prussia.
the December, 1807 Turn. BLUCHER (1806); Spain DE LAS CUESTA (1807).
14.4.1.3 STARTING VICTORY POINTS: All major powers
begin with 0 victory points. 14.4.7 SPECIAL RULES: There are no special rules in this
campaign game.
14.4.2 PLAYERS: If there are less than 7 players the following
division of major powers is recommended.
6 PLAYERS: Great Britain, France, Russia, Austria, Turkey, [ 14.5 ] THE 1812-1815 CAMPAIGN GAME: This campaign
Prussia game simulates the last half of the Napoleonic wars which saw
5 PLAYERS: Great Britain, France, Russia, Austria, Turkey Napoleon's empire, initially at its greatest extent, collapse within
4 PLAYERS: Great Britain, France. Russia, Austria. only three years. The players begin with French armies poised
3 PLAYERS: Great Britain, France, Russia. along the Russian border. Russia, having just ended a war with
2 PLAYERS: Great Britain, France Use rules 14.2 and/or 14.3 to Turkey, lies ready to meet them. Wellington is ready to
gain control of all initially unselected major powers commence his 1812 offensive in Spain. Austria and Prussia are
set to rise from the ashes. Players will discover that the qualities
14.4.3 EXISTING WARS AND TREATIES: Before any forces of all except the British army have declined dramatically.
are setup, major powers may announce pre-existing states of war.
This allows major powers in effect, to declare war before the 14.5.1 STATUS CARD SETUP:
game begins No political points are lost for doing so Players may 14.5.1.1 POLITICAL STATUS: Use the (II) positions.
wish to apply option 11.9.2. Pre-existing states of war may be 14.5.1.2 TIME: The game begins in June, 1812 and ends after the
announced only between major powers. Neutral minor countries December, 1815 Turn.
may not be involved. No alliances are in effect and no peace 14.5.1.3 STARTING VICTORY POINTS:
conditions apply Austria: 210.
France: 260.
14.4.4 FORCES SETUP: The major power's forces begin with Great Britain: 250.
these strengths. Prussia: 180
Spain: 180
AUSTRIA: 75I, 7Gd, 15C, 7 depots, any desired corps and $33 Russia: 205.
Both insurrection corps begin at full strength but may not be setup Turkey: 200
on the map The freikorps is not used in this scenario. The Tyrol
corps will be used only under the conditions of 10.1.5. All leaders 14.5.2 PLAYERS: If there are less than 7 players the following
except SCHWARZENBERG are available at the start of the game division of major powers is recommended.
6 PLAYERS: Russia, France, Great Britain, Austria, Prussia,
FRANCE: 135I, 5Gd, 17C, any desired corps and fleets, 4 Spain
depots, 49 ships and $45 All leaders except EUGENE and 5 PLAYERS: Russia, France. Great Britain, Austria, Prussia.
JEROME are available at the start of the game The French player 4 PLAYERS: Russia, France, Great Britain, Austria
also sets up Holland (the Holland corps with 4 Dutch I and 1 3 PLAYERS: Russia, France, Great Britain
Dutch C and the Holland fleet with 15 Dutch ships--the Holland 2 PLAYERS: Russia, France. For major powers (if
fleet must start at Amsterdam) uncontrolled): At the start of the game, Turkey is a neutral UMP
with no controlling player, Spain is an active British UMP,
GREAT BRITAIN: 1Gd, 19I, 4C, 2 depots, 100 ships, any Prussia is an active Russian UMP, Austria is an active British
desired corps and fleets and $25. NELSON is the only leader UMP, Great Britain is an active Russian UMP. UMPs of an UMP
available at the start become an UMP of the controlling major power

PRUSSIA: 80I, 3Gd, 17C, 5 depots, any desired corps, $18 and 9 14.5.3 EXISTING WARS AND TREATIES:
manpower. The freikorps is not used in this scenario. Only 14.5.3.1 WARS: France is at war with Great Britain, Spain and
leaders BRUNSWICK and HOHENLOHE are available at the Russia. Great Britain is also at war with the United States (see
start of the game. The Prussian player also sets up Saxony (the 8.2.1.2.2.2.2)
Saxony corps with 8 Saxon I and 2 Saxon C). 14.5.3.2 ALLIANCES: France is allied with Prussia. Great
Britain is allied with Spain.
RUSSIA: 75I, 5Gd, 10C, 2Ck, 6 depots, 49 ships, any desired 14.5.3.3 PEACE CONDITIONS AND AGREEMENTS:
corps and fleets, and $37. All leaders except BARCLAY, France has the Prussian I and Austrian I Corps on loan (see
TORMASSOV and WITTGENSTEIN are available at the start of French forces for strengths) under peace condition B4 through
the game No more than one corps (and no excess factors in September, 1812 for the Prussian corps and through January,
garrison there) may commence the game based at Corfu. 1813 for the Austrian corps. France has unconditional access
through Prussia under peace condition C 5 and Prussia has also
SPAIN: 1Gd, 41I, 6C, 2 depots, 57 ships, any desired corps and agreed to allow voluntary access to the French to garrison
fleets and $16. Only leaders BLAKE and CASTANOS are Konigsberg. Austria has granted voluntary access for any period
available at the start of the game. to France that is the same as if peace condition C.5 applied.
Russia and Turkey just concluded a war and have an enforced
TURKEY: 35I, 7C, 2 depots, 22 ships, any desired corps and peace with each other prior to January, 1814. Peace condition C.8
fleets and $11. All feudal corps begin at full strength and may be has been applied to Austria. There is an enforced peace in effect
placed on the map if desired. No feudal corps may begin on the between France and Prussia until March, 1813 and between
map. See errata in 14.1.4.1.5. All leaders are available at the start France and Austria until July, 1813. France and Austria have a
of the game. The Turkish player also sets up Syria (the Syria royal marriage (peace condition B.5).
corps with 5 Syrian I and 6 Syrian C).
14.5.4 FORCES SETUP: The major power's forces begin with
14.4.5 CONTROL: The major powers control their home nations these strengths
plus those minor countries in the status (Free State or conquered)
indicated in the "1805" column of the MINOR COUNTRIES AUSTRIA: Apart from the I Corps under the control of the
CHART on the Game Card. French player (see French forces), the Austrian has 47I, 8Gd,5M,
18C, 1Fk, 9 depots, any desired corps (except the I corps) and $5.
14.4.6 REINFORCEMENTS: The following leaders arrive in Both insurrection corps begin at full strength, but are not on the
the Army Reinforcement Step of January in the year indicated or map. The Tyrol corps (at full strength) will be used only under the
on any later Turn. France EUGENE (1806); Great Britain

44
conditions of 10.1.5 Only the SCHWARZENBERG leader is
available PRUSSIA: Apart from the I Corps under the control of the
French player (see French forces), the Prussian has 201, 3Gd, 2C,
FRANCE: France starts with $25. All French depots may be set 2 depots, $10 and 100 manpower. Only the BLUCHER leader is
up anywhere within the French major power, Prussia and/or in available at the start of the game
Spain.
RUSSIA: Russia starts with $15. 6 depots may be placed within
A. Along The Russian Border: the Russian major power.
(1) The Prussian I Corps with 10 Prussian I, 4 Prussian M and 1 A. 30 ships and up to 3 fleets.
Prussian C in the Konigsberg area B. 5 corps, 1Gd corps, 3C corps and 1A corps with 10Gd, 46I,
(2) The Austrian I Corps with 15 Austrian I and 1 Austrian C in 10C and 10A, 2Ck and the BARCLAY and WITTGENSTEIN
the Lemberg area. leaders in or within one area of the Kovno area.
(3) The Venetia corps with 8 Venetian I, the Lombardy corps C. 2 corps and 1C corps with 22I and 4C, 1Ck and the
with 13 Lombard I, the Bavaria corps with 12 Bavarian I and 1C BAGRATION leader in or within one area of the Brest-Litovsk
corps with 5C and the EUGENE leader in the Thorn area. area.
(4) The Poland corps and the Poland C corps with 16 Polish I and D. 2 corps and 1C corps with 18I and 4C and the TORMASSOV
6 Polish C, the Saxony corps with 7 Saxon I and 1 Saxon C and leader in the 4-forage area in Polesia province.
the Hanover corps with 8 Hanoverian I and 1 Hanoverian C and E. 2 corps with 16I and 2C in any Moldavia province area.
the JEROME leader in an area or areas that are in or within one F. 10I in Sveaborg.
area of the Warsaw area but not adjacent to the Russian border G. 15I shared in any manner between Riga and Vitebsk
(5) 4 corps, 1Gd corps, 2C corps and 1A corps with 53I, 15M, H. 8I in Kiev
20Gd, 19C and 12A and the NAPOLEON, DAVOUT, MURAT I. 15M in Moscow and 10M in Smolensk
and NEY leaders in an area or areas in or within 2 areas of the J. 25I distributed to any of the other cities within the Russian
Thorn area but not adjacent to the Russian border. major power (maximum of 5 per provincial capital or 2 per any
(6) 1 corps with 5I, 11M in the Posen province other city.
(7) 1 corps with 5I, 20M in Brandenburg province
(8) 6M in Konigsberg SPAIN: 101, 29M, 6C, 6 ships, any desired corps, 1 fleet and $4.
(9) 5 Polish I in Warsaw. Only leaders DE LA CUESTA and CASTANOS are available at
the start of the game. Spanish forces may be setup anywhere
B. Forces in Spain: within Portugal, Majorca or Estremadura and/or Andalusia
(1) 1 corps with 16I, 9M and 3C and the SOUL T leader in (except for the Seville area) provinces. Up to one depot each may
Andalusia province (in the Seville area and/or any Andalusian be placed in an area with any Spanish corps or corps. Spain may
areas not containing Spanish corps). setup 30 Gr factors (no more than 5 per province) anywhere
(2) 1 corps with 4I, 3M and 1C in any area or areas of New within the Spanish home nation after the other players have
Castile province completed their setups.
(3) 1 corps with 18I, 6M and 2C in Leon province (any area or
areas other than the Cuidad Rodrigo area). TURKEY: 201, 5C, 2 depots, 12 ships. any desired corps (except
(4) 1 corps with 16I, 11M and 3C in any area or areas of Valencia the Nizami-Cedid corps) and fleets and $3. All feudal corps begin
and/or Aragon provinces. at full strength and may be placed on the map if desired. No
(5) 1 corps with 12I, 8M and 1C in any area or areas of Catalonia feudal corps may begin on the map. See errata in 14.1.4.1.5. All
province. leaders are available at the start of the game. The Turkish player
(6) 1 corps with 10I, 12M and 2C in any area or areas of Galicia, also sets up Syria (the Syria corps with 5 Syrian I and 5 Syrian C)
Leon (other than the Cuidad Rodrigo area) and/or Old Castile
provinces 14.5.5 CONTROL: The major powers control their home nations
(minus any ceded provinces) plus those minor countries in the
C. Other Forces: status (Free State or conquered) indicated in the "1812" column of
(1) 6M in Bayonne the MINOR COUNTRIES CHART on the Game Card. Other
(2) 40M and 201 set up as garrisons anywhere within the French important items are.
major power plus Prussia (other than in Prussian capitals).
(3) France begins with 25 ships and up to four fleets in or in sea AUSTRIA: Has lost Tyrol, Illyria and West Galicia provinces to
areas adjacent to any French home nation port or ports French control.
(4) The Denmark corps with 5 Danish I is setup in the Hamburg
area. Two Danish I are set up in Copenhagen along with the FRANCE:
Denmark fleet and 1 Danish ship. A. Poland consists of Masovia, Posen, and West Galicia
(5) The Venetia fleet with 3 Venetian ships is placed in Venice, if provinces. If option 11.1 is not being used, consider these to be
used (see option 11.2) French-controlled ceded provinces and convert all Polish corps
(6) The French player also sets up the land forces of Hesse (the and army factors listed in the Forces Setup to French corps and
Hesse corps with 2 Hessian I) and Naples (10 Neapolitan I, 2 army factors (an additional French C corps is available and the
Neapolitan C and may include one or both of the Naples corps) extra French I can be added to other corps in the same setup areas
anywhere in French-controlled territory or used as garrisons in those areas.
B. The Kingdom of Westphalia, the Kingdom of Bavaria and the
GREAT BRITAIN: Great Britain starts with $125. 5 depots may Confederation of the Rhine are in existence with all component
be placed anywhere within the British major power. minor countries and ceded provinces If options 11.3-11.5 are not
A. 2 corps and 1C corps with 26I and 4C and the Portuguese being used, treat all of these territories as separate French-
corps with 18 Portuguese I and 1 Portuguese C and the controlled minor countries and ceded provinces (status of all
WELLINGTON and BERESFORD leaders in any area or areas in minor countries is on the MINOR COUNTRIES CHART on the
Portugal, Game Card)
B. 1I each in Cuidad Rodrigo, Badajoz, Gibraltar, Malta, Corfu, C. The Kingdom of Italy is in existence with all component
Alexandria and Cairo. minor countries and the ceded Illyrian province. This means that
C. 2I in Palermo. the Venetian ships and fleet are available. If option 11.2 is not
D. 2Gd, 18I and 12M anywhere in the British home nation being used, treat all of these territories as separate French-
E. 120 ships and 7 fleets. controlled territories and the Venetia fleet and ships are not used.
F, 3 Swedish corps and the Swedish fleet with 13I, 3C and 13 D. France controls only Naples of the Kingdom of the Two
ships and the BERNADOTTE leader in any area or areas of Sicilies and controls only the Naples corps counters if option 11.7
Sweden (less Finland, which is Russian-controlled). is being used.

45
GREAT BRITAIN: 14.6.3 EXISTING WARS AND TREATIES:
A. Britain controls Sicily (as a conquered minor) and controls the 14.6.3.1 WARS: France is at war with Great Britain, Prussia,
Naples fleet counter (which currently has no ships), should Sicily Russia and Spain Great Britain is also at war with the United
be made a minor Free State, if option 117 is being used. States (see 8.2.1.2.2.2.2).
B. Britain has controlled Portugal as a minor Free State for over 14.6.3.2 ALLIANCES: Great Britain, Prussia and Russia are all
two years and, if used, option 12.3.2 applies to the Portuguese allied with each other. Great Britain is also allied with Spain
morale value. 14.6.3.3 PEACE CONDITIONS: France has voluntary access
for the two Polish corps only through Austria under conditions
PRUSSIA: Has lost Magdeburg, Posen and Masovia as ceded that are the same as if peace condition C5 applied except that
provinces to French control France may not garrison any Austrian cities. This voluntary
access agreement ends when both of the Polish corps leave
RUSSIA: Controls Bessarabia as a ceded province and Finland as Austrian territory for French-controlled territory .Russia and
a conquered minor country . Turkey have an enforced peace with each other prior to January,
1814. France and Austria have an enforced peace with each other
SPAIN: Controls its home nation. prior to July, 1813. Peace condition C.8 has been applied to
Austria by France. France and Austria have a royal marriage
TURKEY: Has lost Bessarabia as a ceded province to Russian (peace condition B.5)
control
14.6.4 FORCES SETUP: The major power's forces begin with
14.5.6 REINFORCEMENTS: The following leaders arrive in these strengths.
the Army Reinforcement Step of the months and years indicated
or on any later Turn. Prussia YORCK (January, 1813); Russia. AUSTRIA: 67I, 8Gd, 32M, 20C, 1Fk, 5 depots, any desired
ALEXANDER (July, 1812) and KUTUSOV (September. 1812). corps and $20 Both insurrection corps begin at full strength, but
The Prussian freikorps is available during the Levy Step of are not on the map The Tyrol corps (at full strength) will be used
March, 1813. only under the conditions of 10.15. Only the
SCHWARZENBERG leader is available.
14.5.7 SPECIAL RULES:
A. The Turkish Nizami-Cedid corps is not used in this campaign FRANCE: France starts with $14. All French depots may be
game setup anywhere within the French major power and/or in Spain.
B. The French player cannot win this campaign game unless, at A. In Germany:
some time in 1812, one or more French-controlled corps occupy (1) 2 corps and 1C corps with 22I, 5M and 3C and the EUGENE
or besiege either Moscow or St. Petersburg and at some time in leader in the Magdeburg area
the game occupy at least one of those cities or Russia surrenders (2) 1 corps with 7I and 8M and the NEY leader in the
unconditionally to France sometime during the game. Gen 2/72 northernmost area of Baden.
C. The French player holds captive the Spanish BLAKE leader (3) 2 corps and 1Gd corps with 8I, 15M, 2Gd and 2C and the
and 4 Spanish I. The British player holds captive 3 French l NAPOLEON and SOULT leaders in the Mainz area
(4) 1 corps and 1C corps with 8I, 2M and 6C and the DAVOUT
leader in Hanover adjacent to the Hamburg area
[ 14.6 ] THE 1813-1815 CAMPAIGN GAME: This campaign (5) 1 corps with 9M in the Strasbourg area
game simulates the final part of the Napoleonic wars as the (6) The Poland corps with 7 Polish I and 2 Polish C in the Olmutz
French armies, decimated in Spain and Russia, struggle area
unsuccessfully to resist the overwhelming Allied forces. The (7) 15I besieged in Danzig
players begin with the French armies in Spain and Germany being (8) 3I besieged in Glogau.
merely a shattered remnant of their former size. The Russian, (9) 1I besieged in Stettin.
Prussian, British, and Spanish armies are massing against them (10) 1I besieged in Kustrin
and both sides are actively seeking Austrian assistance. Only (11) 3I in Erfurt.
Turkey remains uninvolved
B. In Spain:
14.6.1 STATUS CARD SETUP: (1) 1 corps with 17I, IM and 3C in any area or areas of Valencia
14.6.1.1 POLITICAL STATUS: Use the (III) positions. province.
14.6.1.2 TIME: The game begins in April 1813 and ends after the (2) 1 corps with 5I, 3M and 1C in the Burgos area
December, 1815 Turn (3) 2 corps with 26I, 4M and 4C in the Madrid area.
14.6.1.3 STARTING VICTORY POINTS:
Austria: 240 C. Other Forces:
France: 290. (1) 1 corps and 2C corps with 10I, 15M and 10C in the Paris
Great Britain: 280 and/or Lyon areas
Prussia: 210. (2) 8I and 6M divided in any manner between San Sebastian,
Spain: 210. Barcelona, Gerona and/or Saragossa.
Russia: 245. (3) 4I and 11M in any cities in the French home nation, to a
Turkey: 230. maximum of 3 factors per city
(4) 2 Naples corps with 12 Neapolitan I and 1 Neapolitan C and
14.6.2 PLAYERS: If there are less than 7 players the following the MURAT leader in the Naples area.
division of major powers is recommended (5) 1 Danish corps with 9 Danish I and 1 Danish C in the
6 PLAYERS: Russia, France, Great Britain, Austria, Prussia, Christiana area
Spain, Prussia (6) The Danish fleet with 5 Danish I and I Danish ship in
5 PLAYERS: Russia, France, Great Britain, Austria, Prussia Copenhagen
4 PLAYERS: Russia, France, Great Britain, Austria. (7) France begins with 34 ships and up to 4 fleets
3 PLAYERS: Russia, France. Great Britain (8) The Venetia fleet with 4 Venetian ships in Venice, if used (see
2 PLAYERS: Russia. France For major powers (if uncontrolled). option 11.2). The Venetia corps with 5 Venetian I is also placed
At the start of the game, Turkey is a neutral UMP with no in Venice.
controlling player, Spain is an active British UMP, Prussia is an (9) The Baden corps with 1 Baden I. the Hanover corps with 1
active Russian UMP, Austria is an active British UMP, Great Hanoverian I, the Hesse corps with 1 Hessian I, the Lombardy
Britain is an active Russian UMP UMPs of an UMP become an corps with 5 Lombard I, and the Wurttemburg corps with I
UMP of the controlling major power

46
Wurttemburg I may be placed anywhere in the French major A. Although Poland has disappeared. France still holds the Polish
power. loyalty marker. Use option 11.1 for this campaign game to keep
the Polish forces on the map.
GREAT BRITAIN: Great Britain starts with $85. 5 depots may B. The Kingdom of Westphalia is in existence with all component
be placed anywhere within the British major power minor countries and ceded province. If option 11.3 is not being
A. 2 corps and 1C corps with 22I and 4C and the Portugal corps used, treat all of these territories as separate French-controlled
with 14 Portuguese I and 1 Portuguese C and the WELLINGTON minor countries and a ceded province
and BERESFORD leaders in any area or areas of Portugal. C. The Kingdom of Bavaria is in existence, with Tyrol province
B. 1I each in Cuidad Rodrigo, Badajoz, Gibraltar, Malta, Corfu. attached and is neutral. If option 11.4 is not being used, Bavaria
Alexandria and Cairo remains neutral, but Tyrol province is considered to be a French-
C. 2I in Palermo controlled ceded province.
D. 5I and 8M anywhere in the British home nation D. The Confederation of the Rhine is in existence with all
E. 122 ships and 7 fleets component territories except for Bavaria and Saxony (neutral)
F. 1 Swedish corps and the Swedish fleet with 4 Swedish I and 13 and Mecklenburg (controlled by Prussia). If option 115 is not
Swedish ships in the Stockholm area. being used, treat all of the remaining components as separate
G. 2 Swedish corps with 12 Swedish I and 3 Swedish C and the French-controlled minor countries and a ceded province
BERNADOTTE leader besieging Stettin E. The Kingdom of Italy is in existence with all component minor
countries and the ceded Illyrian province. This means that the
PRUSSIA: Prussia starts with $25 and 68 manpower 3 depots Venetian ships and fleet are available. If option 11.2 is not being
may be placed anywhere within the Prussian major power or in used, treat all of these territories as separate French-controlled
areas with Prussian corps in Saxony. minor countries and a ceded province
A. 1Gd corps and 1 corps with 1Gd, 6I, 2M and 2C and the F. France controls only Naples of the Kingdom of the Two
BLUCHER leader in the Dresden area Sicilies and controls only the Naples corps counters, if option
B. 2 corps with 5I, 1M and lC and the YORCK leader in the 11.7 is being used.
Leipzig area.
C. 1 corps with 3I, 1M and 1C in the Wittenberg area. GREAT BRITAIN:
D. 5I and 5M and 1Fk in Berlin A. Britain controls Sicily (as a conquered minor) and controls the
Naples fleet counter, should Sicily be made a minor Free State, if
RUSSIA: Russia starts with $30. 5 depots may be placed option 11.7 is being used.
anywhere within the Russian or Prussian major powers or in areas B. Britain has controlled Portugal as a minor Free State for over
with Russian corps in Saxony two years and, if used, option 12.3.2 applies to Portuguese
A. 36 ships and up to 3 fleets morale.
B. 3 corps and 2C corps with 30I, 8C and 10M and the
BENNIGSEN leader anywhere in the Russian home nation. PRUSSIA: Has lost Magdeburg province to French control and
C. 1Gd corps, 1 corps, 1C corps and 1A corps with 3Gd, 6I, 5C Posen and Masovia provinces to Russian control
and 6A and the ALEXANDER and TORMASSOV leaders in the
Dresden area RUSSIA: Controls Bessarabia, Masovia, Posen and West Galicia
D. 2 corps and 1C corps with 8I and 3C and the as ceded provinces
WITTGENSTEIN leader in the Leipzig area
E. 1 corps and 1C corps with 5I and 3C in the Wittenberg area SPAIN: Controls its home nation.
F. 1 corps with 7I and 1C and the BARCLAY leader in the Thorn
area. TURKEY Has lost Bessarabia province to Russian control
G. 1 corps with 3I in the Mecklenburg area H. 1 corps with 4I
besieging Glogau. 14.6.6 REINFORCEMENTS: There are no special
I. 1 corps with 8I besieging Danzig. reinforcements in this campaign game.
J. 1 corps with 4I besieging Stettin
K. 1 corps with 4I besieging Kustrin. 14.6.7 SPECIAL RULES:
L. 2I in Hamburg. A. The Turkish Nizami-Cedid corps is not used in this campaign.
M. 3Ck in any area(s) containing any Russian or Prussian corps B. Whenever Naples is not French controlled, the MURAT leader
is removed from the board. In an Army Reinforcement Step of a
SPAIN: 14I, 31M, 6C, 6 ships, 2 depots, any 6 corps, 1 fleet and Turn after Naples reverts to French control, MURAT is again
$10. Only leaders DE LA CUESTA and CASTANOS are avail- able as a French leader.
available at the start of the game. Spanish forces may be setup in C. In June 1813, the French receive 5Gd placed in the guard
any area or areas within Portugal, Majorca, Galicia, Leon, corps if it is eligible.
Andalusia and/or Estremadura. Spain may setup 30 Gr factors (no
more than 5 per province) anywhere within the Spanish home
nation after all other players have completed their setups. [ 14.7 ] THE GRAND CAMPAIGN GAME: This campaign
game simulates the entire Napoleonic wars from 1805 onward. It
TURKEY: 251, 6C, 2 depots, 14 ships, any desired corps (except encompasses the full splendor and sorrow of Bonaparte's rise and
the Nizami-Cedid corps) and fleets and $10. All feudal corps fall. The players relive the greatest and the most disastrous of the
begin at full strength and may be placed on the map if desired. No campaigns that made Napoleonic legend a story to inspire
feudal corps may begin on the map. See errata in 14.1.4.1.5. All courage and fear.
leaders are available at the start of the game. The Turkish player
also sets up Syria (the Syria corps with 5 Syrian I and 4 Syrian C) 14.7.1 STATUS CARD SETUP:
14.7.1.1 POLITICAL STATUS: Use the (1) positions
14.6.5 CONTROL: The major powers control their home nations 14.7.1.2 TIME: The game begins in January, 1805 and ends after
(minus any ceded provinces) plus those minor countries in the the December, 1815 Turn.
state (Free State or conquered) indicated in the 1813 column of 14.7.1.3 STARTING VICTORY POINTS: All major powers
the MINOR COUNTRIES CHART on the Game Card. Other begin with zero victory points
important items are:
14.7.2 PLAYERS: If there are less than 7 players the following
AUSTRIA: Has lost Tyrol and Illyria provinces to French control division of major powers is recommended.
and West Galicia province to Russian control. 6 PLAYERS: Great Britain, France, Russia, Austria, Turkey,
Prussia
FRANCE: 5 PLAYERS: Great Britain, France, Russia, Austria, Turkey

47
4 PLAYERS: Great Britain, France, Russia, Austria the game. No more than one corps may commence the game
3 PLAYERS: Great Britain, France, Russia. based at Corfu (and no excess factors in garrison there).
2 PLAYERS: Great Britain, France. Use rules 14.2 and/or 14.3 to
gain control of all initially unselected major powers SPAIN: 1Gd, 41I, 6C, 2 depots, 57 ships, any desired corps and
fleets and $16. Only leaders BLAKE and CASTANOS are
14.7.3 EXISTING WARS AND TREATIES: Before any forces available at the start of the game. The Spanish controls Tuscany
are setup, major powers may announce pre-existing states of war. as a conquered minor. See [11.8] Cisapline Republic. MLB
This allows major powers in effect, to declare war before the
game begins. No political points are lost for doing so. Pre- TURKEY: 35I, 7C, 2 depots, 22 ships, any desired corps and
existing states of war may be announced only between major fleets and $11. All feudal corps begin at full strength and may be
powers. Players may wish to apply option 11.9.2. Neutral minor placed on the map if desired. No feudal corps may begin on the
countries may not be involved. No alliances are in effect and no map. See errata in 14.1.4.1.5. All leaders are available at the start
peace conditions apply. of the game, except MUHAMMAD ALI MLB. The Turkish
player also sets up Syria (the Syria corps with 5 Syrian I and 6
14.7.4 FORCES SETUP: The major power's forces begin with Syrian C).
these strengths
14.7.5 CONTROL: The major powers control their home nations
AUSTRIA: 75I. 7Gd.15C, 7 depots, any desired corps and $33. plus those minor countries in the status indicated (Free State or
Both insurrection corps begin at full strength but may not be setup conquered) in the 1805 column of the MINOR COUNTRIES
on the map. The Tyrol corps will be used only under the CHART on the Game Card.
conditions of 10.1.5. All leaders except SCHWARZENBERG are
available at the start of the game 14.7.6 REINFORCEMENTS: The following leaders arrive in
the Army Reinforcement Step of January in the year indicated or
FRANCE: 135I. 5Gd. 17C, any desired corps and fleets, 4 on any later Turn. Austria: SCHWARZENBERG (1810); France:
depots, 49 ships and $45. All leaders except EUGENE and EUGENE (1806) and JEROME (1808); Great Britain:
JEROME are available at the start of the game. The French player WELLINGTON (1806), MOORE (1807) and BERESFORD
also sets up Holland (the Holland corps and the Holland fleet with (1808); Prussia. BLUCHER (1807 MLB) and YORCK (1813);
4I, 1C and 15 ships) and the Cisapline Republic (the Lombardy Russia. BARCLAY (1810), TORMASSOV (1811), and
corps with 11I, 1C). See [11.8] Cisapline Republic. MLB WITTGENSTEIN (1812); Spain: DE LAS CUESTA (1807);
Turkey/Egypt: MUHAMMAD ALI (1805) MLB as soon as
GREAT BRITAIN: 1Gd.19I, 4C, 2 depots. 100 ships, any Egypt is conquered by Turkey (any time after Dec 1804). The
desired corps and fleets and $25. NELSON is the only leader Austrian freikorps is available during the Levy Step of March,
available at the start. If using rule 5.3.1 LEADER MINIMUMS, 1809 and the Prussian freikorps is available during the Levy Step
then also add Generic Leader 221D of March, 1813. The BERNADOTTE leader changes from being
a French to a Swedish leader in August, 1810. The following
PRUSSIA: 80I, 3Gd, 17C, 5 depots, any desired corps, $18 and 9 leaders are removed (even if besieged) in the Army
manpower. Only leaders BRUNSWICK and HOHENLOHE are Reinforcement Step of the month and year indicated and cannot
available at the start of the game. The Prussian player also sets up be brought on thereafter. France: MASSENA (May 1811); Russia
Saxony (the Saxony corps with 8 Saxon I and 2 Saxon C). KUTUSOV (January 1813). MLB & DB

RUSSIA: 75I, 5Gd, 10C, 2Ck, 6 depots, 49 ships, any desired 14.7.7 SPECIAL RULES: There are no special rules in this
corps and fleets, and $37. All leaders except BARCLAY, campaign game
TORMASSOV and WITTGENSTEIN are available at the start of

15.0 PLAYER NOTES

The following notes apply primarily to campaign games first few corps should not be able to take part in the battle (unless
adjacent) and you will be fighting on more even terms At the very
[ 15.1 ] AUSTRIA least, the threat from off-map insurrection corps should make
Like Prussia, Austria holds a central position on the map Turkey cautious when crossing the Austrian border. In the 1812
Surrounded by Russia, Turkey, Prussia and France, it requires a and 1813 campaign games, Austria's objective has to be the
true Metternich to successfully negotiate the rocky path of "real destruction of France. Only when France is brought down to size
politik" can Austria pursue its own plans for victory.
First, attempt to negotiate a nonaggression pact with Russia and
Turkey Russia should be easier than Turkey because, with so [ 15.2 ] FRANCE
many Turkish provinces near the Austrian border, the Turkish France is the strongest power in Europe. Better troops, faster
player may find a war to his advantage However, Turkey may movement, better and more leaders and a buoyant economy make
only want North Africa and may desire peace in the Balkans to France a very powerful opponent. However it is not unbeatable,
facilitate a Franco- Austrian conflict especially if overstretched and faced by a powerful, well-financed
A pact with Prussia could be crucial to counter an aggressive coalition
French player Austria will eventually have to face the French Do not pressure Austria or Prussia too much, especially in the
army so, if Austria finds itself falling behind in the territorial early phases of games starting in 1805, as this may create a
scrabble for minor countries, face that war sooner rather than coalition against France and, early in the game, France is weaker
later. This means that the more friends Austria has, the better. than a combined Austria/Prussia coalition. Try to weaken a
While the French are strong they are not invincible. If Austria can possible Austria/Prussia coalition, perhaps by favoring one of
ally early with Great Britain and Prussia, the alliance will have them in the division of minor countries or by encouraging Turkey
superior strength. or Russia to attack one of them. "Divide and conquer" should be
If Austria finds itself at war with Turkey, the insurrection corps the basis of French diplomacy in all campaign games.
can prove to be invaluable. It is important to place these corps Control of Italy could cause the greatest amount of friction in
down at the correct time Let the first few corps past and only games starting in 1805. With Russia controlling Corfu, every
when Turkey is moving its last few, place the insurrection corps major power except Prussia has the capacity to claim some part of
on the map, forcing a battle and cutting supply lines. Turkey's Italy. Being too forceful with French demands could prove

48
disastrous. On the other hand, if the other major powers squabble suffer from foraging for sup- ply Of course, as circumstances
over Italy, this is definitely to the French advantage, so encourage develop, the better places for commitment will present
this by offering morsels to potential allies themselves.
France has a lot of victory points to gain so don't be frivolous in Almost never commit British armies in fragments, keep them
declarations of war. If possible, get the other major powers to together so as to minimize the risk of having them destroyed
declare war on France. With better French morale and leadership, piecemeal and to gain the maximum benefit from Wellington's
France should win at least 60% of the battles and thus gain more superior leadership abilities.
political points than are lost. Remember, it is better to tackle a Proper use of money is central to proper British play. Simply
large army with low morale than a small army with high morale giving it to whoever begs loudly will not do. Decide who Great
since they are easier to beat and winning battles means gaining Britain's long-term enemies will be (usually France) and dole out
pursuits and victory points (via political points) and that is what money in small increments to those major powers which appear
the campaign game is all about. If France does declare war, try to to be staunchly opposed to those enemies. The establishment of a
have the forces available to win that war fast! "slush fund" for the purchase of military and political favors from
In the 1812 campaign game, France faces a tough situation. these and other major powers can also prove useful.
Moscow is a long way from Poland and a powerful Austria and It is seldom worth denying trade with America. The loss of
Prussia (and probably Turkey) are just waiting to draw sabers. colonial trade resulting from a war with the United States is worth
First, take Moscow or St Petersburg. Move the two corps from more to Great Britain than the few money points denied to
central Prussia into Russia. Even though they are mostly militia, enemies. However, as such a loss may really hurt financially
they are great for absorbing battle and attrition losses. Guard weak countries at crucial moments, this should not be ignored. A
Warsaw while marching east to Moscow or St Petersburg. Leave final warning about trading-it does not do to have too many
at least one French infantry corps plus the Poles (who can receive enemies, and consequently, too few trading partners at any one
reinforcements) and Davout to defeat Tormassov. If the Russians time.
have Bagration's force all in one area, strike in the first Turn! Build up the army as evenly as possible, concentrating on regular
Always leave a couple of corps in areas which can be used to cavalry and infantry. The British army has unequaled quality
build depots and use money for supply for as long as possible. If regular infantry but lacks size. Most militia is better used for
Poland is lost, French supply lines will extend back to home garrisons than in the field diluting the high British morale.
Mecklenburg or Saxony and these are difficult to defend, even Always maintain a naval superiority over the combined navies of
against roving cossacks. As soon as Moscow or St Petersburg any two enemies or potential enemies
falls, get out of Russia, pronto! Hopefully, the Russians will be
too crippled to greatly hinder the withdrawal [ 15.4 ] PRUSSIA
Get out of Spain! Historically, Napoleon refused to give up any of Prussia, like Austria, is in a central position and, in a campaign
his empire and so lost the lot. If Prussia and Austria choose to game starting in 1805, has a large high-quality army. Prussia has
fight a winter campaign, every factor will be needed to hold Italy access to many minor neutrals, but a lack of political acumen
and Germany However, France has a huge force in Spain and if could find Prussia embroiled in a losing war. Until BLUCHER
the British or Spanish follow too closely, crush them! arrives in 1806, Prussia has very poor leadership and unless a
If things are going well, especially in the Grand Campaign Game, good opportunity presents itself, Prussia should try not to
France may wish to impose a "continental system" on the rest of antagonize its neighbors early. Form an alliance with Austria,
Europe by denying trade money to Great Britain, Although this Russia and/or Great Britain. This would have the major benefit of
will not bring the British lion to its knees, as Napoleon hoped, it support in a defensive war. Preserve the large army, especially the
can slow them down and deny them subsidy money to finance cavalry which is expensive to buy.
France's continental opponents. Peace condition B.6 allows this to The toughest question in the opening stages of the game is
be imposed on major powers that lose wars to France and, if whether to create a Polish Free State. If done, Prussia could gain
France has a decent money surplus, other major powers may be large numbers of high quality Polish troops However, Austria
persuaded not to trade with Britain by offering them cash and/or Russia could attack and conquer the Prussian Polish
subsidies equal to lost trade if they do not trade with Great provinces that would otherwise be difficult to obtain.
Britain. Perhaps the most powerful weapon at France's disposal is Mecklenburg, Hesse, Saxony, and Duchies are in the Prussian
the ability to say when France moves in the Land Phase sequence. sphere of influence, with Hanover and Denmark less so but still
This allows France to plan "double moves" (move last in one attainable. With British help, maybe even Sweden could be taken.
Turn, then first in the next Turn). This can mean attacking an In the 1812 and 1813 campaign games, Prussia must help with the
enemy that was eight areas away before that enemy can react. A French downfall Use the saved up manpower (as regular infantry
favorite tactic of one of our play testers was to move last in the if Great Britain will provide the necessary money) on the Turn
last month before an Economic Phase and occupy an enemy that Prussia attacks.
capital This forces that major power to rely on British charity for
the finances to continue a war. [ 15.5 ] RUSSIA
When the inevitable coalition forms against France, remember Russia has great defensive strength, due mainly to its edge-of-the-
Napoleon's words "I would rather fight allies than be one of map position. This position, coupled with its great size, poor
them" forage values and cossacks, make it difficult for other major
powers to force Russia to peace terms.
[ 15.3 ] GREAT BRITAIN A major problem for Russia is the lack of adjacent neutral minor
Correct play of Great Britain, more so than that of any other countries. Neutral minor countries are the coinage of diplomacy
major power, requires the process of maximizing the strengths of and provide room for easy expansion. Russia should gain
the British position and minimizing , its weaknesses. This is so Scandinavia through conquest or an arrangement with other
because those strengths and weaknesses I are more pronounced interested powers and the Polish Free State question can be used
than for other powers. as a lever in diplomacy with Prussia or Austria. Russia has a large
Precisely because enemy access to Great Britain is restricted by army of good quality, allowing it to pick all the combat options
the English Channel and policed by the overwhelmingly powerful with confidence, particularly the "Defend" option, as this
British navy, the British player need never retain any major troop increases Russian morale. Russia also has decent leaders, an
numbers at home Almost the entire army can be used overseas. artillery corps and a good basic economy.
However, it must be said that that army will always be rather Russia will often be called upon to intervene in Central Europe
small' and so where and when it will be committed should be and must negotiate useful gains in these wars. A Turkish war can
chosen with caution. Likely places include the islands of the only be undertaken with good planning and powerful forces and
Mediterranean, North Africa, Spain, Scandinavia, Russia (to can be made easier with help from an ally. Turkey is especially
threaten St. Petersburg and/or weaken the Russian navy), the dangerous to Russia early in campaign games starting in 1805 or
Dardanelles and East Prussia where, because of their wealth, the anytime that Turkey has the help of a powerful ally.
British forces can use regular supply while other armies may

49
Corfu has strategic advantages that belie its seeming the shorter campaign games are long enough for many political
insignificance. Using sea supply from the Baltic, reinforcement changes and re-alignments to occur and today's enemy can be
corps and factors can allow rapid expansion into Italy and North tomorrow's ally. Try to be as truthful as possible in dealing with
Africa. other players and faithful in honoring informal agreements.
The last question is where to place the Russian navy. Two fleets Players can appreciate a skillful "double-cross" when it is
in the Baltic and one in Corfu appears to be the best option at the decisive in deciding the outcome of a game, but gratuitous "stabs
start of a campaign game starting in 1805, but may be modified in the back" (especially early in a campaign game) that gain only
by the results of Russian diplomacy. a few political points accomplish little except to gain everyone's
In the 1812 campaign game, retreat before Le Grande Armee. distrust and a desire for "revenge" among the other players that
Keep a large force south of the Pripet Marshes to threaten to cut can have disastrous long-term consequences. Imposing a "harsh"
supply behind the French advance to Moscow. Keep cossacks peace on a current enemy (i.e., removing the best leader, corps
busy in the French rear areas to force detachments to guard and fleets, the best and richest provinces, etc) can leave that
French supply lines. Fight for control of St Petersburg and enemy so weak that other major powers can declare war on the
Moscow and try to get support from Turkey. With superior play, weakened major power to gain "easy" political points (known as
the French can be sent reeling back to Poland with the specter of "shooting cripples") and the weakened major power will be
defeat haunting their every faltering step. useless as a potential needed ally in some later war.
Have goals and a general plan for achieving them. Do not make
[ 15.6 ] SPAIN alliances lightly! Alliances that do not last can cost political
Spain's advantage lies in her large fleet, therefore an entente with points (and victory points) when they have to be broken When
France and/or Great Britain (both of whom could find Spain a asking for help in negotiations have something favorable to offer
useful ally) could provide several opportunities to expand into in return for the desired help. This could take the form of a loan
North Africa and Italy. In the early stages of campaign games or subsidy, ceding territory that the other player wants, offering
starting in 1805, with some diplomacy, Spain could get Naples, help in future projects or anything else that an imaginative mind
some of North Africa and Portugal. Further minor countries may can conjure. For example. France or Britain could offer to send a
need to be decided by force of arms. corps and a good leader to which a large number of Spanish
Spanish guerrillas can be used as an excellent deterrent to an corps (Spain lacks good leaders for large armies) without leaders
attack on the Spanish home nation. They can cut supply lines and could be attached This offer is favorable to Spain as it increases
even amalgamate to attack isolated factors Spain must still leave Spain's chances for winning battles and political points while it is
some regular forces to defend the homeland and to prevent favorable to the offering major power as it enables France or
occupation of all provincial capitals. Britain to risk few factors in the campaign on that front and
In the 1812 and 1813 campaign games, Spain is, of course, at war leaves most of their strength free for use elsewhere. Always offer
with France and the French may wish peace. Great Britain and something, but try to offer no more than is absolutely necessary
Spain are natural allies in these games and Spain should bargain Players with a reputation for upholding and following through on
for a good settlement, if any is made. France may need peace agreements will find that their negotiating position is far stronger
much more than Spain. than that of more erratic players In this game, friends can be very
important and many of the game's rules favor coalition activities.
[ 15,7] TURKEY A campaign game is won or lost based on the accumulation of
Turkey has possibly the most interesting and challenging set of victory points. Gaining large numbers of victory points depends
tasks of all the seven major powers. It bas virtually unlimited on gaining political points and keeping an overall high position on
amounts of feudal (basically militia) infantry and cavalry with the POLITICAL STATUS DISPLAY. It is not necessary to win
which it can relentlessly assault an enemy, but with such low every war and/or battle to win the game. What is important is not
morale, Turkey will not win very many battles. getting into situations where long stretches of time are spent in
When in combat, pick one of the high risk-high yield options such the Fiasco and/or Instability Zone with resultant low gains in
as outflank, assault, cordon or defend, when fighting an opponent victory points. In the long run, it is better to realize that a situation
with high morale (such as the French or British) If "Echelon" or is hopeless, surrender early enough to get the most favorable
"Probe" is picked, inferior Turkish morale will probably cost the peace terms possible and accept a few Economic Phases with low
combat, even though the opponent's pursuit will not be good (as victory points rather than to "fight to the end" and be reduced to a
he will have lost a lot of morale as well). Choosing the indicated military "basket case" lacking the strength to avoid further
options could lead to spectacular failures but, if the opponent is surrenders, to exert diplomatic leverage or to later rapidly regain
outguessed, it could mean a stunning victory where a (usually) the lost political points
superior Turkish cavalry force (plus cavalry leader) can mean a Study the number of victory points required for the major powers
relentless pursuit. When in combat, ensure that there is a feudal to win a game and figure what is called for in terms of victory
cavalry corps to take pursuit losses if the battle is lost. One points per Victory Points Step. For example, in an 1805-1807
combat advantage Turkey does have is that feudal infantry is not campaign game, Austria needs 110 victory points to win This is
counted as militia for purposes of taking losses once having lost an average of a little over 9 victory points per Victory Points
2.0 morale. Turkey can continue taking losses from feudal Step. If 10 victory points is bid for and gains control of Austria,
infantry regardless of total morale loss. this increases the average needed to 10 victory points per Victory
In the early stages of campaign games starting in 1805, Paints Step. Is a bid this high or even higher warranted to gain
concentrate on carving out a North African empire and try control of Austria ? Once the need is established, what plan gives
gaining a foothold in Italy. In Italy, Turkey can be opposed by the best chance of accumulating the required total of victory
France, Austria, Spain, Russia and/or Great Britain, so don't get points ?
too greedy. Austria and Russia will be wary of a strong Turkish Study the POLITICAL STATUS DISPLAY. There are definitely
strategic position and, to avoid antagonizing them, do not set up times when securing alliances, making peace, ceding minor
corps on their borders. An early pro-Austrian stance could be to countries, economically manipulating, etc. are most advantageous
your advantage as it allows Austria greater freedom to fight the in minimizing or maximizing political/victory point losses and
French (which could debilitate both of them). gains. For example, if a major power's political status marker is
In the 1812 and 1813 campaign games, an initial anti-French in the Dominant Zone box with -2 PSA and 11 victory points,
stance is essential to bring her down to size with the degree of making an alliance (+I, political points) just before an Economic
commitment to her downfall dependent on the number of victory Phase is not very productive. The alliance maker's political status
points that the French player bid for France marker would be advanced into the -3PSA and 11 victory points
box so that no additional victory points would be gained from the
[ 15.8 ] GENERAL HINTS alliance and the Political Status Adjustment Step will see the
Like most games involving a diplomatic element, campaign marker adjusted into the same box where it would have been if no
games of EMPIRES IN ARMS require players to be constantly alliance had been mode. In a case like this, waiting for a more
negotiating among themselves. Players should realize that even favorable moment to make the alliance makes good sense. Since

50
political points are lost to declare war, the ideal war is a short and
successful one; preferably declared just after an Economic Phase 3. If an army contains militia, do not mass it all in one corps, but
and concluded before the next Economic Phase. The political spread it over as many corps as possible. Then, if foraging losses
points dropped to declare a war can cost a considerable number of occur, as many as possible can be militia factors
victory points over the course of a long war, even if eventually
victorious. Of course winning some big battles can counteract the 4. For security, large garrisons are often left in home nation cities,
initial political point drop, but can always winning be assured? especially in capitals and border cities If Method One for
determining final morale (see 7.5.2.6.1) is used, a garrison of 11-
Tricks of the Trade: As with most games there are some helpful 20 factors that contains all regular infantry plus I militia factor
"tricks" that can come in handy during the course of a game A has the same final morale as a garrison of the same size that
few to keep in mind are as follows. contains all 3.0 morale value regular infantry. This is also true for
garrisons of 21 or more factors with 2 militia factors. This can
1. Especially during a Grand Campaign Game, there are periods save a few bucks in the creation of these large garrisons.
of peace when a major power may safely cut expenses by getting
corps and depots and their maintenance costs off the map Corps 5. If Method One for determining final morale (see 7.5.2.6.1) is
without cavalry can be put into garrison until needed later and used. the inclusion of a cossack or freikorps or two with a large
feudal and insurrection corps can stand down. Remaining corps army should have no effect on final morale, but do provide
can be spread out into richer (higher forage value) areas where cavalry factors for loss if the army breaks and/or is pursued.
(since they are not moving) they can safely forage without risking
forage losses. As war approaches new depots can be placed where 6. If option 12.3.4 is used and a guard or grenadier corps is
needed, corps massed where needed, new corps created from available, carefully study the situation after every combat round.
garrisons and, if necessary, new regular cavalry factors built in Sometimes committing the guard can guarantee that an enemy
time for the start of hostilities will break on the next combat round where this would not be sure
without the guard. In other cases, if it is certain or nearly certain
2. A depot garrison can participate in a field combat with friendly that the army with the guard will break on the next combat round,
corps in its area. The up to 10 extra factors garrisoning a depot using the guard may cause greater morale loss to the victor and
can be a useful increment in force to a defending army without reduce their pursuit class
adding another corps that could reduce a commander's tactical
rating.

16.0 GLOSSARY

ALLIES - Major powers that have formally made an alliance (sec CONTROLLED MINOR COUNTRY - A minor country which
4.5) are allies Major powers must be allies in order to use is either a minor Free State or conquered minor country,
combined movement together (see 4.9-this is also required to controlled by a major power.
transport another major power's corps-see 6.2.5), to declare war if CONTROLLED PROVINCE - A currently unceded home
in the same area as an ally that is attacked (see 7.3.8.3), to provide province or province currently ceded to that major power unless
(with permission) depot supply to another major power (see that province's capital city is occupied by unbesieged enemy
7.4.2.2), to be used to trace sea supply for another major power factors. This affects collection of taxation and manpower and the
(see 7.4.3.1), to loan money (see 8.3), to cede territory to each placement of cossacks, freikorps and feudal forces.
other during a Ceding Step (see 8.8.2) or to grant voluntary access CONQUERED MINOR COUNTRY - A minor country
(if option 11.8 is used). Major powers may not re-ally until at controlled by a major power that is not a minor Free State. This is
least 12 months after breaking an earlier alliance (see 4.5.3). A indicated by the presence of a conquered control flag and allows
major power may only run a neutral minor country at war with an the collection of basic tax and manpower by the controlling major
ally if there are no non-allies that can or wish to run it (see 4.6). power. Conquered minor countries do not have forces nor may
BLACK SEA - Sea north of Constantinople surrounded by the they build any.
Turkish and Russian coasts. CORPS - Large land unit counters. NOTE. Corps on the map
BREAKING - A side's total morale loss in a combat equals or must have at least one army factor.
exceeds its final morale level at the start of the combat. CORPS INTRINSIC RATINGS - Each nationality has an
CAVALRY - Regular cavalry, feudal cavalry and cossacks and intrinsic strategic and tactical rating for its corps. This rating is
freikorps. used when no leaders are present, for all strategic and tactical
CEDED PROVINCE - Province given by one major power to a purposes. If option 12.3.7.1 is used, all corps are considered to
second as part of a peace settlement or such a province that has have an unprinted intrinsic tactical maximum rating of' '1'.
since been reconquered by another major power or powers that DISTRICT - A major named component of a large minor
are not the initial owning major power. If reconquered by the country.
initial owning major power it is no longer considered a ceded FIELD FORCES - Land forces excluding guerrillas (unless
province but becomes an unceded province. attacking) not in a city or port.
CITY GARRISON CAPACITY - Maximum capacity of army FLEET - Large naval unit counter. NOTE: Fleets on the map
factors (in corps and/or garrisons) being five times the city supply must have at least one ship.
value (the number of spires in the city picture). FORTRESS - Any city with fleches in its picture.
CITY SIEGE VALUE - Strength of city against siege assault GARRISONS - Regular infantry, cossack, freikorps, guerrilla or
(equals the number of fleches in the city picture). militia factors which are not pan of a corps, and are placed in a
CITY SUPPLY VALUE - Number of spires in the city is the city, port or on a depot.
supply value used for supplying besieged corps or garrisons. HOME NATION - Austria, France, Great Britain, Prussia,
COMBAT LOSSES - Are losses due to field combats, limited Russia, Spain or Turkey as defined by the major power borders,
field combats, siege combats, trivial combats pursuits and/or less any ceded provinces.
surrenders. INFANTRY - Regular infantry, militia, guerrillas, feudal infantry
CONTROLLED (FRIENDLY) CITY/PORT - A controlled and guard infantry.
city/port is any vacant city/port in that major power's territory, or MAJOR POWER - Home nation plus controlled minor countries
any city/port in which that major power has factors, whether plus provinces ceded to that home nation.
besieged or not. MINOR FREE STATE - Minor country controlled by a major
power which has been declared a minor Free State (indicated by

51
the Free State control flag). Allows collection of double tax and SEIGE - Garrisons or corps in a city/port with an enemy corps
manpower which can only be used for forces of the minor Free placed on top.
State. SUPPLY SOURCE - Any unbesieged controlled city in a home
MONEY - The game's currency is in the form of "money points," nation or in a controlled minor country in which there is also a
denoted by a dollar sign ("$"). depot in the surrounding area.
NEUTRAL MINOR COUNTRIES - All minor countries not SURRENDER OF TROOPS - These factors and leaders are
under the control of any of the major powers. kept as prisoners by the capturing major power and are returned
PEACE CONDITION OR PEACE TERM - Used when peace with that major power is reached as ordinary
interchangeably. These are the items from lists "A," "B," or "C" reinforcements in the next Reinforcement Phase.
on the VICTORY CONDITIONS CHART on the Game Card VALID SUPPLY CHAIN - A valid supply chain is a connected
used when making a conditional or unconditional peace (see 4.4). series of depots of one major power, with at most one intervening
PHASING - The "phasing" player, corps, forces, etc. terminology area between them, back to a supply source of that major power.
refers to the player or forces of that major power currently per- No area in a valid supply chain, including the intervals between
forming its portion of a Turn, phase or step. All other players and depots, may contain any unbesieged enemy corps, cossack,
forces are defined to be "non-phasing" at that time. freikorps, guerrillas or garrison unless it also contains an
PORT ADJACENT TO SEA AREA - A sea area is adjacent to unbesieged friendly corps or garrison or unbesieged allied corps
a port if it is touched at all by that port's blockade box. or garrison. A valid supply chain may not be traced across sea
PROVINCE - A major named component part of a major areas unless by sea supply, but may be traced across a crossing
power's home nation. arrow unless the surrounding sea area contains in enemy fleet.
REGULAR CAVALRY - Cavalry that is not cossacks, freikorps WINTER - December, January, and February Turns.
or feudal cavalry. WINTER ZONE - All land areas on the map excluding those in
REGULAR INFANTRY - Infantry that is not militia, guerrillas, Morocco, Algeria, Tunisia, Tripolitania, Cyrenaica, Egypt,
feudal infantry or guard. Turkish Janissaries are regular infantry. Palestine, Corfu, Cyprus, Rhodes, Crete, Malta, and Majorca.
SEA SUPPLY - Supply chain between two unblockaded ports, at
least one containing one or more friendly fleets and both
containing a depot.

17.0 DESIGNER'S NOTES

This game started out many years ago as a divisional level game Prussia?" EMPIRES IN ARMS quantifies all the important
covering Europe only. Its development into its current format was elements of Napoleonic politics and the status of one major power
an evolutionary rather than a revolutionary process. The greatest with respect to another may require responsibilities (as in an
change was the institution of a corps level game. We wanted alliance) or commitments (as in open warfare). The political
players to represent the commanders-in-chief of their respective decisions relating to allies and enemies must not be made lightly.
countries. The use of corps (and equivalents) would best A fickle player will quickly find himself in the bottom half of the
accomplish this. The leaders included in the game are only those Political Status Display and thus collecting few victory points.
that commanded armies during the Napoleonic years. Thus
excellent leaders such as Lannes and Hill are not included as they [ 17.3] UNCONTROLLED MAJOR POWERS (UMPS): This
were only single corps commanders. We feel the three most is perhaps the most important rule of the game. We realize that
innovative sections of our game are: arranging 7 wargamers to play a long game may be difficult;
therefore it is important that UMPs play their historical
[ 17.1 ] LAND COMBAT SYSTEM: This unique system allows significance. The NATURAL ALLIANCE TABLE is a method
each major power to forge an empire not only by superior of addressing the historical influences of one major power on
movement (and we recommend the optional regular supply rule another. If a player gains control of an UMP that he should not,
be used to force players to maneuver carefully--see 12.3.1) but he has only a limited potential to exploit that UMP before losing
also by outthinking your opponent. Although the land combat control. An inactive UMP cannot be used offensively and an
system is involved, the fact that players' futures depend on their active UMP can only lose a limited number of factors
chit choice means that it is never dull. Further, the doing away
with an odds system eliminates the glitch of gamers trying to find We hope you enjoy this game and find that EMPIRES IN ARMS
that extra factor to gain that somehow mystical 3-1. Every factor provides the resources to make and break empires in true
counts unless that factor reduces your morale that 0.1 which Napoleonic tradition.
means the difference between breaking or not. The combination
of all these influences makes no two combats alike and all Harry Rowland
campaigns memorable. Greg Pinder

[ 17.2 ]THE POLITICAL SYSTEM: Nearly all so-called


political games degenerate into, "How about you and I crush

18.0 RULE CONSOLIDATOR’S NOTES

All changes have been marked with different color text. Ambiguous Rules pdf by Tom Smith (TS) and from
 Official errata are marked in green. The General my own explanations.
number and edition, ie. Gen 23/4, was placed after each  Optional rules hare marked in red. They have been
such addition or change. taken from a variety of sources included here below:
 Rules clarifications are marked in blue. These are our -MLB Rules v2.76 (marked MLB)
explanation of rules that can be interpreted many -Turkish variants from General 29/5, ie. Gen 29/5
different ways. These are mostly taken from the -Further (House) Rules for EIA by by Mustafa Ünlü
(marked MU)

52
-David Bofinger (marked DB)
-EIA House rules from a Finnish Group (FIN)
-from me, Jason Johns (marked JJ)
-and a couple I forgot to note (unmarked).

53

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