Asia Crossroads: The Great Game
Asia Crossroads: The Great Game Rulebook
Table of Contents
Table of Contents
- [1.0] INTRODUCTION
- [2.0] COMPONENTS
- [3.0] SEQUENCE OF PLAY
- [4.0] BALANCE OF POWER
- [5.0] CONTROL
- [6.0] OCCUPATION
- [7.0] INITIATIVE
- [8.0] RANDOM EVENTS
- [9.0] INCOME & POUNDS
- [10.0] RECRUITS
- [11.0] FORCES
- [12.0] OPERATIONS
- [13.0] MOVEMENT
- [14.0] COMBAT
- [15.0] NEGOTIATIONS
- [16.0] AGENTS
- [17.0] SUPPLY
- [18.0] REORGANIZATION
- [19.0] HOME BASES
- [20.0] CIVILIZATION MARKERS
- [21.0] JIHADS & GHAZIS
- [22.0] INTELLIGENCE & FOG OF WAR
- [23.0] PLAYER AGREEMENTS
- [24.0] OPEN WAR
- [25.0] VICTORY CONDITIONS
- [26.0] SCENARIOS
- ASIA CROSSROADS OPTIONAL RULES
- 27.0 FORCED MARCH
- [28.0] TELEGRAPH
- [29.0] IMPROVED STAFF WORK
- [30.0] MASSACRE
- [32.0] DISCOVERIES
[1.0] INTRODUCTION
Asia Crossroads is a wargame simulating the "Great Game," the conflict between the British and Russian Empires in the 19th century for control of Central Asia. Central Asia was the frontier between the expanding Russian Empire in Asia and the British Empire in India. Central Asia also controlled vital trade routes. At stake was the fate of all of Asia.
Asia Crossroads is a two player game. The British player controls the forces of the British Empire and its client states. The Russian player controls the forces of the Russian Empire. Players must use a combination of military strength, economic expansion and cunning strategy to gain control of Central Asia. Also in the game are various "native" forces. They represent the neutral or client states (and tribes) of the region
Asia Crossroads has several scenarios. Players choose which one they want to play, set it up according to its instructions, and begin play according to the sequence of play.
[2.0] COMPONENTS
2.1 The Map
The game map shows Central Asia as it was during the 19th century. A square grid has been superimposed on the map to regularize the position and movement of the playing pieces. When setting up and playing the game, the cardboard playing pieces are placed within the individual squares.
2.11 Regions. The map is further divided into political-geographical areas called regions, delineated by borders. Regions represent kingdoms, provinces or major tribal areas. Each region has a corresponding space on the Region Control Chart, which indicates the control status of that region. Each region also has corresponding native forces (for example, North India controls all "NI" units).
2.12 Terrain. The game map has features on it called terrain. Terrain is explained on the Terrain Effects Chart (on the map).
2.13 Borders. Borders run along the sides of squares.
2.14 Region Control Chart. The Region Control Chart is used to record and show information about each region. Information includes:
- Name. The historic name for the region.
- Victory Point Value. The number of victory points the region is worth at the end of the game.
- Control. Indicates if the region is British or Russian controlled, or neutral.
2.15 Holding Boxes. They are used as convenient places to store units that may come into play. They include:
- Agent. Place agents here available for a scenario but not yet in play.
- Central India (British Home Base). Place British units that are "off-map" in Central India here.
- Urals (Russian Home Base area). Place Russian units that are "off-map" in western Russia here.
2.2 Other Tables & Charts
These are used to conduct and record various game functions.
Printed on the map:
- Balance of Power Index. Indicates which side and to what degree the current political situation favors. Adjacent to it is a list of game actions that cause the Balance of Power Index to shift.
- Terrain Effect Chart. This shows the various types of map terrain types and their effects on play.
- Turn Chart. This is used to determine the current turn.
Printed in the rules booklet:
- Combat Results Tables (CRTs). These are used to resolve combat. There are two CRTs, Battle and Raid.
- Events Table. This is used to generate random events.
- Income/Expenditure. These show the number of "Pounds" a player receives each turn, and the number of pounds required to build units and perform other game functions.
- Negotiations Table. This is used to resolve attempts at takeovers of a region by diplomacy and subversion.
Treasury Record. In addition, players need to keep track of their current treasury value (in pounds) on a separate piece of paper.
2.3 Playing Pieces
There are several types of cardboard playing pieces: agents, combat units, and markers.
Unit Colors:
- British Regulars: red.
- Russian Regulars: blue.
- Native: tan (with a letter-code indicating the name of the region of origin — abbreviations are explained in the game charts).
2.31 Agents. Certain leaders represent historic persons and have a name. Abbreviations are in the Player Aid section. Others represent generic leaders and are indicated as "Khan" or "Pundit."
2.32 Combat Units. Each combat unit has the following information on it.
- CRT = Combat Results Tables on which the unit may attack
- B = Battle
- R = Raid
- C = Combined (both Battle and Raid)
2.33 Combat Unit Types
- Elephant. This represents the armies organized by Asian potentates.
- Field Force. Combined arms army, composed of regulars, including infantry, cavalry artillery, engineers, etc.
- Flying Column. A force of regulars trained and equipped for rapid movement, including cavalry, mounted infantry, etc.
- Garrison. Second line troops and local administration.
- Ghazi. "Holy warriors," highly motivated tribesmen.
- Irregulars. Militia, guerrilla or nomad force.
2.34 Civilization markers. Civilization markers represent various developments that advance the progress of European civilization (for better or worse) on the map. Civilization markers include:
- Colony. A significantly large settlement of Europeans.
- Fort. A permanent defensive position.
- Trading Post. A center of economic exchange.
- Railroad. An operational railroad system, including trains, tracks, depots and accompanying telegraph system.
2.35 Other Game Markers.
- Balance of Power. Indicates which side the Balance of Power index favors.
- Control. Used on the Region Control Chart to indicate which player controls a particular region (if any). They have a Russian flag on the front and a British flag on the reverse — use whichever side is needed. Players can also place the markers within the regions themselves on the map.
- Supply Points (SP). Indicates the number of supply points a player has available. (There is no Supply Point Track, but players can place them on the appropriately numbered space on the Balance of Power Index. For example, placing the British marker on the "5" space means the British have available five supply points.) Alternatively, players can keep track of supply on a separate piece of paper.
- Turn. Indicates the current turn.
2.4 Explanation of Game Terms
- Agents. A general term for named leaders plus all Pundits, Khans and the Mad Mullah.
- Belligerent. A native force which is controlled by either player (as opposed to being neutral). British (red) and Russian (blue) units are always belligerent.
- British Empire. All units and markers controlled by the British player, including British (red) units and British controlled natives.
- British Imperial or British (red). British units and markers with a red background, representing imperial forces.
- Combat. An attempt to destroy enemy forces and seize terrain, executed using the Combat Results Tables.
- Combat Strength. A quantification of a force's ability to engage in combat, based on the unit's training, equipment and leadership.
- Combat Unit. A unit with a combat strength of "1" or more.
- Control. The overall allegiance of a region. A region may be in one of three states of control: British, Russian or Neutral (not controlled by any player).
- Enemy. All regions and units controlled by the opposing player.
- Force. One or more units conducting an operation together.
- Friendly. All regions and units controlled by a player.
- Movement. The moving of units across the map. Normally, units may move only across square sides, but units that have their movement factors in a black square may also move diagonally.
- Native. All units and markers indicated a being "native" (that is, a tan counter background). Native units may be controlled by either the British or Russian player or may be neutral.
- Negotiations. An attempt by a player to gain control of a region via political means. This is resolved on the Negotiations Table.
- Neutral. A region/force that isn't controlled by either player.
- Non-phasing player. The player who is not the phasing player (see below).
2.5 Game Scale
Each game turn represents five years. Each square is about 80 kilometers across. Each brigade/group represents 2,000 to 8,000 soldiers or warriors, plus support personnel, clerks, camp followers, etc. Each agent represents a single person plus companions. Each division or horde represents 6,000 to 25,000 men, etc.
2.6 Die
Players will need one six-sided die to play the game. The die is used to generate random numbers to resolve various game actions.
- Die Roll Modifier. Certain game charts require a die roll modifier (DRM). A positive die roll modifier is a number added to the result rolled on a die. For example, a die roll modifier of "+1" added to a rolled result of "3" would give a final outcome of "4." A negative die roll modifier is subtracted from the result rolled on a die. For example, a die roll modifier of "-1" would reduce the number rolled by one. If more than one die roll modifier applies to a game function, the cumulative total is applied.
2.7 Old hands note
There are no Zones of Control in the game.
2.8 Game Errata
2.81 Map
- Khiva city is the capital of the Khiva region.
- Chitral city is the capital of the Pamir region.
- Balance of Power Changes Chart, substitute "Negotiations" for "Diplomacy."
- Add: Russian Colony eliminated: -2; Russian Trading Post or Railroad eliminated: -1; British Colony eliminated: +2; British Trading Post or Railroad eliminated: +1.
- Terrain Effects Chart: Desert: under "Notes" add: Provides forage for one irregular unit per square.
2.82 Counters
- The "Dos Moh" (Dost Mohammed) leader should have a political value of "2" and a military value of "2." Two of the "BL" 3-r-6 units should be Afghan units.
- The "PJ" flying column should have a movement of "6" (not highlighted).
Random Events, Uprising Procedure "3)" (superfluity): ignore the phrase, "…making all listed die roll modifiers." Also, do not use any of the values listed under Negotiations Offensive and Defensive Totals on the Negotiations Table.
Negotiations Table (correction): Under Negotiations Defensive Total, change "Phasing Agent…" and "Phasing Pounds…" to "Non-Phasing Agent…" and "Non-Phasing Pounds…" Also, note that Neutral Agents in a targeted capital have no effect on the Negotiations Differential.
Income Chart (correction): Players receive income for "occupied" cities, not "controlled" (see 9.1(2)).
Income Chart (clarification): Cities in India, Punjab and Sind on trade routs [sic] receive 3 pounds.
Counter Sheet (clarification): The stacking value of the elephant armies is one group on the back and two on the front.
Terrain Effect Chart (correction): Colonies double a region's Forage value, not add +3 to it (20.31(2) is correct).
Balance of Power Index (clarification): There is no "0" space on the Index. Shift directly from "1" Pro-British to "1" Pro-Russian and vice versa.
Region Control Chart (helpful hint): Regions are listed according to their positions on the map, from southeast to northwest, more or less.
[3.0] SEQUENCE OF PLAY
Players set up their units and markers according to scenario instructions. Each game will last a designated number of game turns, broken down into phases and sub-phases. Within each game turn each power will have a series of operations phases, in which the player controlling its forces will conduct various operations with its units. Each player will have an opportunity to conduct operations up to five times each turn.
3.1 Each Game Turn consists of the following phases:
- [1] Initiative Phase. Determine which player will be the "first player" [the player the Balance of Power Index favors is the first player].
- [2] Random Events Phase. The players roll on the Random Events Table to determine which event(s) will occur this player turn.
- [3] Income/Expenditure Phase. Both players now perform the following simultaneously:
- [a] Collect Income in pounds, based on the outcome of the Home Government Table and control of on-map cities and markers.
- [b] Recruits (and/or disbands) units, supply points and civilization markers and places them on the map. Any remaining pounds are banked.
- [4] First Player 1st Operations Phase.
- [a] First Player Movement Sub-Phase. The first player moves any and all units he desires on the map.
- [b] First Player Negotiations Sub-Phase. The first player conducts any negotiations he desires, using agents in the capitals of neutral or enemy regions.
- [c] First Player Belligerency Check Sub-Phase. The first player now must check if any of his forces have triggered belligerency.
- [d] First Player Combat Sub-Phase. The first player must attack with any forces occupying the same squares as belligerent units. At the end of the combat phase, check for any agent capture (rule 16.41) and massacres (rule 20.5).
- [5] Second Player 1st Operations Phase.
- [a] Second Player Movement Sub-Phase. The second player moves any and all units he desires on the map.
- [b] Second Player Negotiations Sub-Phase. The second player conducts any negotiations he desires, using agents in the capitals of neutral or enemy regions.
- [c] Second Player Belligerency Check Sub-Phase. The second player must check if any of his forces have triggered belligerency.
- [d] Second Player Combat Sub-Phase. The second player must attack with any forces occupying the same squares as belligerent units. At the end of the combat phase, check for any agent capture (rule 16.41) and massacres (rule 20.5).
[4.0] BALANCE OF POWER
The Balance of Power Index measures each side's relative military and political strength. That's indicated by the current position of the Balance of Power marker on the track. Certain game actions and events will cause the marker to move in one direction or the other. A side can be favored mildly, moderately or strongly, as indicated by the position of the marker on the Index.
4.0 Balance of Power (clarification): Players get Balance of Power shifts if they occupy cities at the end of a turn. The occupying units may be either/both European regulars and controlled Natives. However, for Victory Conditions it has to be either a "red" colored British unit or "blue" Russian, not controlled natives (25.12 and 25.13).
4.1 Changing the Index. Balance of power changes are described on the chart adjacent to the index.
4.2 Effects. A favorable balance of power will give the player the initiative (see 7.0), affect random events (see 8.0), provide a die roll modifier for home government income determination (see 9.0), and provide additional strength when conducting negotiations (see 15.0).
4.3 Extremes. If at any time the Balance of Power Index goes to +18 or -18, it may go no higher or lower, respectively.
- The game does not come to an end simply because one side has gone to an extreme.
[5.0] CONTROL
Players Control various regions and forces on the map. Control is gained/lost either through initial scenario instructions, via the uprising event or by negotiations. Only native forces can have their control status changed. British (red) and Russian (blue) units are always controlled by their respective side.
5.1 A region and its forces may be in one of three states of control:
- British controlled. The region is controlled by the British player.
- Russian controlled. The region is controlled by the Russian player.
- Neutral. The region is not controlled by either player.
5.11 The control status of a region is indicate by placing the control marker in the appropriate space on the Region Control Chart.
5.2 Effects of Control. When a player controls a region, the following occur:
5.21 Units. The player gains control of the units marked with that region's name.
5.22 Recruiting. A player who gains control of a region may recruit units of that region.
- For example, a player who controls the Baluchistan region may recruit and conduct operations with all Baluchi units.
5.3 Neutrality. Neutral regions and their units enter play when something happens that will trigger belligerency.
5.31 Effects of Neutrality:
- Neither player may conduct operations with neutral units.
- Neutral forces do not move, attack, recruit, collect or expend Income, check for provisioning or conduct any other game function.
- A player's forces may enter and/or move through squares occupied by neutral units at any time. The presence of neutral units does not inhibit movement in any way; however, it may trigger belligerency (see 5.4).
5.4 Belligerency. Neutrals enter play only in the following circumstances:
- Events. If triggered by an uprising event, the region becomes controlled by the player indicated by the Events Chart.
- Negotiations. If a negotiation attempt against the region succeeds in bringing it into belligerency, the region becomes controlled by the player indicated by the diplomacy tables.
- Invasion. Players may violate the neutrality of neutral regions, which is termed an invasion. The region becomes controlled by the player opposing the one who conducted the invasion.
5.41 An invasion occurs if:
- during the belligerency check sub-phase, phasing player-controlled combat units are in the same square as neutral units.
- during the belligerency check sub-phase, phasing player-controlled combat units occupy a neutral city.
- during a combat phase, a player's units attack a force containing neutral units.
- Players should carefully examine the sequence of play. For example, a British force could move through, say, Kabul if Afghanistan were neutral and not trigger belligerency. If the British force were to stop in Kabul, the British could make a negation attempt to gain control of Afghanistan. If the British succeed, they end up controlling Afghanistan before the belligerency check (since the negotiations phase is before the belligerence check sub-phase). If they failed to gain control via negotiation, belligerency is triggered.
5.42 At the instant a neutral region becomes belligerent:
- Move its control marker to the space on the Region Control Chart corresponding to the player gaining control.
- The player gaining control of the region gains control of all of its units.
- Invasion defense levy. If the region was formerly neutral [see 4(3) above], roll a die. The player gaining control of the region immediately gains a number of irregular units of that region equal to the die roll, up to the limit available in the counter mix. The player may take the "Khan" leader for the region, if not already on the map, in place it on one of the irregulars. Those units may be placed in any squares of that region that do not contain enemy or neutral units. The player does not pay recruiting costs for those units. (If the region was formerly a belligerent and switched directly to the friendly player, those units are not received.)
5.43 A player may move units through a region, including its units/cities, without violating neutrality as long it does not violate any of the conditions listed in 5.41.
5.44 Agents by themselves do not violate neutrality. They may end an operation in the same square as a neutral unit or city without violating neutrality.
5.45 Civilization markers never violate neutrality.
5.46 Merely crossing a border does not constitute a neutrality violation.
5.47 A player may freely enter squares containing units/cities of regions he controls as well as enemy controlled units/cities.
5.5 Reversion to Neutrality. Regions may return to neutral status. This may be the result of negotiations or an event.
5.51 When a belligerent region returns to neutral status, its control marker is placed in the neutral space. That has the following effects:
- All units of that region within their own region's borders remain in place.
- All units of that region outside their region are immediately picked up and placed on any cities in their original region that contain no British, Russian or native units of other regions. The player who formerly controlled the region that just became neutral places them (without having to move them square by square). If there are no suitable cities available in their home region, the units are eliminated instead.
- Belligerent units remain in a newly neutral region, including in cities, but if in the first applicable belligerency check sub-phase any of the conditions for invasion are in effect, the region returns to belligerency (see 5.4(3)).
- That means a player may have one movement phase to pull any combat units out of any newly neutral cities that might trigger belligerency.
5.52 A neutral remains neutral until belligerency is triggered again.
5.6 Defection. A player may gain control of a region belonging to another player directly via negotiations or events. In this case, move the region's control marker directly to the appropriate space. The player gains control of all of that region's forces, regardless of location (they are not moved back to their home region). If the region's units are stacked with formerly friendly forces, those native units (of the newly controlled region) are eliminated instead (check agents for capture).
- For example, the Russians control Afghanistan and have a force containing one Russian (blue) and two Afghan units. The British gain control of Afghanistan; so the two Afghan units in that Russian force are eliminated.
5.7 Ghazis. Players gain control of Ghazi units via the Jihad event. See rule 21.0. Note there is no Ghazi region on the map — Ghazis represent transnational warriors.
[6.0] OCCUPATION
A player occupies a square by having one or more friendly controlled units in it. Should a player abandon a square completely, then the player loses any benefits he would have gained from it (for example, he could not collect income from it). A player may later reoccupy the square.
6.1 Benefits for occupying a square are received regardless of whether or not the player controls the region.
- It is important to understand the distinction between "occupation" and "control." Occupation means the player has units inside a square. Control means a player has the loyalties of the people or ruling elite of a region. A player may, for example, occupy all the squares in a region but, unless its control marker is in his space, he still doesn't control it. Conversely, gaining control of a region does not necessarily mean a player will occupy its cities. For example, the British player may gain control of the Afghanistan region owing to negotiations, but if all cities in it were occupied by the Russians, the British could not collect income in those locations until he captured the cities.
[7.0] INITIATIVE
During the initiative phase of each turn, determine which player will be the first player throughout the turn. The balance of power favors the British if the Balance of Power Track is "1" or more pro-British; it favors the Russians if it is "1" or more pro-Russian.
7.1 Check the Balance of Power Track. Whichever player the track favors can determine who has the initiative.
7.2 The player who has the initiative can decide if he or the enemy player will be first player for the remainder of the turn; the other player is the second player. Player turn order remains in effect for the remainder of the turn regardless of shifts in the balance of power.
[8.0] RANDOM EVENTS
The random events rule accounts for a wide range of political, economic and cultural factors that impact on the situation.
8.1 During the friendly events phase, the players consult the Random Events Table. The British player should roll on odd numbered turns and the Russian on even; events may apply to ether or both players regardless of who rolled.
- The first die roll determines which columns on the event table will be used (A, B, C, D). Apply a die roll modifier depending upon the current balance of power.
- Once the appropriate columns have been determined by the first die roll, the player rolls again on the designated columns. The second die roll is not modified. The outcome of the second die roll determines which events actually occur.
- For example, on turn three the British player rolls a "5" on the first die roll. That's modified to become a "6" owing to the balance of power situation. That indicates the player rolls once on the "D" column and then once on the "C" column. The British player rolls a "4" on the "D" column, Nihilist Revolt, and applies that result. He then rolls a "1" on the "C" column, Anglo-Russian Accord, and applies that result.
8.2 Some events apply to both players (for example, Famine). Others apply to just the player whose turn is in progress. Unless otherwise specified, an event may occur more than once per game; however, if the same event is rolled more than once in the same turn, the second time it's rolled is treated as "No Event."
[9.0] INCOME & POUNDS
Players raise pounds via income. Pounds are used to conduct various game actions. Players should record their pounds on a separate sheet of paper. They may keep their totals secret from each other.
9.1 Collection of Income. In the income/expenditure phase, the player gains Income from:
- Home Government. Each player rolls one die on the Income Table, making any die roll modifiers as indicated by it, and receives the designated number of pounds.
- Occupied Cities. Each city on the map is worth the listed number of treasury points. In order to collect pounds from a city, the player must have at least one combat unit in the square regardless of whether or not he controls the region.
- Civilization markers. Colonies and trading posts allow the player to collect double the normal value of a city if occupied by a friendly unit, or the normal value if the square is unoccupied or occupied by neutral units (and nothing if the square is occupied by enemy units).
9.14 Events. Players may receive additional income due to the Events Table.
9.2 Expending Pounds. Players expend pounds for the following (see also the Pounds Expenditure Table).
9.21 Recruiting agents, combat units and civilization markers.
9.22 Pounds may be added to negotiation attempts (see 15.1).
9.3 Banking. A player may accumulate unexpended pounds from turn to turn.
9.3 Banking (addition): If a Random Event calls for losing more pounds than currently in the treasury (for ex: Batta) then the Treasury is reduced to "0"; it can never go below "0". A player can never engage in deficit spending.
[10.0] RECRUITS
Recruits are new units paid for in pounds by the players. Recruiting occurs in the income/expenditure phase.
10.1 The player pays the appropriate pounds cost for the units he wants to recruit. He then places the units on the map. They may be placed in any order the player chooses.
10.2 Recruit Costs. These are detailed on the Expenditure Table (see player aid charts).
10.3 Placement of Recruits
10.31 British (red): place in the Central India Home Base or on any British colony.
10.32 Russian (blue): place in the Urals Home Base or on any Russian colony.
10.33 Player Controlled Natives.
- Native Irregulars and Agents: place on any squares of that Region not occupied by enemy or neutral units.
- All other Native types: place on any cities occupied by friendly combat units in the same region.
- For example, the British control the Afghanistan region and occupy the city of Kabul. They may recruit a native Afghan field force by placing it in Kabul.
10.4 Units that have been eliminated for any reason may be reintroduced into play by recruiting. Exception: named agents may not be replaced if killed.
10.44 Belligerency. When a region moves from a state of neutrality into a state of belligerency, additional units are placed in that region. See 5.42(3).
10.45 Events. Units received as a result of random events do not cost pounds.
10.46 Ghazis. Ghazi units (and the Mad Mullah native agent) are received via the Jihad event. There is no recruiting cost for those units.
10.47 There is no recruiting cost for units placed on the map as part of initial deployment.
10.5 Disbanding. Should a player desire, he may, during the income or expenditure phase, remove any friendly unit or marker on the map (not considered eliminated). Divisions/hordes may be broken down into smaller units. There is no cost to do this.
10.6 Limits
10.61 A player may place a number of new combat brigades/groups in a square, from one up to the square's forage value. An unlimited number of agents may be placed in a square, and an unlimited number of recruits may be placed in a home base.
Exception: No more than one British (red) or Russian (blue) unit may be placed in a square containing a friendly colony.
10.62 The number of agents and combat units in the counter mix is an intentional design limit. Players may not recruit more of any type of units than are available. Players may, however, create additional civilization markers if they run out.
[11.0] FORCES
When more than one unit is moving or fighting together, it is called a force.
11.1 Stacking. A player may have an unlimited number of units in a square. There may be friendly, neutral and enemy units in the same square within the restrictions of belligerency requirements and combat (see 5.4 and 14.0).
11.2 A player may combine units of different nationalities into the same force provided they are all under his control.
- For example, British (red) units could be part of the same force with Baluchi and Persian units if Baluchistan and Persia were British controlled.
11.3 Movement. Units moving together as a force must begin the movement phase in the same square or same home base area. A force may not pick up additional units in the course of an operation. A force may drop off units, but the dropped off units may not conduct any further movement in that sub-phase. A force always moves with the movement factor of the slowest unit in the force. Even if the slowest unit is dropped off, the other units have their movement accordingly reduced.
- For example, a force with a flying column (movement of 6) and a field force (movement of 4) would have a movement of 4, even if the field force were to be dropped off in the first square entered. That is restrictive, but it's due to the inflexible command procedures of the 19th century. There is nothing to stop a player from moving units separately, except if it's a 2nd or later operations phase, it's more efficient in terms of supply to move together (see 12.22).
11.4 Combat. All friendly units in a square must participate in combat as one combined force, attacking or defending.
- Due to the nature of the combat results, combat will always result in one side or the other being either completely eliminated or retreated out of a square at the end of a combat sub-phase. Therefore, by the end of each individual operations phase, there will be no instances of enemy units being stacked with each other.
[12.0] OPERATIONS
During each friendly operations phase, the player may do the following with any, all or none of his qualified friendly units: move (see 13.0); conduct negotiations (to attempt to change the control of regions, see 15.0); check for belligerency (where friendly combat forces may possibly trigger it, see [5.0]); and conduct combat (see 14.0). Each unit may participate in up to five operations phases per turn, up to one per operations phase. (That is, it may move-negotiate-fight up to five times per turn.)
12.1 During each operations phase, the player first moves any, all or none of his units, then makes all negotiation attempts, then makes all checks for belligerency, then conducts all attacks according to the order designated in the sequence of play.
12.2 An individual unit or force may conduct up to five operations per turn within the following restrictions.
- Operations conducted during the 1st operations phase are done for free, that is, without the expenditure of supply points.
- In order for a unit or force of units to move in the 2nd through 5th phase, the player must expend one supply point per force in each phase (see 17.0). That is true regardless of the number or type of units in the force, even if just one agent. The expenditure is for movement only; other operations are still have no SP cost.
12.3 Passing. A player does not have to conduct any operations in a particular operations phase. He may resume operations later in the same turn if other requirements are met.
- Operations example: A force consisting of an agent and three brigades moves up to its movement allowance and then conducts an attack in the 1st operations phase. That requires no supply expenditure. The player decides to conduct an operation with the same force in the 2nd operations phase. He expends one supply point. The force moves again and enters a square containing an enemy force. In the 3rd operations phase the force does nothing, but in the 4th operations phase the player expends another supply point and the force moves again.
[13.0] MOVEMENT
Movement takes place in each player's movement phase.
13.1 A force moves from contiguous square to contiguous square. Each square entered costs the amount of movement points designated on the Terrain Effects Chart.
13.2 Units with highlighted movement factors (agents, irregulars and Ghazis) may move across both the vertices of squares (that is, move diagonally) and the sides. Other unit types may only move across the sides of squares.
13.21 Diagonal movement costs the same number of movement points as movement across square sides.
13.22 A force may move across a diagonal without stopping even if there are units on the two perpendicular sides.
13.3 Other Units
13.31 Units may enter squares containing friendly and neutral combat units and continue moving at no penalty. If units end their movement in the same square as neutral units, that may constitute a neutrality violation. See rule 5.3.
13.32 Units must stop when entering a square containing enemy combat units.
- Remember, combat units must engage in combat against enemy combat units in the same square.
13.33 Agents and civilization markers do not impede the movement of enemy agents or combat units.
13.34 A force that begins its movement in the same square as an enemy unit or marker may always exit that square (or remain in place). If it subsequently enters a square containing enemy or neutral units, it must follow the above instructions. Units may move directly from one enemy occupied square to another, but must stop in the next square.
13.4 Forces and Movement: see 11.3.
13.5 Trade Route Movement
13.51 Units moving directly along trade routes pay one half (1/2) movement point per square (exception: deserts and mountains, see below).
13.52 Units moving through desert or mountain squares directly along trade routes pay one movement point per square.
13.6 Railroad Movement
13.61 A player may use railroad movement along friendly railroads. The force conducting the rail movement may move an unlimited number of connected squares via friendly railroads at the cost of one movement point.
13.62 A force using railroad movement may start in a square containing an enemy force. It must stop when it enters a square containing an enemy combat unit.
13.63 A force may use rail movement, move cross country, then use rail movement again, providing it paid a movement point for the second rail move (and a third for the third, etc.). This all may be done in the same movement phase.
13.64 Junctions. Rail movement is always along square sides, never along vertices, even if the unit using rail movement can move along vertices. A railroad marker in a square is considered connected to all railroads in squares adjacent via the sides of the square.
13.65 A force may not use a railroad belonging to the enemy player.
13.7 Prohibited Terrain
13.71 Units may not enter all sea/lake squares or cross all sea/lake square sides unless moving via amphibious movement.
13.72 Units may freely enter the territory of neutrals and belligerents, within the restrictions of the belligerency rules.
13.8 Amphibious Movement. A force may enhance its movement along river, coast and/or all sea/lake squares.
13.81 The player must expend one additional supply point if the force is starting in a port, and two supply points if starting in a non-port square (this is paid in all phases and is in addition to any costs for conducting operations in the 2nd-5th combat phases). By expending one movement point, the force may move any distance along a contiguous chain of river, coast and/or all sea/lake squares.
13.82 A force using amphibious movement otherwise follows all normal rules of movement; however, amphibious movement is not allowed out of or into mountain squares.
13.83 A force may use amphibious movement, move cross country, then use amphibious movement again, providing it paid an extra supply point for the second amphibious move (and a third for the third, etc.). This all may be done in the same operations phase.
13.84 A force must end its movement on a land or coast square, never in all sea/lake squares.
[14.0] COMBAT
Combat is used to destroy enemy units and to seize objectives. Combat occurs during the combat phase between opposing (enemy) combat units in the same square. The phasing player is the "attacker." The non-phasing player is the "defender."
14.1 Combat Procedure
- All units in the attacker's and defender's squares are revealed.
- The defender may attempt to withdraw before combat. If the defender succeeds (see below), the combat immediately comes to an end.
- The attacker chooses which Combat Results Table the combat will be conducted on: Battle or Raid.
- Determine the combat odds. Include effects of terrain.
- Roll a die and apply any die roll modifiers.
- Cross index the final die roll result with the appropriate odds column. This will give a "combat result." The combat result is applied immediately.
- Conduct any retreats of losing units.
14.2 Attacking
14.21 Combat is mandatory when a friendly force occupies a square containing an enemy, belligerent force; the friendly force must attack. Combat is within a square; units in one square may not attack enemy units in a different square.
- Remember, a friendly force in the same square as a neutral force may trigger belligerency prior to the combat phase; so that neutral may become a Belligerent (see 5.4).
14.22 The attacker must combine all friendly units in a square into one attacking force, even if they moved into the square as separate forces. Only one attack per combat phase per square is allowed.
14.3 Defending. All defending units in a square must be attacked as one combined defense strength.
14.4 Revealing units. Once an attack has been declared, it must go to its conclusion. The attacker can't cancel the attack if he finds the defender is found to have greater strength than he first thought.
14.5 Withdrawal before Combat. The defender may, at his option, declare withdrawal if all defending units have a higher movement factor than the single attacking combat unit with the highest movement factor. This is conducted exactly as if it were a one square retreat, the direction determined by the withdrawing player. See the Player Air Charts for an explanation of how to retreat.
- Withdrawal applies only to combat situations, not to agents defending by themselves in a square, which would be covered by capture (rule 16.41).
14.6 Choice of Combat Results Table. For each combat, the attacker determines which CRT will be used, Battle or Raid.
- "B" stands for "battle"; "R" stands for "Raid"; "C" stands for "Combined" [may use either "B" or "R"].
14.61 The attacker may choose the Battle CRT if at least 50 percent of the combat factors in his force are from units that have a "B" or "C" after their combat factor.
14.62 The attacker may choose the Raid CRT table if at least 50 percent of the combat factors in his force are from units that have an "R" or "C" after their combat factor.
- For example: 1) a force consists of 5 factors of "B" and 3 of "R"; the force could only use the Battle CRT; 2) a force consists of 3 factors of "B" and 3 of "C"; the force could use either the Battle CRT or the Raid CRT.
14.7 Determining Combat Odds
14.71 Combat odds are determined as follows:
- Total the combat strengths of all attacking units.
- Total the combat strengths of all defending units.
- Apply any strength multiples to the defender's strength.
- Divide the attacker's total combat strength by the defender's total combat strength. 4a) If the attacker's strength is greater than the defender's, any fractions are dropped and that is the ratio used to determine which odds column will be used.
- For example, if the attacker has 14 combat strength points and the defender has 5, the combat odds would be 14 divided by 5, which equals 2.8:1. Drop the .8 and you get a final odds of 2:1.
4b) If the defender's combat strength is greater than the attacker's, round up any remainder.
- For example, if the defender has 10 combat strength points and the attacker 6, the combat odds would be 1:1.67 which be rounded to 1:2.
14.72 Odds less than 1:3 are treated as 1:3. Odds greater than 4:1 are treated as 4:1.
14.73 The 1.5:1 column is used when the attacker has at least 50 percent more strength than the defender but less than twice as much.
- For example, if the attacker has 7 strength points and the defender 4.
14.74 Terrain. The defender multiplies the strength of his force for terrain in the square. This may be either doubled or tripled. The defender may choose one (and only one) defense multiple, even if more are applicable. The defender may never be more than tripled. Only the defender (that is, the non-phasing force) gains advantage of terrain.
- Rivers do not increase the defender's strength, unlike most other wargames.
14.8 CRT Die Roll Modifiers. The attacker adds the military value of any one (and only one) agent in his force to the number rolled on the die. The defender subtracts the military value of any one (and only one) agent in his force from the die roll. If both the attacker and defender have agents involved, use the difference between the attacker's and defender's die roll modifier.
- For example, the attacker has an agent with a military value of "2;" the defender has an agent with a military value of "1." The final die roll modifier is +1 (because 2-1=1).
14.9 Application of Combat Results. Combat results are applied immediately as they occur. Combat results are applied in the order given under the particular result.
[15.0] NEGOTIATIONS
Players use negotiations to bring neutral or enemy regions under their control. Negotiations are conducted during the negotiations sub-phase. A player must have at least one Agent in the capital city of a region in order to conduct negotiations against that region.
15.1 Negotiations Procedure
- The phasing player designates which region he is targeting with negotiations.
- The phasing player designates one (and only one) agent he has in the region's capital. He may also expend any number of pounds from zero up to an amount equal to agent's diplomacy value.
- The phasing player adds the following to determine his Negotiations Offensive Total:
- the political value of the agent he is using.
- the number of pounds expended.
- other offensive values as per the Negotiations Table.
- The non-phasing player declares if he will attempt to counter the negotiation attempt. He may do so only if he has an agent in the region's capital. If he does, he may also declare the use of any number of pounds from zero up to an amount equal to his agent's diplomacy value.
- The Non-Phasing player adds the following to determine his Negotiations Defensive Total:
- the Political Value of the Agent he is using.
- the number of Pounds expended.
- other defensive values as per the Negotiations Table.
- Subtract the defensive negotiations total from the offensive negotiations total. That gives the "negotiations differential."
- Find the column on the Negotiations Table corresponding to the negotiations differential.
- Roll a die and immediately apply the result.
*Players may secretly write down the number of pounds expended on a piece of paper and reveal it only after all other values are determined.
15.3 A player may make no more than one negotiation attempt against a particular region in a particular negotiations sub-phase.
15.4 An agent with a "0" political strength may attempt negotiations (but not add in pounds).
15.5 A player may not attempt negotiations in a square containing enemy combat units. Friendly and neutral units are OK.
- Given the structure of the sequence of play, a player will have an attempt to conduct negotiations in a neutral region before belligerency is checked, thereby having a chance to win it over peacefully.
[16.0] AGENTS
Each agent has political and military ratings used to conduct negotiations and enhance movement and combat.
16.1 Types of Agents. There are two general types of Agents:
- Historic agents, who represent major historic personages. Historic agents are indicated by having their name on the counter.
- Pundits and Khans, who represent minor leaders, spies and warlords who were always available for duty.
16.2 Military Rating. The military rating is used for the following game functions:
16.21 Movement bonus. All units in a force may add one agent's military rating to their printed movement factors. A maximum of one agent per force may provide this bonus. The agent must move with the force in question and may not be dropped off anywhere along the route (though other units in the force may be dropped off). Agents may not add their movement bonus to their own movement factor or to the movement factors of other agents.
- For example, British agent Keane (military value of "2") is stacked with a British infantry brigade (movement factor of "4"). That gives the British force a total movement of "6" points.
16.22 Combat Bonus. A player may utilize the military rating of one agent in a force as a die roll modifier to combat. See 14.8.
16.23 A friendly agent may apply his military value to all friendly units, including controlled natives.
167.3 Political Rating. This is explained under the Negotiations rule. See 15.0.
16.4 Agent Elimination. An agent may be eliminated by:
- Event. Certain events will call for the removal of agents. In that case, remove the agent from the game.
- Negotiations. Certain negotiation outcomes may cause the elimination of an agent.
- Combat. If a combat result calls for all leaders to be eliminated.
- Capture. If at the end of a friendly combat phase a friendly combat unit is in a square that contains one or more enemy agents and no combat units friendly to those agents, follow the capture procedure.
16.41 Capture Procedure: Roll a die. If the die roll is less than or equal to the agent's total military and political ratings, the agent escapes; place him on the nearest stack containing friendly units. If the die roll is greater than the total military and political ratings, a named agent is captured; a Pundit/Khan/Mad Mullah is eliminated.
16.42 The capturing player has the following options for the agent, which he can exercise at any time.
- He may hold the Agent prisoner. Captured agents are held off map by the capturing player. They may be returned to the owning player at the beginning of any subsequent turn by placing the agent on an agreed upon square anywhere on the map. The capturing player may request whatever terms he desires, as long as they are within the limits of the player agreements rule.
- He may execute (permanently eliminate) the agent. That causes the balance of power to shift one in favor of the side whose agent was executed. (Comment: outrage over maltreatment of agents.)
- Only enemy belligerent combat units trigger a capture check; enemy agents and neutral units do not affect friendly agents. Also, capture attempts may not be made for neutral agents.
16.43 Eliminated named agents may never be replaced; they are permanently removed from play. Eliminated Pundits, Khans and the Mad Mullah may be recruited again if eliminated.
16.44 Native Agents. If a player captures a native agent and that region later becomes friendly controlled, the capturing player may, if he desires, place the agent on any square containing a friendly unit.
16.5 New Agents. Agents enter play in one of several ways:
- Initial Set up. Each scenario will list the starting named agents for the scenario.
- Recruiting. A player may recruit additional agents in the course of a scenario by paying the listed recruiting cost.
- Events. Additional agents may appear as a result of certain events. The players do not pay recruiting costs for agents who appear via events.
16.6 Historical Periods
16.61 There are three groups of agents, based on their historic appearance. The players may recruit only agents listed as possible for the turn in question. Agents received via an event may be chosen only from those in the appropriate period. See the chart at the end of these rules for periods and available leaders.
16.62 Certain agents are available in more than one period.
- When playing Scenario 3 (which covers multiple periods), players do not lose agents when transitioning to a later period. For example, Pottinger, who is a Period 1 agent, would remain in play in the 1860-64 turn and after unless he was removed from play by some other game function.
16.63 Players should place agents available for a scenario but not yet in play in the appropriate Agent Available Box on the map.
16.7 Native Agents. There are several historic native agents in the game. The player who gains control of a region gains control of any of its agents on the map or which appear in the course of a scenario.
16.8 Pundits, Khans and the Mad Mullah. Pundits, Khans and the Mad Mullah function in the same way as other agents except if eliminated for any reason they may be recruited again. Pundits and Khans are available in all periods. The Mad Mullah appears via the Jihad event.
16.9 In general, an agent may use his values any number of times in a turn, as long as he uses them no more than once per sub-phase.
[17.0] SUPPLY
Logistics are represented by supply points.
[17.0] Supply (clarification): Unused supply points can be accumulated from turn to turn.
17.1 Supply Points (SP) are purchased in the income/expenditure phase. The first 10 SP a player recruits in a turn cost one pound each. The 11th and subsequent SP the player recruits in a turn cost two pounds each. Keep track of supply points on a separate piece of paper.
17.2 Use of Supply Points. A player expends SP to perform the following game functions:
- To allow a force to conduct movement in the 2nd – 5th operations phases (see rule 12.0).
- To allow a force to make amphibious moves.
- To sustain units during the provisioning phase.
17.21 When a supply point is expended, deduct the number used from the current total.
17.3 Provisioning. During the friendly provisioning phase, the player must check every square on the map containing a friendly force to see if it is "in supply." If a force is not in supply, the player may expend an SP to provision them. Should he fail to do so, units not in supply are eliminated.
17.31 Automatic Supply. The following units do not require supply and do not count against Forage capacity for the square:
- agents; 2) neutral units;
- units in home bases.
17.32 Foraging. Units not in automatic supply must forage. Each square on the map has a forage value (as listed on the Terrain Effects Chart). That's indicated in terms of brigade/group equivalents. The player determines which units he wants to forage. They are considered to be in supply and suffer no adverse effects. Additionally, a desert square (normal forage = 0) may provide forage to one irregular unit.
17.33 Units not in automatic supply and which can't forage maybe may be supplied by expending SP. Each SP expended in a square can supply all friendly units in the square in excess of the forage value.
[17.33] and [17.4] Foraging (clarification): In 17.33 "Each supply point…" should be "One supply point…". Rule [17.6] sometimes requires 2 supply points for Expeditionary Forces.
17.4 Out of Supply. Units not in automatic supply, and which are in excess of a square's forage limit, and for which the player has not expended the requisite number of SP, are eliminated. If there is a choice, the owning player selects which units will be eliminated. A player may break down division/horde units to eliminate units due to lack of forage.
- A player is never required to expend SP. Players may wish to retain their SP even if it means their armies end up starving.
- Note the difference between provisioning and supporting additional operations. Units in automatic supply during the provisioning phase, such as agents, still require expenditure of supply to conduct second and subsequent movement.
17.5 Allies. A player may use his SP to support all friendly units, including controlled natives.
17.6 Expeditionary Forces. During the provisioning phase, a player must expend one additional supply point for each square containing one or more combat units and that are located in regions that are not their home regions. If the point is not expended for such a force, all combat units in that force not from the region are eliminated. That is regardless of the forage situation and in addition to any supply point that might be required to support the units in the square.
- So a player would in certain cases have to expend two SPs to support a force in a single square. For example, the British player has one British (red), two North Indian and one Afghan unit in a clear square in Afghanistan (forage value = 3). The player would have to expend two SPs to maintain the units there, the first because the force is in excess of the forage capacity, and a second because there are non-Afghan units in the force.
[17.6] Expeditionary Forces (clarification): Note this mean that wherever British (red) or Russian (blue) combat units are on the board, they must pay the extra supply points, unless in their respective Home Base boxes. This reflects the real costs of colonial campaigning.
17.61 This provision does not apply to agents, units in a home base box, or to civilization markers.
17.62 Railroad supply lines. The player does not pay the expeditionary forces cost if the force is located in a friendly railroad square that can trace a line of such contiguous squares back to a friendly home base. None of those squares may be occupied by an enemy unit.
[18.0] REORGANIZATION
Each division/horde unit is worth two or three brigades/groups of the same type, as indicated by the unit size symbol and total combat factors. A player may replace smaller units with larger units, and vice versa, at any point in the game. That process is termed "reorganization."
18.1 Remove the map the units to be reorganized from and replace them with equivalent unit types of the same nationality.
18.2 Unit equivalents
- a two-brigade/group division/horde = two brigades/groups of the same type.
- a three-brigade/group division/horde = three brigades/groups of the same type.
- Combat units are treated like "change" and may be exchanged for an equivalent number of other units of the same type and nationality. Note the larger unit combat factors are multiples of their component units.
18.3 Units must be reorganized with other units of the same nationality and type.
- For example, a British field force three-brigade division could be replaced with either three British field force brigades or one two-brigade division and one brigade.
18.4 Initial Setup. The scenario setup instructions list units in terms of brigades/groups. Units may be reorganized during initial setup and placed in any combination as long as the total of each unit type and nationality is equivalent to the number of brigades/groups listed.
[19.0] HOME BASES
There are two home base areas (Urals, Central India), representing larger off-map areas.
- Central India is the British home base.
- The Urals is the Russian home base.
19.1 Movement. Units may enter/leave home bases from certain map edges. Movement onto or off of the map is done as normal movement. Home base boxes are considered to have trade routes running into and out of them via the trade routes leading off the appropriate map edges.
- For example, a British force in Agra moving into the Central India home base would move using the trade route rate.
19.11 Central India. British land units may enter/exit Central India via any square on the southern map edge in North India. They may also enter/exit the Central India area via the Persian Gulf, using amphibious movement.
19.12 Urals. Russian land units may enter/exit the Urals via any land square on the western or northern map edge that is in West Siberia. They may also enter/exit the Urals area via the Caspian Sea, using amphibious movement.
19.13 Movement point cost. It costs one additional movement point to enter/exit a home base regardless of the type of movement used.
19.14 Units may enter/exit along railroads paying railroad costs starting with the 1860-64 turn if there is a friendly railroad marker in an adjoining square. Railroads are considered to be automatically (and at no cost) built in off-map areas at the start of the 1860-64 turn.
19.15 A force may enter the map on a square containing enemy units. The force must stop and engage in combat normally.
19.2 In General
19.21 Only British (red) units may enter the Central India home base.
19.22 Only Russian (blue) units may enter the Urals home base.
19.23 A unit may not both enter and exit (or vice versa) a home base in the same phase.
19.3 A player may stack an unlimited number of units in a home base.
19.4 Home base areas have an unlimited forage value.
19.5 Negotiations may not be conducted against enemy home bases. A player always controls his own home base.
[20.0] CIVILIZATION MARKERS
Players may purchase civilization markers and place them on the map during the recruiting phase.
20.1 Civilization markers are created in the income/expenditure phase by expending the designated number of pounds. Place the civilization marker as indicated below.
20.2 Restrictions
20.21 A player can place a maximum of one of each type of civilization marker in a square.
- For example, a player could have one colony and one railroad in the same square (but not two colonies).
20.22 Civilization markers may not be placed in a home base.
- Railroads are considered to be automatically (and at no cost) built in home base areas at the start of the 1860-64 turn.
20.23 A civilization marker may not be placed in a square containing an enemy civilization marker.
20.3 Types of Civilization Markers
20.31 Colonies.
- Placement. A colony may be placed on any city square that has at least one friendly British (red) or Russian (blue) combat unit plus one British (red) or Russian (blue) agent. If the square has a trading post, remove the trading post and replace it with the colony.
- A player does not have to have a trading post in a square to build a colony, nor does the presence of a trading post make the cost for building colonies any cheaper.
- Effects. Colonies affect negotiations conducted in a region (see Negotiations Table). They double the forage value of a square. A colony doubles a friendly occupied city's income. It gives a player the normal value of a city's income when that city is occupied by neutral or no units. British (red) and Russian (blue) recruits may be placed on colonies.
[20.3(2)] Effects of Colonies (clarification): Newly recruited British/Russian brigades placed at a colony count against the recruiting limit of a square.
20.32 Forts.
- Placement. A fort may be placed on any land square on the map that has at least one friendly combat unit.
- Effects. Units defending in a fort are tripled on defense (regardless of other terrain in the square).
20.33 Trading Post.
- Placement. A trading post may be placed on any city square on the map that contains at least one friendly combat unit (any type) or agent.
- Effects. A trading post doubles a friendly occupied city's income. It gives a player the normal value of a city's income when that city is occupied by neutral or no units.
20.34 Railroad. Beginning in the 1860-64 turn, both players may build railroads. Railroads can't be built prior to 1860-64.
- Placement. The first square on which a railroad marker is placed must contain a city or be adjacent to the player's home base map edge. Subsequent railroad markers may be placed only on adjacent squares that contain city, clear, desert or trade route terrain (even through mountains). Each square must be connected across the sides, and not the vertices. All such squares must contain at least one friendly British (red) or Russian (blue) unit. There is no limit to the number of railroad markers that may be built in a turn, as long as each is placed in a contiguous square containing a friendly unit.
- Effects. Units may use railroad movement along friendly railroads (rule 13.6). Railroads also provide additional income (see the Income Chart), and negate the expeditionary force supply requirement (see rule 17.6).
[20.34] Railroad/Placement (clarification): A player may place a railroad marker in a mountain square only if it has a trade route in it and is adjacent to another railroad. This does not necessarily have to be via another railroad square side. Also, note that railroad movement in mountains does not have to be along contiguous trade routes with railroad markers, just along continuous railroad markers (this is owing to the game scale).
20.4 A civilization marker belongs only to the side that originally placed it (as indicated by the color). Should it be occupied by the other side, the marker provides no benefit to that other side. Civilization markers do not prevent enemy movement, retreat or any other game function, nor do they trigger neutrality violations.
20.5 Elimination of Civilization Markers (Massacres). A civilization marker may be eliminated only under the following situation: at the end of any combat phase a player may (but is not required to) eliminate any civilization markers in any squares occupied by at least one friendly combat unit and no enemy combat units.
[20.4] Civilization Markers (clarification): 20.23 is an exception to the rule that Civilization markers do not prevent enemy game functions. A friendly civilization marker prevents an enemy civilization marker from being placed in the same square.
20.51 If a colony is eliminated, shift the balance of power two in favor of the player owning the marker; if a trading post or railroad is eliminated, shift it one in favor of the player owning the marker.
[20.5] Massacres (clarification): Add "If a fort is eliminated, do not shift the Balance of Power Index".
[21.0] JIHADS & GHAZIS
Ghazis represent "Holy Warriors" who appear when a Jihad (holy war) occurs.
21.1 When the Jihad event occurs, the player in whose favor it is occurring rolls a die and receives that number of Ghazi groups (or horde equivalents), and the Mad Mullah agent. Control of the Ghazis and the Mad Mullah is indicated by placing the control marker on the appropriate space of the region control chart, even though the Ghazi units and the Mad Mullah have no home region.
21.2 The player places the Jihad units in any one land square in any region on the map except: West Siberia, Northern India, Nepal, the Punjab or the Sind. The square of placement may not have any enemy or neutral units in it.
21.3 Duration. At the end of the turn the Jihad occurred, remove all Ghazi units and the Mad Mullah from the map. That does not count as units lost for balance of power purposes.
[22.0] INTELLIGENCE & FOG OF WAR
22.1 A player may examine enemy and neutral units only under the following circumstances:
- if he has a friendly unit in the same square;
- throughout the course of an individual combat;
- if some random event would allow it;
- if a player has gained control of a region, he may examine all units in the region.
22.2 A player may always examine markers that have been placed on the map.
22.3 Agents may be placed face down, showing only the flag on their reverse side. They may be examined if they fulfill the conditions of 22.1.
[23.0] PLAYER AGREEMENTS
At any time during the game players may conduct negotiations with each other, making whatever agreements they decide on within the following restrictions. Player agreements may not violate any of the game rules.
23.1 Players may: 1) trade pounds; 2) change the control status of regions they control.
23.2 Players may not trade units or civilization markers.
[24.0] OPEN WAR
The first time a force containing any British (red) or Russian (blue) units attack an enemy force containing any opposing British (red) or Russian (blue) combat units, "open war" is said to have begun.
24.1 The instant that open war is triggered, implement the following.
- The defender immediately rolls three dice and totals the result: he receives that number of pounds.
- Roll a die and shift the balance of power that number of spaces in favor of the attacker.
- See the victory conditions (25.0) and the Home Government Income Chart for other effects of open war.
24.2 Open war lasts until the end of the game turn. It may be triggered anew on subsequent turns.
[24.2] Open War (clarification): Open War may be triggered only once per game. Ignore [24.2].
24.3 A force containing only native units may not trigger open war. The capture of agents alone in a square or massacres do not trigger open war.
[24.3] Open War (clarification): Agents do not count for triggering Open War if leading controlled Natives and no British (red) or Russian (blue) units are in their force. For example, a Russian controlled force of Persian combat units led by a Russian leader attacked a force containing British (red) combat units would not trigger Open War.
[24.3] Open War (clarification): Also, a force containing British (red) or Russian (blue) units which attack a force containing only Native units, or vice verse, does not trigger open war. (i.e., only a force which contains British (red) or Russian (blue) combat units which attack an opposing force which contains Russian (blue) or British (red) combat units counts for triggering open war.)
[25.0] VICTORY CONDITIONS
Victory is determined at the end of the game. Each player totals the number of victory points their empire has accrued. That number is used to determine the victor.
25.1 Victory Points
25.11 Both players:
- Victory point value of each controlled region (see Region Control Chart).
- Income value of each city occupied (do not multiply for trading posts/colonies in the same square).
- +1 victory point per each friendly trading post on the map.
- +1 victory point per each friendly railroad on the map.
- +3 victory points per each friendly colony on the map.
- +5 balance of power mildly in favor of the player.
- +10 balance of power moderately in favor of the player.
- +15 balance of power strongly in favor of the player.
-
- total number of pounds in the treasury divided by 10 (round up remainders).
- -15 the player initiated open war at some point in the game (rule 24.0).
25.12 British only receive:
- +10 if one or more British regular (red) combat units occupy Orenburg. That is in addition to normal victory points for the city.
25.13 Russians only receive:
- +10 if one or more Russian regular (blue) combat units occupy Bushire and/or Karachi (no more than 10, even if they occupy both). That is in addition to normal victory points for the cities.
25.2 Levels of Victory
25.51 Once each player's victory point total has been determined, subtract the lower total from the higher. That determines who won the game and by how much.
25.52 Victory Levels
- 0-19: Draw. Your empire snarls at its foe across the wastelands.
- 20-59: Regional Victory. Your empire has won some glory.
- 60-99: Continental Victory. Your empire has gained ascendancy in Central Asia.
- 100+: Imperial Victory (highest). Your empire now controls all of Asia east of Suez.
[26.0] SCENARIOS
SCENARIO 1: On to Afghanistan!
This scenario begins with both the British and Russians invading Afghanistan. The Russians had their Persian ally advance from the west. The British attempted to set up a protectorate in Kabul. All this led to the disastrous (for the British) First Afghan War. The game continues through the Sikh Wars, the opening Russian thrusts into Central Asia, and into the Indian Mutiny.
1.0 Scenario length. Five game turns (1835-39 through 1855-59).
2.0 Balance of Power: +1 British.
3.0 Russians (set up first)
3.1 Initial Control: West Siberia, Persia.
3.2 Treasury: 10 Pounds.
3.3 Russian (blue) Units.
- (1) City of Orenburg: Agent Perovski; two field force brigades; one irregular brigade; one garrison brigade.
- (2) Cities of Gur'ev, Karkaralinsk, Semipalatinsk: one garrison brigade in each (three total).
- (3) City of Teheran: Agents Simonich, Vitkovitch.
- (4) Urals Home Base: One field force brigade; one irregular brigade.
3.4 West Siberian Units (Russian controlled):
- (1) In any West Siberian cities: two irregular groups.
3.5 Persian Units (Russian controlled):
- (1) Teheran: one field force brigade; three irregular groups; one elephant group.
- (2) Each Persian city: one garrison brigade each (six total).
3.6 Russian Civilization Markers.
- (1) Orenburg: one colony.
- (2) Any one city in West Siberia: one trading post.
4.0 British (set up second)
4.1 Initial Control: North India, Nepal.
4.2 Treasury: 20 Pounds.
4.3 British (red) Units.
- (1) Any city(ies) in North India: Agents Conolly, Macnaghten, Keane; three field force brigades; one flying column brigade.
- (2) Any city in Afghanistan: Agent Burnes.
- (3) City of Herat: Agent Pottinger.
- (4) Central India Home Base: two field force brigades.
4.4 North Indian Units (British controlled).
- (1) City of Delhi: one irregular group, one elephant group.
- (2) Cities of Agra, Jodhpur, Lucknow, Simla: one garrison brigade in each (four total).
4.5 Nepal (British controlled).
- (1) In Katmandu: one field force brigade; one irregular group.
4.6 British Civilization Markers.
- (1) In any North Indian cities: four trading posts.
5.0 Neutral (set up by British)
5.1 Sinkiang (China). In any Sinkiang cities, at least one unit per city: one field force brigade, four garrison brigades; two irregular groups.
5.2 Herat. In city of Herat: two irregular groups.
5.3 Khiva. In any Khiva cities, at least one unit per city: Agent Khan; four irregular groups.
5.4 Merv. In any Merv cities, at least one unit per city: two irregular groups.
5.5 Bukhara. In any Bukhara cities, at least one unit per city: three irregular groups.
5.6 Khokand. In any Khokand cities, at least one unit per city: four irregular groups.
5.7 Kazakhistan. In any Kazakhistan cities, at least one unit per city: Agent Kutebar; five irregular groups.
5.8 Turkoman. In any Turkoman cities, at least one unit per city: two irregular groups.
5.9 Punjab. In any Punjab cities, at least one unit per city: Agent Ranjit Singh; six field force brigades; one flying column brigade; two irregular groups.
6.0 Neutral (set up by the Russians)
6.1 Western Tibet. In city of Gartok: two irregular groups.
6.2 Sind. In any Sind cities, at least one unit per city: one field force brigade; two irregular groups.
6.3 Kashmir. In city of Srinigar: one irregular group.
6.4 Baluchistan. In any Baluchistan cities, at least one unit per city: Agent Khan; three irregular groups.
6.5 Afghanistan. In any Afghanistan cities, at least one unit per city: Agent Dost Mohammed; six irregular groups.
6.6 Pamir. In any Pamir cities, at least one unit per city: three irregular groups.
7.0 Special Rules.
7.1 There are no Random Events on the first turn of the game.
7.2 Ranjit Singh. At the start of each complete game turn, including turn 1, roll one die. On a 1-3 the Punjab Agent Ranjit Singh dies (of natural causes) and is permanently removed from play. On a 4-6 he remains in play.
SCENARIO 2: Clash of Empires
This scenario begins with the Russians launching their great campaigns to conquer Khokand, Bukhara and Khiva. The British, meanwhile, are recovering from the India Mutiny and preparing to fight another war in Afghanistan. The two empires come close to clashing as the frontiers approach each other.
1.0 Scenario length. Six game turns (1860-64 through 1885-89).
2.0 Balance of Power: +4 Russian.
3.0 British (set up first)
3.1 Initial Control: North India, Sind, Punjab, Baluchistan, Nepal.
3.2 Treasury: Start with 10 Pounds.
3.3 British (red) Units:
- (1) Any city(ies) in North India, Sind, Punjab, Baluchistan: one Pundit; six field force brigades; two flying column brigades; five garrison brigades; two Pundits.
- (2) Central India Home Base: three field force brigades.
3.4 North Indian Units (British controlled):
- (1) City of Delhi: one irregular group.
3.5 Sind Units (British controlled):
- (1) Any city(ies) in the Sind: one field force brigade; one irregular group.
3.6 Punjab Units (British controlled):
- (1) Any city(ies) in the Punjab: two field force brigades; one irregular group.
3.7 Baluchistan Units (British controlled):
- (1) Any city(ies) in Baluchistan: two irregular groups.
3.8 Nepal (British controlled):
- (1) In city of Katmandu: one irregular group.
- (2) Any city in North India: one field force brigade.
3.9 British Civilization Markers:
- (1) Cities of Jodhpur and Simla: one trading post in each.
- (2) Sind: one trading post in any one city.
- (2) Punjab: one trading post in any one city.
4.0 Russians (set up second)
4.1 Initial Control: West Siberia, Kazakhistan.
4.2 Treasury: Start with 30 Pounds.
4.3 Russian (blue) Units:
- (1) Any city(ies) in West Siberia/Kazakhistan: Agents Cherchiaev, Ignatiev, von Kaufman; four field force brigades; one flying column brigade; two irregular brigades; six garrison brigades.
- (2) Any non-city squares in Kazakhistan: two garrison brigades (must be placed one each in the two forts placed in "4.6(2)" below).
- (3) Urals Home Base: Two field force brigades; one flying column; one irregular brigade.
4.4 West Siberian Units (Russian controlled):
- (1) Set up in any West Siberian cities: one irregular group.
4.5 Kazakhistan units (Russian controlled):
- (1) In any Kazakhistan cities: one irregular group.
4.6 Russian Civilization Markers:
- (1) City of Orenburg: one Russian colony.
- (2) Any non-city squares in Kazakhistan: two forts.
- (3) Any cities in West Siberia, Kazakhistan, or Turkoman: three Russian trading posts (total).
5.0 Neutral (set up by British)
5.1 Sinkiang (China). In any Sinkiang cities, at least one unit per city: one regular brigade; four garrison brigades; two irregular groups.
5.2 Herat. In Herat city: two irregular groups.
5.3 Khiva. In any Khiva cities, at least one unit per city: Agent Khan; four irregular groups.
5.4 Merv. In any Merv cities, at least one unit per city: two irregular groups.
5.5 Bukhara. In any Bukhara cities, at least one unit per city: three irregular groups.
5.6 Khokand. In any Khokand cities, at least one unit per city: Agent Yakub Beg; five irregular groups.
5.7 Turkoman. In any Turkoman cities, at least one unit per city: two irregular groups.
6.0 Neutral (set up by the Russians)
6.1 Western Tibet. In city of Gartok: two irregular groups.
6.2 Kashmir. In city of Srinigar: one irregular group.
6.3 Afghanistan. In any Afghanistan cities, at least one unit per city: Agent Khan; one field force brigade; five irregular groups.
6.4 Pamir. In any Pamir cities, at least one unit per city: three irregular groups.
6.5 Persia.
-
- City of Teheran: Agent Nasir ed Din; two regular brigades; one irregular group; one elephant group.
-
- Each Persian city: one garrison brigade each (six total).
7.0 Special Rules.
- a. There are no Random Events on the first turn of the game.
- b. The event Indian Mutiny is considered to have occurred. Treat future occurrences of it as No Event.
SCENARIO 3: The Great Game
This covers the entire clash of empires over Central Asia. The players decide to start the game using either the Scenario 1 or Scenario 2 set up.
1.0 Scenario length. Use starting turn of scenario chosen. Play through to the 1900-04 turn.
2.0 Balance of Power: use scenario starting balance of power.
3.0 British, Russian and Neutral Initial Set up: Use scenario starting setup.
- Special Rules. Same as starting scenario.
LEADERS & HISTORICAL PERIODS
Leaders are shown with their counter abbreviations before the parentheses.
Period 1 (turns 1835-39 through 1855-59)
- British: Burne(s)(1), Conn(olly)(1), Gough, Have(lock), Keane(1), Mac(naghten)(1), Nap(ier), Pott(inger)(1)
- Russian: Perov(ski)(1), Sams(o)n, Simon(ich)(1), Vitk(ovitch)(1)
- Native: Dos(t) Moh(ammed)(1) (Afghanistan), (Izzat) Kuteb(ar)(1) (Kazakhistan), Nas(i)r (e)d Din (Persia), Ranjit (Singh)(1) (Punjab), Yakub Beg (Khokand)
Period 2 (1860-64 through 1885-89)
- British: Cava(gnari), Elias, Rob(erts), Stew(art)
- Russian: Cher(chiaev)(2), Ignat(iev)(2), Ivan(ov), von Kauf(man)(2), Petro(vski), Skobe(lev), Stol(ietev), Verev(kin)
- Native: A(bdur) Rah(man) (Afghanistan), (Liu Ching)T'ang (Sinkiang), Nas(i)r (e)d Din(2) (Persia), (Yakub) Beg(2) (Khokand)
Period 3 (turns 1890-94 through 1900-1905)
- British: Blood, Deane, Lock(hart), Young(husband)
- Russian: Dukh(ovski), Petro(vski), Vrev(ski)
- Native: A(bdur) Rah(man) (Afghanistan), M(uhammed) Ali (Khokand)
All Periods: Pundits, Khans and Mad Mu(ll)ah (Ghazis)
- (1) Starts scenario 1 on map.
- (2) Starts scenario 2 on map
Native Unit Abbreviations
- AF: Afghanistan (orange)
- BL: Baluchistan (dark purple)
- BU: Bukhara (white)
- GH: Ghazis (black)
- HE: Heart (dark blue)
- KK: Khokand (light blue)
- KS: Kashmir (light purple)
- KV: Khiva (light yellow)
- KZ: Kazakhistan (light green)
- MV: Merv (dark orange)
- NI: North India (light blue)
- NP: Nepal (green)
- PA: Pamirs (olive green)
- PE: Persia (yellow)
- PJ: Punjab (gray)
- SK: Sinkiang (dark green)
- SN: Sind (purple)
- TK: Turkoman (dark orange)
- WS: Western Siberia (light orange)
- WT: Western Tibet (blue)
ASIA CROSSROADS OPTIONAL RULES
Players may add the following Optional rules to those above in order to alter play balance and increase realism.
2.2 Optional Game Charts
Discovery Table. This is used by Agents to make various "finds" which will influence the game.
Ultimatum Table. This is used to gain control of a region by a "show of force".
2.4 Terms
Massacre. The destruction of civilian installations in a square.
15.6 ULTIMATUMS
An Ultimatum is a form of Negotiations in which a player can attempt to force a Region to join his side.
15.61 Ultimatum Procedure.
- The phasing player designates which region he is targeting with an Ultimatum.
- The phasing player designates any one (and only one) Agent he has in the region's capital.
- The phasing player determines the total number of combat strength points he has in the capital city (of all friendly units) and multiplies it by the political value of the Agent he selected. This will give the phasing Ultimatum Total.
- The non-phasing player declares if he will attempt to counter the Ultimatum attempt. He may do so only if he has an Agent in the capital. The non-phasing player determines the total number of combat strength points in the capital city (of all non-phasing and neutral units) and multiplies it by the political value of the Agent he selected. This will give the Non-phasing Ultimatum Total.
- Subtract the Non-phasing from the Phasing Ultimatum Totals. This gives the Ultimatum Differential.
- Find the column on the Ultimatum Table corresponding to the Ultimatum Differential.
- Roll one die and immediately apply the result.
15.62 ULTIMATUM TABLE
Add total number of friendly combat factors times one Agent's political value in capital. Subtract total number of enemy/neutral combat factors times one non-phasing Agent's political value in capital.
The table as printed in the source (the column headings in the source file are not aligned with the row cells, so the layout is reproduced as printed):
0(-) 1-6 7-12 13-18/19-24/25-30/31-36 37+
0() E E E E E E E E
1 R+X R+X R+X R+X R+X R+X R+X R+X
2 R R R R R R R R
3 - - - R R R T1+R T+R
4 - - - - T1 T T+R T+R
5 - - T1 T T T T T
6 - T T T T T T T
7(+) T T T T T T T T
Die Roll Modifiers (applied to both Negotiations and Ultimatum tables)
- balance of power moderately or strongly "pro" the phasing player: +1
- balance of power moderately or strongly "pro" the non-phasing player: -1
- if friendly forces occupy all cities in the region: +1
- for each friendly Colony in the region: +1
- for each enemy Colony in the region: -1
- target is Sinkiang: -1
- control North India: +1 when attempting Diplomacy versus Punjab or Sind
- control Afghanistan: +1 when attempting Diplomacy versus Herat
- control Sinkiang: +1 when attempting Diplomacy versus Nepal or Tibet
Results:
- Same as Negotiations Table, plus:
- T1: Treaty conditional. The phasing player rolls one die. On a roll of 1-3 he immediately gains control of the Region; on a 4-6, there is no effect.
27.0 FORCED MARCH
Forced March allows a force to double units' movement factors at the cost of additional attrition.
27.1 Procedure. A player may double a unit's printed movement factor by declaring Forced March. All unit's in the force may move up to double their movement factor. At the end of the force's movement, the player must eliminate at least 50 % of the force's brigades and 50 % of the supply points (round fractions up). Units may be broken down in order to do this.
27.2 Agents may not force march. If part of a force marching force, Agents use their normal movement factor.
27.3 Units are removed for forced march prior to any combat or diplomacy being conducted. A player may remove units which were dropped off along the way.
27.4 Units may not force march during a pursuit or retreat after combat.
Example. A force of one Agent, two brigades and a caravan worth three supply points force marches. Double the movement factor of the brigades and the caravan. At the completion of the movement, eliminate one brigade and two supply points.
[28.0] TELEGRAPH
A force moving along squares connected by railroads may pick up other units as long as those units are also on railroad squares they enter. The picked up units may no have conducted any other movement in the same sub-phase. This may be done if using railroad movement or regular movement.
[29.0] IMPROVED STAFF WORK
Starting with the 1890-94 turn, forces composed entirely of British (red) or Russian (blue) units may conduct their second operation without expending a supply point.
29.1 Third and subsequent operations still require expenditure of supply.
29.2 A force containing any native unit(s) still requires expenditure of supply to conduct the second and subsequent operations.
Design Note. By 1890, both the British and Russians had developed rudimentary staff corps regular logistical units.
[30.0] MASSACRE
General Rule. Players may use their combat units to conduct Massacres. Massacre is conducted during the phasing player's Operations Phase after all movement has been completed. It may occur before or after any combat/diplomacy in a square.
30.1 Procedure. A force must have at least one combat unit to conduct a massacre. The player simply declares "massacre" and the square is "massacred."
30.2 Restrictions.
30.21 A force may not conduct Massacre if it is in:
- a square containing any enemy combat units.
- a Home Base.
30.21 Massacres may not be conducted during retreat after combat.
31.3 Effects of Massacres.
31.31 Remove all enemy civilization markers from the square.
31.32 If this is a city square, the massacring player gains one Pound (loot).
31.33 The forage value of the square is reduced to zero "0" for the remainder of the turn. It is restored to normal value at the end of the turn.
31.34 Shift the Balance of Power index two in favor of the enemy.
[32.0] DISCOVERIES
Discoveries represent a variety of unknown factors which are to be found in the conquest of Central Asia. During the course of the game, Agents may attempt to make discoveries in certain cities.
32.1 Procedure. A player may make a Discovery only in cities which are part of Regions which began the scenario as neutrals (regardless of later changes in loyalty in the course of the game). The player must have a friendly Agent in a city in that Region at the end of any particular operation (after all of a force's movement, combat, diplomacy and massacre). Roll two dice. The first die roll is treated as the "10s" digit, the second as the "ones" digit. Check the Discovery table and apply the results. For example, the first die roll is "1", the second die roll is "3", the final result would be "13," Archeological Find.
32.2 Only British (red) and Russian (blue) Agents may attempt Discovery. Native Agents, even if friendly controlled, may not.
32.3 Only one Agent may conduct each Discovery attempt; a player may not combine more than one Agent for a Discovery attempt.
32.4 Players may attempt only one discovery per city per game, regardless of the outcome. A player may not attempt to make a discovery in a city that the enemy player previously attempted to make a discovery in, regardless of the outcome of the attempt.
32.5 Unless otherwise stated, an individual Discovery event may occur more than once if rolled again.
32.6 DISCOVERY TABLE
Roll two dice. Treat the first die roll as the "tens" digit, the second die roll as the "ones" digit. Use the final result to determine which Discovery occurs.
- 11: Ahmad Mahdum. Roll one die. (1) If the result is less than or equal to the Political Value of the Agent, then shift the Balance of Power track two in the player's favor. (2) If the result is greater than the Political Value of the Agent, then there is no effect. (3) This event may occur only once per game. [Ahmad Mahdum Kalla was one of the great Islamic philosophers of Central Asia; the shift in the Balance of Power represents wisdom gained from conversations with him.]
- 12: Archeological Find. Shift the Balance of Power track one in the player's favor. [The Shift in the Balance of Power represents the glory gained for discovering evidence of Alexander the Great's Empire in Central Asia.]
- 13-14: Bazaar. Double the forage value of all city squares in this region for the remainder of this turn (for both players).
- 15: Buzkashi. Roll one die. (1) If the result is even, then shift the Balance of Power one in favor of the friendly player. (2) If the result is odd, then shift the Balance of Power one in favor of the enemy player. [Buzkashi is the Afghan national sport; it involves horsemen running a carcass around a playing field. This event presumes that the Agent got involved in a game of Buzkashi with ensuing political ramifications depending upon if he was on the winning or losing team.]
- 16: Commercial Advance. Both players double their income received for cities in this Region this turn. If the Trade Boom event is in effect this turn, then income is tripled for this Region.
- 21: Gates of Somnath. (1) Any Diplomacy this player conducts against North India, the Punjab and Sind for the remainder of the turn receives a +1 die roll modifier. (2) Any Diplomacy the enemy player conducts against North India, the Punjab and Sind for the remainder of the turn receives a -1 die roll modifier. (3) This event may occur only once per game. [The Gates of Somnath belonged to a Hindu Temple and had been stolen in a raid on India centuries prior. Returning them had great diplomatic importance.]
- 22: Hashishan. The player must immediately designate one square on the map containing enemy units. The enemy player must reveal if there are any of his Agents in that square. If there are no Agents, nothing happens. If there are any enemy Agents in the square, the friendly player designates one of them and rolls one die. (1) If the result is greater than the enemy Agent's total political and military values, then that Agent is eliminated (and move the Balance of Power track one in the enemy's favor). (2) If the die roll is less than or equal to the Agent's total political and military strength, there is no effect. (3) This event may occur only once per game. [The Hashishan were a secret cult of assassins.]