Catherine the Great
Catherine the Great Rulebook
Table of Contents
Table of Contents
- Publisher Notes: Map Errata and Counters
- 1.0 Introduction
- 2.0 Game Equipment
- 3.0 Set Up
- 4.0 Sequence of Play
- 5.0 Balance of Power (BoP)
- 6.0 Powers & Belligerency
- 7.0 Region Control
- 8.0 Policy
- 9.0 Precedence & Allied Powers
- 10.0 Treasury Points (TP)
- 11.0 Russian Imperial Administration
- 12.0 Reinforcements
- 13.0 Stacking
- 14.0 Movement
- 15.0 Combat
- 16.0 Retreat
- 17.0 Fortresses
- 18.0 Forced March
- 19.0 Supply
- 20.0 Fog o' War
- 21.0 Leaders
- 22.0 Fleets
- 23.0 Ottoman Empire
- 24.0 Rebels
- 25.0 Cossacks & the Pugachev Rebellion
- 26.0 Great Britain & France
- 27.0 Combat Markers
- 28.0 Colonies
- 29.0 Victory Conditions
- 30.0 Designer Q & A
Publisher Notes: Map Errata and Counters
The following notes are printed at the front of the publisher's document.
Map Errata
- The "Austria" region (part of the Austrian Power) should be called the "Vienna" region.
- Ufa is a Cossack area.
- On the Coalition Cards, "Russian Controlled" is the same as "Empire Controlled".
- Swedish Objective of "Baltic" should be "PreBaltic".
Counters
Abbreviations on Russian units:
- GC = Gatchina Corps (That's the unit referred to in rule 5.4.)
- PT = Potemkin; RM = Rumyantsev; SV = Suvarov (They are for historical purposes only and have no impact on the game.)
1.0 Introduction
Catherine the Great is a purpose-designed solitaire wargame of the expansion of the Russian Empire under Empress Catherine II (1762-96). The player conducts the affairs of the Russian Empire and its allies, while the game system does the same for the anti-Russian Coalition made up of a shifting alliance of powers.
Central to play of the game are its policy "cards," which are printed on the map. They trigger various strategies, powers at war, and other events that shape the general course of play. Policy cards are activated in one of two ways: the Empire player can choose which policies he will activate, while the Coalition cards are activated by the draw of policy markers. The Empire player may move his forces freely. The game system moves Coalition forces according to a schedule of precedence.
The objective of the game is for the Russian Empire to have gained an advantageous position at the end of play, measured in terms of gaining certain objectives. The player must, however, also look toward maintaining the "balance of power," or he may face disintegration of the entire European state system. Depending on how well the player attains his objectives, then, will be the thing that determines the nature of victory.
While Catherine the Great has been purpose-designed to be a solitaire game, more than one can play at the same time as part of a Russian Empire command team. Player's can divvy up responsibilities as they please for different parts of the Russian Empire, with the most veteran gamer taking the role of Czar and deciding who gets what resources. One of the more interesting aspects of developing the game was the discussion among the members of the playtest team about evolving strategy.
2.0 Game Equipment
2.1 Map
The map shows European Russia and the adjoining areas as they were in the mid-to-late late 18th century. The map is divided into regions, which are area designations used to position forces and convey information. Each region has the following items of information:
Powers & Regions: this includes the name of the power to which each region belongs at the start of play, indicated by shared coloration, as well as the name of each specific region. For example, Bohemia is one of the regions within the holdings of the power of Austria, along with Vienna and Hungary. Note that three powers (the Khanate, the German States, and Caucasia) each consist of only one region, each of which bears the same name as, and is entirely co-terminate with, that power. Also note certain regions have the word "Cossack" printed in them, which means Cossack units may be recruited there.
Balance of Power Points are the number of points the Balance of Power Index is shifted for gaining or losing control of a region if it is listed as an objective for a power. Those numbers are printed beside or below the name of each region after the abbreviation "BoP." For example, the BoP of the St. Petersburg region of Russia is four ("4").
Capital. When a region on the map has a star icon printed within it, that indicates the region contains the capital city of that power. For example, Brandenburg is the capital region of Prussia. Two powers, the German States and Turkistan, don't have capitals.
Fortress Values are the numbers inside the hexagonal fortress symbols within each region. They indicate the defensive multiple provided to a force that controls each particular region. For example, the fortress value (defensive multiple) provided to any force controlling and defending in the region of Tehran, in Persia, is two ("x2"). The same numbers are also used to calculate supply for forces that control each region. Fortresses are not sub-areas within the regions; they are simply information printed on the map to show the aforementioned defensive bonus and supply capacity. Each region's starting fortress value may be increased or decreased by certain game actions.
Treasury Value is equal to the number of dollar signs ($) printed within each region. They're used to determine Russian Empire taxation levels, and they also contribute to the supply of forces operating in their region. Also referred to as "treasury points" and "TP."
Ports are the anchor symbols printed along the coastlines of some regions. The presence of a port symbol enhances naval transport and supply into and out of a region.
Rivers enhance movement and lines of supply. Rivers don't, however, serve as borders between regions. Exception: The Volga River does from the boundary between the regions of Voronezh and Kazan.
Borders are the boundaries between regions. Borders may be "clear," "desert," "forest," "marsh," "mountainous" or "arctic."
2.12 Map Errata
- Ufa is a Cossack region.
- The boundary between the North Sea and the Arctic Ocean is an Arctic border.
Terrain Effects Chart
The number inside the fortress symbol is the Fortress Value. The Treasury Value is the number of dollar signs. If a region has no dollar signs, it has an initial Treasury Value of zero. The Treasury Value may be raised by the Empire building colonies in a region.
2.2 Game Charts & Tables
Game Charts & Tables are all printed on the mapsheet.
- Balance of Power Index shows the current balance of power between the Russian Empire (the active player), and the opposing coalition (the game system).
- Capital Capture Table is used to shift the balance of power when a capital region is captured.
- Coalition Activation Markers Picks Table indicates the number of markers picked for the coalition based on the current balance of power.
- Combat Results Table (CRT) is used to resolve combat.
- Policy Cards describe the various policies that can be implemented for the Russian Empire or the coalition. If this design had been published in boxed format, this component no doubt would've been included in the form of actual cards, one for each individual policy. Here, though, they're printed on the mapsheet. We've still retained use of the term "cards," however, because "On-Map Policy Paragraphs" sounded strange.
- Random Placement Table is used to determine which region will be the subject of certain game actions.
- Terrain Effects Chart is used to provide information about the effects of terrain and water bodies on movement and combat.
- Turn Record Track indicates the current game turn.
- Unit Capabilities Chart describes the movement and combat abilities of all the different types of combat units in the game.
2.3 The Playing Pieces
The die-cut cardboard counters represent the military units that took part in the historic campaigns being simulated here. They are referred to as "units" for military forces, and "markers" or "chits" for informational pieces.
2.33 Nationalities & Abbreviations
- Austrian (AU) = black on gray
- Caucasian (CA) = white on brown
- Cossacks (CS) = green on white front sides; red on white reverse sides*
- Danish (DN) = white on red
- French (FR) = black on sky blue
- German states (GE) = black on medium blue
- Great Britain (GB) = black on red
- Khanate (KH) = black on tan
- Ottoman East (OTE) = black on orange
- Ottoman West (OTW) = black on orange
- Persians (PE) = black on purple
- Polish (PL) = black on pink
- Prussian (PR) = white on black
- Rebels (RB) = green on white on front sides; red on white on reverse*
- Russian Empire (RE) = white on green
- Swedish (SW) = yellow on blue
- Turkistan (TK) = black on yellow
*Rebel and Cossack units' front sides, printed green on white, represent those units under control of the Russian Empire; their reverse sides, printed red on white, represent coalition-control.
2.34 Policy Markers
Policy Markers (a.k.a. "chits") are initially placed in a "pool," which can be any large-mouthed opaque container, such as a coffee mug, and are later drawn at random (meaning without first looking to deliberately choose certain ones) to generate various game events. There are two sub-types of makers.
- Power Markers. Each of them has the name of a power on it (for example, "Prussia"). When picked, a power marker activates its named power (turns it into a "belligerent"); or, if that named power is already a belligerent, the effect is to return it to neutrality.
- Combat Markers. Each of them has the name of some strategic or tactical effect that will occur on the map when the marker is played during combat (for example, "Honors of War").
2.35 Status Markers
Status Markers are not placed in the pool described above. They are used on the map and/or mapsheet as mnemonic devices to indicate changes in status to various game functions.
- Activation markers indicate a power is a belligerent or a policy card has been activated. A Russian Empire activation marker (green flag) placed anywhere within the territory of one of the powers shown on the map means the Russian Empire controls that power. A Russian Empire activation marker placed next to the title of a policy card printed on the mapsheet means the player has activated that policy. Coalition activation markers, similarly placed, mean the coalition controls that power or has activated that policy.
- Balance of Power marker is moved along the BoP Track printed on the mapsheet in order to keep track of the current level of that number.
- Colony markers are used on the map to indicate specific regions the treasury value of which have been increased due to an in-pouring of people and resources.
- (Policy) Fulfilled markers, printed on the flip side of activation markers in the same red and green colors, indicate that side has achieved the objectives listed for that policy.
- Fortress markers are deployed atop the fortress symbols printed on the map to indicate that number has been increased or decreased. Note that a fortress marker doesn't change the supply value of a region.
- Turn marker indicates the current game turn.
- Conquered (or "Controlled") markers are used as memory aids to remind the player which particular power conquered (or controls) a given region, which is handy to remember when it comes to determining the fortress combat bonus. On one side the markers have a power name and the abbreviation "con"; on the other side the power name is repeated along with the abbreviation "disp," for "disputed."
2.4 Further Definitions
- Activated: a policy card currently in play, or a power involved in the war.
- Belligerent: a power actively involved in war (it is "activated"). Russia is always an Empire-controlled belligerent. All other powers may possibly be activated on the Russian Empire or coalition side, and they may also change their allegiance after having been activated.
- Cards are printed on the map, including Power Activation, Events, and Policies.
- Coalition refers to all the powers and their forces fighting against the Russian Empire player. They conduct game actions automatically according to the rules.
- Combat Factor is the relative strength of a unit when attacking or defending against enemy units. A parenthesized combat strength means that unit may only defend; it may never attack. A circled combat factor means that unit is capable of siege warfare. A combat factor with an arrow next to it means that unit is a mobile column.
- Conquered Power: one whose regions have all been occupied by enemy powers.
- Deployment Code: where a unit is placed during initial set-up, and/or where it enters play after that as a reinforcement.
- Russian Empire refers to Russia and all powers and units controlled by the Russian Empire player.
- Force: a group of units conducting some game action together, such as moving as a stack or combining to attack.
- Neutral: an inactive power that's not controlled by either the Russian Empire player or the Coalition.
- Movement Allowance: the basic number of movement factors a unit may expend in a single move. Movement factors may be affected by different types of terrain.
- Occupation: when you have one or more friendly units in a region.
- The Player: you, the person controlling the Russian Empire.
- Power: one of the states potentially involved in the conflicts being modeled here: Russia, Sweden, Denmark, Prussia, the German States, Austria, Poland, Ottoman Empire, Persia, the Khanate, Caucasia, and Turkistan. Additionally, the Cossacks and Rebels have some characteristics similar to powers.
2.5 Game Scale
Each region represents a distinct geographic area or province within a power. Each unit represents an entire army or fleet. Each turn represents five years.
2.6 Parts Inventory
A complete game should include the following parts: one 34x22" map; one rules folder; and one set of die-cut counters. Players will also need to provide themselves with a six-sided die.
2.7 Movement Factors
Units don't have movement factors printed on them. See the Unit Capabilities Chart on the mapsheet for their movement factors.
2.8 Solitaire Play
These rules are meant to cover all possible game situations; however, in cases where you feel there is ambiguity between one interpretation and another, resolve them in such a way you feel makes for the most interesting play. Remember, there is no one sitting across from you whose head might otherwise explode if you decide some rules question the 'wrong' way.
2.9 Questions
Any questions regarding parts or rules interpretations should be sent to Strategy & Tactics Magazine, P.O. Box 21598, Bakersfield, CA 93390. Questions regarding the rules will be answered if accompanied by a stamped, self addressed envelope. Questions should be phrased in simple "yes" and "no" or multiple choice format. Players can also check out this game on www.consimworld.com and at www.decisiongames.com.
3.0 Set Up
Set up the units and markers according to the instructions below. Play proceeds according to the sequence of play given in rule 4.0 for seven game turns.
3.1 The Pool
3.11 The player will need to provide himself with a large-mouth opaque container, referred to as the "pool" or the "chit pool." Place into the pool all policy markers, along with all leaders not initially deployed on the map. Russia, Prussia and Austria each receive one marshal leader in their starting deployments. The counters starting in the pool will be drawn at random during the course of play.
3.12 Place to one side all activation/fulfillment, colony, and fortress markers. They will be used at various times throughout the game.
3.2 Belligerents
3.21 The player begins the game controlling all Russian and Cossack units.
3.22 All other powers begin as neutrals.
3.23 The Balance of Power Index starts the game set at 0 (zero).
3.3 Coalition Deployment
All powers listed below begin the game neutral, but are still set up by the player before the game begins. To further facilitate set up, all units that begin the game in fixed locations on the map have a large dot printed in their lower-right corners.
3.31 Prussia
- Brandenburg: two x "9" elite field armies; 1 x marshal.
- Silesia: 1 x "5" field army.
- East Prussia: 1 x "3" field army.
- Brandenburg, Silesia, East Prussia: 1 x garrison each.
3.32 Austria
- Vienna: 1 x "6" elite field army, 1 x marshal.
- Hungary: 1 x "4" field army, 1 x "4" mobile column.
- Bohemia: 1 x "4" field army.
- Vienna, Hungary, Bohemia: 1 x garrison each.
3.33 Sweden
- Gothland: 1 x "5" elite field army.
- Central Baltic: 1 x "4" fleet.
- Gothland, Finland, Pomerania: 1 x garrison each.
3.34 Denmark
- Copenhagen: 1 x "4" field army.
- Western Baltic: 1 x "4" fleet.
- Denmark, Norway: 1 x garrison each.
3.35 Poland
- Warsaw: 1 x "3" field army.
- Warsaw, Galicia, White Russia: 1 x garrison each.
3.36 German States
- German States: 1 x "4" field army.
- German States: 1 x garrison.
3.37 Ottoman Empire
- Constantinople: 1 x "3" field army, 1 x "3" mobile column.
- Balkans: 1 x "3" field army.
- Greece: 1 x "2" field army.
- Anatolia: 1 x "2" field army, 1 x "2" mobile column.
- Syria: 1 x "2" field army.
- Mesopotamia: 1 x "2" mobile column.
- Western Black Sea: 1 x "2" fleet.
- Eastern Mediterranean: 1 x "2" fleet.
- Constantinople, Balkans, Greece, Anatolia, Syria, Mesopotamia: 1 x garrison each.
3.38 Persia
- Tehran: 1 x "3" mobile column.
- Tehran, Azerbaijan, Khorosan: 1 x garrison each.
3.39 Khanate
- Khanate: 1 x "3" mobile column.
- Khanate: 1 x garrison.
3.40 Caucasia
- Caucasia: 1 x garrison.
3.41 Turkistan
- Khiva: 1 x "3" mobile column.
- Khiva, Kazakhs: 1 x garrison each.
3.42 Britain
No units on map at start of play.
3.43 France
No units on map at start of play.
3.44 Empire Deployment
6.1 Russia
- anywhere in Russia: 6 x "4" field armies; 1 x marshal.
- Astrakhan: 1 x mobile column.
- Eastern Baltic: 2 x fleets.
- In Russia, one per region: 1 x garrison each.
3.45 Cossacks (Russian Empire controlled)
One Cossack mobile column in Zaporozhe, Voronezh, Astrakhan, Ufa.
3.46 Russian Empire Treasury: Start with five treasury points.
3.47 When setting up the units of both sides, make sure the deployment codes printed on their reverse sides correspond to the region in which they're being placed. Units not listed in the set ups above should temporarily be set aside, but within easy reach and with their deployment code sides showing upward. They will (or may) enter the game later as reinforcements. Similarly, whenever an on-board unit is eliminated, place it back into the various regionally organized reinforcement pools with their deployment code sides showing upward.
4.0 Sequence of Play
The game is played in sequential game turns, composed of a coalition turn and a Russian Empire turn. The player must execute all actions in the order specified. The player has relatively complete control over Russian Empire and Russian Empire-allied forces; however, he must execute all actions in the order and manners specified for coalition forces.
4.0 Sequence of Play (clarification): Event markers are returned to the Pool at the end of the phase in which they are picked.
4.1 Phases
Each turn is divided into a series of steps called "phases." The player must start each game turn by performing the actions described under the Coalition Turn heading. He may then perform the actions stated for the Russian Empire Turn. In other words, the player has voluntary control of all Russian Empire forces while he performs coalition actions automatically.
4.2 Sequence of Play Outline
Each game turn consists of the following steps. The player should use this outline as a guide as he executes the turn.
SEQUENCE OF PLAY OUTLINE
I. COALITION TURN
- A. Coalition Activation Phase. The player picks at random from the pool a number of activation markers equal to the number indicated on the Coalition Activation Marker Picks Table. As each marker is picked, he must take any action it calls for.
- If a power activation marker is picked, change that power's neutral or belligerent status in accordance with the belligerency rules.
- If an event marker is picked, implement that event.
- If a leader marker is picked, assign that leader to a unit on the map.
- If a combat marker is picked, place it in the Coalition Combat Marker Box printed on the mapsheet.
- At the end of this phase, return all drawn power activation markers to the pool (but not event, leader or combat markers).
- B. Coalition Reinforcement Phase. The player deploys all Coalition reinforcements due to arrive that turn. Reinforcements are placed in the regions noted on their reverse sides.
- C. Coalition Movement Phase. The player must move all the forces of the activated Coalition powers. The player moves them one power at a time, in order of precedence, as directly as possible, toward their specified objective regions.
- D. Coalition Combat Phase. The player attacks with all the forces of all the activated Coalition powers. Each force attacks one at a time in order of precedence.
- E. Coalition Forced March Phase. The player may again move all Coalition leaders stacked with combat forces and, at the completion of each such move, conduct an attack in order of precedence.
- F. Coalition Supply Phase. The player checks all activated Coalition forces for supply, and performs any possible attrition, in order of precedence.
II. RUSSIAN EMPIRE TURN
- A. Russian Empire Treasury Phase. The player collects Russian Empire treasury points via taxation.
- B. Russian Empire Policy Phase. The player may choose to expend treasury points to activate and implement one, some or all of the unfulfilled Russian Empire policies.
- C. Russian Empire Reinforcement Phase. The player recruits and deploys all this side's reinforcements for the turn as per each policy card.
- D. Russian Empire Movement Phase. The player moves the forces of Russia as well as those of any activated powers allied with Russia. He must move all Russian forces first, followed by allied powers' forces, in order of precedence.
- E. Russian Empire Combat Phase. The player attacks with Russian forces as well as those of any activated powers allied with Russia. Each force attacks one at a time, Russian forces first, in order of precedence.
- F. Russian Empire Forced March Phase. The player may again move all Russian and Russian-allied leaders stacked with combat forces and, at the completion of each such move, conduct an attack in order of precedence.
- G. Russian Empire Supply Phase. The player checks all Russian and all Russian Empire-allied powers' forces for supply, and performs any possible attrition, in order of precedence.
III. ADMINISTRATIVE PHASE
- A. Make shifts to the Balance of Power Index for the conquest or loss of objective regions that occurred during the two sides' turns just completed above (but first see 5.11, 5.12, 5.13, 7.3 and 8.3 for critical strictures and details).
- B. Move the turn marker to the next box on the Game Turn Record Track. If this is the last turn of the game, play stops and victory is determined.
5.0 Balance of Power (BoP)
The Balance of Power Index measures the overall geo-strategic position of the Russian Empire versus the coalition, based on the conquest and/or loss of the various regions on the map. Since this is the Age of Enlightenment, if the BoP shifts to an extreme there are negative consequences. A power conquers a region when its forces alone occupy that region.
5.1 The BoP marker is initially placed on the "0" (zero) space of the BoP Index printed on the mapsheet. During step "A" of each administrative phase, the player checks to see which objectives have been fulfilled that turn by one or both sides. Each region has a BoP value printed on the map.
- Determine the total BoP points for each region the Russian Empire conquered that turn.
- Subtract from that first total the total of the BoP points for each region the Coalition conquered that turn.
- That difference is how much the BoP index is shifted. If the difference is a positive number, shift the BoP index in the positive direction on the track; if the difference is a negative number, shift the BoP index in the negative direction on the track. Positive numbers mean the game is trending toward a Russian Empire victory; negative numbers mean the game is trending toward a coalition victory.
5.11 Overturned Russian Policies. If the Russian Empire loses the fulfillment of a previously activated and fulfilled policy which had regional acquisitions as its objectives, because its forces no longer control all the territorial objectives of that policy, subtract the total of the overturned policy's activation point cost (listed on each card) for each such 'overturned' policy. Note that several Russian Empire policies don't have territorial objectives; those policies are not subject to this rule.
5.12 The BoP changes only if a region is listed as an objective on a policy card for the power making the conquest; otherwise, those points aren't received, even if the region is conquered. For example, say Sweden is belligerent against the Russian Empire. Russian forces conquer the region of Finland, but the player has not activated the Russian "Northern War" policy; so the Empire would not get the BoP shift of one point for Finland as per that policy had it been activated. Note that means no power is ever going to receive points for its reconquering temporarily lost home regions. Russia, for example, would never get points for Moscovy.
5.13 The BoP is shifted only if units of the power designated to occupy the region are actually the ones to do so. If allied units occupy an objective region, the BoP is not changed. For example, the Russian Empire player chooses to activate the "Caucasian War" policy. Empire-controlled Polish units occupy all objectives in Caucasia after making an epic forced march across eastern Europe. As amazing as such a development would be, it doesn't count for any BoP shift since Caucasia is not a Polish objective. If, however, Russian Empire-controlled Ottoman units were to conquer Caucasia, it would cause a BoP shift in favor of the Russian player because Caucasia is also listed as an Ottoman objective. The player may voluntarily move Russian Empire-allied forces out of a conquered region, thereby allowing Russian forces to go in and gain the BoP points. That's based on the historic practice of powers ceding territory in treaty negotiations.
5.14 Combat. The BoP may also be shifted owing to the outcome of battles; see the CRT explanations.
5.15 If there is any combination of objectives attained or lost that would work to both raise and lower the BoP Index, determine the difference before making any shift, then make just one cumulative shift.
5.16 Extremes. If the BoP marker goes higher than +10 or lower than -10, the game comes to an immediate end because the overall European balance of power has thereby been irrevocably upset and revolution has spread across the continent. For record keeping purposes, the player is considered to have suffered the worst category of defeat, "Russian Empire Collapses" (see 29.2).
5.2 Coalition Activation Picks
The number of activation markers picked for the coalition goes up as the BoP index moves to one extreme or the other. That is, the better one side or the other is doing overall, the more coalition activation chits are picked each turn, while when the BoP is at or near equilibrium, the smaller the coalition activation marker pick number becomes.
5.3 Capturing Capitals
If during any administrative phase there are units of any power occupying the capital region of any other power, roll on the Capital Capture Table, in order of precedence of the powers occupied. Note not all powers have capitals.
5.4 Russian Gatchina Corps
If this unit is involved in an attack or defense, and part of that combat result is a BoP shift, that directional shift is increased by one due to this corps' presence.
6.0 Powers & Belligerency
A power is an independent state. The 12 powers located on the map include: Austria, Caucasia, Denmark, the German States, the Khanate, Persia, the Ottoman Empire, Poland, Prussia, the Russian Empire, Sweden and Turkistan. The following powers are not on the map, but their forces may come into play on it: France and Great Britain. Finally, the following forces are included in play, but they aren't powers: Cossacks, rebels.
6.1 Belligerency has to do with whether a power is involved in the war at any given moment. A power may be either Russian Empire controlled, neutral, or coalition controlled. If a power is belligerent, all forces from both sides may potentially enter its territory and attack its units. Players may never attack neutral forces or enter neutral territory. Neutrals become belligerent as a result of a "Declaration of War," that is, via the activation of an appropriate policy card.
6.11 Once a power has become belligerent, it remains so until the conditions for its neutrality are fulfilled (see below). Powers may invade belligerent countries other than those that are its objectives. For example, if the Russian Empire gained control of Prussia, Prussian forces could be used by that side to invade the Ottoman Empire, even though Prussia has no objectives in the Ottoman Empire.
6.12 Russia is always belligerent and is always controlled by the Russian Empire player. Certain policies, when activated, will also give the player control of other powers. In addition, the player may control rebel or Cossack units. When the Russian Empire controls a power, that side controls all its forces and may conduct any otherwise legal operations with them.
6.13 Coalition system rules control a power if the card of that power is activated by the application of those rules. In addition, the Coalition may control rebel or rebelling Cossack forces. When the Coalition controls a power, it recruits, moves, conducts combat, forced marches and determines supply according to the procedures outlined in the rules.
6.14 Neutrals. If a power isn't controlled by either side, it's neutral. The player may not invade neutrals with the forces of either side. Neutrals enter player only if some activated policy calls for them to do so.
6.2 Reversion to Neutrality
A belligerent power other than the Russian Empire will become neutral owing to its policy marker being picked when it is belligerent.
6.21 A belligerent power that has its policy marker picked from the pool will not revert to neutrality, though, if there are any enemy units occupying any of its home territory or objective regions at that instant. In that case, simply return the drawn chit to the pool.
6.22 If a power reverts to neutrality, the following occur.
- Any of its objective regions presently occupied by its units is considered to be part of that power.
- Units of the newly neutral power that aren't at that moment anywhere in its home territory or objective regions are returned to the regions whose name is printed on the reverse of each such counter. If a unit's home region is under occupation by units from a power other than the newly neutral one, each such unit is eliminated.
- The player, in order of precedence, returns all units of other powers in the newly neutral power's home territories back into their own powers' respective deployment regions (printed on the backs of those counters). Russian Empire units may be placed in any territories within Russia that don't have any enemy units in them at that time.
- Any rebel forces in the newly neutral power's territory are eliminated.
6.23 When moving units according to rule 6.22, they are simply picked up and moved, regardless of other considerations. For example, say Prussia is a coalition-controlled belligerent. The player picks the Prussia activation maker; so Prussia reverts to neutrality. Prussia has units in Warsaw (a Prussian objective) and Galicia (not a Prussian objective), and there are no units inimical to Prussia in any Prussian home region. The Prussian units in Warsaw remain in Warsaw, since Prussia has conquered that region and it is a Prussian objective. The player does redeploy, however, the Prussian units in Galicia back into the deployment regions printed on their reverse sides, since that region is not a Prussian objective.
6.3 Multiple Activations
Drawing the activation marker of neutral power may have the effect not only of activating the power named on that chit; it may also activate other powers listed on the drawn power's policy card (printed on the map sheet). For example, if Austria is neutral and its activation marker is drawn during the coalition activation phase, the Ottoman Empire is also automatically activated, but as a member of the opposite side (to be controlled by the Russian Empire).
6.31 Switching Sides. A belligerent power may switch sides, going directly from one side's control to the other, due to the chit pull activations of other powers. That happens the instant an appropriate activation chit pull is made. The forces of powers that are switching sides remain in place; they don't go through the procedure described in 6.2. The procedures in 6.2 are used only when a belligerent power of either side reverts to neutrality.
6.32 In the event of any confusion, powers become activated, revert to neutrality or switch sides in the order the activation markers are picked during a given phase, with the most recent pick having precedence.
6.33 If an activated power returns to neutrality, any powers its own earlier activation also activated remain in play in unchanged belligerent status. For example, Austrian belligerency on the coalition side automatically activates the Ottoman Empire to be part of the Russian Empire side. If Austria were to revert to neutrality, the Ottoman Empire would be unaffected by that change in Austria's status.
6.4 When a power is activated into belligerency by some means other than having its own named marker drawn from the pool, that marker is not searched for and pulled from the pool.
7.0 Region Control
7.1 Most powers are subdivided into regions. Regions are used for the following functions: 1) as objectives for policies; 2) to regulate the placement of reinforcement and rebel units; and 3) to regulate movement and determine which units engage in combat. Note that some powers only contain one region, which region is itself co-terminus with the boundaries of that entire power and vice versa.
7.2 Region Status
A region may be in one of the following states at any one instant.
- Controlled. The combat units of only one power occupy it. For example, if Russian Empire and/or Russian Empire-controlled Swedish units are simultaneously in the province of Copenhagen, that region is disputed while that condition lasts. Even though the units of both the powers occupying it are on the same side, that region is still "disputed" because of the multi-power occupation situation.
- Disputed. A region is said to be disputed any time the units of more than one power occupy it, even if both/all those powers are part of the same side (see above).
- Abandoned. No combat units occupy it.
7.3 Policy Fulfillment
Whenever the forces of a given power control a region outside that power's own home regions, place a conquered marker, in the appropriate side's color (green for Russian Empire, red for coalition) atop the province's name on the appropriate policy card. During the administrative phase, check each such conquered marker and, if the proper power does not hold all the objectives of the chit-marked policy card(s), remove that (those) conquered marker(s). For example, if the Russian Empire has activated the "Northern War" policy and conquers Finland, place a green conquered marker on the Northern War card directly atop the name "Finland" printed within it. If, however, the player had not activated the Northern War policy card, but had conquered Finland anyway, perhaps as part of operations conducted by Russian forces after Sweden entered the war as a hostile belligerent due to some other action, no conquered marker would be placed atop "Finland" on the policy card.
7.4 Effects of Control
- The BoP may be shifted, as per rule 5.0.
- The side that controls a region gains the advantage of fortress defense and fortress supply for its units there (see rules 17.0 and 19.0).
- If the Russian Empire controls a region, the player may collect treasury points from it.
7.5 Effect of Disputed Status
The side that last controlled the region gains the advantage of fortress defense and fortress supply (see rules 17.0 and 19.0).
7.6 Effects of Abandoned Status
Neither side gains any advantage, points of any kind, etc., from an abandoned region.
8.0 Policy
The policy cards printed on the mapsheet represent the conventions of strategy and warfare during the Age of Enlightenment. That is, this game takes place in an era prior to the time governments began to assume they had total power over the lives of their citizens and the economies of nations, when international law actually meant something. Coalition policies are activated by picking policy markers from the pool during the coalition activation phase (I.A. of the sequence of play; see section 4.0). Russian Empire policies are activated by the player deliberately choosing to expend Russian treasury points during each Russian Empire Turn's policy phase (II.A. in the sequence of play; see section 4.0). Policies are implemented one at a time, in the order picked or bought.
8.1 There are three general types of policies:
- Russian Empire Strategies. These represent different strategy options for the player to activate in order to initiate military expansion along particular axes or to implement internal reforms or improvements of various kinds. The player activates a chosen policy by paying the appropriate treasury point cost during each turn's Russian Empire Policy Phase (II.A. in the sequence outline). During any one such phase he may potentially choose to activate any number of such policies, provided only that he has the treasury points available to pay the cost of each such activation.
- Power Activation. They represent the powers in the game other than Russia. They may become activated in any one of the following ways: 1) due to their chit being randomly picked during phase I.A. of any game turn; 2) due to the Russian Empire "declaring war" on them through the activation certain policies; or 3) due to special instructions on any policy card.
- Random Events are generated by the pick of certain policy chits from the pool during phase I.A. of each game turn.
8.2 Picking Coalition Markers
During the Coalition Activation Phase, the player must pick at random (without first looking at the picks) the number of policy markers from the pool based on the current BoP (see the Coalition Activation Marker Picks Table).
- If a picked marker has printed on it the name of a power that's currently neutral, that power becomes activated under Coalition control.
- If a picked marker has printed on it the name of a power that's currently a belligerent (no matter if coalition or Russian Empire controlled), it reverts to neutrality.
- If a picked marker is a random event, refer to the Event Card and implement what you find there.
- If a leader is picked, he is deployed on the map in accordance with rule 21.0.
- If a combat marker is picked, the player places it in the Coalition Combat Markers box. Such markers are used according to the particular instructions provided for each one.
8.3 Power Cards
Each power other than the Russian Empire has a correspondingly named power card printed on the mapsheet. Power cards have the following information.
- Precedence is the order in which the forces of each activated power are used to execute their own respective power's operations during the coalition turn.
- Coalition Controlled 2a) Objectives are the regions toward which that power's forces must move when it is active under coalition control. When an active coalition power gains control of all the objective regions listed for it, that causes each such region's BoP points to be tallied for the coalition side during that game turn's administrative phase (III.A. in the sequence outline). 2b) Activation lists the name(s) of any other power(s) that become Russian Empire-controlled at the instant some other power is activated on the coalition side. Those chain reaction activations or side switches take place no matter if the named power(s) are presently neutral or belligerent. Unlike when a power is activated on the Coalition side, where the player is required to move each such power's forces directly toward their listed objectives, when a power is activated on the Russian Empire side, the player is free to move its units in any directions he desires. If more than one objective region is listed for an activated power, move to take them in the order they're listed on the policy card.
- Russian Controlled 3a) Objectives: when an Empire-controlled and activated power has gained control of all the objective regions listed for it, that causes each such region's BoP points to be tallied for the Russian side during that game turn's administrative phase (III.A. in the sequence outline). 3b) Activation lists the name(s) of any other power(s) that become Coalition-controlled at the instant a particular power is activated on the Russian side. Those chain reaction activations or side switches take place no matter if the named power(s) are presently neutral or belligerent.
Example. As an example of all the above, observe that Prussia has a precedence of "1" printed next to its name on its corresponding power card on the mapsheet. That means its forces must be moved first among all activated coalition powers. When Coalition-activated, by having its power chit pulled from the pool, Prussia's activation thereby also automatically activates Poland as a power on the Russian side. Prussian units must move toward the Warsaw region, since Warsaw is that power's only objective when activated on the Coalition side. When Prussia is Russian-controlled, Prussia's activation thereby activates Austria as a Coalition power (again referring to the Prussia power card printed on the mapsheet). The player could then move Prussian units in any direction he desired, though the Russian side would only receive BoP points if Prussian forces conquered Bohemia and Pomerania (the objectives listed for Russian-controlled Prussia on the Prussia power card printed on the mapsheet).
8.4 Empire Policy Activation
During each game turn's Russian Empire Policy Phase, the player may choose to expend treasury points to deliberately activate policy cards. Those TP are deducted from the current total (no deficit spending is allowed), and the player places an activation marker on the selected cards to indicate they are indeed active. Each policy card may be activated only once per game turn unless otherwise noted.
8.41 Effects of Empire Policy Cards
An activated policy will do the following.
- Activation Cost must be paid every game turn the player decides to keep active a given policy. If the player doesn't pay the cost of a previously activated policy, remove its activation marker and the policy goes inactive. It may be reactivated later in the game. Note, though, if the player once fulfills the objectives for a policy, he places a fulfilled marker on that card on the mapsheet. After that he doesn't need to expend any more treasury points to maintain that policy or keep the BoP points he earned for fulfilling it unless and until that fulfilled marker is removed owing to the conditions of its fulfillment no longer being in effect. In general, if a policy is fulfilled, the player may not activate it again (perhaps as a sneaky way to reap easy BoP points, etc.), unless the fulfilled marker is removed owing to the conditions for fulfillment no longer being in effect (due, most likely, to coalition military action). For an exception, see 8.7 below.
- Reinforcements are the units both sides receive in their respective Reinforcement Phase each turn a given policy is active. If the policy is inactive or fulfilled, the player doesn't forfeit any of its already received reinforcement units, but he receives no new reinforcements for that policy.
- Objectives list the name(s) of one or more regions. If the Russian Empire gains control of one, some or all the objective regions listed for an activated policy, during the Administrative Phase of that game turn award the Russian side the number of BoP points listed for that region.
8.42 Deactivating Empire Policy Cards
During any Russian Empire Policy Phase, the player may choose to deactivate an active policy or policies. That's done by simply refraining from paying its/their activation cost(s) and removing the activation marker(s). Again note, however, if there is a fulfilled marker on a policy card, the Russian Empire does not pay any TP to maintain it in that state.
8.5 Defense
Certain power cards have " Defense" as an objective. That means the forces of that power have no objectives other than defending their own deployment regions.
8.6 Changing Allegiance
If an activated power reverts to neutrality or changes from Russian to coalition control, or vice versa, shift the BoP to reflect any gains or losses during that game turn's Administrative Phase.
8.7 Policies
If the Russian Empire has fulfilled a policy card's objectives, place a fulfilled marker on that card on the mapsheet. The Russian Empire doesn't pay the activation cost for a fulfilled policy, nor does it receive any reinforcements for it; however, as an exception to this rule, the player could decide to go ahead and pay a fulfilled policy's activation cost again in order to be able to receive any additional reinforcement units still available for it, though the BoP points would not be received again.
8.8 The player may, by choosing to activate the Russian Empire diplomacy policy card, randomly pick a certain number of markers from the pool (during II.B on the turn sequence outline). Those picks are executed in the same manner as when they're made for the Coalition, except now the Russian Empire takes control of newly pick-activated powers, implements random events and deploys leaders.
9.0 Precedence & Allied Powers
A side may control more than one active power at the same time; such powers are said to be "allied." Allied powers must conduct operations in their order of precedence; that is, according to their relative rankings in the overall 18th century scheme of things. Precedence is listed on the policy cards.
9.1 Precedence
If the Russian Empire controls other activated powers, Russian units, including loyal Cossacks, always have first precedence. Rebels always have last precedence, including rebel Cossacks (see the Pugachev event card).
9.2 Moving
Units are always moved in order of precedence. Note that all units of a given side first move, then all units of that side attack. So, you don't, for example, move and attack with all Russian units, then move and attack with Russian-allied Prussian units, etc. Rather, you would move all Russian units, then all Prussian units; then you attack with all Russian units, then all Prussian units, etc.
9.3 Simultaneous Multi-Power Combat
Units from different allied powers may participate together in the same attack. Similarly, if the enemy force in a region contains units from more than one power, an attacking force must attack all the units within it as a single combat. See the combat rules for further details.
9.4 Supply
All units on the same side may gain supply from each other's sources. If, however, there isn't the overall capacity to supply all the units of a side in a given situation, the units of the power with the highest precedence are supplied first, then those of the power with second precedence, etc.
9.5 Objectives
If a player controls more than one power with the same objectives, only one power can attain the BoP points for it. If more than one allied power is in the same objective region, that region is considered to be disputed (see section 7.0), regardless of the relative combat strengths among the allies.
9.6 No Intra-Alliance Belligerency
The player may never make units of two or more powers on the same side attack each other.
10.0 Treasury Points (TP)
10.1 During the Russian Empire Treasury Phase (II.A.), the player collects TP. The Russian Empire receives one TP for each dollar sign ($) printed on the map in regions controlled by Russian units. The player keeps a running total (on the TP track on the mapsheet) of the number of TP Russia has in its treasury. He expends them to activate policies. The Russian Empire may never go into deficit spending.
10.11 The number of TP the Russian Empire receives for a region is halved (round up any remainders) for regions its forces dispute.
10.12 Only Russian units, including loyal Cossacks, count for collecting TP, never the units of active powers under Russian control.
10.13 The coalition never receives TP. Coalition treasury functions are subsumed into the various game routines.
10.14 Note that the player doesn't expend Russian TP in order to recruit or maintain Russian units. Russian reinforcements are recruited via policy activations.
10.15 Note, too, unlike BoP point swings, which only take place when regions have not only been conquered, but have also been conquered as part of Russian policy fulfillments, TP are collected simply due to Russian control or disputation of regions, no matter if they're objective regions for activated policies.
11.0 Russian Imperial Administration
The Russian Empire has three special policies that can be activated: 1) colonization, which raises the treasury value of a region; 2) diplomacy, which allows the player to pick policy markers for the Russian Empire; and 3) fortify, which raises the fortress level of a region. All three of those policies have their particulars explained on their mapsheet cards.
12.0 Reinforcements
During the reinforcement phase of each side's turn, that side's new and replacement units are placed into play on the map. There are different procedures for the coalition and the Russian Empire.
12.1 Coalition Reinforcements
During the Coalition Reinforcement Phase, the player must place all available Coalition units (those in the dead pile or otherwise not yet in play). The player places them according to their deployment codes, in order of precedence.
12.11 Placement depends on the status of the region listed in each unit's deployment code on its reverse side.
- If the region named on the reverse side of a unit of an activated coalition power is controlled by that power, place all the units of that power bearing that region's deployment code in that region.
- If a region named on the reverse side of a unit belonging to an activated coalition power is abandoned, place just one such unit in that region. Place all the units belonging to activated powers of the Coalition side that are potentially headed for an abandoned region into a container and the player pulls one randomly.
- If a region named on the reverse side of a unit belonging to an activated power on the coalition side is disputed, place just one such unit in that region. Place all units potentially headed for a disputed region into a chit container and the player pulls one randomly.
- If a region named on the reverse side of a unit belonging to an activated Coalition power is Russian Empire controlled, don't place any of those units.
12.12 Some powers have units for regions their forces don't control at the start of play (for example, see the Austrian units with "Galicia" deployment codes). Those units are placed during the first (and subsequent) coalition reinforcement phase(s) that begin when that power controls or disputes the named region, as described above. That is, such units represent local forces that would be recruited once a region has been entered and/or conquered.
12.2 Russian Reinforcements
12.21 Russian reinforcements are received depending on which of its policies are activated. Each Russian Empire policy lists a designated number of reinforcement points. Basically, each reinforcement point creates one unit, with the exceptions of garrisons and fleets, as noted on the Russian Reinforcement Chart printed on the mapsheet.
Cossack units have deployment codes printed on each side. They're received only if their named region is Russian Empire controlled and the Cossack policy card has been activated. Such units aren't received automatically each turn, unlike Coalition reinforcements. All other Russian units are considered to have a deployment code of "Russia." That is, they may be placed in any Russian Empire controlled region in Russia. For all such units, the following restrictions apply.
12.22 Russian Empire Allied Forces are brought into play in the same manner as indicated for coalition reinforcements in 12.1. That's done, though, in the Russian Empire Reinforcement Phase (II.C.), in order of precedence.
12.3 Neutral Powers
No units of any power are placed as reinforcements while that power remains neutral.
12.4 Rebels
All rebels and rebel Cossacks may always be placed in their designated regions, regardless of those regions' control status.
12.5 Replacements
Eliminated units may be returned to play any number of times by being brought back again as reinforcements according to the rules that pertained during their first placement.
12.6 No Demobilization
Once a unit is on the map it may not be voluntarily removed by the player.
12.7 Fleets
Fleets are placed in sea regions as noted on their deployment codes; however, there must be at least one friendly controlled port region adjoining the named sea region; if not, the fleet is not deployed.
[12.7] Fleets (clarification): a fleet may be placed in a sea region which contains an enemy fleet. However, there must be at least one friendly controlled port region adjacent to that sea region.
12.8 Special Russian Units
- The Suvarov (SV), Potemkin (PT) and Rumyantsev (RM) elite field armies: there must be a Russian marshal in the region in which you want to place them in order for them to enter there. One marshal will serve to bring in one of them.
- The Gatchina Corps (GC) may only be brought into play via the St. Petersburg region when it's Russian controlled.
Q. Are Russian reinforcements associated with a policy granted once, or each turn the policy is in effect? A. Each turn. But if you "win" the policy then you can not gain the reinforcements anymore.
Q. If a rebellion breaks out in an empty province, then two rebel units will be placed that turn (one for the event, one in the immediately following reinforcement phase)? A. Yes. Follow the sequence of play.
13.0 Stacking
There is no limit to the number of units, of one or both sides, that may simultaneously be in any given region(s). Both friendly and enemy units may be in the same region, though that will usually lead to combat. See the supply rules for the impact of units exceeding the provisioning limit during supply phases; see section 19.0.
14.0 Movement
During each side's movement phase, the player moves units of that side in order of precedence. The player may move some, none or all Russian Empire controlled units in any combination of directions. The player must move Coalition units according to the schedule of objectives for each power and in order of precedence. Neutral units are never moved.
14.1 Movement Procedure
Every non-static unit has a movement factor of two ("2"). Units are moved one at a time, from area to adjoining area. As each unit crosses the boundary between the region in which it's presently located and the region into which it's moving, it must expend movement points ("MP") from its movement allowance ("MA"). A unit may move up to or less than its movement allowance; it may never expend more MP in a given move than it has in its MA. Consult the Terrain Effects Chart for further details.
14.2 Movement Restrictions
You should always move units just one at a time [printed as "æ"; presumably "or"] two at a time, provided one of the two units being moved is a leader. You may not move stacks of units all at once.
14.21 A unit may be moved only during its side's movement phase (and sometimes during its side's forced march phase). Unused movement points may not be accumulated from turn to turn or transferred to another unit.
14.22 Garrison units and non-Cossack rebel units are static and may therefore never move once placed on the map.
14.23 Units may never enter or leave neutral regions. This restriction takes precedence over all other rules.
14.24 Enemy Units. In general, a moving unit must stop its movement for that phase as soon as it enters a region containing an enemy unit of any kind. A unit may exit a region containing an enemy unit(s) if it began its side's movement phase in that region. Such moving units would then still have to stop in the first enemy occupied region they entered. A unit may therefore move directly from enemy occupied region to another enemy occupied region, but must then stop all movement for that phase.
14.25 Mobile Column Movement. A moving mobile column may ignore the presence of enemy units in a region (and therefore keep moving) provided only that the enemy force being ignored doesn't contain any enemy mobile columns. Mobile columns are indicated by having an arrow printed next to their combat factors on their counters. One enemy mobile column is sufficient to cause all moving enemy mobile columns to have to stop upon entering a region over the course of a movement phase or forced march phase.
14.26 Allied units don't in any way inhibit the movement of other allied units.
14.27 Retreat due to combat is not movement per se and doesn't consume movement points (see section 16.0 for details).
14.3 Terrain Effects on Movement
14.31 Generally, it costs one movement point, paid as a moving unit crosses the border between regions, to enter a region. The exceptions are: 1) mountain, forest, marsh and desert borders each cost two movement points to cross; and 2) no movement is allowed across an Arctic border.
14.32 Hellespont. Land units may move across the Hellespont by paying two movement points to do so. The presence of enemy fleets in the Western Black Sea doesn't effect land unit movement across the Hellespont. Fleets may move through the straits only if their side controls Constantinople.
14.4 Russian Empire Movement
The player may move all Russian and Russian-Allied units using all, some or none of their movement points in any one turn.
14.5 Coalition Movement
Coalition units move as above with the following additional requirements:
- The player must move each Coalition unit toward the first listed objective on its card.
- If the first listed objective is Coalition-controlled, all non-static units move toward the second (if any) listed objective. That procedure is followed until all listed objectives for the units of the moving power are conquered. Once that occurs, the power's units sit tight and don't move unless the conditions below occur. That includes new reinforcements, which remain in their deployment regions.
- If at the start of any coalition movement phase, Russian or Russian-allied forces dispute or control any region(s) listed in the power's order of priorities, the player must move all units of that power toward and into the highest priority region, which will lead to combat.
- If Russian-controlled forces are in more than one home territory of a Coalition power, the player determines which region the forces will move toward and into via a die roll. If, however, there are any enemy units in the capital region of a coalition power, its forces must move toward that region as first priority.
14.51 If there is more than one path of movement toward an objective region, the player must move Coalition units according to the following priorities.
- Such that the moving unit or force ends its movement in the objective region.
- If there are any enemy forces in intervening regions, and there are alternative paths that would bring the moving force to the objective region, the most direct alternative path must be taken.
- If the force can't reach the objective region in one move, it must move as close to it as possible, measured in movement points. Under that circumstance, it may enter an enemy occupied region, at which point it must cease movement (for a possible exception, see 14.25).
- A land unit or force may not end its move at sea.
- A moving unit or force may never enter neutral territory.
- In case of ambiguity, one path should be chosen at random by die roll.
15.0 Combat
Enemy units in the same region must attack each other. During the coalition combat phase, the coalition is termed the attacker, and the Russian Empire and/or its allied powers are the defender. During the Russian Empire combat phase, the units of that side are termed the attacker, and those of the coalition are the defender. All combat is resolved on the Combat Results Table (CRT). Only friendly belligerent units in the same region as enemy belligerent units may attack. Neutrals may never be involved in combat (since you can't enter neutral territory). You may not attack across borders, only within each region.
15.1 Combat Procedure
For each individual combat, follow this sequence:
- Attack Declaration. The determine the attacking and defending units.
- Combat Strength Determination. 2a) Total the combat strength of all attacking units. Make any multiplications for leaders. 2b) Total the defense strength of all defending units that are the target of the attack. Make any multiplications for leaders and fortresses. 2c) Divide the attacker's strength by the defender's strength and multiply that result by 100. That gives a percentage.
- Combat Resolution. 3a) Roll a die and cross index that result beneath the final percentage column being used on the CRT. 3b) Apply combat results immediately, including retreats. That procedure is followed for each combat, one at a time.
15.2 Empire Attacks
15.21 During the Russian Empire Combat Phase, you must execute one attack in each region in which units of that side are co-located with units from one or more coalition power(s). All Russian and Russian-allied units in each such disputed region must take part in the same attack in that region (exception: garrison units never attack). Note that if one or more friendly leaders are present, each one only contributes his multiplication factor to the specific unit to which he's presently assigned (see section 21.0). Within those strictures, you may execute Russian Empire attacks, one per disputed region, in any regional order you wish.
15.22 Multiple Coalition Defenders. If there are forces from more than one enemy power in a region, you must still attack them all as one combined enemy force. Coalition defenders' power precedence doesn't make any kind of difference for Russian Empire and/or Russian-ally attacks.
15.3 Coalition Attacks
15.31 During the Coalition Combat Phase, you must execute all attacks for each Coalition power in order of precedence. Coalition allied forces within a given disputed region must be combined into a single unified attack force, and all Russian and Russian-allied defenders in a given disputed region must be attacked as one combined defense force.
15.32 If the Coalition power with the highest precedence has forces attacking in more than one region during the same coalition combat phase, determine the order of those various regional attacks by making a die roll (highest first, second highest next, etc.)
15.4 Attacking
15.41 No unit may attack more than once per combat phase, and no unit may be attacked more than once per combat phase. Units of the same side in the same region must be combined into one combined force for attacking and defending. All friendly non-garrison units must attack if there are enemy units in the same region.
15.42 Defending. All defending units of the same side in a region defend together as a single combined total. Defending units may never be withheld from a combat.
15.43 Garrison units may only defend; they never attack, and they are never affected by the outcome of friendly attacks in their region. They defend normally, either alone or in conjunction with other units of their side.
15.44 Combat Strength Unity. A given unit's attack and defense strengths are always unitary. A unit's strength may not be divided among different combats, either for attack or defense.
15.5 Combat Strength Modifiers
A force's combat strength will sometimes be multiplied by the effects of:
-
Attacking Leaders. If one or more leaders are part of an attacking force, every unit of that same nationality (power) within that force has its combat strength doubled. If, however, there is more than one leader of the same nationality in an attack, the leader multiple is never increased beyond one doubling for the units of that nationality. If leaders of different nationalities are involved in the same attack, each one's multiplier effect is restricted to only effecting the units of his own nationality.
-
Defending Leaders. If one or more leaders are part of a defending force, every unit of that same nationality (power) within that force has its combat strength doubled. If there is more than one leader of the same nationality in a defense, the leader multiple is never increased beyond a single doubling for the units of that nationality. If leaders of different nationalities are involved in the same defense, each one's multiplier effect is restricted to only effecting the units of his own nationality.
-
Fortresses & Elite Field Armies. The defense strength of all the units of the defending side in a given battle may be multiplied by the fortress multiple of that region (printed on the map in the hexagonal symbol), provided only that their side meets the strictures given in 17.1. That is, a "1" fortress value would cause the defense to be at face value; a "2" fortress value would double defense; and a "3" fortress value would triple the defense.
Note, though, the presence of one or more elite field armies in an attacking force reduces that fortress value by one. That's one level of reduction per attacking elite field army, down to a basic fortress defensive value of one. For example, if a region had a fortress value of "4," which would normally cause the combat factors of all the units defending within it to be quadrupled (x4), but there were two elite field armies in the attacking enemy force in that region, the defensive multiple in that battle would thereby only be two (x2). Also note such reductions are not permanent. That is, in the same example, if another combat phase came around, but this time there were no longer any elite field armies in the attacking enemy force, the defense multiple in that region would go back to its regular value of "4."
15.51 Multiple Multiplications. Units may have their basic defense strength multiplied a maximum of once for leaders, and once for fortresses, then use that combined total as their defense strength. For example, a defending force with a leader is occupying a region with a fortress value of "2." It's total defensive multiple would be "3" (one for the leader plus two for the fortress). So if it started with five combat factors they would be increased to 15.
15.52 Note that at the end of every combat phase, forces from just one side will be in occupation of any region that was just previously disputed. Combat resolution always results in one or the other side's forces leaving a region either by retreat or elimination or some combination of both.
16.0 Retreat
When a combat result requires a side's units be retreated, the side designated by the result must immediately have those units moved into an adjacent region.
16.1 Retreat is subject to the following restrictions.
- A force may only retreat into a region that is friendly controlled or abandoned. It may not retreat into enemy controlled or disputed regions.
- A force may not retreat into territory otherwise prohibited to it for any reason(s).
- A land force may retreat out to sea if the conditions for naval movement otherwise exist (see 22.3). The retreating units must end their retreat in a coastal region that is friendly controlled or abandoned, as if they had completed a normal naval move. Fleets retreat normally from sea region to sea region.
- If no allowable retreat region exists, the retreating units are eliminated in place instead; however, in no case may a unit be retreated in such a manner that would cause it to be eliminated if any other retreat path is actually available.
- Static units are always and automatically eliminated in place instead of retreating.
16.11 Russian Empire Retreats. Within the restrictions given above, the player retreats each Russian Empire and/or Russian-allied force in any direction he desires.
16.12 Coalition Retreats. Within the restrictions given above, the player must retreat coalition forces toward a home territory or objective if possible. In case of multiple-nationality disputes, roll a die.
16.13 Retreating is always a unitary action, determined on a region by region and force by force basis; neither side's retreating forces may be broken up to retreat into more than one region.
17.0 Fortresses
All regions have a fortress value, a number of "1" or higher that provides a defensive bonus and contributes to supply.
17.1 Control of Fortresses
A side's forces within a region control the fortresses if any one or more of the following conditions pertain.
- If that side's units are the only ones in that region.
- If that side's units are in the region but the region is disputed by the presence of units from the enemy side, but the side's units were in the region before any moved in from the other side.
- If an attack results in the elimination of all units of the side that controlled the region's fortresses, while at least one attacking unit survived, the attacking side gains control of the region's fortresses.
You can indicate control of fortresses by placing one or more the controlling side's units on top of the fortress symbol within each region. Note, though, fortresses are not sub-regions within the regions; they are simply symbols on the map indicating the general military infrastructure of the region.
17.11 If a region is abandoned, the first side to move units into it gains control of the fortresses there.
17.12 Once a side has gained control of a region's fortress, it may not surrender that control. The only way they would surrender it is if they moved out, or were eliminated.
17.2 Combat
Units defending in a region may multiply their defensive strength according to the fortress value (x1, x2, etc.). See 15.5(3) for details.
17.3 Fortress Markers
You may increase the fortress values printed on the map in Russian-controlled regions. To do that, activate the "Fortify" Russian Empire policy card and increase the fortress value of a region, as indicated, using fortress markers. (There is no corresponding methodology for the Coalition side.)
17.4 Note that the definition of "disputed" used to determine if a defending side's force in a given battle get that region's fortress multiple is more loose than the definition of "disputed" given in rule 7.2 and used to determined a region's fate for BoP calculations.
18.0 Forced March
During each side's forced march phase, each leader of that side can conduct one forced march, moving and fighting again with any non-static units accompanying him. Each force conducting a forced march must complete its movement and combat before the next friendly force may initiate a forced march. Forced march is conducted in addition to any movement and combat that took place during the movement phase and combat phase that same turn.
18.1 Russian Empire Forced March
Designate the leader and any units in the same region that will accompany him. Those units may then move and/or fight together (and only together). Russian leaders may only conduct forced march with Russian units, and Russian-ally leaders may only do so with units of their own specific nationalities.
18.2 Coalition Forced March
In general, every Coalition leader must conduct a forced march. Each leader picks up all the units of that same power with him in a region and then moves using normal order of precedence and regional objectives. On completion of that movement, each forced march coalition force must attack if in a region with enemy units. If a given coalition leader's power has conquered all the objectives listed for it and there are no disputes in regions it's otherwise supposed to control, then that leader doesn't conduct a forced march.
18.3 All forced march movement and combat follows normal rules, with the following exception: unlike normal movement phase movement, all units making a given forced march must be moved together and at the same time (as a "stack").
18.4 Each forced march must be executed separately. Units conducting a forced march attack may not be combined with units not involved in their forced march.
18.5 Admirals can initiate forced march, but only with fleets and transported land units. They can embark/debark land units at the start and end of a forced march, and disembarked land units may participate in amphibious combat. See the Naval Operations rule 23.0.
18.6 Restrictions
Each leader may conduct only one forced march per each forced march phase of his side. No unit or leader may be involved in more than one forced march per each of its side's forced march phases. A leader may accompany another leader on a forced march, but he can't then conduct his own forced march in the same phase, nor may such an accompanying leader be used to in any way extend the other leader's forced march. Static units may not participate in forced marches in any way.
19.0 Supply
There is theoretically no limit to the number of units you may have in a each region; however, units not supplied and in excess of a region's provisioning limit are eliminated during its side's supply phase.
19.1 Provisioning
The provisioning limit for each region is equal to its TP value, regardless of its control status, plus its fortress value, but only if you're calculating for the side that controls the region's fortress (see section 17.0).
19.12 The presence of enemy units doesn't reduce the TP value for either side. (The treasury value represents the general wealth of the region that foraging armies could utilize to stay in supply.) Each provisioning point thus calculated supplies any one unit present in that region.
19.13 Free Supply. The following units are always in supply and don't count against the provisioning limit: 1) leaders; 2) garrisons; 3) rebels; 4) Cossacks; and 5) neutral units.
19.14 Fortress Supply Magazines. The fortress value of a region may provide supply to all friendly units in an adjoining region if those units can trace a line of supply to that region and the fortress value there is "2" or more. Each such fortress can supply a number of units equal to its value, within the following restrictions.
- A line of supply may generally be traced into an adjacent region; for exceptions see the Terrain Effects Chart.
- A line of supply may be traced an unlimited number of regions along a river if all the regions along that river's path have no enemy units in them, other than the region in which the units being supplied occupy.
- A line of supply may be traced into and across an unlimited number of sea regions if the units being supplied occupy a coastal region with a port symbol anywhere along its coast and there is at least one friendly fleet unit in its adjoining sea region. The line of supply is then traced through sea regions back to a friendly port containing a fortress with a value of "2" or more.
- Units being supplied may be in the same region as enemy units, but no other region along their line of supply may contain enemy units.
- A line of supply may not be traced through territory otherwise prohibited to the units being supplied, nor may supply ever be traced into or across neutral territory.
19.2 Leaders
A leader provides free supply to one unit of his power in the same region with him. Within the nationality restriction, on the Russian side, the player may always choose which unit. For the coalition, it must be the unit with highest combat factor.
19.3 You may choose which Russian Empire units will be eliminated in a region for lack of supply if there is a choice.
19.4 If there is a choice of Coalition units that have to be eliminated for lack of supply, you must choose from among those of the power with the lowest precedence for each elimination. If all of the lowest-precedence power's units are eliminated, move on to those of the next lowest, etc. If there is a choice among units of the same power, choose its lowest combat factor unit first. In case of ties, roll a die.
19.5 Units may move into unsupplied regions in which they will or may become unsupplied. You can't deny supply to a unit if it can trace a line of supply or otherwise be supplied during its side's supply phase.
20.0 Fog o' War
You may examine the stacks or piles of units of both sides at any time during the game. There are no hidden units. In fact, try not to stack units at all unless space requirements within a region mandate it for convenience in handling.
21.0 Leaders
Leaders enhance combat and supply and allow forced march. There are two types of leaders: land leaders ("marshals"), and naval leader ("admirals"). Marshals may apply their capabilities only to land units, and Admirals only to naval units and land being transported by naval units.
21.1 Recruiting Leaders
Leaders not in the initial setup are placed in the pool. When picked, they immediately become available.
21.12 When a Russian leader is picked, place it on any Russian unit of the same general type (marshals on land units, admirals on fleets) anywhere on the map.
21.13 When a coalition or neutral leader is picked, place it on the single strongest unit of the same general type and nationality (use a die to resolve ties). If no such unit exists, the leader is placed back in the pool at the end of that phase.
21.2 Assignment
Once placed atop a particular unit, a leader must remain with it unless transferred. A Russian leader may be transferred at the start of any Russian Empire movement or forced march phase in which there is another unit of the same type in the same region. A coalition leader must be transferred at the start of any Coalition movement or forced march phase in which there is another unit of the same type in the same region and that unit is of a stronger combat strength.
21.3 Combat
See 15.5.
21.4 Forced Marches
See section 18.0.
21.5 Provisioning
See 19.2.
21.6 Elimination
Leaders have no combat value of their own. If at any time they are in a region with no accompanying friendly combat units of their own nationality, they are returned to the pool (and may be picked again).
22.0 Fleets
Fleets are generally treated the same as land units, except they only operate on the seas and along coasts.
22.1 Fleets may only be placed on sea regions. They may not sail up rivers.
22.2 Fleet Movement
Within the general restriction given above, you may move Russian Empire-controlled fleets as you please (but see 22.6 below). You must move Coalition fleets according to the following priorities.
- To a sea region adjacent to the current priority land area objective for that fleet's power.
- Back to its deployment sea region if an enemy fleet has moved into that region. For example, let's consider the Swedish fleet initially deployed in the Central Baltic. Sweden becomes activated as a Coalition power. Since Sweden's objective in that case is the Prebaltic land region (and then St. Petersburg), the Swedish fleet moves to the Eastern Baltic, where it would engage any Russian fleet present. If, however, Russian Empire-controlled fleets were then to move to occupy the Central Baltic Sea, the Swedish fleet would return to the Central Baltic.
22.3 Naval Transport of Land Units
22.31 Fleets may transport land units as follows: the land unit moves from a coastal area onto a fleet of it's side. That land unit continues moving over the fleet and onto another coastal land region adjoining the sea region in which the transporting fleet is located. In effect, the fleet acts as a bridge. It costs no movement points for a land unit to move onto and through each fleet in adjoining sea regions, but it costs one movement point to land. A land unit may move into and across more than one sea region in that fashion as long as all such regions have friendly fleets. A land unit must end its movement on land; it may not remain at sea. If for some reason it can't reach land, it may not make a naval move.
22.32 Capacity. If moving a land unit from a region with a port to another region with a port, and both regions are friendly controlled, then an unlimited number of friendly units may employ naval transport along that route during any given movement phase. If any other circumstances prevail, though, each fleet may then only transport one land unit in a single phase.
22.33 Naval units may themselves move and still support land-unit transport in the same phase. You may not transport land units into or through disputed sea regions. The land regions used for embarking and/or debarking may contain enemy units.
22.4 Neutral Fleets have no effect on play. They don't block movement, the tracing of sea lines of supply, land-unit transport, etc. They may not attack or be attacked.
22.5 Fleet Supply
Fleets have normal supply considerations. They trace supply paths either to an adjacent land region with a friendly fortress supply magazine, or via a sea line of supply as described in 19.14(3).
22.6 Trans-European Movement
Only Russian fleets (not Russian-allied) may move from the North Sea to the Mediterranean and vice versa, and only if they are accompanied by an admiral. Such fleets move off the Atlantic/Mediterranean map edge during the movement phase and end their movement by moving onto the map edge of the Mediterranean/Atlantic, and vice versa. Such units must then move back onto the map proper during that same turn's forced march phase.
23.0 Ottoman Empire
23.1 Ottoman Fronts
Ottoman non-static units are divided into two groups: the "Ottoman West" (OTW) and the "Ottoman East" (OTE). Each group has different priorities, as indicated on the Ottoman Card printed on the mapsheet. Additionally, OTW units may enter only the following regions in the Ottoman Empire: Constantinople, Greece, the Balkans and Moldavia. OTE units may enter only the following regions in the Ottoman Empire: Anatolia, Syria and Mesopotamia.
23.2 The Khanate
OTE and OTW units may enter and transit through (but not stop in) the Khanate even if the Khanate is neutral, and such an Ottoman move doesn't trigger Khanate belligerency. Other powers forces may not make such moves; they may only enter their forces into the Khanate normally if it is a belligerent.
Historical note: the Crimean Khanate had feudal ties to the Ottoman Empire.
24.0 Rebels
24.1 If the Rebellion Card is activated, the following occur. Roll a die. On a result of one through four, roll on the Russian Regions Random Placement Table and place a rebel unit, coalition-controlled side up, on the region so determined. On a result of five or six, roll on the Coalition Regions Random Placement Table and place a rebel unit, Russian-controlled side up, in the region determined.
24.2 Deployment
Rebel units are backprinted. The green side is to indicate Russian Empire control, the red side is used to indicate coalition control. Picks rebel units at random and place them as indicated above. Rebel units are placed regardless of the control status of their designated regions.
24.21 Rebel units may never be placed in neutral regions. If their designated region is neutral, roll again.
24.22 Rebel Reinforcements. Each region that has one or more rebel units in it receives an additional rebel unit during every reinforcement phase of the side that controls those rebels. All rebel reinforcement units are picked at random.
24.3 Duration
A rebellion ceases if/when one or more of the following pertain: 1) there are no more rebel units in a region; or 2) If a power is restored to neutrality, all rebellions in regions under its control end, and any rebel units in those regions are removed from the map.
24.4 Restrictions
Rebel forces never move once placed on the map. Rebel units attack normally in all ways. Rebel units are static units.
25.0 Cossacks & the Pugachev Rebellion
Cossack units are normally controlled by the Russian side. For all game purposes, they are treated as Russian units except when the Pugachev Rebellion random event is in effect.
25.1 Reinforcements
The Russian Empire recruits Cossack units in the same manner as other Russian reinforcements; however, they may only be placed in Russian-controlled regions with "Cossack" printed under their names on the map.
25.2 Pugachev Rebellion
If this event is activated, all Cossack units become controlled by the coalition. No Cossack units may be recruited for the Russian side as long as this event is in effect. The coalition recruits one Cossack unit per "Cossack" area per coalition reinforcement phase as long this event is in effect, placing it as per above. Such units are placed regardless of the control status of the region.
26.0 Great Britain & France
26.1 Whenever the Great Britain or France markers are picked, or are activated via diplomacy, and Great Britain and/or France is neutral, roll a die on the Britain & France Intervention Table to determine the nature of their entry.
26.2 Mutual Belligerency
Britain and France, if activated in any way, are always on opposite sides. If, say, Britain becomes a belligerent, and then France later becomes belligerent, or vice versa, the later-entering off-map power automatically joins the side inimical to the first-entering off-map power. Note, though, simply because one of the off-map powers is belligerent doesn't mean the other automatically is also belligerent. Note, too, that the "Support" result on the table doesn't count as belligerency.
26.3 Deployment
The first time Britain or France are activated into play in a game, they deploy the units listed on the intervention table. They receive reinforcements normally.
26.4 British and French land units are initially deployed in the German States. The British fleet is deployed in the North Sea.
26.5 Supply. British and French units are always in supply.
26.6 Return to Neutrality
If the Britain or France marker is picked for one of these powers and that power is already belligerent, that power is automatically returned to neutrality—there is no die roll as described above. If Britain or France returns to neutrality, remove all that nation's units from the map.
27.0 Combat Markers
Combat markers may be picked from the Pool. Their effects are explained on the Combat Marker Chart.
27.1 If a combat marker is picked for the Russian Empire, the player may use it at his option.
27.2 If a combat marker is picked for the Coalition, places it face down in the Coalition Combat Marker Box. At the start of each Coalition attack, you must pick at random one Coalition combat marker from box, then flip it face up and apply it.
27.3 Combat markers are returned to the pool immediately after being played, regardless of the outcome of their action.
27.4 During the balance of power administrative phase, check to see the number of powers activated on each side. Neither side may have a number of combat markers that's more than twice the number of powers activated its side. If there is an excess for either or both sides, pick the appropriate number of markers at random and return them to the pool.
28.0 Colonies
The Russian Empire may have colonies placed on the map according to the Colonization Card. Each colony marker increases the TP Value of a region by one TP.
29.0 Victory Conditions
29.1 At the end of the game, the player checks to see the extent of victory or defeat of the Russian Empire. The player totals the following, then compares that total to the table below: 1) the BoP point values of all regions anywhere on the map, including Russian home regions, controlled by Russian units; and 2) the number of colonization markers in regions controlled by Russian units.
When determining the figure for that second condition, don't add the treasury values of the regions printed on the map; simply give the Russian Empire total one point for each colony marker in each Russian Empire controlled region on the map. When totaling both those figures, only award points for regions controlled by Russian units. That includes control established by loyal Cossacks, but excludes control established only by units of other powers allied with Russia at that time.
29.2 Levels of Russian Victory or Defeat
| Number of Victory Points | Result |
|---|---|
| 0 or less | Russian Empire Collapses |
| 1-10 | Russian Empire Disastrous Defeat |
| 11-20 | Russian Empire Marginal Defeat |
| 21-30 | Draw |
| 31-40 | Russian Empire Marginal Victory |
| 41-50 | Russian Empire Glorious Victory (historic result) |
| 51 or more | Russian Empire Epic & Era-Defining Victory |
30.0 Designer Q & A
Q. When event markers are picked and implemented, are they put back into the cup? A. At the end of the phase.
Q. If for example, the Swedish(coalition controlled) reinforcements come in and its Baltic fleets come as reinforcements but the Baltic sea region is occupied by Russian fleets, can they still come as reinforcements in their allotted area? A. Placed in the Baltic as long as an adjoining port regin is friendly controlled.
Q. How would you explain the Russians deliberately failing policies in order to balance the BOP? A. That happened historically several times, such as when the Russians stopped their advance on Constantinople, even though they had the Turks defeated, owing to the pressure the European powers were placing on St Petersburg. Catherine did not want to risk a general European war, so she withdrew from the Balkans.
Q. If either France or the UK are picked as allies by either side, does the other side get either France or the UK owing that the one who allies with France get the UK and vice versa? A. No, Britain and France activate the German States as per their cards.
Q. In the question above, does the other non-phasing player roll on the French/UK intervention table as well? A. No.
Q. What happens if the Coalition or the Russians pick both the French and British activation chits? A. The first one they picked switches to the Coalition side, and the Russians gain control of the second one picked; see rule 6.3.
Q. If a belligerent or allied country becomes neutral, does the country in its activation also become neutral? A. No.
Q. I have a question about the example of Coalition Fleet movement in 22.2 case 2. It says if Sweden is activated, since its first objective is the Prebaltic, it moves into the Eastern Baltic. Since, however, the Central Baltic also borders the Prebaltic, wouldn't it just remain there? It's already adjacent to its first objective; so why move it? Then, on the next turn, if St. Pete became the primary objective, then move it to the Eastern Baltic? A. If there is more than one applicable sea area, choose one at random.