Conquistador: The Age of Exploration – 1495-1600
Conquistador: The Age of Exploration – 1495-1600 Rulebook
Table of Contents
Table of Contents
- 2.0 Player Orientation and Background
- 3.0 Game Equipment
- 4.0 Definitions of Special Terms
- 5.0 Sequence of Play
- 6.0 Operations of the Royal Council
- 7.0 Naval Movement
- 8.0 Naval Combat
- 9.0 Naval Attrition
- 10.0 Land Movement
- 11.0 Land Combat
- 12.0 Land Attrition
- 13.0 Gold and Treasure
- 14.0 Resources
- 15.0 Special Units
- 16.0 Settlements and Ports
- 17.0 Natives
- 18.0 Discovery
- 19.0 Political Control of Areas
- 20.0 Victory Conditions
- 21.0 The Scenarios
- 22.0 The Treaty of Tordesillas (Optional Rule)
- 23.0 Portugal as a Fourth Player (Optional Rule)
- 24.0 The German Bankers (Optional Rule)
2.0 Player Orientation and Background
The Players are after three objectives: Discovery Points, Political Points (control over the Areas on the map) and wealth (gold and resources). To accomplish these goals, players send expeditions with colonists and/or soldiers to settle and mine (or plunder, if you will) the riches of the New World. During each turn, players use the naval phases to transport units and make discoveries; during the Land Phase players use land units to make further discoveries as well as mine and collect gold and resources. During each of these phases combat between opposing sides is possible, as well as native uprisings and attrition, while random events throw an aura of uncertainty into each turn. At the end of the game, players add up their accumulated Victory Points and the winner is determined.
It is suggested that players first read the definitions (4.0) to be familiar with the language of the game and then continue through the Sequence of Play. Working knowledge of the latter is essential to understanding and controlling the flow of the game. After about 30 minutes of examination, using the Sequence of Play as a guide, the Players should be able to get into an actual game.
Conquistador! requires a fair degree of interaction between the Players in diplomatic and economic as well as military matters. Approached in the spirit of the Age of Exploration, Conquistador! should prove to be a lot of fun, as well as a source of interesting information. We hope you enjoy it.
3.0 Game Equipment
The complete game should contain the following equipment:
A. One Game Map (22" x 32") B. One Sheet of Die-Cut Counters (200 pieces) C. One Rules Booklet D. Two Dice (not supplied in subscription edition) E. One Game Box (not supplied in subscription edition)
3.1 Game Map
The game map represents the New World (the Western Hemisphere). A hexagonal grid has been superimposed over this simplified geographic representation in order to regulate the movement and positioning of the playing pieces. In order to make the map lie flat, back-fold it along the machine made creases, then smooth it out on a flat table. If desired, the edges can be secured to the table using small pieces of masking tape to hold the map taut.
Players will note that a number of charts and tables are printed directly on the map. Before reading further, quickly scan them and the geography of the map. Notice the Terrain Key on the map. All these elements will be explained in the relevant rules sections.
3.2 Playing Pieces
Examine the sheet of die-cut counters, but do not punch them out until you are familiar with the rules. These represent the men and material involved in the exploration, colonization, and exploitation of the New World. The numbers on the pieces quantify certain characteristics of these various men and their material.
3.2.1 Nationalities
| Unit Color | Nationality |
|---|---|
| Green | Spain |
| Blue | France |
| Light Tan | England |
| Red | Portugal |
| Gray | German Bankers |
The yellow ships and brown and yellow gold markers are not tied to a nationality.
3.2.2 Summary of Counter Types
Leaders: conquistador (Spanish only); explorer*; Privateer (English only).
* The symbol for an explorer is a mariner's quadrant (precursor to the sextant).
Land Units: Missionary (Front — unknown); Missionary (Back — known); One Soldier Detachment; Two Soldier Detachments; Six Soldier Detachments; One Colonist Element; Two Colonist Elements; Five Colonist Elements.
Ships: One Carrack; Three Carracks; Five Carracks; One Caravel; Three Caravels; Five Caravels; One Galleon Fleet.
Markers: Gold Marker; Gold Mine Depleted; Gold Mine Abandoned; Treasury Track.
The double sided counters in some instances have completely different types of pieces on opposite sides of the same counter.
Combat Strength: The basic attack/defense power of a playing piece quantified in strength points. Some units have their strength represented by two numbers: one for their attack strength and one for their defense strength.
Movement Allowance: The basic, per-turn ability of a playing piece to move. To enter a hex a unit expends one movement point of its allowance.
3.2.3 The Explorers and Conquistadors
Several of the explorer/conquistador units use abbreviations of the actual names. For reference, all historical personages in the game are listed below.
Spain: Almagro, Ayolas, Balboa, Columbus, Cordova, Coronado, Cortes, Gamboa, Irala, Ladrillero, Leon, Loaysa, Magellan, Moscoso, Narvaez, Ojeda, Onate, Orellana, Pinzon, Pizarro, Solis, Soto, Ulloa, Vaca.
England: The Anglo/Azorean Syndicate, Cabot (John), Cabot (Sebastian), Cavendish, Davis, Drake, Frobisher, Gilbert, Grenville, Hawkins, Raleigh, Rut.
France: Cartier, Gonneville, Laudonniere, Personne (non-historical, translates to no one), Ribaut, Robertval, Verrazzano, Villegagnon.
4.0 Definitions of Special Terms
This glossary covers the general meaning of some of the more unusual terms found in the rules.
Ability Rating: A letter code representing the overall ability of a monarch; irreducible within the same monarch. A country's monarch's ability rating will change only when the Random Events Table specifies that a new monarch has succeeded to the throne.
Area: A geographical section of the New World, set off from other Areas by boundary lines. All areas are named. The Area Information Display contains the name and the values associated with each area.
Area Information Display: Printed on the map, this consists of the name of a given area, followed by the number of bounds of naval movement required to reach it (if the Area has a coast). The numbers under the name of an area indicate the Native Level and the Attrition Level of that area. Additionally, those areas that yield double resources are designated R2.
Area Native Level: A number indicating the effective level of native resistance in a given Area (found on the Area Information Display on the map).
Area Attrition Level: A number indicating the degree of hardship suffered by those Europeans operating in that Area (found on the Area Information Display on the map).
Bound: bounds are measurements of naval movement used for the purpose of regulating and financing movement to- and-from Europe. Each bound is worth 8 Naval movement Points. The distance, as measured in bounds, from each area to Europe is listed in that particular Area Information Display.
Example: To move a ship from Europe to a land hex in the Caribbean costs 3 bounds.
Some Areas have two coasts. Bounds for the east or west coast are listed separately (e or w). In addition, both Brasil and the Incan Empire are divided by a line; bounds are listed for points north of the line (inclusive) and south of it (n and s).
Carrack: Large merchant ships. Slow and hard to handle, but sturdy with a large cargo capacity.
Caravel: A small coastal trader. Quite seaworthy but cramped and uncomfortable, with less cargo capacity than a carrack.
Expedition: An expedition is a ship or group of ships starting from a common port and heading for a common destination with the intent of staying together throughout the entire turn.
Galleon Fleet: A large, powerful formation of galleons (super-carracks, as it were), used for shipment of gold. Historically they were virtually invulnerable.
Initiative Level: The player with the highest Initiative Level on a given turn moves first during each segment of that turn.
Missionary Conversion Rating: The ability of a Spanish missionary, expressed as a positive or negative number, to influence relations with natives.
Monarch's Multiplier: This number is multiplied by the number of ducats currently in a country's treasury to give the country's Initiative Level. The multiplier corresponds to the monarch's Ability Rating, although it may be temporarily changed for a turn by the Random Events Table.
5.0 Sequence of Play
Conquistador! is played in turns. Within each turn are five phases, each of which is divided into segments. The first phase, the Council Phase, is executed simultaneously, all players performing each segment together in order. Thereafter, the players execute each segment of each phase sequentially, proceeding in order according to Initiative (6.5). No player may perform actions in a given segment until the player immediately before has completed all actions in that segment. All actions must take place in the sequence outlined below.
5.1 Sequence Outline
5.1.1 Council Phase
Each segment in the Council Phase is performed simultaneously by all players.
5.1.1.1 Random Events Segment — Roll for Taxation, Availability of colonists, and Political Events as per the Random Events rules and Table (6.3).
5.1.1.2 Initiative Determination Segment — Determine who is to proceed first in each segment of the turn per the Initiative rules (6.5).
5.1.1.3 Planning Segment
A. Purchase all material and men that needed for the upcoming turn B. Plan, in writing, the length and destination of all expeditions. C. Loans, treaties and other diplomatic arrangements may be made during this phase. D. All plans and purchases may be kept secret until the end of the turn, when they are to be revealed to other players.
5.1.2 Initial Naval Phase
A. Perform each segment in this and the following phases according to the rules of Initiative. B. Each player must complete all actions in each segment before the next player begins.
5.1.2.1 Trans-Oceanic Naval movement Segment
A. Move expeditions to and/or from Europe (port box) and the New World. B. Expeditions may stop at their initially designated landing hex only. C. Unloading of non-naval units is prohibited in this segment.
5.1.2.2 Hemispheric Naval movement Segment
A. Move expeditions between points within the New World. B. Expeditions may not move to or from Europe. C. Expeditions may drop off and pick up land units; they may engage in naval combat and/or naval invasions during this segment.
5.1.2.3 Naval attrition Segment
A. Checks for possible attrition to each naval expeditions after all movement is completed. B. Attrition is based on movement-distance covered in this phase.
5.1.3 Land Phase
5.1.3.1 Gold Segment
A. Attempt to discover gold in any of the gold hexes. B. Mine gold from working mines. C. Collect loot from treasure cities. D. At the end of the segment, roll for depletion for each active mine or treasure city.
5.1.3.2 Land movement and Combat Segment
A. Move any or all land units as per the movement rules (10.1). B. Land combat occurs upon entering an enemy-occupied hex. C. Land transportation of gold is allowed in this segment, but gold may not be loaded onto ships until the Resource Segment. D. Record Victory Points for any land discoveries made during this segment.
5.1.3.3 Native Combat Segment — Each player, in turn, may decide to attack the natives in an area (17.2).
5.1.3.4 Native Uprising Segment
A. Each player, in turn, checks for the possibility of a native uprising. B. If an uprising has been triggered, resolve it on the Native Uprising CRT.
5.1.3.5 Land Attrition Segment — Check for land attrition in each land hex containing units, removing any eliminated units.
5.1.3.6 Resource Segment
A. Load gold units onto ships for shipment back to Europe. B. Add resources collected to national treasuries.
5.1.4 Final Naval Phase
5.1.4.1 Trans-Oceanic Naval movement Segment
A. Move naval expeditions to and/or from Europe and the New World. B. Ships may not use hemispheric naval movement in this phase, nor is combat allowed.
5.1.4.2 Naval attrition Segment — Check for naval attrition per 5.2.3.
5.1.4.3 Discovery Credit Segment
A. Received credit for discoveries by naval expeditions that have returned to a friendly port. B. Gold and treasure safely returned to Europe are added to the respective national treasuries.
5.1.5 Maintenance Phase
Pay maintenance costs for each unit that players wish to keep in play for the next turn (6.8). Costs expended are deducted from the national treasuries.
5.2 Counter Limitations
Players are not limited by the counters provided for ships, soldiers, colonists, or gold markers. If needed, they may use additional counters from any source.
6.0 Operations of the Royal Council
A. Each Player makes all the decisions and disbursements necessary to launch expeditions to (and within) the New World. B. All operations in the Council Phase are conducted in any fashion desired by the players, as long as the sequence of the individual segments is maintained. C. Decisions made during the Planning Segment may be kept secret until the end of the turn, when all players reveal their plans. D. During the Council Phase, players may make any agreements that they wish, political, military, or financial, as long as none of the agreements made is in opposition to the rules.
6.1 Monarchs
6.1.1 Length of Reign
Each country has a Monarch whose rating is designated in the Initial Setup (21.0). The country retains that Monarch until the Political Events Table (6.4) mandates a change.
6.1.2 Ability
A. Each Monarch has an Ability rating: A, B, C, or D. B. The ability affects the amount of taxes collected by, and the Initiative Level of, each country. C. Monarchs have no effect on any other facet of the game.
6.2 National Treasury
6.2.1 Purpose
A. Each country has a national treasury containing all funds available to that country. B. Use markers to record hundreds, tens, and ones of ducats for each national treasury on the National Treasury Track.
6.2.2 Ducats
A. Funds in the national treasury are measured in ducats. B. Players pay for items in ducats, and collect taxes, resources, and gold in ducats. C. Each ducat is worth two Victory Points at the end of the game.
6.2.3 Using the Treasury Track
A. Nations expend (subtract) ducats when they purchase material and men, outfit expeditions, and pay for maintenance. B. Add ducats when collecting taxes, resources, and gold. C. Add or subtract the proper amount from the treasury level by moving the markers on the Treasury Track to keep an accurate record of their worth.
6.2.4 Initial Levels
The treasury levels at the start of the game are given in the Initial Setup (21.0).
6.2.5 Deficit Spending
A. Players may spend only up to the current level of ducats in their national treasuries. They may not engage in deficit spending against possible tax collections or other future income. B. However, players may arrange loans with other countries at whatever terms the parties deem favorable. C. Transference of ducats between national treasuries is accomplished by bookkeeping; there is no need for literal transportation by ships or other means. D. No country is eliminated from the game simply because its national treasury is bankrupt.
6.3 Random Events
A. At the beginning of each Council Phase in the Random Events Segment, each player rolls two dice for a series of events: collection of taxes, Availability of colonists, and political events. B. All these occurrences are covered in the Random Events Table (RET), located on the map.
6.3.1 Checking for Taxes
Roll a die for each nation, cross referencing it against the monarch's Ability Rating on the RET. The result is the amount of ducats to add to the national treasury.
Example: A nation with a B monarch rolls a three, so adds twenty ducats to the National Treasury.
6.3.2 Checking for Colonists
A. Using the same number from the die-roll for taxes, refer to the colonists Available section of the RET.
Example: Continuing with the 3 rolled in 6.3.1, the nation receives four colonist units.
B. The number of colonists available could be changed by Political Events.
6.3.3 Checking for Political Events
A. Again using the same die-roll from 6.3.1, check for a political event by throwing an additional die. B. The additional die corresponds to the numbered columns under the Political Events section of the RET.
Example: If the second roll is a 5, check the fifth column, third row (the same as the roll in 6.3.1).
C. Explanation of number and letter results on the Political Events section of the RET can be found on the Political Events Table.
6.4 Political Events
A. Political Events simulate a variety of peripheral and random occurrences which had, or could have had, direct bearing on success in the New World. B. Each Player rolls on the RET for a Political Event number or letter (6.3). C. The resulting letter or number can be found on the Political Event List. D. The player must follow the instructions of the List unless specifically exempted by the instructions or unless the performance is a literal and physical impossibility.
Example: Event #4 is not possible if the nation has no settlements or if all settlements have at least two colonists.
E. Each event applies only to the current turn, unless specifically extended.
6.5 Initiative
6.5.1 Moves First
The player with the highest Initiative Level moves first in each segment of each turn.
6.5.2 Initiative Determination
To determine Initiative Level, multiply the monarch's multiplier (6.5.4) by the number of ducats in the treasury. The result is that country's Initiative Level.
Example: Spain has a B Monarch and 85 ducats in the treasury, so its Initiative Level is 255.
6.5.3 Same Initiative Level
The country with the highest Initiative Level moves first in each segment. If there is a tie the country with the highest-rated monarch goes first; otherwise, highest throw on a die goes first.
6.5.4 Multipliers
A. The monarchs' multipliers are as follows:
| Ability Rating | Multiplier |
|---|---|
| A | 4 |
| B | 3 |
| C | 2 |
| D | 1 |
B. A multiplier may never be reduced below 1 by a Random Political Event.
6.6 Outfitting Expeditions
A. Nations must purchase all the materials and most of the manpower they need for accomplishing their objectives in The New World. B. Some items require additional outlays of ducats in order to keep them in play. C. A nation may purchase as many ships and soldiers and outfit as many expeditions (by purchasing bounds) as there funds, limited only by its treasury and Random Political Events.
6.6.1 Purchasing Items
A. All units, with the exception of colonists, missionaries, explorers and conquistadors, must be purchased. B. Purchase costs may be found on the Purchase Cost List. C. Missionaries and colonists have no purchase cost. See the sections covering these units for specifics. D. All units become available in Europe (Exception: 7.1.7).
6.6.2 Bounds
A. All naval expeditions travel (for purposes of estimating outfitting costs) in movement units called bounds (4.0, 7.2). B. Each bound to be travelled by a given expedition, whether it starts from Europe or from the New World, must be paid for in advance during the Planning Segment as part of outfitting an expedition. C. Each bound costs 2 ducats, and a player must pay for all the bounds that the particular expedition plans to use in that turn. D. Penalties for exceeding the purchased number of bounds are severe (9.3).
Example: An expedition plans to travel from Europe to the Rio del Plate Area and back, with possible stops during hemispheric movement. The player purchases 12 bounds, at a cost of 24 ducats, to cover the trip to Rio del Plate and back, plus 2 extra bounds for hemispheric movement.
6.6.3 Unused Bounds
A. Bounds may not be purchased for future turns. B. Unused bounds do not carry over to the next turn.
6.7 Documentation, Treaties, and Secrecy
6.7.1 Recording Purchases
A. The materials and units to be purchased and the initial destination of each expedition must be written down during the Planning Segment. B. Players may purchase only what they have written down. C. All plans and orders may be kept secret until the end of the turn.
6.7.2 Treaties
Players may agree to formulate treaties, secret or otherwise, between their respective countries. The treaties may address anything that is legal within the rules, but they must be written and spell out the agreements between the parties. Players may renege on a treaty at any time.
6.8 Maintenance
A. Each player must pay maintenance at the end of each turn for certain, designated items. B. Items requiring maintenance are eliminated if their maintenance is not paid.
6.8.1 Payment of Maintenance
A. Maintenance costs are paid during the Maintenance Phase at the end of each turn. B. Maintenance must be paid on units in Europe as well as those in the New World. C. If a player fails to pay the necessary maintenance for a given unit that unit is eliminated from play. The maintenance cost of all units is printed on the Purchase Cost List.
6.8.2 Colonists
A. Colonists have no initial purchase cost; they are brought into play through the Random Events Table. B. Players must pay two ducats maintenance for each colonist unit. C. Colonists may not be maintained in Europe; they must be used in the turn they enter the game.
6.8.3 Missionaries
A. Missionaries have no initial purchase cost; they arrive at the direction of Spain and according to 15.6. B. Spain pays a maintenance cost of one ducat for each missionary in play. C. Maintenance for missionaries must be paid before all other maintenance is paid. D. The only time Spain may legitimately fail to pay maintenance for a missionary is when its treasury is bankrupt.
6.8.4 Maintenance Last Turn of the Game
A. Maintenance costs must be paid for all units on the map at the end of the last turn of the game. B. Payers may not avoid payment of maintenance on the last turn by allowing units to die, unless their treasury is bankrupt.
7.0 Naval Movement
A. There are basically two types of naval movement: trans-oceanic naval movement and hemispheric naval movement. B. Trans-oceanic movement is used solely between Europe and the New World and is measured in movement units called bounds. C. Hemispheric movement is between points within the New World only and is measured in hexes traveled. Each eight hexes travelled equals one bound for purposes of attrition and financing. D. Units travel at sea in caravels, carracks and/or, galleon fleets. E. During hemispheric movement, there is the possibility that naval combat will occur. F. Check for attrition at the end of each Naval Phase.
7.1 Ships
A. Ships are used to transport units and material through sea hexes and may move and have combat by themselves. B. Each ship is considered to have a built-in navigator, pilot, and crew. C. Each ship may also carry colonists, soldiers, explorers, conquistadors, missionaries, and gold. D. Players must keep a record at all times detailing what each ship carries.
7.1.1 Caravels
A. Caravels have an unlimited movement allowance. They may move as far as they wish in a given turn, limited only by attrition. B. A caravel has a split combat strength; its attack strength is two, and its defense strength is four. C. A caravel may carry either one soldier detachment or one colonist unit, plus up to five ducats of gold or treasure, and an unlimited number of explorers, conquistadors, and missionaries. D. A caravel costs four ducats to build, and one ducat to maintain.
7.1.2 Carracks
A. Carracks have an unlimited movement allowance. They may move as far as they wish in a given turn, limited only by attrition. B. A carrack has a combat strength of eight for both attack and defense. C. Carracks cost eight ducats to build and two to maintain. D. A carrack may carry two detachments of soldiers and/or colonists (i.e., two of one kind, or one of each), plus up to 25 ducats of gold or treasure and an unlimited number of explorers, conquistadors and missionaries.
7.1.3 Galleon Fleets
A. Galleon fleets have an unlimited movement allowance. They may move as far as they wish in a given turn, limited only by the restrictions of 7.1.4. B. They have no combat strength but they may never be attacked by caravels, carracks, or other galleon fleets. C. They may not attack any other ships. D. Their sole purpose is to transport gold, and they may travel only between friendly ports and Europe. E. They may carry nothing but gold and treasure. They may not carry soldiers, colonists, explorers, conquistadors, or missionaries, but they may carry an unlimited amount of gold on each trip. F. Galleon fleets cost 40 ducats to build and 10 ducats to maintain. G. A player may never have more than one galleon fleet at any one time. H. Galleon Fleets may not be purchased until Turn 6.
7.1.4 Galleon Fleets and Attrition
A. Galleon fleets do not suffer attrition. They do not roll for attrition at the end of each Naval Phase. B. Galleon fleets may never be in the same expedition as a carrack or caravel, nor may they proceed into the Southern Cape hexes or the Pacific Ocean.
7.1.5 Galleon Fleets: Port Protection
Galleon fleets may protect ports (8.4.1); however, they do not protect other expeditions, even if in the same hex.
7.1.6 Ship Counters
A. Both carracks and caravels come in counter denominations of one and three, and carracks also come in denominations of five. A denomination of one represents a single ship, three a group of three ships, and five a squadron of five ships. B. Players may use these counters as change. Thus, if a nation with a squadron counter for five carracks loses a carrack in a naval battle, it may replace the squadron with a two counters, one representing three ships and the other one ship.
7.1.7 Ship Construction in the New World
A. Starting with Turn 8, nations may build new ships in the New World, one ship per turn, at the normal price. B. Ships built in the New World must be built at a friendly port containing three or more colonists. C. Galleon fleets may not be built in the New World. D. This is an excellent way to conduct Pacific exploration, although points for discovering the Pacific by sea pertain only to units sailing through a Cape hex.
7.2 Trans-Oceanic Movement
A. Ships travel between Europe and the New World using a movement system called bounds. The number of bounds needed to reach a given area from Europe (and vice-versa) is printed in each area's Area Information Display.
Example: An expedition from Europe to the Caribbean would travel a total of three bounds. To return from the Caribbean to Europe would be an additional three bounds.
B. Trans-oceanic movement is used solely for travel between the New World and Europe; it should not be confused with hemispheric movement, which covers travel between points within the New World and is done in a separate segment.
7.2.1 Bound Costs
A. Each player must pay a cost of two ducats per bound for each bound planned for travel to and from Europe as well as within the New World (6.6.2). The cost is paid per expedition, not per ship. B. All bounds to be traveled in a turn must be paid for at the beginning of the turn, during the Council Phase.
7.2.2 Trans-Oceanic Movement Restrictions
A. Units moving in the Trans-Oceanic Movement Segment may move only to or from Europe. B. They may not move between points within the New World. C. Units may not disembark from ships in the Trans-Oceanic segment of the Initial Naval Phase.
7.2.3 Required Bound Purchases
A. To determine how far an expedition must travel to and/or from the New World in a given turn first decide where to go, designating the landfall in the New World by listing the area and the hex to land, checking the cost in bounds in the Area Information Display. B. A player must purchase at least the number of bounds it costs to get to that area (and double that number if returning, but a player does not have to do so).
Example: A player wishes to send an expedition to Rio del Plate (hex 4810) and back to Europe, with no hemispheric movement. The total number of bounds travelled will be ten (five each way). To outfit the expedition, aside from purchasing the ships and men, would cost 20 ducats for the bounds, and the player would roll under the 5 Column on the Attrition Table during the Attrition Segment.
7.2.4 Expeditions
A. Expeditions may not split up at any time in a turn. They must remain together for the entire turn. B. Any number of ships may make up one expedition, but galleon fleets may not be in an expedition with other ships. Each galleon fleet is considered to be an expedition unto itself. C. Land units may leave expeditions at will after the Trans-Oceanic Segment of the Initial Naval Phase.
7.2.5 Voyages of Discovery
A. Expeditions that wish to make Voyages of Discovery (land at a hex that is not a friendly port) must have an explorer present. B. Expeditions are restricted to landing only at friendly ports or Europe unless an explorer is present. C. Expeditions may travel to any hex on the board without an explorer to engage in naval combat. In any other instance, they may not stop or land at a non-friendly non-port hex.
7.2.6 Ending Turn in Port
A. Expeditions travelling to the New World do not have to return. However, if they end the turn in the New World, they must be in a friendly port. B. If an expedition ends the turn out of port, it is eliminated, unless its port becomes unfriendly or non-existent in the same turn that the expedition arrived. In that case, the expedition may then be moved to another friendly port within eight movement points (MPs) (one bound), without paying for attrition; or it may return to Europe checking for attrition.
7.3 Hemispheric Movement
A. Hemispheric movement covers travel between points within the New World (any place actually on the map). B. Hemispheric movement consumes MPs which translate into bounds for the purposes of sea attrition and finance.
7.3.1 General Rule
A. Each all-sea or partial-sea hex which an expedition moves through costs one MP. B. Expeditions may move through any partial sea hex, without landing, at the cost of one MP per hex. C. Expeditions may not move through partial sea hexes or hexsides in contravention of common sense.
Example: An expedition may never move from 2719 to 2819 and then to 2919 or 2920, even though 2819 is a partial-sea hex.
D. Expeditions are never forced to land.
7.3.2 MP Costs for Landing, Discovery, or Combat
Each coastal or island hex at which an expedition stops for the purpose of landing, discovery, or to engage in naval combat or invasion costs three MPs.
7.3.3 Bound Equivalent for MPs
A. Each Eight MPs expended, or any fraction thereof, is equivalent to one bound. B. Thus an expedition that uses nine MPs during a Hemispheric Movement Segment has consumed two bounds, which must be added to its total bound movement in that Naval Phase when determining sea attrition.
7.4 Continuous Movement
A. An expedition may move as far as desired within each Hemispheric Movement Segment. The only limits to the distance are financial and/or attritional. B. Stopping to debark or embark units, discover, or engage in naval combat does not prevent the expedition from continuing its movement in that segment, as long as the player pays the cost in bounds purchased and/or sea attrition. C. The amount and length of hemispheric movement is thus at the whim of the individual player.
7.5 The South Cape
7.5.1 General Rule
A. The South Cape (Cape Horn) is located at the tip of South America. B. There are two hexes, 5814 and 5715, either of which an expedition must gain entrance to in order to round the Cape to enter the Pacific Ocean and any sea hex west of the Cape, or the Atlantic, if coming the other way. C. The Cape hexes are not part of the Pacific or the Atlantic Oceans.
7.5.2 Entering the Cape
A. To enter either Cape hex, roll a die.
- On a 1 or 2, the expedition successfully rounds the Cape and may proceed into the Pacific Ocean.
- On a 3-6 the attempt to round the Cape fails, and the expedition may not try again in that turn. It may either return home or move elsewhere as per the rules of hemispheric movement. B. Rolling for rounding the Cape may be done either in the Trans-Oceanic or Hemispheric Segment and applies to movement through the Cape in either direction.
7.5.3 Rutter
A. Once a nation has successfully rounded the Southern Cape it possesses a Rutter, or book of sailing instructions, that enables any of its expeditions to sail through the Cape freely at any time in the game. B. The Cape may be rounded freely only if the nation is in possession of a Rutter. C. Nations owning Rutters may sell the information to other nations.
7.5.4 Settlements Prohibited on the Cape
No nation may establish a settlement/port in either of the Cape hexes.
7.6 Rivers
No ship may ever sail on any river. Rivers are used only for reducing attrition effects (12.2.3).
7.7 Non-Valuable Islands
Certain islands in the game have no value: Greenland, all islands north of hex row 0400, the Falklands (5611 and 5612), Tierra del Fuego (5715), and the chain of islands off the coast of modern Chile. Expeditions may land at them if really desired, but settlements are prohibited.
7.8 Naval Stacking
A. There are no stacking limits at sea. A nation may have as many ships in one hex as desired. B. There are limits to what each ship can carry (7.1).
8.0 Naval Combat
A. If combat is initiated, total the respective combat strengths for each side. Compare the attacker's strength is compared to that of the defender to determine the odds ratio. B. Roll a die and find the result on the Naval Combat Results Table.
8.1 When Combat Occurs
8.1.1 Partial Sea Hex
A. Naval combat may take place only in partial-sea hexes. It may never take place in an all sea hex. Caravels and carracks may engage in naval combat, but not galleon fleets. B. Explorers are not necessary for naval combat.
8.1.2 Combat Not Mandatory
A. When ships from opposing countries are present in the same partial-sea hex in a Hemispheric Naval Segment (and then only), there is a possibility of naval combat. B. Either side may choose to initiate the combat. C. If neither desires combat the phasing player may move on (without any movement penalty), or remain in the hex.
8.1.3 Multiple Opponents
A. When a player moves into an enemy-occupied hex and decides to have combat, there is combat. B. The moving player is the attacker. C. If the hex is occupied by ships of more than one enemy player, the moving player may choose to attack the ships from one, some, or all of countries. D. The moving player may choose to attack ships from one country first and then the ships of the other, if desired.
8.1.4 Combined Forces
A. Both enemy players may decide to combine their forces if they have a treaty in force at the time (6.7.2). B. The moving player must then attack the enemy players' ships combined. C. The treaty must be announced by the enemy players before the friendly player declares the attack. D. Treaties may not be used to combine forces in an attack. Only one country's ships may ever attack at one time.
8.1.5 Non-Phasing Player as the Attacker
A. If the moving player declines to attack, the non-moving player may try to attack, and rolls a die.
- On a 1-3 the combat occurs. The non-moving player is the attacker.
- On a 4-6, there is no combat and the moving player may continue to move. B. The non-moving enemy player may choose to attack only a moving player and may not attack another non-moving player, even if there is one present in the hex.
8.1.6 Effects of Failure to Initiate Combat
If a non-moving player fails in the attempt to initiate combat, the moving player may not then choose to stop in that hex but must continue movement.
8.2 Attacking
8.2.1 MP Cost
A. It costs 3 MPs for a moving player to engage in combat, regardless of which side initiates the combat. B. There is no cost to the non-moving player.
8.2.2 Limits on Combat
An individual expedition may engage in as many naval combats as desired, provided it has sufficient bounds and pays the necessary attrition costs at the end of the phase (7.4).
8.2.3 Limits on Being Attacked
A given ship may be attacked any number of times in a Hemispheric Movement Segment. However, ships that have been attacked by a given expedition may not be attacked by that expedition more than once in a turn. They may be attacked by a different expedition.
8.2.4 One Expedition at a Time
A. An expedition must complete all movement and combat before another expedition begins to move and conduct combat. A player may not move an expedition into a hex, bring another expedition in to reinforce it, and then engage in combat with both expeditions. B. Once a player has stopped operations with a given expedition, and begins operations with a new one, the Movement Segment for the first expedition is complete.
8.2.5 Combat Procedure
A. When engaging combat, add the combat strengths of all carracks and caravels in the combat. (Remember that a caravel has an attack strength different from its defense strength). B. Include the combat strengths of any soldier units present on board the ships, but not the strengths of soldiers in the same hex on land. C. The total strengths of each side are then compared and reduced to one of the odds ratios found on the naval CRT, dropping any fractions.
Example: 16 to 9 would be rounded off to 1 to 1, while 9 to 16 would be 1 to 2 odds.
D. For odds of less than 1-2, or greater than 4-1, use those respective columns. E. Roll a die to find the result.
8.3 Combat Results
8.3.1 General Results
A. Naval combat results are in terms of ships lost by the attacker (A) or by the defender (D). B. The choice of which ship(s) (and their cargo) to be removed is determined by the player losing the ship(s). C. In the case where two players have combined forces (8.1.3, 8.1.4), the opposing player determines which player is to lose ships. The designated losing player then removes any ships required by the combat.
8.3.2 Prize Ships
A. Certain results on the Naval CRT have an asterisk next to them, meaning that the victorious player (the one who did not lose any ships in that result) may take a Prize Ship (15.4.4). B. Instead of removing the eliminated ships, the victorious player may elect to take as a prize one of the ships designated as lost by the losing player. C. The player keeps that ship and the cargo. All colonists and soldiers aboard are eliminated. Any explorers, conquistadors, or missionaries may be held for ransom or killed, as the capturing player desires. D. This is one reason why players must keep a record at all times of what each ship is carrying.
8.3.3 Aftermath
A. After all casualties are removed, the moving player may leave or remain in the hex. B. If the moving player remains, the non-moving player may not initiate combat against those ships until her/his turn.
8.4 Naval Invasion of Ports
An expedition may attack ports and the land units in them by naval invasion. A naval invasion uses the Land CRT, although it comes from the sea.
8.4.1 Naval Invasion: Presence of Enemy Ships in Port
A. A naval expedition may launch a naval invasion of a port only if it is in the port hex and there are no enemy ships in that hex. B. If there are enemy ships present in the hex, they must first be eliminated by naval combat. C. Because galleon fleets may not be attacked, their presence in a port hex assures the safety of that port, though not the safety of other ships.
8.4.2 Landing the Invasion Force
A. If there are no enemy ships present, or if they have all been eliminated, then the friendly, moving expedition may land any soldiers it has on its ships in the port hex. (This is an exception to 7.2.4 and 15.3.2). B. The soldiers may then attack the port in that same Hemispheric Movement Segment. (Although Naval Invasion is actually land combat, it occurs during the Hemispheric Naval Movement Segment and is not considered land combat for the purposes of the Sequence of Play).
8.4.3 Defender Doubled
The combat strengths of all units defending in a port hex are doubled for purposes of Naval Invasion only. (Units attacked in a port by normal land combat are not doubled.)
8.4.4 Naval Support
The invading land units may use naval support, adding one combat strength point for each friendly carrack in the hex.
Example: If four soldier detachments were attacking a port, supported by four carracks, their total would be 20 combat strength points (4 soldiers x 4 = 16 + 4 carracks = 20).
8.4.5 Combat Procedure
Compare the strengths of the attacking and (doubled) defending units to find the odds ratio, roll a die, and find the result on the Land Combat Results Table as per 11.0.
8.4.6 Combat Aftermath
A. If the defending units are defeated, they must retreat one hex from the combat hex (11.2.2). B. Unsuccessful attacking units must retreat into their ships.
8.4.7 Result of Successful Invasion
A. A victorious invader may choose to leave all, some or none of its soldiers in the port. B. Units not remaining may embark onto the ships, which may continue to move and engage in combat under the rules of continuous movement (7.4), although they may not attack that port again in that turn.
9.0 Naval Attrition
At the end of each Naval Phase, players must check each expedition for the possibility of attrition losses due to the rigors of an extended, open sea voyage (storms, scurvy, mutiny, etc.). The longer the voyage, the more likely severe attrition will occur. All units removed by attrition are eliminated.
9.1 Checking for Naval Attrition
9.1.1 When to Check
A. Each expedition must check individually for naval attrition at the end of the each Naval Phase. B. The level of attrition is dependent upon the length of the voyage by the given expedition. C. The first Naval Phase has two Naval Movement Segments so players may need to check for attrition twice.
9.1.2 Procedure
A. To check attrition for a given expedition, total the number of bounds traveled by that expedition in that Phase, roll a die, cross-referencing the die-roll on the Naval Attrition Table with the number of bounds traveled. B. The result is the unit or units to be removed from the ships, or the ships themselves.
9.2 Attrition Effects
A. Naval attrition affects any units on the ship at the time of the attrition check plus any units that had been on that expedition at any time during the course of that Naval Phase. B. Attrition losses should first be taken from units actually on the ships at the time of the attrition check. C. If this is not possible, take losses from units that had been on the expedition during that phase. D. Eliminate only those units designated by the Naval Attrition Table. E. If designated units were never present on the expedition they do not have to be removed. F. Only those units present at the beginning of the phase, not the turn, are affected.
9.3 Penalties for Exceeding Purchased Bounds
A. If an expedition exceeds the number of bounds purchased and allotted to that expedition, roll for naval attrition for that expedition under the 9+ column. B. If an expedition travels more than nine bounds in any phase and also exceeds the allotted and purchased bounds, that expedition must roll twice under the 9+ column. C. Because there are two naval phases, and all bounds are purchased before these phases, players must be careful in allotting purchased bounds in the first Naval Phase.
9.4 Naval Attrition Example
An expedition travels in the Trans-Oceanic Segment from Europe to Guinea (3 bounds). In the ensuing Hemispheric Segment it uses 16 MPs (2 bounds) to travel to Chichen Itza. It has thus used five bounds total. As the player had purchased seven bounds for this expedition in the Council Phase, the expedition has not surpassed its bounds allotment. It uses the 5 column for naval attrition, rolling a 3 and so must remove one colonist from play. The colonist may either be on the expedition, or have been dropped off by the expedition in Guinea (assuming a colonist was on the expedition).
Now the same expedition, in the Final Naval Phase, travels back to Europe from the Mayan Empire (East Coast) using four bounds. Since it already had used five of its bounds in the previous Naval Phase, it has now used a total of nine bounds, two more than its purchased allotment. Attrition must be checked using the 9+ column.
10.0 Land Movement
A. During the Land Movement Segment, a nation may move as many of its land units – soldiers, colonists, conquistadors, and missionaries – as desired. B. Units may be moved in any direction or combination of directions, as long as they move only on land. C. All movement restrictions apply equally to all units. D. Units are moved one at a time, or in stacks, tracing a path of contiguous, connected hexes through the hex grid. As a unit enters each hex it must expend one MP from its total movement allowance. E. After completing movement, a nation may engage in land combat with any European forces present in the same hex with its units.
10.1 How Units Move
A. Land Units may be moved during the Land Movement Phase (Exception: Naval Invasion, 8.4). B. A player may move as many units as desired, as far as their movement allowance will permit, but does not have to use their full movement allowance. C. Units must stop upon entering an enemy-occupied hex. They can move no further that turn. D. Colonists not accompanied by soldiers may never move into an enemy-occupied hex.
10.2 Terrain Effects
A. Each unit expends one MP to enter any land hex. B. There is no penalty for crossing a river; however, all-sea hexsides and all-lake hexsides may not be crossed. C. Units may not cross mountain hexsides.
10.3 Stacking
10.3.1 General Rule
A. There is no limit to the number of land units that may be present in one hex. B. For the purposes of collecting resources (14.0) only the first five colonist units are counted.
10.3.2 Multiple Nations in Same Hex
A. Land units from different nations may not peacefully coexist in the same hex. B. If land units from two countries are in the same land hex combat is automatic and mandatory (11.0). C. Units cease movement immediately upon entering an enemy-occupied hex (Exception: missionaries, 15.6.2).
10.4 Zones of Control
A. There are no zones of control. B. Land units affect only the hex they are in. C. The presence of an enemy ship in a coastal hex has no effect on land movement or land combat, but does affect naval invasion (8.4).
10.5 Embarking/Disembarking
A. There is no cost in land MPs for land units to embark or disembark from ships. B. There is a cost to naval units (3 MPs) to land in the hex to embark or disembark. C. Land units may not disembark in the first Trans-Oceanic Segment, and gold may be loaded only during a Resource Segment.
11.0 Land Combat
A. Combat occurs in the Land Movement Segment when the units of one player move into a hex occupied by the units of another players. B. Such combat is mandatory. Players may not agree not to have combat in such a case. C. All combat is resolved after all movement by that player has ceased. D. Each side engages in combat in its own Land Movement Segment.
11.1 Combat Procedure
11.1.1 When Combat Occurs
A. Combat occurs automatically when one player moves units into a hex occupied by another player's units. B. The moving player is the attacker. The player who originally occupied the hex is the defender. C. All units in the hex must engage in combat. Exception: Colonists may not attack, 11.1.3. D. A nation must finish all land movement before proceeding to land combat.
11.1.2 Combat Ratio
Combat is resolved by totaling the combat strength for each side, then comparing the totals as a ratio between the attacker's strength and the defender's strength, rounding fractions in favor of the defender.
Example: If 26 points attacked 9 points the odds on the CRT would be 2 to 1. If the attack were 9 to 26, the odds would be 1 to 3.
11.1.3 Colonists Defend Only
A. Colonists may use their combat strength only on defense. B. Colonists may never attack. They may be present in a hex with friendly attacking units, but they do not aid in the attack. They do suffer any adverse results.
11.1.4 Terrain Effects
Terrain has no effect on combat.
11.2 Combat Results
11.2.1 Explanation of Results
A. The letter A on the CRT refers to the attacking units. B. The letter D refers to the defending units. C. A fraction next to the letter refers to the fraction of the total number of soldier detachments that the appropriate side must remove, rounding upwards. Removed units are eliminated. D. A player may choose to remove two colonist units for one soldier detachment, if there are sufficient colonist units present. E. If only colonists are present, count each colonist as a soldier detachment for determining losses. Otherwise, colonist losses are voluntary.
11.2.2 Retreats
A. The losing side (11.2.3) must retreat one hex from the hex of combat. B. All retreating units must retreat into the same hex; they may not split up during a retreat. C. Units may not retreat into an enemy-occupied hex or through or into impassable terrain. D. If a unit cannot retreat, it is eliminated.
11.2.3 Losing Side
A. A losing side is determined as follows:
- If a side is the only one to suffer casualties it is considered to be the losing side in that battle.
- In combat results in which both sides take losses, the side with the fewest remaining soldier strength points in that hex is the "losing side."
- If both sides have an equal number of soldier strength points remaining, the attacker is considered to be the losing side. B. The losing side must retreat.
11.2.4 No Advance After Combat
There is no advance after combat. Victorious units occupy the hex the combat was fought in.
11.2.5 Combat Example
France, with six detachments of soldiers, attacks England, with two detachments of soldiers and one colonist unit. The odds are 24 to 9 (8+1), or 2-1. France rolls a 6, resulting in A½/D¼. France removes half of its force, leaving three detachments. England must remove one soldier detachment (¼ rounded upwards in this case) and retreat from the hex, as it has fewer remaining soldier strength points than France, even though France took greater losses in the battle.
12.0 Land Attrition
Land attrition simulates the effects of the rigors and hardships of living in a new and potentially hostile environment. Land attrition depends solely on location, rather than distance traveled. The number of units in a hex and their length of stay have no effect on land attrition.
12.1 Area Attrition Levels
A. Each area has an attrition level (1-4), found on the lower line of the Area Information Display. B. These levels never change (unlike Native Levels, which do). However, they may be adjusted by the terrain in the hex in question, or by the presence of conquistadors.
12.2 Terrain Effects on Attrition Levels
12.2.1 Forest/Jungle
A forest/jungle hex adds one to the attrition level of the area for units in that hex.
12.2.2 Rough
A rough terrain hex adds two to the attrition level of the area.
12.2.3 Coastal Hexes, Islands, Rivers, Great Lakes
A. Subtract 1 from the area attrition level for units in a coastal hex, island hex, or any hex with a river hexside. B. Also subtract 1 for units in a hex containing a Great Lake or a Great Lake hexside.
12.2.4 Attrition Level Limits
The Area Attrition Level may never be less than 1 nor exceed 5.
12.3 Spain and Land Attrition
Spanish units in a hex with a conquistador subtract 1 from the die-roll when checking for attrition results.
12.4 Determining Attrition
A. Check for attrition in the Land Attrition Segment of the Land Phase. B. Check for attrition in each hex containing land units. C. The results for the hex apply only to the land units actually in the hex. D. If the unit type designated by the Land Attrition Table is not present in the hex then that portion of the result is ignored.
Example: Spain has six soldier detachments, one colonist, and a conquistador in hex 3817. The Area Attrition Level for the Incan Empire is 3, to which two is added as the units are in a rough terrain hex, giving a total attrition level of 5. A 5 is rolled, reduced to a 4 because of the conquistador. The table result indicates 2C. Spain must remove the one colonist unit.
13.0 Gold and Treasure
A. Gold represents not only gold itself, but also gems and silver. Gold comes from mines, treasure from treasure cities. B. The value of mined gold is the same in all locations on the mainland, but it is different for mines located in the Caribbean. C. Gold must be discovered. After it has been discovered, it is mined, then physically transported back to Europe. D. Both mines and treasure cities may run out of gold or treasure, becoming depleted.
13.1 Mainland Gold
Mainland gold refers to gold from any gold mined in any hex outside the Caribbean.
13.1.1 Discovery Attempt
A. Colonists and soldiers may discover gold in a mine hex. B. If there is a land unit present in a previously unmined mine hex at the beginning of the Gold Segment of the Land Phase, the player controlling that unit may roll one die in an attempt to discover gold.
13.1.2 Successful Discovery
A. On a 1 or 2, gold is discovered in the mainland hex. B. A player may begin mining as soon as there is a colonist present.
13.1.3 Unsuccessful Discovery
On a 3-6, the player has failed to discover gold and may not roll for the hex again in the same turn, but may try again on any subsequent turn.
13.1.4 Mainland Gold Production
A. Each mainland mine produces 25 ducats of gold each turn that it is mined. B. Gold is produced in the Gold Segment of the Land Phase and is represented by placing a gold counter of the correct total denomination on the hex during that segment.
13.1.5 Depletion
A. As long as a colonist is present, a mine will continue to produce 25 ducats of gold per turn until it becomes depleted. B. At the end of each Gold Segment, after production has been taken from each working mine, roll two dice for each mine worked that turn. On a 2 or 11 the mine is depleted. C. A depleted mine may not be worked again for the remainder of the game. To indicate depletion, place a Depleted marker on the mine.
13.1.6 Effect of Gold Mining on Resource Collection
A. A hex that is being mined for gold (as opposed to collecting treasure) may not be used to collect Resources (14.2). B. An area with at least one active gold mine (not treasure city) automatically has an Area Resource Level of one, regardless of the level for other areas that turn.
13.1.7 Colonists Required for Gold Production
A. For a mine to be worked and for gold to be produced and collected, at least one colonist unit must be present in the mine hex at the beginning of the Gold Segment. B. The number of colonists present in the hex has no bearing on the output of the mine, as long as there is at least one.
13.2 Caribbean Gold
13.2.1 Caribbean Area
The Caribbean Area consists of all islands between the Deep South and South America, excluding the island in hex 2712.
13.2.2 Gold Discovery
The rules and methods for obtaining Caribbean gold are exactly the same as for mainland gold, with the following exceptions:
- Caribbean gold mines are discovered on a roll of 1-4.
- Caribbean mines produce 15 ducats of gold per turn.
- Caribbean mines deplete on a roll of 1-2 (using a single die).
13.3 Treasure and Looting
There are three treasure cities: Cuzco, Tenochtitlan, and Chichen Itza. These cities contain immense wealth — the legacies of the fabled Incan, Aztec, and Mayan Empires.
13.3.1 Looting Procedure
A. To loot a treasure city, a player must begin the Gold Segment with at least one soldier detachment in the hex. B. The Native Level of the area must be 0. If the Native Level is higher, the city cannot be looted, although it may be physically occupied. C. No die roll is required to loot. The presence of a soldier detachment is enough.
13.3.2 Treasure Production
Treasure is produced (taken) in the same manner as gold (13.1.4). The amount of treasure that may be taken in one Gold Segment from each city is as follows:
| City | Amount per Turn (ducats) |
|---|---|
| Cuzco | 100 |
| Tenochtitlan | 75 |
| Chichen Itza | 40 |
13.3.3 Depletion
Treasure Cities may become depleted in the same manner as gold mines (13.1.5). However, depletion is on a roll of 7 or 11.
13.3.4 Effect of Looting on Resource Collection
Resource Points may be taken from a hex in which looting is occurring. Looting has no effect on collection of resources.
13.4 Transportation of Gold and Treasure
Gold and treasure must be physically shipped back to Europe to be credited to a national treasury. They may first be transported over land to a port and there loaded, in the form of gold counters, on board a ship heading (eventually) for the Old World.
13.4.1 Friendly Port Required
A. Gold and treasure must be shipped from the New World to Europe from friendly ports (16.5). B. If a mine or city hex is inland the gold or treasure must first be transported overland to a friendly port.
13.4.2 Transportation Method
A. Gold and treasure may be transported overland either by a soldier or a colonist unit. B. One soldier or colonist unit may carry an unlimited amount of gold or treasure. C. Gold counters may not move by themselves.
13.4.3 Loading Gold/Treasure Aboard Ships
A. Once the gold or treasure has reached a friendly port it may be loaded aboard a ship in the Resource Segment by the ship's built-in crew, at no cost to the ship or the carrying land unit. B. No land unit need be present for loading. C. The gold, once loaded on board a ship, is then transported by the ship back to Europe, or to another friendly port.
13.4.4 Limits on Overland Transport of Gold/Treasure
Gold and treasure must be shipped from a friendly port in the area where it was produced, or from an adjacent area. When shipping from a port in an adjacent area, that port may not be more than eight MPs from the mine or city.
Example: Gold from California may not be shipped from the east coast of Sonora as the nearest coastal hex there is nine MPs away.
Exception: Treasure from Cuzco may be shipped to Europe from any friendly port in Rio del Plate.
13.4.5 Capture of Gold/Treasure During Land Transport
If land units are attacked while possessing gold or treasure, and are forced to retreat from the hex, the gold or treasure is captured by the attacking units.
13.4.6 Attacks on Ships Carrying Gold
A. If ships are attacked while carrying gold, and the victor in the naval combat receives a Prize Ship (8.3.2, 15.4.4), any gold or treasure on that ship becomes the property of the victor and may be transferred to its ships. It is possible for the victor to receive multiple prize ships. B. Otherwise ships eliminated in combat take their gold down to the sea bottom with them. C. Each ship's complement of people and cargo must be recorded. D. Failure to record the contents of each ship results in the loss of the maximum capacity of the ship is considered to have been lost.
13.5 Abandonment of Mines
A. At some point in the game, a player may determine that it would be more profitable to collect resources than operate a gold mine and so may abandon one or more mines to collect resources instead. B. This is done by placing an Abandoned marker on the mine at the beginning of a Gold Segment. No gold may be taken that turn. C. An abandoned mine is not depleted. It may be reopened at any time by removing the Abandoned marker at the beginning of a Gold Segment. D. Any player may revive an abandoned mine, regardless of the original ownership.
14.0 Resources
Each hex is capable of producing resources for the occupying nation. Resources are collected in the form of ducats. They come from goods acquired from (as well as sold to) settlements in the New World.
14.1 The Resource Level
A. The Resource Level is a number (found on the Turn Record Track) that applies to all colonized areas for the duration of the turn. B. It indicates the number of ducats per colonist that a nation may add to its treasury. C. R2 on an area's Information Display means the area yields double the current Resource Level. D. The Resource Level increases as the game progresses.
14.2 Collection of Resources
14.2.1 Limits
A. Each colonist unit in a hex draws the equivalent of the Resource Level in ducats. B. There is a limit of five colonists per hex that may draw resources. C. There is an area limit of 20 colonists per nation that may draw resources from a given area. D. Soldiers may never draw resources.
14.2.2 Mining Restrictions on Resources
Areas in which gold is being mined are severely restricted in their ability to collect resources (13.1.6).
14.2.3 Transport Not Required
Resources do not have to be transported. They are automatically credited to the individual national treasuries in the Resource Collection Phase.
14.2.4 Resource Example
Spain has 13 colonists in the Caribbean on Turn 11 and is not mining for gold in any hex. During the Resource Phase Spain adds 78 ducats to its national treasury: 13 (colonists) x 3 (Resource Level) = 39 x 2 (doubled resource capability for the turn) = 78. If Spain had been mining gold in any hex in that area, it would have received 26 ducats in resources (13 x 1 x 2 = 26), as long as no colonists were in mine hexes.
15.0 Special Units
15.1 Colonists
A. Colonists represent people willing or persuaded to travel to the New World to settle it. They are used to discover and supervise the mining of gold, to start settlements and ports, and to collect resources. B. Colonists may not be purchased; they are available only through the Random Events Table. C. Colonists must be maintained; however, colonists not actually in the New World at the end of a turn are eliminated. D. Colonists may not be accumulated in Europe. E. Each colonist unit has a combat strength of one, which may be used only in defense. F. Colonists come in denominations of 1, 2, and 5. These denominations may be used to make change.
15.2 Soldiers
A. Soldiers are used for protection, conquest and looting. B. They may be purchased at a cost of four ducats per detachment. C. Two detachments equal a company, and three companies (six detachments) make up a regiment. D. Soldiers must be maintained. E. The denominations of soldiers may be interchanged, similarly to colonists.
15.3 Explorers
Explorers are actual historical personages used to lead Voyages of Discovery.
15.3.1 Availability
A. Explorers become available per the Turn Record Track. They are identified by name and country. B. Each explorer appears in Europe at the beginning of his turn of appearance and is available for use in leading expeditions starting with that turn. C. Remove explorers from play (if they have not died through attrition or combat) at the end of the turn when so designated by the Turn Record Track, even if they are in the New World.
15.3.2 Voyages of Discovery
A. Only explorers may make Voyages of Discovery (18.1), naval expeditions to discover new lands. B. Expeditions without an explorer may land only at friendly ports. They may not land at non-friendly ports, though they may, however, engage in naval Invasions (8.4).
15.3.3 Expeditions Without Explorers
When an expedition without an explorer is scheduled to arrive at a friendly port and that port is no longer friendly or no longer exists when the expedition arrives, there are three courses of action (player's choice):
A. The expedition may stop in the hex if it is still a port, albeit an unfriendly one, hoping to move in during the Hemispheric movement Phase; or B. The expedition may continue moving in the Trans-Oceanic Phase to the nearest friendly port, expending additional bounds (the cost in MPs from the original destination to the new destination); or C. The expedition may return directly to Europe, after which it may not sail for the remainder of the turn.
15.3.4 Maintenance and Rental of Explorers
A. There is no maintenance cost for explorers. B. Nations may rent explorers from other nations at whatever cost and for whatever length they agree upon within the restrictions of their entrance and exit. C. This financial arrangement must be encoded in a treaty.
15.3.5 Explorers Not Allowed on Land
Explorers may not land or move overland.
15.3.6 French Explorer Personne
The French have an explorer, Personne, arriving on Turn 17. This is a non-historical unit added for the purposes of game balance. Players may choose to disregard this explorer with the knowledge that to do so will severely hamper French opportunities at a critical stage.
15.4 Privateers
Privateers were called the English Sea Dogs. Beginning with Turn 14, England receives explorers who have a second function: privateering. Privateers were semi-official pirates hired by the Crown to raid and harass enemy shipping.
15.4.1 Explorer Capability
Privateers may always act as normal explorers, in which case no special rules attach to them.
15.4.2 Special Capabilities
A. Privateers wishing to act in their special fashion may sail anywhere without rolling for attrition; however, they must purchase all bounds used: they may never exceed their allotted bounds. B. Privateers' expeditions may never carry colonists, and the soldiers they carry may never be disembarked, unless they are engaging in a naval invasion. C. Privateers may never transport their own country's gold. They may obtain enemy gold in a raid and carry that. D. Privateers may make discoveries.
15.4.3 Expedition Size
Privateers may have in their expeditions as many ships as England can afford.
15.4.4 Automatic Prize Ships
A. Any ships lost to a privateer in naval combat are automatically considered prize ships. The privateer may keep gold, ransom explorers and missionaries, eliminate colonists and soldiers, and sink or keep (and use) the ships as desired. B. Each captured ship must be manned by one of the privateer's soldier detachments. C. A privateer may never have an unmanned ship in his fleet; each ship must carry at least one soldier detachment.
15.4.5 Combat Bonus
All standard naval combat rules apply to privateers. However, in any combat in which a privateer is engaged the odds are adjusted (increased or decreased, depending on whether attacking or defending) in his favor by one column.
Example: A privateer attacking at 2-1 would use the 3-1 column; if attacked at 1-1, the enemy player would use the 1-2 column.
15.4.6 List of Privateers
The following explorers are considered to be privateers: Drake, Raleigh, Grenville, and Hawkins. They will be privateers only if in the service of England.
15.5 Conquistadors
Conquistadors are land explorers; they represent the very particular talents that the Spanish brought to the Age of Exploration. They have a land movement allowance of 8.
15.5.1 Limited to Spain
Only Spain receives conquistadors.
15.5.2 Arrival/Departure; Costs; Rental Prohibited
A. As do explorers, conquistadors arrive and depart according to the Turn Record Track, unless they are eliminated by other means. B. There is no cost to outfit or maintain conquistadors. C. Conquistadors may not be rented.
15.5.3 Land Combat Bonus
If there are conquistadors present during land combat between European nations, Spain may add one to the die-roll when attacking and subtract one when defending.
15.5.4 Native Combat Bonus
A. When engaging in combat against natives (17.2), Spain subtracts one from the die-roll for each conquistador present in the area. B. No more than three may ever be subtracted from a given die roll for combat against natives.
15.5.5 Attrition Bonus
The presence of a conquistador in a land hex reduces the effect of land attrition. Spain subtracts one from the attrition die-roll if there are any conquistadors present in the hex.
15.5.6 Eliminated if Alone
A. Conquistadors must be stacked with a soldier or colonist unit at the end of each Land Phase. B. Any Conquistador alone in a hex at the end of Land Phase is automatically eliminated. If all units aside from the conquistador are eliminated by combat or attrition, any conquistadors present in the affected hex are also eliminated.
15.6 Missionaries
15.6.1 Missionary Requirement
A. Each area in which Spain has either a colonist or a soldier and in which the Native Level is at least 1 must contain a Missionary. B. Spain may not land any units in previously unoccupied areas (by Spain) with a Native Level of 1 or higher unless those units are accompanied by a missionary. C. Missionaries are transported from Europe like any other land unit. D. If a missionary is eliminated, it must be replaced in the following turn. E. If Spain fails to replace a missionary, it may not collect taxes at home until a replacement arrives.
15.6.2 Movement
A. Missionaries do not have to stack with other units. B. They may not be attacked by European forces, which move through missionaries as if they did not exist.
15.6.3 Unknown State (Side)
A. Missionary counters are printed on both sides: one side is the unknown state; the reverse side has a Conversion Rating (15.6.4). B. Unused missionaries are kept in a container with their unknown state showing. C. All Missionary counters are put into play with their unknown state visible at the beginning of the game. D. Spain selects one missionary for every area as needed (15.6.1), randomly choosing missionaries from the container and keeps them in their unknown state, only revealing the true value when they reach the New World. E. Eliminated missionaries return to the container with their unknown state showing.
15.6.4 Conversion Rating
Each missionary has a Conversion Rating. This value is either a positive or negative number.
15.6.5 Missionaries in Combat Against Natives
In combat against natives, the Spanish player subtracts one from the die-roll for each plus-rated missionary in the area. A maximum of three may be subtracted from this die-roll, including for the presence of conquistadors.
15.6.6 Effect on Native Uprisings
When determining the Uprising Level for native uprisings, the value of the missionary is added to the total. A minus value will subtract his rating.
15.6.7 Maintenance
A. Missionaries must be maintained. B. Maintenance costs are one ducat per turn for each missionary. C. Missionary maintenance must be paid before all other maintenance.
Example: Spain has ten ducats in its treasury and three missionaries on the map. It must spend three ducats to maintain the missionaries, leaving seven ducats for maintenance of colonists, ships, and soldiers.
D. The only reason Spain may fail to maintain its missionaries is because its treasury is bankrupt. E. Missionaries are never eliminated because of a failure to maintain.
16.0 Settlements and Ports
16.1 Definitions
A. A settlement is any land or partial land hex containing a colonist unit. B. Ports are settlements located on islands or coastal hexes. C. Units in a hex containing a port or other settlement are considered to be within that settlement unless they are ships or on board the ships. D. A settlement is friendly to the player whose colonists form the settlement.
16.2 Stacking Restrictions
Any number of units may be in a settlement hex. However, for the purpose of collecting resources, no more than five colonists may be considered, even though more may actually be present (14.2.1).
16.3 Combat Effects
Settlements offer no protective strength increase in combat ability except in the case of a naval invasion. Units in a port hex attacked by a naval invasion (8.4) are doubled on defense against the attack.
16.4 Use of Settlements
A. Settlements are required to collect resources and mine gold. B. Settlements are not needed for looting. C. Settlements may not collect resources and mine gold in the same turn. They can do one or the other (13.1.6).
16.5 Special Use of Ports
A. Gold may be loaded on ships and transported to Europe only through a friendly port hex. B. Other land units may embark or disembark through any other coastal hex. C. Ports may be attacked by land combat or by naval invasion. D. A port is a specialized settlement. It has additional characteristics by virtue of being on the coast.
17.0 Natives
A. Each area is populated by natives (presently called Indians, thanks to the rather poor longitudinal comprehension of the 16th Century explorers). B. There are no counters for natives. The number of natives in each area is represented by the Native Level (in the Area Information Display), representing the level of population that presented a threat against European incursions. C. Natives may likewise be eliminated by military means (Combat Against Natives, 17.2) or by epidemics fostered by the Political Events Table.
17.1 Native Levels
A. Each area has a Native Level: the initial and maximum level of Native effectiveness. B. The Native Level may never be increased; however, it may be decreased by war and disease. C. Players should collectively keep track of the levels of each area using a method that is easily accessible to all.
17.2 Combat Against Natives
In the Combat Against Natives Segment of the Land Phase, each player may attempt to lower the Native Level of a given area by attacking the natives. This is handled in a somewhat abstract manner.
17.2.1 Soldiers Required
A. The country desiring to attack the natives totals the number of soldier detachments (not strength points) in the area in question. B. Players may not join forces for this purpose, and there must be at least one detachment of soldiers present in the area to conduct combat. C. Colonists may not participate in Combat Against Natives.
17.2.2 Using the Combat Against Natives Table
A. After determining the number of soldier detachments in the area, roll the die and cross-reference it with the column corresponding to the number of detachments. B. A number means that the Native Level of that area is reduced by that number. C. The letter S means that the Native Level remains the same and the country loses one detachment of soldiers in that area (player's choice).
17.2.3 Conquistador and Missionary Bonuses
Spain may subtract one from the die-roll for each conquistador and plus-rated missionary present in the area, subject to a maximum adjustment of three.
17.2.4 Elimination of Native Level
Once an area's Native Level has been reduced to 0, it remains at 0, and no further attacks are necessary. The area effectively has no more natives.
17.2.5 Native Combat Example
France is in Saguenay, which has a Native Level of 2. France has four soldier detachments present in Saguenay and rolls a 2 on one die. Cross-referencing the die-roll with the number of detachments produces a result of 2 on the Combat Against Natives Table. This reduces the Native Level by 2 to 0. Had France rolled a 6 (S result), the level would have remained at 2, and France would have lost a soldier detachment, leaving three.
17.3 Native Uprisings
A. During the Native Uprising Segment of the Land Phase, each nation must check each area containing its units to see if there is an uprising against its units. B. This is accomplished in two steps:
- Determining the Uprising Level, and
- Determining whether an uprising has taken place. C. If an Uprising occurs, refer to the Native Uprising CRT. D. Units of different nations are never combined for any purpose in Native Uprisings. It is therefore possible to have several uprisings per turn within one area. E. It is also possible for one nation's units to undergo an uprising while another's do not.
17.3.1 Native Uprising Level
A. The area's Uprising Level determines whether there can be a native uprising that turn. B. If the Uprising Level is 1 or less, there can be no uprising. C. If an area's Native Level is 0, there can be no uprising and so skip such areas when determining uprisings.
17.3.2 Uprising Level Calculation
A. Calculate the Uprising Level by adding:
- The area's current Native Level at the time of determination,
- The nation's number of colonist units present in the area, and
- The rating of any single missionary present (if the country is Spain). B. Subtract from this total is the number of soldier detachments in the area to find the Uprising Level for that country in that area.
17.3.3 Uprising Level Calculation Example
The area's Native Level is 3. Spain has eight colonists, a -2 missionary, and a regiment (six detachments) of soldiers in the area. The Uprising Level is 3: 3 natives + 8 colonists - 2 missionary rating - 6 soldier detachments = 3.
17.3.4 Uprising Determination
If the Uprising Level is higher than 1, the player must determine whether a native uprising has taken place.
Roll one die; if the Uprising Level is higher than the die-roll there is a native uprising; otherwise nothing happens.
Example: Continuing the example from 17.3.3, if the die-roll were a 4, there would be no uprising. If it were a 2, there would be an uprising.
17.3.5 Uprising Results
A. If an uprising occurs, roll the die again to determine its outcome, using the Native Uprising CRT. B. Cross-reference the roll with the number of soldier detachments in the area. C. The result is the number of European units eliminated in the area. D. A player may remove colonists, soldier detachments, or a combination of both. E. If the results is All, all units in the area must be removed. F. Spain must eliminate one missionary, if present, if the result has an asterisk, or when All is the result.
17.3.6 Uprising Due to Political Event
If the Political Event Oppressive Colonial Policy occurs, there is an immediate uprising. When this happens, skip the uprising determination step and proceed directly to the Uprising CRT.
18.0 Discovery
Players gain Victory Points (VPs) for being the first Europeans to discover certain areas and/or hexes.
18.1 Mechanics of Discovery: First to Enter
Discovery is gained by being the first nation to enter the designated hex — or any hex in the designated place of discovery — with any unit in the game, within the restrictions of this section.
18.2 Discovery of Land Hexes
A. Discoveries of land hexes may be made by any unit that is capable of movement on land. B. If the land hex is also a coastal or island hex, the discovery may also be made by an explorer-led naval expedition. C. Credit for land discovery is made when the expedition reaches the hex.
18.3 Voyages of Discovery
To receive credit for discoveries, naval expeditions must be led by an explorer or privateer. These are called Voyages of Discovery.
18.4 MP Expenditure Required
A. Voyages of Discovery expend three MPs for any hex in which they are making a discovery. B. They may not get credit for a discovery unless they expend these MPs.
18.5 Award of VPs
A. Players receive VPs for making discoveries per the Discovery Table. B. Voyages of Discovery receive credit for discovery only if at least one unit from the expedition returns to a friendly port.
18.6 Spanish Initial Award
Spain starts the game with 25 VPs for discovering the New World.
19.0 Political Control of Areas
19.1 General Rule
A. Each player receives VPs for each controlled area at the end of a scenario. B. Only one player may control an area. C. It is possible for an area to be uncontrolled.
19.2 The Mechanics of Control
A. To control an area, a nation must satisfy all of the following:
- It must have at least 50% of all colonists in the area;
- It must have at least 75% of all soldiers in the area;
- There may be no enemy ports in the area;
- There must be at least one friendly port in the area (unless there are no coastal hexes); and
- There must be at least three friendly colonist units and at least two friendly settlements (one of which may be the port above). B. If a nation satisfies all of these requirements it has political control over the area. C. If no nation satisfies these requirements, no one exerts political control of that area. D. The Native Level has nothing to do with political control.
20.0 Victory Conditions
The player with the most Victory Points (VPs) at the end of the game is the winner. VPs are awarded as follows:
A. Two VPs for each ducat in the national treasury. (No VPs are awarded for uncollected gold.) B. 150 VPs for each area under the nation's political control. C. VPs for discoveries per the Discovery Table.
21.0 The Scenarios
21.1 The Campaign Game (1495-1600)
This scenario covers the first century of the Age of Exploration, from 1495 to 1600. It may be played by two or three players (or four or five if you use the Portuguese and/or Banker options), or it may be tried Solitaire with a little care. It covers 21 turns of play and, with fairly experienced players, should take about seven hours to complete. There are no special rules, and players may use any of the given options they wish. The two-player game is played the same as the multi-player game, with the provision that the players must represent Spain and England.
21.1.1 Initial Setup
A. Spain receives:
- 1 colonist in hex 2316, and
- 1 caravel in Europe (at no cost). B. England and France have no units at start.
21.1.2 Treasury Levels
| Nation | Level (ducats) |
|---|---|
| Spain | 190 |
| England | 245 |
| France | 300 |
21.1.3 Monarch Ratings
| Nation | Monarch Rating |
|---|---|
| Spain | A |
| England | B |
| France | C |
21.1.4 Special Rules
A. Players receive all explorers, conquistadors, and privateers as per the Turn Record Track. B. Spain must transport a missionary to the Caribbean on Turn 1 per the missionary rule (15.6).
21.2 Solitaire Scenario: Spain in the New World
The setup for the Solitaire Scenario is the same as for the Campaign Scenario, the only difference being that there is but one player: Spain. In the Solitaire Scenario colonization by the non-player countries (NPCs), England, France, and Portugal, is handled by an abstract set of rules. These countries are not played: they do not roll for Random Events, send no expeditions, and have no land units. Spain can do anything a player may do according to the standard rules, ignoring naval combat rules, as there will be no enemy ships to fight.
21.2.1 Non-Player Colonization
A. Whenever the player obtains a result of A, B, C, D, 1, 3, 4, or 7 on the Random Events Table, a Non-Player Country (NPC) may have colonized an area. This colonization is in addition to whatever effect may be called for by the Random Events (6.4). B. Ignore the instructions for Random Events 1, 3 and 6. C. Examine the Non Player Colonization Reference to determine which nation is engaged in colonization, then proceed to the Non-Player Colonization Table, roll two dice, and cross-reference the total with the colonizing nation to determine the area that has been colonized.
21.2.3 Effects of Non-Player Colonization
If the Non-Player Colonization Table indicates that a previously uncolonized area (by any European country including Spain) is to be colonized by a NPC, that area's Native Level immediately drops to 0, and the area acquires a European Level (of the indicated country) of 5.
Example: The Aztec Empire has not been colonized previously. On the Random Events Table Spain rolls a 1 twice. This produces a result of A. In addition to the fact that the player's Monarch Ability Rating increases to A, the English will colonize some area. On the Non-Player Colonization Table, Spain rolls a 3, so England colonizes the Aztec Empire. Its Native Level immediately drops to 0, and it acquires an English Level of 5.
21.2.4 Colonization by Same NPC
If a NPC is directed to colonize an area that it has already colonized, increase the European Level in that area by 5. There is no maximum European Level.
21.2.5 Colonization by Different NPC
If a NPC is directed to colonize an area that has previously been colonized by a different NPC, ignore this result and roll again on the Non-Player Colonization Table until achieving a result with an area that has not previously been colonized (or has been colonized by the same NPC).
21.2.6 NPC Colonization of Area with Spanish Colonists
A. If a NPC is directed to colonize an area with at least one Spanish colonist unit in it, that area does not gain a European level. B. However, Spain suffers the following consequences:
- That area does not produce any resources for Spain that turn.
- Spain loses one half of the soldier detachments and one quarter of the colonists (rounded down) present in that Area.
- If any Spanish ships are present in that area, Spain must remove one of them.
21.2.7 NPC Effects on Resource Collection
A. If an area has a European Level above 0, Spain may not mine or loot gold in that area, even if mines are discovered and are not depleted. B. Spain may not collect resources from that area. C. Spain may begin producing gold and collecting resources the turn after the European Level of the Area has been reduced to 0.
21.2.8 Combat with NPCs
A. Spain may attempt to reduce the European Level of an area by attacking the Europeans the same manner as Combat Against Natives (17.0). B. Halve (rounded down) the number of soldier detachments Spain uses to attack the European level when referring to the Combat Against Natives CRT. Thus, it takes two detachments to equal one for this purpose. C. A result of S indicates that two soldier detachments are removed, rather than one. D. There is no such thing as a NPC European Uprising.
21.2.9 Victory
A. Spain receives VPs as per 20.0. B. Spain may not receive discovery credit for North America, Hudson's Bay, the St. Lawrence and Mississippi Rivers, or the Great Lakes. C. Spain controls an area only if the European Level of that Area is 0. D. If the VP total is 4,500 or more the player is considered to have won.
22.0 The Treaty of Tordesillas (Optional Rule)
The Treaty of Tordesillas (1494) delineated the New World territorial rights of the Spanish and Portuguese. This rule recreates the effect of this on the game.
22.1 Implementation of the Treaty
A. There is no Native Level in Brasil; rather, there is a Portuguese Level of 10. The Portuguese Level acts in all ways like a Native Level with the following exceptions: B. There is no Portuguese Uprising counterpart to Native Uprisings. C. All other countries may launch campaigns against the Portuguese Level much as they do against the native level. See 21.2.8 for particulars. D. Missionaries and Conquistadors have no affect on anti-Portuguese combat.
22.2 Effect of the Treaty
A. If the Portuguese Level of Brasil is 1 or higher, no country can control Brasil. B. No country can mine gold or take resources from Brasil if the Portuguese Level is 1 or higher.
22.3 Spanish Annexation of Portugal
22.3.1 Changes in Portuguese Level
A. During the Royal Council Phase each turn through Turn 16 (1570), Spain rolls a die to determine any increase to the Portuguese Level, consulting the Portuguese Level Change Table. B. The Portuguese Level may never be more than 10.
22.3.2 Spanish Control of Portugal
A. Starting with Turn 17, Spain does not roll for replenishing the Portuguese Level. B. Brasil gets no further Portuguese reinforcements. C. Spain rolls the die and consults the Portuguese Control Table.
23.0 Portugal as a Fourth Player (Optional Rule)
If more than three players wish to play, a fourth player may be Portugal. There are no counters for the Portuguese; players will have to supply their own counters if they wish to take advantage of this optional rule.
23.1 Initial Levels
A. The Portuguese player receives the same number of soldier and colonist counters as the other players. B. Portugal's Monarch starts at level A. C. The Portuguese treasury starts with 175 ducats.
23.2 Explorers
Portugal receives the following explorers, with the corresponding duration:
| Explorer | Arrives | Departs |
|---|---|---|
| Diaz | 1 | 1 |
| Da Gama | 1 | 3 |
| Corte Real | 2 | 2 |
| Cabral | 2 | 5 |
| Vespucci | 3 | 6 |
| d'Alberquerque* | 4 | 6 |
| Sequiera | 6 | 8 |
* Probably meant to be Afonso de Albuquerque. Dates are incorrect as he died in 1515, which would be at the end of Turn 4.
23.3 Cabot, S.
A. In addition to the above explorers, Portugal has the use of Cabot, S. for Turns 7-10. B. England has use of Cabot, S. for turns 6 and 11 only. C. Cabot automatically goes to Portugal on Turn 7 and back to England on Turn 11, appearing in Europe in both cases. D. Cabot may still be rented as any other explorer, however England and Portugal can rent him only for the turns they control him.
23.4 Other Rules
A. In all other aspects of the game, Portugal follows all the rules. B. If this option is chosen, the players may not use the Treaty of Tordesillas (22.0).
24.0 The German Bankers (Optional Rule)
For players who wish to increase the scope and dimension of the game, and get involved in economic and diplomatic variations, this is a fairly abstract simulation of 16th Century fiscal realities. There should be at least three active countries playing the game, aside from the Banker, if this option is to work well. The Banker player represents the large German Banking Houses: Fugger, Walser, and so on. All rules are the same as in the standard game, except as noted below. This option places a premium on economics and diplomacy, and that the German Banker/player has quite a bit of control over the destinies of the different countries.
24.1 Mechanics of Playing the German Bankers
24.1.1 General Rules
A. The player taking the role of the German Bankers, in essence, plays a somewhat non-active position, controlling destiny through finance. B. The German Bankers may not send out any expeditions, nor make any other type of movement on the map.
24.1.2 Required Adjustments
A. When using this option, the initial Treasury Levels are:
| Nation | Level (ducats) |
|---|---|
| France | 240 |
| England | 165 |
| Spain | 110 |
| Portugal | 100 |
| German Bankers | 260 |
B. Permanently remove these explorers from the game: Villegagnon, Ribaut, and Personne. C. Gonneville is available during turns 2-3, not 1-2. D. Cabot, S. is available as per 23.1.3.
24.1.3 Special Rules
A. When rolling for taxes (only), Britain, France, Spain, and Portugal add one to their die-roll. The German Bankers do not. B. The German Bankers have a permanent Monarch rating of A. C. The only Random Event the German Bankers roll for is taxes. They ignore all other Random Events. D. If any other player rolls Costly European War on the Political Event Table (Event #5), the German Bankers must deduct 40 ducats from their treasury.
24.1.4 Loans from the German Bankers
A. The German Bankers may loan money to the other players at any rate agreed to by the players involved in the transaction. B. The other players may not make loans or transfer funds in any way among themselves. C. On the last turn of the game, borrowers must pay off loans to the German Bankers before paying any maintenance. Spain still pays for its missionaries' maintenance before anything else.
24.1.5 Enforcement of Loans
A. If a borrower cannot or will not repay a loan at the agreed upon date, the German Bankers may repossess any of the borrower's ships located in Europe at any time after the negotiation of the loan. B. Ships repossessed are taken complete with cargo. They may not return to Europe and unload them before being repossessed; they are taken as soon as they reach Europe, complete with cargo. C. Borrowers receive full credit toward their obligations for repossessed ships and cargo. D. Ships are repossessed at the following rates:
| Ship | Ducats |
|---|---|
| Caravel | 4 |
| Carrack | 8 |
| Galleon Fleet | 40 |
24.2 German Banker Explorers
A. The German Bankers receive the following explorers, with the corresponding duration:
| Explorer | Arrives | Departs |
|---|---|---|
| Alfinger | 7 | 8 |
| Spires | 9 | 10 |
| Federman | 9 | 9 |
| Von Huten | 10 | 11 |
B. The German Bankers may rent their explorers to other countries. C. They may not use them themselves. (Players will have to supply their own counters.) D. All arrangements as to the length of rental compensation are up to the players involved.
24.3 German Banker Control
A. The German Bankers may demand as partial repayment of their loans a percentage of the profits of any expedition(s) they help to finance. (This was the normal way of doing business at that time.) B. If a nation has political control over an area, but at least 50% of the profits from that area (gold and resources) are going to the German Bankers, the German Bankers, not the actual owning player, are considered to control that area for victory purposes.
24.4 German Banker Victory
A. The German Banker receives 3 VPs for every ducat in its treasury at the end of the game. B. The German Bankers may not receive VPs for any discovery. C. The German Bankers win if they have the most VPs at the end of the game. D. Regardless of their VP total, if their Treasury Level is greater than any two other countries combined, the German Bankers have scored a technical victory, meaning that while the other countries may have received the glory, the banking houses are reaping the more tangible benefits.